Overview

Want to create your own custom character in Blazing Beaks? Awesome, you are in the right place. Here you will find everything you need to create one.

For creating character you might need character editor. You can download it:

Also templates might be useful for creating sprites:

Also configuration template might be useful for creating mod manually:

Guidelines

Character editor

To make character creation accessible for everyone we made Blazing Beaks Character Editor. Using this editor you can easily configure character parameters, import sprites, sounds, export mod and share with other players. Recommendations and instructions on how to use editor can be found below.

Making mods without editor

You can also create character mods even without using character editor. You can find all your mods in C:\Users\%username%\AppData\Local\BlazingBeaks\mods . If mods folder does not exist, you should create it. mods folder should contain mods.txt file and each mod should be stored in separate folder.
To start creating new character mod, make new folder in mods folder and insert the name into mods.txt file. Each folder name in mods.txt file need to be in a separate line. Folder name should contain only a-z, A-Z, 0-9 and _ symbols. Here's an example:

Configuration

Using editor

To create new mod launch Blazing Beaks Character Editor (bbceditor.exe) and click Create Mod button. If there is a mod already created you can select it in the list and click Edit Mod to edit it.

After clicking Create Mod or Edit Mod buttons configuration window will be opened. In configuration tab you can edit various parameters. The list with all the parameters and what they do you can be found below.

Also you can delete mods by selecting them in the list and clicking Delete Mod button.

Editing manually

Once you created new directory for new character in mods folder and added character folder name to mods.txt, now you can use character configuration file config.ini from template. You will find all the parameters that can be changed in the list below.

Parameters list

Parameter title Parameter name in config.ini Value example Information
Mod name N/A cool_duck Folder name for a new character. Can contain only a-z, A-Z, 0-9 and _ symbols.
Name Cool Duck des_name_en Name that is displayed in the game.
Description des_en_0 Good on collecting coins and pulling the trigger Can contain multiple descriptions (des_en_0, des_en_1, des_en_2, ...), but at least one is needed.
These are Log descriptions.
Weapon weapon 24 Range: 0-56.
Default value: 0.
Number represents weapon number in the game. Weapon names are used in editor instead.
Ability ability 7 Range: 0-13.
Default value: 0.
Number represents ability number in the game. Ability names are used in editor instead.
HP hp 3 Range: 1-20.
Default value: 3.
Cannot be higher than max HP.
Max hp hp_max 3 Range: 1-20.
Default value: 3.
Cannot be lower than HP.
Coins drop mp_coins 2 Range: 0-3 (real number).
Default value: 1.
Higher means more coins to be droped.
Keys drop mp_keys 1 Range: 0-3 (real number).
Default value: 1.
Higher means more keys to be droped.
Hearts drop mp_hearts 0 Range: 0-3 (real number).
Default value: 1.
Higher means more hearts to be droped.
Items drop mp_items 1 Range: 0-2 (real number).
Default value: 1.
Higher means more items to be droped.
Artifacts drop mp_artefacts 1 Range: 0-2 (real number).
Default value: 1.
Higher means more artifacts to be droped.
Abilities drop mp_abilities 1 Range: 0-2 (real number).
Default value: 1.
Higher means more abilities to be droped.
Ability cooldown time mp_ability_cooldown 2 Range: 0.3-10 (real number).
Default value: 1.
Lower means faster ability recharge.
Shop price mp_shop_price 1 Range: 0-1 (real number).
Default value: 1.
Lower means cheaper weapons.
Weapon reload and fire rate mp_reload 0.5 Range: 0.3-10 (real number).
Default value: 1.
Lower means weapon reloads faster
Weapon range mp_range 0.75 Range: 0.1-10 (real number).
Default value: 1.
Higher means weapon's bullet travels further.
Weapon damage mp_damage 1 Range: 0.1-3 (real number).
Default value: 1.
Higher means weapon deals more damage.
Character speed mp_speed 1 Range: 0.1-1.5 (real number).
Default value: 1.
Higher means character runs faster.
Additional invincibility time add_inv_time 1 Range: 0-3.
Default value: 0.
Represents additional invincibility time added to the character.

