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Making new costumes for BF

cabalex edited this page Aug 7, 2021 · 2 revisions

New sprites for BF aren't too much more complicated, they're just slightly more of a hassle than creating new characters. Here's how to do it:


Go to the bf sprite, and the costumes tab. Import your new costumes in this order:

Costume # Costume Name
-8 Note down MISS
-7 Note down MISS 2
-6 Note left MISS
-5 Note left MISS 2
-4 Note right MISS
-3 Note right MISS 2
-2 Note up MISS
-1 Note up MISS 2
0 Note down
1 Note down 2
2 Note left
3 Note left 2
4 Note right
5 Note right 2
6 Note up
7 Note up 2
8 Idle animation
9 Idle animation 2
10 Idle animation 3
11 Idle animation 4

The number of idle animations is strictly 4, and cannot be increased without more modifications to the code. As such, your idle animation must be fit to this size. Now, some of the "Costume #"s are negative. Why is that? Well, that's because Costume #0 is the costume number you'll be using!

Go to the Code tab and find the giant setupPrefabs script. It should start with this:

image

Add your own block to the end of it like so, and rename the 1P = if block to your own name.

image

Then, it's time to set some parameters! Here's the ones you can use and what they do.

  • bfX - Sets a custom X position. You should probably set this on a per-stage basis, so don't use this here.
  • bfY - Sets a custom Y position. You should probably set this on a per-stage basis, so don't use this here.
  • bfZ - Sets a custom size for BF (e.g. 70 is the default, 275 for pixel BF). This is required for your sprite to actually show up!
  • bfSpriteOffset - Your sprite offset of Costume #0, or the first "note down" costume. This is required for your sprite to actually show up!

Once you've done all that, you're pretty much set! Set it to your OC, or whatever people do these days. Have fun with it!

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