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Tuesday, September 21, 2021 - 10:53

Highly recommend you put together a prototype with existing available art. If this is for a school project, art on this site should be more than adequate. The LPC style has a ton of character assets in a 2D orthographic pixel art style https://opengameart.org/content/lpc-collection and a spritesheet generator here https://sanderfrenken.github.io/Universal-LPC-Spritesheet-Character-Gene... . See also the tips here for how to write a good request here https://opengameart.org/forumtopic/how-and-when-to-write-a-good-art-request if you'd like to get more traction.

Monday, September 20, 2021 - 00:03

Hand tools for farming! A hoe, for tilling soil, and a watering can... for watering... Thanks to SRWG for the commission! I'll be posting these soon. I also did a sketch of an improved shoveling animation, if someone is interested in that.

Made north- and south-facing hammering animations, which was a bit of a challenge, because if you look only at his arm, it is... not really moving how you would swing a hammer :p But I think it ended up working out OK actually! The motion blur and the little sparks kinda draw the eye away from the arm movement. This also makes me REALLY want to try doing an axe chopping animation, because I think 1--2 frames of motion blur could make for a really dynamic and convincing axe swing. 

One problem is these animations force the issue of scale---whereas normally we can get away with things being approximately the right size, with these animations, the tables and such have to be exaclty the right height and the character in just the right position or it looks super strange, at least in certain directions. The anvils on the stone table/pedestal things are clearly too tall for the north-facing guy to hit. But if you mentally edit-out the stone table, he can just baaaaarely reach the anvil. I'll have to mess with this a bit.

I tried making a sawing and smaller hammering animation for the woodshop (very rough sketches), and realized the layers get a little tricky too... I think the south-facing sawing would work if the saw was moved to a separate layer on top of the workbench/planks (currently the layers are, bottom-to-top: character > workbench > planks). He can get away with hammering right now, but he's not quite standing in the right place. Not sure whether it's worth it to try and sort all this out. What do you think?

Thursday, September 16, 2021 - 09:53

Draft of the much-requested LPC sailing ship! Deck parts designed to be modular to allow different sizes/configurations. Only one size mast and sail at the moment, but could definitely add others. Thanks to castelonia for supporting this work! 

Wednesday, September 8, 2021 - 09:21

Hey man, this is really great stuff! I meant to post some feedback earlier but lost track of time. A few quick comments (let me know if unclear and I can make additional demonstration images):

- for big patches of grass, water, etc.: you are using mostly the "accent" tiles; this makes the pattern obvious and the tiles look repetitive. Instead, try using mostly the plain version (~8 plain tiles:1 accent tile). For grass, this is just a plain green square. You can setup tile probabilities in Tiled (Edit tileset > Properties > Probability) to paint this way using the Random Mode (D) or the terrain tool. Counterintuitively, the simpler pattern will make your scene look less repetitive and more organic.

- on a similar note, ease up on the ornaments in the necromancer's fort. A lot of the ornaments don't have solid bottom border and are more meant to be used with tiles that have an implied top border. They look kinda strange hanging without that. Likewise for some of the windows, though that's more my bad. 

- the geometry of some of your buildings is hard to visually parse. For example, the blue bridge in screenshot_24.png , it's hard to tell where the wall ends and the ceiling begins. Consider using small drop shadows on the right side of an object to emphasize this. You can find some in the LPC Base Assets > UI > shadow.png . Using tiles with harder/darker borders also helps with this problem. 

- in screenshot_25.png, the smaller parts of the fortress building should be further forward/down in the image. As it stands, the roofline is longer than the floor line, which doesn't make sense. Also those walls don't really have roof tiles, if you'd like to use them as walls of an enclosed building I would suggest getting rid of the inner row of merlons and draw/appropriate some roof tiles. If they're being meant to enclose a small space, they might benefit from some shadows on the inside. 

- buildings work best with the windows when each storey of the building is 3 tiles tall. Buildings that break this rule end up looking strange. You can see this in the building in the southern Menta village, just north of the dock (see image). The white huts on the dock have kind of the same problem, but I think they would look nice with a window on the upper level, as you've done for the blacksmith.

