Character creation tutorial/Character select

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  Character creation tutorial [view]

Chapter 1: OverviewChapter 2: S_SKINChapter 3: SpritesChapter 4: Character select

If you want your character to be usable in Single Player, you need to add an entry to the character select screen. This chapter explains how to set up a character select entry for your character, assuming you have already created an S_SKIN lump for the character at the least.

Creating the character select entry

Character select entries are created via SOC. Specifically, you must add a Character block to a text lump called MAINCFG or OBJCTCFG lump. If your WAD already contains other SOCs, such a lump already exists. In that case, simply open it in a lump editor and add the block for the character select entry. Otherwise, create a new lump called MAINCFG or OBJCTCFG and put the character select entry block into it.

Example

This is a typical example of what a character select entry may look like:

Character
SkinName = sonic
Status = 1
PlayerText = ^2Sonic^0 is the fastest of the three, but also the hardest to control. Beginners beware, but experts will find Sonic very powerful.

^2Ability:^0 Speed Thok
Double jump to zoom forward with a huge burst of speed.

^2Tip:^0 Simply letting go of forward does not slow down in SRB2. To slow down, hold the opposite direction.
#

Constructing the character select entry

This section explains how to create a character select entry for your custom character from scratch.

Step 1: Identification

The character select entry should start off with the following parameters:

  • Character: This is the header for the character select entry's SOC block. In most cases this should be written as a line on its own without a number, so it will appear at the end of the list of characters at the character select screen.
  • SkinName: This is the name of the character to load up when the character select entry is chosen. This parameter's value should be identical to the one you set for name in the S_SKIN lump earlier in this tutorial.
  • Status: This parameter determines whether the character select entry will be displayed or not – for most purposes, this should be set to 1. If this parameter is omitted, the character will not appear in the Character Select screen.

Step 2: Description

Next, a description for your character's entry can be given using the PlayerText parameter. The text you supply will automatically wrap and a large space is available. Use the # character to mark the end the text for this parameter. Custom color codes are commonly used here – most of the text is given in the default white color, while the character's name (the first mention only) and any section headings are usually colored yellow (^2). See below for a recreation of Sonic's description as an example:

PlayerText = ^2Sonic^0 is the fastest of the three, but also the hardest to control. Beginners beware, but experts will find Sonic very powerful.

^2Ability:^0 Speed Thok
Double jump to zoom forward with a huge burst of speed.

^2Tip:^0 Simply letting go of forward does not slow down in SRB2. To slow down, hold the opposite direction.
#
  Character creation tutorial [view]

Chapter 1: OverviewChapter 2: S_SKINChapter 3: SpritesChapter 4: Character select