Skin editor
Pick a character, click the colours, download the files. Or drop the sheet you painted and get the matching HUD heads and win screen for free. Everything runs in your browser - nothing is uploaded unless you submit the skin to the archive.
1 · Character
Base skin
3 · Preview
2 · Colours
Each swatch is one material of the skin (the biggest first). Click one to repaint it everywhere - sheet, heads and win screen.
4 · Download
Share it
Put it in the archive so everyone can find and install it.
How it works
A SpeedRunners character is one sprite sheet (animation_variantNN.xnb, every frame of every animation), a strip of HUD heads (heads.xnb) and the win-screen animation (win_variantNN.xnb). The editor decodes the game's own files in your browser, finds the materials of the character (suit, visor, skin, boots…) and repaints them consistently across all three - the shading and the outlines stay, the colours change.
Painted your own sheet in Photoshop, Krita or Aseprite? Drop it in. The editor works out which variant you repainted, derives the colour map from your paint job and generates heads and win screen to match. Drop your own heads or win file to use it instead.
Formats
Reads .xnb (the game's compressed files) and .png. Writes uncompressed .xnb the game loads as-is, plus the original atlas files for the layout you used.
Tips
- Each game variant has its own frame layout: a sheet painted over variant 02 must be installed with variant 02's atlas - the editor handles that, just pick the right base.
- Keep the frames where they are. Moving or resizing frames breaks the animation (the atlas tells the game where every frame is).
- The last row of the heads (the striped marker) is shared by all variants; the editor leaves it as it is.
- Everything stays on your computer until you press Submit. Downloads are built in the browser.
- Too dark or too light after a hue shift? The lightness slider moves every material together; swatches move one.