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Sunday, April 14, 2024 - 14:07

Dropped it here:

https://opengameart.org/content/lpc-revised-fully-configured-4-seasons-t...

 

So this is just the exterior for now. I'm going to skip out on doing interior stuff right now and move onto other things (the tilesets are complete right now, but I need to configure terrain and collision).

Still, this is comprehensive in regards to LPC Revised exterior tiles. There are gaps left over to fit other things that should be here, though, such as the remaining forge assets (I noticed Eliza didn't include _all_ of bluecarrot's forge assets, even though there are several additional variant types). In addition, eventually I'd like to see bridges and the like, too.

 

I'll probably start working on converting some OGA-BY assets to LPC Revised later on if I don't see Eliza come back to this soon. As for now, though, I'm going to move on to converting some LPC Revised character assets into OGA-BY, because I really want to see those new character animations get some love. Mostly, while researching LPC Revised, I saw the climbing animation and knew I really wanted that. But Eliza also has feathered wings as well, so I'll grab those and convert them. I'm thinking Eliza didn't change up too many of the animations for the walk cycles, etc, (it looks the same to me, but I can't tell until I compare directly).

Tuesday, April 9, 2024 - 11:15

I think I'll remove the food assets as well and put them into their own sheet. They would just be overlays sitting on a table or inside a crate or something, anyway, so really aren't necessarily on the main interior tileset. Thankfully I have the food items in a separate layer.

 

Then I can drop a few "modern" items in there, and fill out some of the remaining missing bed and chair options. Though even then I think I probably still won't have enough room, but I really don't think the food items are necessary here.

Tuesday, April 9, 2024 - 01:45

Posting this update real quick before I go to bed tonight.

 

First up, its the updated exterior 4-season tilesets:

https://ko-fi.com/i/IL3L6WP94D

 

I included some assets I was going to add into the interior, but which I felt like also worked on the exterior, too, like the smithy which can sometimes be seen outside in games. I included crates, barrels, and jars here as well, and the campfire I missed. As a bonus I threw in a Christmas tree. My intent with this set is that all four tilesets have the exact same layout, so I can easily update all four at once when any new additions are added, and my passability, autotiles, animations, etc, will all remain the same in Tiled.

This is the most complete so far, as all the animations are done and _most_ of the collision is done, I just need to add a few new collision sets. I think maybe I can add autotiles for the forge walls and bridges, but I need to do some research on that. I think the "edge" autotiles don't require the tiles to be connected to another type of tile, but I need to run those tests first.

 

All the wall assets were moved to a separate sheet:

https://ko-fi.com/i/IN4N0WP99U

 

 

I left room here for castle tiles and probably also farmhouse tiles and roofs as well. This is primarily just the exteriors of buildings, so that includes walls, roofs, door frames, pillars, windows, and signs. I wanted to add doors, but I realized it'd be complicated with the animation frames. When doors were handled in RPG Maker they were usually set aside as a "character" type sprite instead, so I figured it'd be best to handled it the same way here rather than including the doors as part of the tileset. (Plus I wouldn't have had room anyway.)

I intended on sticking primarily with the medieval aesthetic, but wound up dropping in the modern "siding" walls anyway. Its possible if we don't have enough room for castles those might get removed later, but for now I think its fine.

I'm not happy with the positioning of the assets right underneath the siding walls, but I don't have any idea where the rest of the stuff will go yet. So I tried to position them just to the right of the walls off to the left (the windows) and the door frames along the right side. The 3-tile gap is so an extra 3-tile wide wall can fit alongside each of the six aesthetic designs, just because that room was there... though tbh, maybe the window awnings could go in those spots instead.

 

 

The interior tileset is basically completely full now, no more room for anything else:

https://ko-fi.com/i/ID1D2WP986

 

I tried to include as much as I could but eventually ran out. I probably didn't need to include ALL the food assets, but I think it makes more sense to have them here than the many, many, many variations of chairs and beds which I didn't think were necessary... I stuck with assets that fit the medieval aesthetic as much as possible.

 

There's a few more small gaps here and there, but at least one is accounted for. The "sideways screens" only have one palette, so I left room to fill out the rest in that section.

