Admin
Every tool has its own tab. Saves are separate and nothing is published automatically.
World draft
Server state
Upload a GameMaker export
Use the multi-room Studio v4 export, not the legacy v3 kit. The preview below is local only; it isn't validated by the server.
No file selected.
Uploading a new GameMaker export replaces any encounter zones edited here. Save zone applies the form and privately saves the whole draft. Save draft saves edits you've already applied, and Load saved draft brings them back after a refresh. Nothing autosaves: painted tiles stay local until you press Save zone. The live world only changes when you validate and confirm a publish. Edits here are not synced back into your .yyp project.
Encounter zones
Variant monsters
Variants are the same monsters in a different colour: their own variant sprite from the Monsters section, or an automatic recolor. They have the same stats. This chance applies in every zone and saves straight away (no publish needed); a zone's own variant odds below override it.
Rectangle sets the bounds, Paint adds tiles and Erase removes them. Drag to paint continuous strokes, separate patches or holes. Coordinates start at 0 and the margin around the grid isn't part of the room. Bounds update automatically when you paint; clear the selection before swapping a painted shape for a rectangle. On touch screens, paint inside the grid and scroll using the margin. You can also type rectangle bounds in the inspector. Save zone saves the whole draft; nothing autosaves.
0 selected tiles.
Light gray: walkableGraphite: wallGold: spawnCyan: portalViolet: other zonesPink: eligible selectionRed: ineligible selection
A zone is only the tiles you've selected, not its whole bounding box, so another zone can sit inside a hole. Walls, spawns and portals can be included, but every zone needs at least one walkable tile that isn't a spawn or portal. Room artwork appears once the world validates or you load a draft or the published world from the server. The server enforces tile masks for the game client.
Zone settings
Zones in this room
Validate and publish
Not validated.
Publishing disconnects everyone. Players load the new version when they reconnect, and the server checks their saved positions. If the draft changes or another admin publishes first, you'll need to validate again. Nothing is overwritten automatically.
Shop
The shop is saved separately from the world draft. Saving it doesn't publish a world and doesn't need one uploaded. If someone else saved first, your edits are kept so you can review them before discarding and reloading.
Monsters
Change species, artwork and evolution without uploading a world. World, shop and catalog saves are separate. Stable species IDs cannot be renamed or deleted; disable a species to retire it after removing encounter dependencies.
Load the catalog to start editing.
Moves
Create moves and change their stats, then give them to species in the Monsters section above (click Load catalog again to see new moves there). Each move can have an animation sheet that plays over the target in battles and duels. Moves can't be deleted, because monsters may already know them. Saving ends wild battles in progress and fits everyone's SP to the new maximums; duels already under way keep the moves they started with.
Load moves to start editing.
Game text
Change the labels, help text and messages players see in the game. Players can't change these themselves. Saved text reaches everyone in the game straight away; the sign-in screen shows it after a player has connected once that session. A {placeholder} is filled in by the game (a level, a name, a number). You can leave any of them out, but you can only use the ones the line already has. Empty a box to go back to the default.
Load game text to start editing.
Player appearance
One shared player appearance for all players, not a per-account avatar chooser. Appearance saves have their own revision. They do not publish a world, change the monster catalog or shop, or cancel battles.
Load global player appearance to start editing.
Item art
Give items icons. Upload any image or sprite sheet (PNG, GIF or JPEG up to 1024 x 1024), then choose an item and click a grid cell, or use the whole image. Item art saves on its own and shows in players' backpacks, shop and trades right away. Items without art show their name instead.
Load item art to start editing.
NPCs
Add people to your rooms. Upload a character sheet, click a tile to place the NPC, choose how it moves and write what it says. NPCs save on their own (no world publish needed) and appear for players right away. Players talk to an NPC by standing next to it and pressing E or Space. Signs work the same way but never move: put one on the signpost in your map art (it can sit on a blocked tile), choose its front side and write its message; players read it by standing on the front tile, facing the sign, and pressing E or Space. Pick a room above the list to see and edit the NPCs and signs in that room.
Load NPCs to start editing.
Players
Find a player, then kick them from the game, mute their chat, ban them for a while or for good, fix their name or coins, give or remove the admin role, or keep notes. Mutes and bans show their reason to the player. You can't use these on yourself, and another admin must lose the admin role before they can be muted, banned or kicked. Every action is logged below.
Search for a player by name, or pick a filter and press Search.
| Player | Status | Room |
|---|
Moderation log
| When | Admin | Action | Player | Reason |
|---|
Cheat strikes
The server records anything an unmodified game never sends: edited game files, impossible movement, forged requests and message floods. Players are disconnected automatically after repeated strikes. Nobody is banned automatically, so review the evidence before acting.
Load strikes to review suspicious activity.
Most strikes in the last 24 hours
| Player | Strike points | Events | Kicks | Last seen |
|---|
Latest strikes
| When | Player | What happened | Points | Result | IP | Details |
|---|