đŸšē Customize Characters | myBetabox

đŸšē Customize Characters

Your character is controlled by the hit box. Any of the three player objects when placed in the game will be moved to the playerHitBox. The player hit box also serves as the spawn point of your character. To change your character you need to delete the old character and place your new one in the game.


Piskel is an image editor where you can make changes to the appearances of sprites and objects in your game. Open Piskel from your Objects Editor by clicking one the three black dots next to the object you want to change, and select Edit Object from the dropdown menu.


Note that you’re given different options to edit for the same object. We will go over animations in the section after this, but for now select the first option.

On the left are tools you can use to edit the picture, like drawing shapes, paint, and erasers. On the right are other tools, like mirror and center, and the color grid.

To add a new color to the grid, click the pencil icon to open the Palette Editor.

Click the plus sign in the Palette Editor and pick a color to add it to your palette.

You can now use your new color in Piskel. Try editing your character so it has a mustache, purple spots, or even a backpack! Make sure to SAVE in Piskel then click APPLY to save your changes in the Objects Editor.


To make a custom character come to “life”, you will need to see the Animation tab in the Objects Editor. Click the three black dots next to the character you want to edit and select Edit Object from the dropdown menu.

This window will allow you to give your characters some sweet moves. Notice how you’re shown different frames of an animation (Animation #0, Animation #1 etc…)? A flip book contains pictures of slightly different drawings so that when thumbed through, your brain is tricked into seeing these pictures as a movie. By making different pictures of our character, we can tie them together to make a digital “flip book” animation.

Each of these animations are used at different times in the program. For instance, Animation #0 of PlayerPink is what that character looks like when it’s standing still. Animation #1 is what that character looks like when it’s jumping.

Animation #2 is a set of pictures in a loop. While the player is walking, these images will play for .05 seconds before moving on to the next one. This quick sequence of images makes your character look like it’s walking! You can edit each one of these frames for you loop.

A quick way of changing what animation an object is using is to use the Properties Editor window.


You can edit the animation variable to change which animation (Animation #2, Animation #0…) the object is using. Remember, the player animations will change automatically if the character moves, so this edit may not be permanent if you alter just one.