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.
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:
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.
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'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:
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.
I'd love to help where possible, but yeah my time is rather limited right now. Still, PHP/JS web development is literally my day job so I know a lot about this stuff. I literally work with email all the time as well (sending email, grabbing email via IMAP, using Google and Microsoft's API's to get/send email, etc), which is why I brought it up.
Drupal specifically I have limited experience in, but I know PHP in general so it wouldn't be too hard to pick up. But a new framework is probably better at this time.
Just sucks there's no "easy solution" to this email problem.
Right, that's what I was confirming. If its PHP that's the cause then yeah there's nothing you can do about that, you have to upgrade the software first. I know you can't run different versions of PHP for different aspects of a server.
My company is trying to upgrade PHP as well to a newer version but in the process we have to upgrade the entire codebase as well. Its definitely a pain, but even more of a pain for a non-profit website.
Well that's why I was bringing up server-side stuff lol. What I meant is:
Is this issue caused by PHP (which would be much harder to resolve), or is it caused by the software version you're using being outdated?
Because as long as your server environment (PHP, etc) supports TLS, it probably wouldn't be too hard to replace Drupal's internal mail functionality with something more up-to-date without fully upgrading Drupal. But if its literally not supported by the servers at all, that cannot be avoided.
Ah its Drupal. Been a long time since I worked with Drupal. Still, I'm sure it could probably be worked around without having to rely exclusively on upgrading Drupal.
I was wondering if maybe the problem was your PHP version (assuming you used PHP, I wasn't sure if it was PHP or something else perhaps like ASP/PERL/Python, which I have less experience in).
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. ^_^
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.
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.
Yeah castles exist, they're just not in LPC Revised right now.
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.
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.
I'd love to help where possible, but yeah my time is rather limited right now. Still, PHP/JS web development is literally my day job so I know a lot about this stuff. I literally work with email all the time as well (sending email, grabbing email via IMAP, using Google and Microsoft's API's to get/send email, etc), which is why I brought it up.
Drupal specifically I have limited experience in, but I know PHP in general so it wouldn't be too hard to pick up. But a new framework is probably better at this time.
Just sucks there's no "easy solution" to this email problem.
Right, that's what I was confirming. If its PHP that's the cause then yeah there's nothing you can do about that, you have to upgrade the software first. I know you can't run different versions of PHP for different aspects of a server.
My company is trying to upgrade PHP as well to a newer version but in the process we have to upgrade the entire codebase as well. Its definitely a pain, but even more of a pain for a non-profit website.
Well that's why I was bringing up server-side stuff lol. What I meant is:
Is this issue caused by PHP (which would be much harder to resolve), or is it caused by the software version you're using being outdated?
Because as long as your server environment (PHP, etc) supports TLS, it probably wouldn't be too hard to replace Drupal's internal mail functionality with something more up-to-date without fully upgrading Drupal. But if its literally not supported by the servers at all, that cannot be avoided.
Ah its Drupal. Been a long time since I worked with Drupal. Still, I'm sure it could probably be worked around without having to rely exclusively on upgrading Drupal.
I was wondering if maybe the problem was your PHP version (assuming you used PHP, I wasn't sure if it was PHP or something else perhaps like ASP/PERL/Python, which I have less experience in).
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