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Color Channels

Color channels store color (RGBA) values used to recolor objects and other level elements.

The color of a channel can be modified permanently by Color triggers and temporarily by Pulse triggers.

Valid channels are:

  • Custom (1-999)
  • BG (1000)
  • G1 (1001)
  • L \ Line (1002)
  • 3DL (1003)
  • Obj (1004)
  • P1 (1005)
  • P2 (1006)
  • LBG (1007)
  • NA (1008)
  • G2 (1009)
  • Black (1010)
  • White (1011)
  • Lighter (1012)
  • MG (1013)
  • MG2 (1014)
  • NA (1015-1101)

IDs above 1101 can be assigned, but they are the same as 1101.

Special Channels

Background (BG)

  • Used by the level background.
  • The background layer does not blend or use opacity.

Ground (G1)

  • Used by the level ground.
  • The ground layer does not blend or use opacity.

Line (L)

  • Used by the ground line.

3D Outline (3DL)

  • Used by 3D outline objects.

Object (Obj)

  • Used as the primary color of most collidable objects.

Player Color 1 (P1)

  • Copies the player's main color.
  • Black player colors are replaced by white.
  • Blends additively.

Player Color 2 (P2)

  • Copies the player's secondary color.
  • Black player colors are replaced by white.
  • Blends additively.

Light Background (LBG)

  • Color depends on the Background's brightness:
    • If the BG's value (brightness) is more than 0.20, it copies the BG channel with +0.20 value.
    • If the BG's value is 0.00, it copies the P1 channel.
    • If the value is between 0.00 and 0.20, the resulting color fades between the other two.
  • Black player colors are replaced by white.
  • Blends additively.

Ground Secondary (G2)

  • Used as the secondary color for some ground options.
  • The ground layer does not blend or use opacity.

Black

  • Used by default by certain objects, like ground spikes.
  • Has hex value #000000 and cannot be modified normally.

White

  • Used by default by certain objects.
  • Has hex value #FFFFFF and cannot be modified normally.

Lighter

  • Used by default by certain objects.
  • Cannot be modified normally.
  • Copies the object's Base color channel (including HSV) with +0.15 value.
  • WILL crash the game or kick you out of the level if used as the base color channel of an object.

Middle Ground (MG)

  • Used as the primary color of the middle ground.
  • Unlike the ground and background layers, middle ground DOES use blending and opacity.

Middle Ground Secondary (MG2)

  • Used as the secondary color of the middle ground.
  • Unlike the ground and background layers, middle ground DOES use blending and opacity.

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