 

 

Finally, we have interior flooring, which I filled up with basically all assets available:

https://ko-fi.com/i/IC0C1WP9EK

 

I originally was trying to add flooring to the walls/roofing set, but finally opted to split it off into its own set. I figured if nothing else, it might be useful to have autotiles on all the carpets.

Because I dedicated an entire sheet to these assets, I had enough room for everything, so I didn't set in this case to strip out assets that didn't fit the medieval aesthetic. That said, I think most of these would work anyway.

 

The rugs are kinda odd ones out, but I had some extra space on the bottom and no room in the other, and they're a type of flooring asset, so I threw them in as an extra.

 

 

Still working on configuring these in Tiled Map Editor; I won't officially release anything on OGA until that's done, as that's honestly the main purpose of doing all this to begin with. These tilesets aren't useful without that already configured.

Sunday, April 7, 2024 - 13:35

How I'm identifying what's "revised" is "whatever is in ElizyWy's repository":

https://github.com/ElizaWy/LPC

 

That being said, if Eliza doesn't get back to working on it, I may include non-Revised assets that are still OGA-BY. That's the main reason why I'm using it to begin with; most of the assets still listed on OGA aren't in OGA-BY.

On the other hand, I'm not using Eliza's character sprites because there's just far more stuff available for ULPC, many of which is also in OGA-BY. I will probably convert Eliza's unique animations to fit the ULPC, though.

 

It isn't that I'm unwilling to use other assets. Personally speaking I think the licenses aren't saying what people think (my reading is that any assets used in a project or modified must be freely available, but that doesn't extend to the entire game project, similar to bluecarrot's position on this issue). However, I don't want to do something other people are against. So if they think that CC-BY or CC-BY-SA means any game with any assets under those licenses cannot be used in a DRM environment like Steam, console, iOS, etc, I don't want to use those assets if they're not already in OGA-BY. I might use some assets temporarily, such as certain character sprite pieces. I can always replace those later with my own thing, but designing maps is more complicated so I want to be extra cautious with that.

 

Like I said, I may later include non-Revised assets as long as they're in OGA-BY. But I'd like to wait a bit first before dragging in other stuff and see if Eliza comes back to working on it. Its a complicated project for one person to do so I understand if she's not up for the task. That being said, there's still plenty of assets already there to make a bunch of stuff so its not a big deal.

 

Anyway, I'll provide an update soon with the split up sheets. I'm trying to leave some room open now for related assets. I already moved the building pieces out of the main sheet.

In Tiled I already have all environment assets (cliffs, water, etc) mapped with collision and animated. So once I finish compiling all these assets I'll probably release the final WIP tilesets. Obviously credits will go to ElizaWy and the older artists who allowed her to license their assets under OGA-BY as well.

 

I think the final sets of sheets will be:

Environmental Exterior (terrain/water/cliffs/bridges/roads/fences/plants/waterfalls)

  1. Winter (including ice tiles not present in the other layers)
  2. Sprint
  3. Summer
  4. Autumn

Structures:

  1. Buildings (walls/roofs/columns/windows/doors)
  2. Interior (basically all interior assets, though if I run out of room I may split it into house/castle and dungeon interior)

 

I'm primarily focusing on medieval/fantasy elements here, so I may not include all assets. Modern aesthetics will be ignored for now (such as modern house siding), but I can do them by request.

Sunday, April 7, 2024 - 12:36

And yeah, the first thing I noticed when I came back to OGA was that NFT notification at the top lol. I guess you kinda just forgot about it. ^_^

Sunday, April 7, 2024 - 12:14

I think the point of that NFT notification is for people who _do_ know what NFT's are. Its really irrelevant for those who don't know what NFT's are.

 

At this point NFT's have largely fallen by the wayside anyway. They were a fad for a short while but have really dropped off.

Saturday, April 6, 2024 - 23:24

If there's too much building content, I'll probably shift that into its own sheet and just leave open the rest of the space for expanding environment assets. I'm probably going to do that, because eventually we will want those castles as well. And I'm sure sooner or later there will also be things like stone bridges, too.

