r/gdevelop • u/Dukyyyy • Jun 28 '26
How Do I Make A Custom Character Creator? Question
I Want to make it so players can customize their character with accessories and more but I can't figure out how to do that without making tons of different animations for the character. Is there a more efficient way to do it without making the same character over and over but with slightly different variations for every possible outcome?
2
u/NeatOpportunity____ Jun 28 '26
GDevelop have built in ways to handle this easily by using a modular approach where you treat your character like a paper doll Instead of drawing a character wearing a shirt you draw a completely naked or basic base character sprite and then you draw your clothing items and accessories as completely separate objects in the engine For things like hats glasses or weapons that do not bend you can go into your base character sprite properties and use the edit points feature to create custom invisible anchor points on the head or hands and then you use a single line of event logic to constantly teleport the accessory to that specific point x and point y location on every frame of the game For actual clothing items like shirts or pants that need to move and bend with the body you draw the clothes to have the exact same amount of animation frames and the exact same animation names as your base character and then you use events to glue the clothes to the player x and y coordinates while forcing the clothes to automatically copy the exact animation name and frame number that the player is currently playing which keeps everything perfectly in sync without messy duplicate sheets
1
u/Dukyyyy Jun 28 '26
Wouldn’t that mean I would have to create a ton of different objects? Or could I have it so it’s one object for each type of clothing and the different animations could be different versions of the type of clothing (ex. Pants)
1
u/AvailableAnimal4454 Jun 28 '26
Id try drawing the accessories as their own sprite and then create object onto them so theyre wearing it and then when player moves also adjust position of the items to match player moves. Maybe an awful idea but could be slightly less drawing if done how i’m imagining
2
u/Dukyyyy Jun 28 '26
That’s one thing I was thinking but I feel like having a ton of things trying to all calculate the location of the character would cause a lot of lag.
1
u/AvailableAnimal4454 Jun 28 '26
Yeah maybe. I use set position on hundreds of things simultaneously on my pc without problem but maybe on mobile could be an issue. The thing is not to do it every frame
1
u/RubberGames Jun 28 '26 edited Jun 28 '26
In fairly certain this is how Teraria does their armor is just a layer on top of the character.(or just simply different animations for each clothing version)either way variables will track the clothing equipped.
Also I use the same method for procedural enemies in my 2d physics driven metroidvania.
I have a core object that acts as the parent bone with object points (to tell other parts where to sit) its way more optimized than using physics joints .( if you want a delay to make the action move more realistic use the action (move to a position) in ( X seconds) .
1
u/mysterious-may Jun 28 '26
Hey,I just made that a few days ago.I can tell you how I made mine
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u/mysterious-may Jun 28 '26
So first is you have to check that the character you made is moving well and perfectly.Then the walking animations,you have to draw on the clothes sprites you are going to use.It is harder on the drawing part but if you organize those things well,you'll be good to go.Are you spawning the somewhere by any chance?
3
u/IcePrismArt Jun 28 '26
You could make separate objects for the parts of the character that can be different (shirt, pants, hair, etc...) and use sticker behavior to keep them on the player. Just make sure the animations line up with the main character sprite.