Color Palettes

Color palettes are edited through the game's built-in palette editor, opened from the selected mod's in-game editor menu. The Character Editor does not edit palettes; it focuses on character sprites, animation data, icon, portrait, boxes, logic, and audio events.

What Palettes Affect

Palettes define color variants for indexed character art and palette-enabled references. A palette can be local to your mod's character or can be an external palette entry that targets a character from another mod.

Use palettes when you want alternate colors without duplicating every sprite. Use reskins in the Character Editor when the silhouette, pose, shading, or animation itself changes.

Typical Workflow

  1. Open the selected mod in the in-game editor.
  2. Choose Palettes.
  3. Select the target character or entity.
  4. Choose Create New to make an editable copy of the default palette.
  5. Select a colour swatch, then adjust its sliders. Change the preview frame to check other parts of the character.
  6. Change precision to show fewer broad colour groups or more detailed groups. Precision changes the editing controls, not the sprite resolution.
  7. Back out to save. Changes also save when you switch palettes or precision. Use Test Mod to check the result and its current preview limitations.

Default is read-only. Its disabled controls are intentional. Create a variant before editing or importing a reference image. When a variant already exists, the editor opens on an editable palette.

You can select or drop a reference image onto an editable palette. The colour swatches rebuild after the image loads. Wait for the controls to become available before editing.

Deleting a palette shifts later palette numbers down by one. Check any level spawns that refer to those numbers after deletion.

Palette References

Level spawns indicate which palette mod and palette index an enemy or item uses. See Spawns.

Related pages: Icon and Portrait, Create/Open Characters, Test Mod.