Icon and Portrait

Two different images represent a character outside of gameplay, and they behave differently.

Icon

The icon is picked from the character's own sprites, in Visual Settings:

Field Meaning
Icon The sprite used as the character's portrait in menus such as character select. You can drop an image here to add it to the character and use it as the icon.
Icon Offset X / Y Shift of the icon sprite relative to its pivot, in pixels, to centre it in menus.

The saved iconIndex points at the chosen sprite.

Choose something that reads at small size — a neutral face or bust works; a mid-action pose usually does not. Use the offset fields to centre it rather than editing the source sprite, since that sprite may also be used by animations.

Portrait

The portrait is the larger image shown on the Character Select screen. Keep it consistent with the character's art, and do not just reuse the small icon sprite scaled up.

Palettes

The icon uses the character's colour palette. The portrait does not.

That single difference drives how you should test each. If your character supports palettes, check the icon under every one of them — a palette that looks fine in gameplay can make the icon unreadable against the menu background. The portrait is palette-independent, so it needs no such check, and it does not have to match the palette layout the sprites use.

Palettes are edited in the game's built-in palette editor, not in the Character Editor. See Color Palettes.

Testing Checklist

  • The Character Select screen, for the portrait.
  • The in-game player, enemy or item icon, under each colour palette.

Related pages: The Inspector, Create/Open Characters, Mod Characters vs Classic Reskin, Test Mod.