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It is said that the most important tag in early World Wide Web history was <img> - with it, web pages could finally stop looking like text documents and start looking like anything they wanted to look like. This is said to have been the Web's defining advantage over its competitors. In that sense, images and hypertext are intimately intwined, and in Twine their revelance is not diminished.
Images can serve many purposes in a story or game - passage illustrations, stylesheet|background textures, interstitial GIF animations, a drawn logo, and so forth. Given their vital importance, Twine enables you to incorporate image assets into your project's story file, as separate “passages” alongside your text. Images stored in the story file will be embedded inside a finished story's built HTML - guaranteeing that the images will always be visible in the story, even if the HTML file is uploaded to a site or service like Philomela.
You can add an image asset to your story by either using the “Import Image” menu items in the Story menu, or by dragging and dropping an image file into the Story Map:
In Twine 1.4.2 or above, the program will ask you, when you build your story, if it can automatically import all of the external images used in the story - the images referred to by URLs.
Once you've imported an image, you can refer to it by its name using this syntax:
You can make an image that is also a link to another passage:
[img[image name][Passage name]]
If you put the '<' or '>' symbols in front of 'img', it will be floated to the left or right, insetting it in the passage text:
And, you can refer to
This syntax is mostly a shorthand for the HTML <img> tag. If you need to customise the image further (for instance, by adding a class or style attribute) then you can fall back to the <img> element - but note that you can't refer to imported image assets with it:
<img src=“image URL”>