///Zetterburn colors

//Body

global.zet_colors[1,3] = 122/255;

global.zet_colors[1,4] = 90/255;

global.zet_colors[1,5] = 78/255;

//Hands

global.zet_colors[1,0] = 220/255;

global.zet_colors[1,1] = 203/255;

global.zet_colors[1,2] = 105/255;

//Body Shadow

global.zet_colors[1,7] = 84/255;

global.zet_colors[1,8] = 54/255;

global.zet_colors[1,9] = 52/255;

//Flame_Yellow

global.zet_colors[1,10] = 255/255;

global.zet_colors[1,11] = 253/255;

global.zet_colors[1,12] = 0/255;

//Flame_Orange

global.zet_colors[1,13] = 255/255;

global.zet_colors[1,14] = 107/255;

global.zet_colors[1,15] = 0/255;

//Flame_Red

global.zet_colors[1,16] = 170/255;

global.zet_colors[1,17] = 0/255;

global.zet_colors[1,18] = 0/255; Click to expand...

//Character comment

//color comment

R

G

B

//next color

R

G

B

//next color

etc Click to expand...

Zetterburn's in-game sprite on Hands/Face

Zetterburn's Character select portrait on Hands/Face

Kragg's Character select portrait on Skin (Turns more greenish and darker in different shades to add detail)

Orcane's in-game sprite on his "white" color

Orcane's Character select portrait on his "white" color

Wrastor's in-game sprite on Hands (wings)

Wrastor's Character select portrait on Hands (wings) Click to expand...

Zetterburn Side Special is determined by the three Flame textures.

Kragg Neutral Special, Up Special, and his shell are determined by the four Rock textures.

Orcane Neutral Special and Puddle are determined by Body and Body shadow textures.

Wrastor's Specials are all determined by the two Scarf textures. Click to expand...

I've you've been watching the custom character textures I've been posting on this thread to show off recently, I have a surprise for you. They're not just Photoshop edits. They're actual in-game screenshots of custom textures that are fully playable and able to be edited.No I haven't been hacking the game or anything like that. In this update, it's actually a built in feature of the game, that Dan neglected to include on how to do in the email sent out to those who received the next Alpha build of the game. So I'll be showing you how to!General Idea behind how texture replacing in GameMaker: Studio works:Each of the above lines of code not starting with a // represents a variable that is used for determining the color value as the game actively replaces colors on each texture, instead of having loads of sprites for every individual color value. Every set of 3 array variables represents a R G B value between 0 and 255.Every texture you're able to replace follows a pattern:Reading the values is dependent on the line they're written on. So shortening the amount of lines will screw up how the game reads the file. You can edit the comments or anything to your own liking, as long as the file still has all 192 lines there in order for the 8 textures that are editable.Certain colors are un-editable for all characters. Mainly these are black outlines, white/yellow on eyes, Wrastor's beak/feet yellow, Wrastor's goggle color grey.You might notice that there's no indicated value in the above quote for the RGB's of the Body Shadow for Zetterburn. The reason behind this, as explained by Dan the Man himself, is:What this means in a simple way is that as long as the values entered for Zetterburn's Hands are different enough from every other color on the texture, the shading is done automatically and wont get confused with any other colors of the texture.Places where this occurs:Projectiles and certain effects of moves are tied to colors:The file must be placed on your computer at the following location:The quickest way to get to this location is to open the Run program (search from the start menu), and type in %userprofile%\AppData\Local\RivalsofAether and hit OK.Once you have the file in the right spot, open up Rivals of Aether and hit the 0 (Zero) key on your keyboard. If you're hovering over the 5th or 6th slot of a character when you press 0 to update the textures, you may have to Press L or R get it to show on the character select screen. The change is not permanent, and you will have to Press 0 every type you reset the game with Q or exit out and reopen the application.I use Gimp color picker for my RGB values, but I'd recommend a simple site like this to use for coming up with the RGB's http://www.calculatorcat.com/free_calculators/color_slider/rgb_hex_color_slider.phtml I think that covers pretty much everything you need to know. The rest should be simple to figure out by just looking at the "colors.ini" file that I will be linking, which includes pre-made White/Purple and Black/Cyan textures for the last two texture slots on each character. You can just open it up in something simple like Notepad.Enjoy!If you come up with a color design you want to see me stream with, feel free to message me and show me your designs!