Talk:Character WAD tutorial

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Overpowered Characters

Ok... I'm sure that you all know about massively overpowered failing characters. Since this is where _EVERYONE_ goes to learn how to make their (first) characters, why not give them some helpful guidelines preemptively here and save everyone some time and inform them before they begin on their first wads? -on_Edge


How does Ringslinger work in the most recent versions of SRB2? I beleive that this article should be updated for more recent versions because many of these attributes don't work.

They do. They just aren't noticable because you need to have at least one ring to use the weapon. ~DarkWarrior

Notepad Trouble

Ok, how do I import the notepad with the name= facename= speed= etc., who do I import it into my wad?--------Hersheys september 16 2006

Ok, first, you don't HAVE to do it in notepad, but whatever. Just add it as you would an image. ~DarkWarrior


Call me a stupid n00b, but maybe the article should have something about the OBJCTCFG lump. Of course I know all about it, but how bout we fill our little friends in? 17:35, 2 December 2006 (PST)

Already has it. ~DarkWarrior

Hmm... After re-reading the article, seems you were right. At the time of your writing, it wasn't there. I have just added it. ~DarkWarrior


This entire article (especially the first paragraph) is in dire need of cleanup, in terms of writing style. Just thought i'd let you guys know of this. *works on a template for cleanup* --Spazzo 07:59, 6 April 2007 (PDT)

"I'm waiting!" –AoSTH Sonic
SonicMaster 00:00, 18 November 2007 (PST)

"I'm [still] waiting!" –AoSTH Sonic
This article is in need of a rewrite, Spazz. You said you were going to do it. Have you decided not to do this? –SonicMaster 00:57, 13 December 2007 (PST)

Geez, that was back in April. :P --Digiku talk 08:56, 13 December 2007 (PST)

Boss WAD

How can I make a boss WAD? -- Anonymous

That would require socs, actually, so you'll want to grab SocEDIT. This might be of some use. In case you're having trouble getting it to work, I'll be including that in the page soon. ~Blue Warrior 19:32, 18 May 2007 (PDT)

..... I have XWE, actally. How do I import pictures for the boss???? -- Anonymous

I'm a little late, but you would find the boss sprites inside srb2.srb. Open it like you would any graphical wad. ~ Blue Warrior 00:02, 19 June 2007 (PDT)

For the boss WAD, just export the SOC into XWE as the OBJTCFG (I think) lump. ~HoneyComb~ 19:13, 16 November 2007 (PST)

...Or is it the MAINCFG? I forgot >.<. ~HoneyComb~ 19:24, 16 November 2007 (PST)

OR use SocEDIT to change

Max size before Highres

What's the max size for a character's frame before highres is needed? 70X70? --22:49, 2 June 2007 (PDT)Glaber

HIRES should only be used for characters with double image size. It doesn't automatically scale down to 70 x 70. ~DarkWarrior

Not really what I was asking. Let me clarify. If the sprite size is 70X71 or even 70X80 does highres need to be used at all? --Glaber 13:55, 4 June 2007 (PDT)

HIRES will shrink the image in half. So, HIRESing a 70 x 80 image will shrink it to 35 x 40. Good thing? Clearly not. ~DarkWarrior

Thank you for the information. Now I can go through with Jazz Jackrabbit--Glaber 16:06, 4 June 2007 (PDT)

Thrust Factor

The thrust factor actually ranges from 0 to 5, though 0 being unable to move without spinning, or midair abilities, and 5 being extreemly fast acceleration and poor handling.

Trust factor also sets the value for the thrust off springs, so if you have greater thrust off springs, you have "less" controll, though in actuallity, you can accelerate more, and greater alter your path in air.

On another note, if your thrust factor is below 5, it is impossoble to reach a top speed of 36 without a mid-air ability, or rolling.

-On Edge 12:50, 24 June 2007 (PDT)

lol@title ~ Blue Warrior 13:58, 11 July 2007 (PDT)

Pro Tection

This article has a tendency of being edited by twits. Should we protect the page, or is it a minor issue? ~ Blue Warrior 13:58, 11 July 2007 (PDT)

Thank you for your nonexistent feedback. ~ Blue Warrior 13:20, 5 August 2007 (PDT)

You're welcome. *killed* –SonicMaster 17:56, 17 November 2007 (PST)

S_SKIN as a SOC?

Is it possible to export the S_SKIN lump into a SOC? Thanks, ~HoneyComb~ 19:06, 16 November 2007 (PST) EDIT: And not crash the game. ~HoneyComb~ 19:58, 16 November 2007 (PST)

...Thanks for your feedback T_T ~HoneyComb~ 06:42, 18 November 2007 (PST)

... Come on, it can't really take this long to answer such a simple question, please answer! ~WafflesHedgehog~ 12:31, 19 November 2007 (PST)

Not as far as I know. S_SKIN is a wholly separate lump type & setting from SOCs. ~DarkWarrior Talk • Contribs 13:44, 19 November 2007 (PST)

FINALLY! Thank you very much! ~WafflesHedgehog~ 15:58, 19 November 2007 (PST)

Total Rewrite

This article has the same problem as the original NiGHTS Tutorial. Who's gonna fix it? Am I gonna have to be the one to do it? This is one I really don't wanna do.  ;_; –SonicMaster 14:35, 27 December 2007 (PST)

I can try, but usually when I rewrite, something, it turns out kind of... unchanged. But I'll try. ~Kaysakado  •  Talk  •  22:37, 27 December 2007 (UTC)

Just make sure to have a thing where you create a character step by step, like I did when I made NiGHTS Tutorial Zone. (By, the way, I have Journey of Dreams; it PWNS.) –SonicMaster 14:40, 27 December 2007 (PST)

WAD fails.