Sprites

Every character has several sprites. For example some of them are used for idling, running, some are used in menu. If any of the sprites are not present, custom default sprites will be used. To make it easier to create your own sprites, sprite templates might be useful. The list of required sprites can be found below.

You will need have any of many software to create sprites and here are some of them that can be used:

Sprite list

Title File name Frames One frame size Full image size Information
Idle idle.png 4 32x32 128x32 Idle animation
Walk walk.png 4 32x32 128x32 Walk animation
Hit hit.png 1 32x32 32x32 Shown when character takes damage
Dead dead.png 1 32x32 32x32 Shown when character is dead
Slide slide.png 1 32x32 32x32 Shown when character slides
Idle (Skull keeper) idle_sk.png 4 32x32 128x32 Idle animation in Skull keeper Tournament mode when character has skull in possession
Walk (Skull keeper) walk_sk.png 4 32x32 128x32 Walk animation in Skull keeper Tournament mode when character has skull in possession
Slide (Skull keeper) slide_sk.png 1 32x32 32x32 Shown in Skull keeper Tournament mode when character with skull in possession slides
Frozen frozen.png 1 32x32 32x32 Shown in the shop when character is frozen in ice
Jump (in game) jump_ingame.png 4 32x32 128x32 Shown when character jumps into the door or out of the hatch
Jump (menu) jump.png 19 32x64 608x64 Shown when character is set as ready in main characters selection screen
Menu menu.png 1 39x33 39x33 Image shown on the stone in main character selection screen
Tournament tournament.png 1 64x35 64x35 Image shown in pause window in tournament mode

Recommendations

Best way to create new character visuals is being consistent with current Blazing Beaks characters style and here are some best practices to do it:

Adding sprites

In Blazing Beaks Character editor "Sprites" tab you can import all the required sprites. Select the sprite according to it's name and editor will rename file if needed and place it where it should belong.

If you are adding sprites manually place all the sprite images in character mod folder and name it according to names.

Sounds

All the sounds must be in .ogg format. If any sound is missing the default one will be used. Although the sounds are not required they make character alive, adds personality and make mod to look professional.

You will need some software to make sounds, you can use a free one:

Sound list

Title File name Information
Hit (variation 1) hit1.ogg First variation of sound played when a character takes damage.
Hit (variation 2) hit2.ogg Second variation of sound played when a character takes damage.
Hit (variation 3) hit3.ogg Third variation of sound played when a character takes damage.
Die die.ogg Sound played when a character dies.
Jump out jump_out_hatch.ogg Sound played when a character jumps out of the hatch.
Landing landing_hatch.ogg Sound played at the moment when a character lands from jumping out of the hatch.
Enter through door enter_through_door.ogg Sound played when a character goes through the door.
Menu ready menu_ready.ogg Sound played when a character is set as ready in character selection screen.
Menu switch menu_switch.ogg Sound played when a character is selected.

Adding sounds

Similarly as with sprites, in Blazing Beaks Character editor "Sounds" tab you can import all the sounds. Select the sound according to it's name and editor will rename file if needed and place it where it should belong.

If you are adding sounds manually place all the sound files in character mod folder and name it according to file names in the list.

Testing

Before making mod available to public it is highly recommended to test it thoroughly and make sure that mod is fully functioning without any issues.

If you created a mod with Blazing Beaks Characters editor and saved all the changes (by clicking Save and choosing Yes or by clicking Back and choosing Yes in prompt window) you can launch the game and a new character should already be there.

If you went through the process of manually creating a mod just run the game will load your mod if you setup everything correctly.

Every time you make changes to your mod, Blazing Beaks has to be relaunched to load an updated mod.

Export>

Export

You can share your created mods with others. Using Blazing Beaks Characters Editor you can click Export button and mod folder will be created at your selected location with all the assets inside.

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