This is a set of Kartmaker templates made to simplify the creation of Simple AnimaL skins.

The spritesheet is formatted with hints as to how each frame is used under normal animation. Character selection screen aside (J/G are hardcoded for this purpose), it is ultimately your responsibility to determine which frames are used for which purposes, but the prefilled templates assume you're fine with using mostly-vanilla animation definitions. If not, use the (No Kart) spritesheet.

The properties text files included with this template intentionally use incorrect values for the name, realname, and gfx_prefix. If you build a wad without changing these, it will not load correctly, and I will not provide you any tech support.

Name: This is the internal name used for purposes like Lua. No spaces, make it all lowercase. ("Simple AnimaL" → "simple_animal")
Realname: This is the display name used for your skin. Do not add spaces, replace them with underscores. ("Simple AnimaL" → "Simple_AnimaL")
gfx_prefix: A four-character string that gets used for your graphics and sound effects. This should be a string that you don't think anybody else will use. ("PLAY" is bad because Sonic uses this prefix, "TOGEN1" is bad because it's not four characters.)

I would recommend creating all your sprites in a separate file (including transparent tire windows like in normal Kartmaker templates), then pasting them onto the Simple AnimaL template in the appropriate places.

If you know you don't need certain frames, you can also remove rows starting from the bottom (make sure to update the properties.txt, Kartmaker freaks out if you try to get a pixel that's out of bounds.)

If you're comfortable with Javascript and you have node.js installed on your system, use generate.js to create a properties.txt to match your needs (including removing squish/vibrate frames.)

If you're using the HD template, add the following lines to your SOC:
flags = S_HIRESSCALE
HIRESSCALE = 0.5