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"jumpFrames" : integer - The amount of jump frames."runAnimationSpeed" : decimal - How fast the walk/run animation plays."runFrames" : integer - The amount of walk/run frames."idleAnimationSpeed" : decimal - How fast the idle animation plays."idleFrames" : integer - The amount of idle frames."boomerangColor" : array] - The colors for each part when player has a boomerang suit."blueShellColor" : array] - The colors for each part when player has a blue shell."superBallColor" : array] - The colors for each part when player has a superball flower."statueColor" : array] - The colors for each part when player is a statue."tanookiSuitColor" : array] - The colors for each part when player has a tanooki suit."iceFlowerColor" : array] - The colors for each part when player has a ice flower."leafColor" : array] - The colors for each part when player has a leaf."frogSuitColor" : array] - The colors for each part when player has a frog suit."hammerSuitColor" : array] - The colors for each part when player has a hammer suit."flowerColor" : array] - The colors for each part when player has a fire flower."starColors" : array]] - The star colors for each part, can have multiple colors."defaultColors" : array]] - The default colors for each player and part."colorables" : array - The names of each of the colourable parts.(AE) "groundPound" : boolean - Allows the character to ground pound.(AE) "doubleJump" : boolean - Lets the character jump twice.(AE) "noJumpSound" : boolean - If the character has a jump sound, useful for adding custom sounds.(AE) "spawnEnemy" : boolean - If the character spawns an enemy on load.(AE) "fireEnemy" : table - See below for better explanation.(AE) "defaultSize" : integer - The default size of the character.(AE) "health" : integer - How much health the character has.(AE) "skid" : boolean - Plays the skid sound when skidding.(AE) "breaksBlocksSmall" : boolean - Lets the character break blocks when small.(AE) "smallDucking" : boolean - Lets the character duck when small.(SE) "pegasus" : boolean - Lets the character jump indefinitely, overriding Double Jump.(SE) "dbljmppls" : boolean - Lets the character jump twice.Interestingly, the character can still throw fireballs if they have a fire flower. (SE) "raccoonMario" : boolean - Gives the character the abilities of Raccoon Mario (Tail swinging,įlying, and slowing falls) when it is not small.Raccoon, the character showcasing the new Property.
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Here is a list of all known character properties (ones labelled (AE) are AE exclusive and ones labelled (SE) are SE/CE exclusive). They need to be filled with appropriate propeerties, these can affect a players animations, offsets or physics. SE uses a config.txt, Use this GitHub project for example.ĪE uses a config.json, Use this custom character example. Other than that the only required file is a valid config.json. You need a different set of spritesets for each powerup but if you don't want to make that many you can use "health" and "defaultsize" and stick to just one. They can either be made with 1 uncolorable spritesheet (animations.png) or multiple spritesheets for colors (animations1.png, animations2.png, etc). Leaving animations1 blank and using animations0 or animations2 as your character sheet will essentially fix the crash. Please note that the game will crash if you try to give a character without customizable colors hat #1, because it is colored to match animations1. You need spritesheets for the character without a portal gun (nogunanimations1 and nogunbiganimations1), and the normal animations will become the sprite for the character with the portal gun.
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