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Sunday, January 28, 2024 - 09:09

Thanks for making all those additions, I think it is much improved!

Thanks for explaining about the colors. I think your solution of assigning "default" palette(s) to every item which are discoverable in metadata is a good one. 

I am using Safari Version 16.6.1 (16615.3.12.11.5, 16615) and still see the flickering. I don't see the flickering on Chrome Version 120.0.6099.234.  Seems to occur the first few times a given animation is played with a given setting. Adding/removing a layer causes it. Switching to a new animation causes it. Switching back to an animation already played does not cause it. 

 

A few other minor issues I noticed:

- Chainmail in the "shirt" layer seems to have too high a z-index (gets drawn over top of all armor)

- Suggest moving the "legion" and "leather" items from the "shirt" group to "overshirt/armor" group

- Slingshot "walk" animation doesn't work.

- Could you increase height (i.e. number of items shown) when a dropdown is opened? 

- Could the size of the preview images within the dropdown be increased to 64x64px (seems like they are 40x40px now which results in non-integer scaling and also is a little hard to see)?

- If not too computationally intensive, could you center the non-transparent portion of the image?

- In the (now default) "Preview Multiple" mode, if you zoom in, the character is no longer centered, and scrolling is really jittery/doesn't work (i.e. I scroll down a bunch and the character just wobbles vertically in place. Sometimes eventually scrolls down, sometimes not). I appreciate you have tried to lock the scrolling between the four views which is a great idea, but something there is not working right at the moment.

- Clicking the "center" button doesn't seem to do anything for that matter.

- In the old generator, you could click the animation preview or the spritesheet to toggle between 1x and 2x zoom. This would be a nice feature IMO

- I still would like a view where all directions of all animations are shown at once ;-) It would require scrolling but there's so much whitespace at the moment

 

Thanks again for working on this, it's really cool and seems like a big improvement in several ways over the current generator!

Saturday, January 20, 2024 - 11:56

Hello! Would you be willing to license this submission as OGA-BY 3.0+ since wulax's original https://opengameart.org/content/lpc-medieval-fantasy-character-sprites is now licensed as such? Thank you!

Saturday, January 20, 2024 - 11:09

Very cool, thanks so much for sharing! I am particularly impressed that you managed to/chose to adapt almost every asset in the current generator and that you have maintained the attribution information. Of course standardizing the colors, allowing the generator to make recolors "on the fly" rather than generating them all offline, and breaking apart the animations will all be big improvements for contributors. 

 

Here are some minor issues I noticed when playing around:

- "Walk" animation should start on the second frame in the series; the first frame is just the character standing idle. Adding it to the walk cycle makes their legs splay out and looks unnatural. 

- When you first select an object, the first few animation frames flicker

- To that end, it takes a few seconds to render the new animation(s) when you add/change a layer. Any optimizations to that would be welcome

- "Whip" animation uses the wrong frame size, should be 192x192px

 

Here are some feature requests in no particular order:

- It would be helpful to preview the animation in all directions at once like in the other generator

- For that matter, I think it would be helpful to see all animations in all directions at once

- I would like to see a preview of the item in the drop-down (I know this would require using something more complicated than an HTML <select> element)

-  The whole "torso", "torso 2" thing is kind of non-intuitive to me. I understand you probably did it this way so that mutually-exclusive items can be in a single dropdown, but it's not obvious to the user that they should look in "torso" for plate armor but in "torso 2" for jackets. Likewise, I would suggest at least one more torso layer, since you could easily imagine a character with a longsleeve shirt, vest, and jacket. I would also move the armor and vest(s) to "torso 2" and make the jackets and tabard "torso 3." Alternatively, you could label the layers something intuitive like "shirt," "overshirt/armor," "jacket/tabard," etc. 

- Same suggestion for "head coverings;" make bandana, hijab, etc. their own layer. 

- Consider breaking some of the items within layers into groups. For example, separate the pirate hats from helmets. Even just using <optgroup> within the same <select> would be helpful as right now it's kind of a jumble, especially for categories like hat or hair with lots of assets.

- Allow downloading a file without naming it

- When an object has multiple "palettes" (e.g. the bicorne athwart admiral cockade hat you mentioned), make a tooltip over each palette

- Search function for assets (i.e. search box at the very top where I can type "bow" and see it in the appropriate tab of the UI)

- Mobile support? (on my iPhone 13, the left and right panels almost entirely cover the preview).

 

And a few questions:

- What method did you use to squash the colors? 

- What is going on with the colors of the sprites? In the repo you linked https://github.com/vitruvianstudio/spritesheets/blob/main/clothes/torso/longsleeve/male/walk.png everything shows up as a red blob. If I open in GIMP etc. I can see they are slightly different colors of red but I don't exactly understand what's going on. I'm sure this makes your recoloring code more convenient somehow. I humbly would suggest that it will be much more convenient for contributors and users if the sprites in the repo appeared in some default palette, either as indexed or ideally plain RGB PNGs. Much lower friction to adding and editing sprites. I say this as someone who has spent probably more time than anyone adding and modifying sprites in the current generator. 

- I notice in some sprites, like the "Wizard" hat or the "hood" that there are red spots which don't get recolored when you change palette. I presume this is because these assets had too many colors and you couldn't automatically squash them (or, in the case of the wizard hat, you haven't extracted a separate color palette for the stars), is that right?

- Did you use a script to transfer the metadata and attribution from Sander's generator? If so, will that process allow you to port updates relatively easily? I ask because I am in the midst of making several such updates ;-)

 

Thanks again for sharing!

Saturday, April 8, 2023 - 00:21

https://opengameart.org/content/lpc-jungle

Total rework with many more big sprites, lots redrawn, and more permissivel license.

Saturday, March 11, 2023 - 10:12

Could you bump this submission? Lots of new animations added here:

https://opengameart.org/content/lpc-extended-weapon-animations

Tuesday, November 29, 2022 - 23:51

Hello! I'd suggest you start by looking through the code for the generator repo you linked above. Let us know if you have questions. The data about which spritesheets are mutually exclusive, what Z-order they should appear in, etc. is in the sheet_definitions subdirectory. 

You may want to read the first post in this thread https://opengameart.org/forumtopic/lpc-spritesheetcharacter-generator-at... for some more history about similar efforts in the past. I'm only aware of the following active/recent efforts:

- This project by slackadults: https://github.com/Slackaduts/LPC-SpriteCreator 

- BenCreating is experimenting with a new web-based generator, though its meant more as a replacement for the current generator web app, rather than a library for inclusion in games. 

Good luck, and happy to answer other specific questions. 

Monday, November 7, 2022 - 21:50

Makrohn adapted wulax's thrust and shoot animations to the female base https://opengameart.org/content/lpc-ladies . Nila122 created the lizard/drake heads, wings, tails, etc. for both the male and female bodies, but the assembled spritesheets herein which contain the female body should also credit makrohn. 

Sunday, November 6, 2022 - 13:36

Nila122 has given permission to use their LPC assets under the OGA-BY 3.0 license. Since wulax's thrust/shoot animations are now under OGA-BY 3.0, I believe everything in this submission, except for the portions containing the female body, could be used under OGA-BY 3.0.

Saturday, November 5, 2022 - 22:36

Hello! Would you consider licensing this armor set under the OGA-BY 3.0 (and later) license? 

OGA-BY has the same rules as CC-BY, but it also allows works to be used in games that contain DRM, such as on the iOS app store. 

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