Ancient Machines / Creator guides

Animated Main Character

Build a playable character with walking, running, jumping and crouching animations. Choose its skin, customize its colors and equip a weapon.

Creator guide

How to build a playable character

  1. Add a Main Character to the level and place it on a simple, solid platform. This character comes with movement, jump and camera settings.
  2. Select the character and open Object Settings. Choose Character Skin, then use Character Colors → Configure to change its appearance.
  3. Play the level and test movement, jumping and crouching before adding obstacles. The character has separate idle, walk, run, jump and crouch poses, including a crouch-walk animation.
  4. Return to Object Settings, turn on Enable Weapon and choose Weapon. Play again and use the Action control to shoot or throw.
  5. Save the level after checking the character on your platforms and slopes. Tune movement and camera behavior through the existing Platform and Camera settings.

Creator guide

Skins, colors and textures

Choose from 15 skins: everyday characters, historical and folk costumes, Soldier with Helmet, General with Cap, Pilot, Fighter Jet Pilot, Chrome Endoskeleton and Friendly White Robot.

OptionWhat it does
Character SkinSelect the character artwork. A skin change keeps an explicitly chosen weapon.
Character ColorsOpen Configure to customize the character surfaces. Each supported surface has color, texture, scale, rotation and flip controls.
Character MainCustomize human skin or robot armor. On the Knight this controls the armor unless a surface has its own override.
Upper Clothing / Pants / ShoesChange clothing and footwear separately on supported skins. These clothing groups are disabled for robots. Shoe soles, laces and buckles retain their authored details.

Creator guide

Shooting and throwing

Weapon choices include Stone, Stone 2, Stone 3, Beach Rock 1, 2, 3, 5, 6 and 7, Knife, Bomb, Pistol, Magnum .357, Flintlock Pistol and Gyrojet. Robots, soldiers and pilots start with a pistol; the other skins start with a stone until you choose a weapon.

OptionWhat it does
Enable WeaponAdd the held weapon, its ammunition and firing setup. The Action control appears for firing. This uses a character built with Custom Movie Clip body parts.
WeaponChoose the held weapon while Enable Weapon is on. A manual choice stays selected when you change the skin.
Gun Fire DelayControl the delay before the shot or throw. The character uses the existing Gun and Bullet settings.
Minimum Delay Between BulletsLimit repeated shots. Thrown weapons need time for the throw and the arm to return.
Gun Fire Offset X / YMove the firing origin. The initial offsets follow the character shoulder; crouching adjusts the firing pose during play.

Creator guide

Editable body-part animation

The character uses Custom Movie Clip animation: each body part is drawn once and posed with keyframes. The Weapon timeline contains an Arm layer so shooting or throwing can animate alongside the legs. Edit the character animation through the group timeline.

Creator guide

If a control is unavailable

Weapon selection is disabled

Turn on Enable Weapon first. Older characters made from complete frame drawings may need to be recreated as a current Main Character with separate body parts.

Clothing colors are disabled

Robot skins expose Character Main. Choose a clothed human skin to use Upper Clothing, Pants and Shoes.

The character needs a physical rider

Use an articulated Ragdoll and Attach To Vehicle for a bicycle or scooter rider. Main Character animation and ragdoll movement have separate setups.