A mod that loads custom icons.
To add a custom icon, you need an icon spritesheet (.plist) and an icon atlas (.png).
The spritesheet should be in the format of a typical Geometry Dash icon spritesheet, with the primary sprite, secondary sprite, glow sprite, and an optional detail sprite. UFOs contain a fifth sprite for the dome.
The atlas should be a single image containing all the sprites in the spritesheet. Tools like Colon's Spritesheet Splitter can be used to split a spritesheet into individual sprites and combine them into an atlas.
The spritesheet should have the icon's name correspond to these sprites:
- Primary:
(name)_001.png
- Secondary:
(name)_2_001.png
- Dome (UFO only):
(name)_3_001.png
- Glow:
(name)_glow_001.png
- Detail (optional):
(name)_extra_001.png
The atlas should be named (name).png
, and the spritesheet should be named (name).plist
. Optionally, you can add -hd
and -uhd
for high-definition spritesheets and atlases, and it is much recommended to do so.
The spritesheets and atlases should be placed in (Geometry Dash folder)/geode/config/hiimjustin000.more_icons/(gamemode)
, where (gamemode)
is the gamemode the icon is for. The gamemodes are:
- icon
- ship
- ball
- ufo
- wave
- robot
- spider
- swing
- jetpack
If anything goes wrong, the mod will log warnings and errors to the console, which can be checked in (Geometry Dash folder)/geode/logs
.
To use a custom icon, you will need to go into the icon kit. In the icon kit, there is a second row of dots that you can click on to view the extra icons. Click on the dot to view a page of extra icons, and click on one of the icons to select it.
To deselect a custom icon, use the first row of dots to go back to the default icons, and click on one of the default icons to select it.