- speaking of which, I love the little blacksmith area. Great use of different tiles and nice little implied space. The only problem I see is that the backing wall is kinda too high contrast compared to the objects hanging there, so it's hard to parse them. That's partly my bad, I'll be making a higher-contrast version of the furnace whenever I get around to releasing the Blacksmith pack. I could make a lower-contrast version of the wall too eventually, but there should be other options as well that let your objects stick out better.

- in the tipsy cat interior, the ceiling moulding looks too thick with both that decorated top row of wall tiles against those thick room border tiles ("ceiling"). I would suggest swapping out the top wall tile for a plainer version, leaving the room border tiles alone. 

- finally, I've made this comment elsewhere to pvigier, but it helps to have variable density of trees and to pick one or two dominant species for an area, rather than having all kinds of trees be equally likely. Preferably these should be the more round, symmetrical kind, rather than the weirder more asymmetrical ones. This will have the side effect of making different areas of the game more distinct.

 

I don't want to come across as too negative, because overall I think you are doing a great job! I love the tavern scene and the little towns in Menta. Just trying to provide some constructive feedback to help you improve :) 

Monday, August 23, 2021 - 11:56

Ongoing legal ambiguity about whether using GPL artwork triggers the GPL linking requirement, mandating the game code be made available under GPL. Certainly use of GPL art in non-FOSS software seems counter to the spirit of the GPL. 

In general, if I'm going to invest a lot of effort in a big tileset, nowadays I'd rather just make it from scratch and have complete control over the licensing. 

Monday, August 23, 2021 - 02:54

No, sadly. That ship was based on old sprites from TheManaWorld, which we discovered were GPL v2 only, and I don't have a way to contact the original authors... if GPL v2 is the only licensing option, castelonia is unable to use it in his game, and I'd rather not dedicate more time to it since it's kind of a licensing dead end. I can upload the GPL v2 ship in whatever state it's in, in case that is useful to someone.  

We are planning to do a new LPC ship from the ground up, but that is still in the early planning stages at the moment.  

 

Monday, August 23, 2021 - 01:34

AVAST ME HEARTIES! THAR BE SKALLYWAGS! SCOUNDRELS OF THE LOWEST KIND!

Giant pirate character pack incoming in just a few days :) New shirts, vests, pirate coats, hook hands and peg legs, cravats and jabots, tons of pirate hats, and various other goodies. Useful for everything from deckhands to admirals to Edward Thatch himself! Fully incorporated into the LPC character creator.

Sunday, August 22, 2021 - 09:56

Haha, thanks. Those styles are Fabzy's designs from here https://opengameart.org/content/the-revolution-hair . For trademark purposes, let's just say the resemblance is purely coincidental ;-) 

Sigh, you are probably right... but I just... want better names!

Sunday, August 22, 2021 - 09:55

Hello! Would you be willing to license these as OGA-BY 3.0 and/or GPL v2.0+ as well as CC-BY-SA? I have adapted many of your hairstyles to the Liberated Pixel Cup bases, and I am hoping to release those assets with as many license options as possible. 

Here's what they look like: https://opengameart.org/forumtopic/bluecarrot16s-wip-lpc-tilesetscollect...

 

Friday, August 20, 2021 - 13:02

Yeah, I have peaches, plums, and mandarins/clementines/tangerines! See https://opengameart.org/content/lpc-food ; in the preview image, 6th row, columns 11, 13, 14. If you download the submission and open the CREDITS-food.txt file, there's a list of all the items, in the order they appear. There are even peach, orange and plum trees here: https://opengameart.org/content/lpc-fruit-trees.

I didn't end up making nectarines because I didn't think they looked distinct enough from peaches/apricots/oranges/apples. 

I made almost all of the fruits/vegetables I could think of, and the remainder were starting to get kind of obscure (indian gooseberry, quince) or hard to distinguish from existing objects (nectarine, savoy cabbage). But I could be persuaded to go back :p

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