Character Select

The Classic character select presentation uses a mix of normal UI, playable character data, palettes, and reskin screen art. A Classic reskin can affect it in three main ways:

  • replace playable character art through Entity Replacements/Classic/<Character>/
  • add selectable palettes for playable characters through Palettes/Classic/<Character>/
  • replace presentation art through title screen or replacement screen data in Level Replacements/Classic

Character Art

Use the Character Editor in Classic Reskin mode to replace Classic playable characters. The editor writes each replacement to:

Editor/<Pack Name>/Entity Replacements/Classic/<Character Name>/

The select screen uses entity metadata such as preview, portrait, icon index, and palettes. When replacing a playable character, check the character in the select screen after editing:

  • icon is visible and not cropped
  • portrait or preview uses the intended sprite
  • palette choices are readable
  • name and character display still line up

Character Select Screen Art

The Level Editor's Classic Reskin mode includes title-screen-oriented image data. Title screen image entries can animate into position and can optionally be tied to character-related conditions.

Use titleScreenImages when a piece of art should slide, wiggle, or appear conditionally. Use staticImages for fixed decoration.

Relevant fields:

Field Meaning
requireCharacterName The image is intended to appear only for a matching character selection.
isAICharacter The image represents an AI or companion character layer.
initialXPosition Start position for a slide-in.
lerpSpeed Slide speed.
initialDelay Delay before movement starts.

Palettes On Character Select

Palette selection is only documented here for playable characters. Use Add New Color Palettes to add extra color choices for Axel, Blaze, Skate, Max, Shiva, or any playable character exposed by the Classic pack.

Do not use the playable-character palette workflow for enemies or items. Enemy and item colors are part of entity art, scene palette data, or explicit entity replacement work.

Before considering character select complete:

  • start a one-player run and a multi-player run
  • choose every replaced playable character
  • cycle every added playable palette
  • check both normal and widescreen modes if your pack supports widescreen
  • confirm your character select art does not hide UI text or selected portraits