I was making a WAD, but everytime I try to play as 'Bullet' (obviously Tracer Bullet. Hehe....) SRB2 shuts down and gives me a error!

The error is usually specific enough to help. If it wasn't, then you probably got this:


That's not going to help. Contrast this WAD with two other working character WADs and see what's inconsistent. That often helps. Alternatively, reread this tutorial. –SonicMaster 17:31, 21 March 2008 (PDT)

.... I guess I did not make myself clear. I had already contrasted my Tracer Bullet WAD on a Senku 2.5 WAD and a Nitemare WAD. That does not help. ALSO, I read the article and nothing works! View this. Image of XWE.

I've noticed that the actual sprites for a character are actually not supposed to be sprites, but graphics, as far as XWE/SLumpEd understand. S_SKIN means "start player sprites," and Doom didn't have that. Weird, huh? Also, you only have frame A. Where are frames B-Z, _, ^, ], \ (is backslash one of them?), a, and b?

Furthermore, your S_SKINx lump is supposed to be right before the first frame. It says it in big bold letters in the article itself. –SonicMaster 12:46, 22 March 2008 (PDT)

How do you crop the background?

I don't know how to crop the background so the white part won't show. P.S. I am not paying for it if you half to pay.--Donovan 13:45, 6 April 2008 (PDT)

Just make the white part cyan. ~Kaysakado  •  Talk  •  21:02, 6 April 2008 (UTC)

What IS CYAN?--Donovan 13:30, 13 April 2008 (PDT)

Cyan is this color. And I think you have to specify in Paint that cyan is transparent by unchecking Draw as Opaque in one of Paint's menus and then right-clicking on the cyan color down there. When I used SLumpEd to import an image with cyan, it turned white. (I left it in there because it's a joke WAD anyway.) ––SonicMaster 15:34, 13 April 2008 (PDT)

Cyan is also a very sexy color :3 --D00D64 the Super Sexy 04:21, 8 November 2009 (UTC)

How do I get to the settings?--Donovan 15:03, 14 April 2008 (PDT)

It's in one of Paint's menu bars. Did you try looking? ––SonicMaster 17:54, 14 April 2008 (PDT)

Sprite problems

My sprites are just those text things, How do I change it to a real sprite? Even so i can't draw my own sprites )=


Has it been fixed so that it only really works under water?--Glaber 00:54, 9 October 2009 (UTC)

Proposal: splitting up Character WAD Tutorial

Probably this is the biggest (if not, the one of biggest ones) article on the Wiki. We could split up this article into smaller ones (at least: what is a character WAD, its properties, states/frames and how to do one - the tutorial itself) likely Level Design 101. --Ezer'Arch|עֶזֶר'AρχTalk 17:49, 17 May 2010 (UTC)

Very late on this, but I agree. Especially with the newly added prefcolor table, the article has reached a point where it's way too large. Probably the easiest way to split it would be like this:

  • Introduction
    • Opening paragraph
    • Requirements
    • Format
  • S_SKIN1
    • S_SKIN1
    • Attributes for S_SKIN1
    • Implementing S_SKIN1
    • Atrributes of OBJCTCFG
    • Implementing OBJCTCFG
  • Frames (encompasses the "Frames" section of the current article)
  • Custom Sounds (encompasses the "Custom Sounds" section of the current article)

First-level are the sub-article, second-level are the sections of the current article that it would encompass. --SpiritCrusherTalkContribs 04:48, 3 September 2011 (CDT)

We don't have a page specifically for S_SKIN yet. Why not put the S_SKIN stuff there? -JTE (talk)


Given the (sort of) recent changes to how we understand everything to do with making custom characters for SRB2, we should probably revise the proposed splits a bit:

  • Introduction
    • Opening paragraph
    • Requirements
    • Format and layout (latter is important because people place the lumps in the wrong order fairly frequently so I recall)
  • S_SKIN
    • Format (naming format, can take comments of a few kinds, general format similar to SOC etc)
    • Example(s)
    • Parameters
    • Custom sounds
    • Implementation (if needed?)
  • Character Select (aka the Character SOC block)
    • Overview of purpose
    • Example(s)
    • Header
    • Parameters
    • Implementation (if needed?)
  • Creating sprites
    • Recommend some sprite editors
    • General sprite dimensions
    • Link to Sprite for general format of lump names in the WAD, but place some reminders
    • Frame list
    • Some info on color choices regarding skin colors, startcolor etc
  • Custom abilities (+ other advanced techniques?)
    • Lua hooks JumpSpecial,AbilitySpecial,SpinSpecial and JumpSpinSpecial
    • idk

Part of me thinks S_SKIN parameters and Character select parameters should be listed on separate pages, so as not to clutter up the tutorial like in Character WAD tutorial as it currently is. But that's just me.

As some may know already, I also have some WIP subpages in my userspace that may help with a rewrite:

The REAL big question in the end is: when do we start implementing all this? =V --Monster Iestyn Talk 14:50, 21 May 2015 (CDT)

Mentioning other frame rotations and cross frame flipping.

Hope you don't mind, but I mentioned the fact that you can flip the sprite across frames, and that rotation number 0 will display as all angles for that frame. --Nomekop 14:28, 4 March 2012 (CST)