 

Luckily I have these assets in separate layers.

Saturday, April 6, 2024 - 23:21

Yeah castles exist, they're just not in LPC Revised right now.

Saturday, April 6, 2024 - 20:45

I wanted to share this first before I finalize it:

 

Here's spring for comparison, which drops the ice tiles:

 

Full post here:

https://ko-fi.com/i/IA0A6WM5HH

 

This is a tentative idea I have for handling a full LPC Revised Tileset. I went with LPC Revised because all assets there are verified as OGA-BY:

https://github.com/ElizaWy/LPC

 

I'm heavily considering grabbing Eliza's climb animations as well and converting the palettes for the ULPC, but that's a future idea.

 

This is partially inspired by the older LPC Atlas sets:

https://opengameart.org/content/lpc-tile-atlas

 

I went with double the resolution instead because I figured that should be fine now (and I've seen other tilesets even bigger than that). I already configured all the animations in Tiled and added in collision, though I have some concerns about Collision as I need to test it in practice first before I fully map everything out.

 

1024 x 1024 is too small to fit all the standard environment assets, but 2048 x 2048 was too big. So I went back and revised my original one and condensed a lot of whitespace, then added bridges, tiles (which I thought might work for some road environments), buildings, roofs, etc.

 

I found all assets for the houses in the "Structures" folder except those specific windows for some reason. So I was planning to rip those windows out and make them a separate tile pieces, but I haven't gotten to that yet. I also realized I do need the roof edge pieces with transparent backgrounds, so I have to squeeze those in as well. There's lots of small little areas of whitespace, where appropriate I added some things.

 

This is designed with the idea in mind of being a season swap, just like Eliza's four seasons:

https://opengameart.org/content/lpc-revised-4-season-terrain

 

Winter has extra tiles for the ice, but there's lots of repetition in the ice tiles because where the water was previously animated, its now static, but the static ice tiles are still duplicated for the animations. The ice tiles are just plain missing from the other sets. I thought it worked better that way, but thinking it over, maybe the idea is that the ice tiles were to be replaced by the standard tiles if you wanted a dynamic changing seasons. This idea is unfortunately not present here, so if the feedback suggests I should do that, I can reconsider how I handle the ice swaps.

 

 

The biggest missed opportunity I'm seeing so far right now is a distinct lack of road tiles. I'm shocked I haven't found any. The closest I have found is the "gravel" tiles and the "tile" flooring (which is probably supposed to be interior, but I included it in the exterior set as well because I figure there's some contexts where tiles or wood flooring might work outdoors as well).

 

Wherever possible I tried to condense whitespace, such as in the west/east waterfalls which were spaced out to match the north/south waterfalls. I did the same for the bridges as well. I was disappointed there's seemingly no stone bridge yet, that's one thing making me hesitant to leave no room up by the bridges. That's probably something likely to be added sooner or later...

 

I'm surprised there's seemingly no castle tiles either.

 

 

The windows are way off to the left while I figure out how to squeeze the remains of the roof pieces in (https://github.com/ElizaWy/LPC/blob/main/Structure/Roofing/Gable%20Shing...), they're only over there temporarily.

Thursday, April 4, 2024 - 11:42

https://opengameart.org/content/lpc-relm-outfit-pieces-2-kimonos-2-sleev...

Well its finally up. I wanted to also finish the male boots/obi before releasing, but I just barely managed to finish the last few frames of the sleeves first.

 

I already have a PR open on Sanderfrenken's ULPC:

https://github.com/sanderfrenken/Universal-LPC-Spritesheet-Character-Gen...

 

I'll casually work on finishing up the few male assets (boots and obi only, not doing the rest) as well as the sit/run/jump poses. Once these are done I'll drop the zip files separately on the release.

 

I also added all these assets up to my Ko-Fi Account:

https://ko-fi.com/jaidynreiman

 

 

I think next I'm going to work with ElizaWy's versions of the LPC tilesets to create some tilesets and configure them for Tiled, then I'll work on some example map designs. I think once I get the tilesets configured, I'll mix up developing new assets with doing map designs for a little while.

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