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Friday, July 5, 2019 - 15:02

Midi is not a good idea since the sound depends very much on the players soundfont.

Wednesday, July 3, 2019 - 16:40

I don't know whether I'll participate, but recoloring zoria tileset with gameboy colors could work.

Wednesday, July 3, 2019 - 13:23

I remixed withthelove's gameboy version a bit.
Switched fonts to Good Neighbor and a streched version of NeoSans.

https://opengameart.org/content/good-neighbors-pixel-font
https://opengameart.org/content/new-original-grafx2-font-collection

Friday, June 28, 2019 - 00:35

The characters even go well with 2bit colors.
Those two are remakes of characters from https://opengameart.org/content/zoria-tileset

Tuesday, June 11, 2019 - 08:40

I changed the color palette to zoria and added some badly drawn portraits for the monsters https://opengameart.org/content/zoria-cc0-pack

Saturday, April 6, 2019 - 14:34

everything but open

Monday, December 10, 2018 - 18:16

The tablesare broken, the legs should be 1px thinner each, otherwise the middle peace can't loop properly. This can bee seen in the indoor preview at the table on the bottom right.

I included and fixed the table in my sci-fi set, but I changed the colors a bit: https://opengameart.org/content/lpc-goes-to-space

If somebody wants to use it with the original version, the colors must be changed back, otherwise the chairs won't fit.

Wednesday, November 21, 2018 - 16:28

I have zombie heads on the back of my mind.

Similar to the third one of this https://opengameart.org/content/zombies

That would not look as good as what you linked, but that would be only 15 frames for each sex.

I guess there can be  done much with layering a mutilated human body over the skeleton. Skeleton is missing a thrust animation, though.

Modular arms and legs could also be interesting for cyborgs. One could even go as far as doing modular arms and feet, which could be used for pirates and such.

Wednesday, September 26, 2018 - 16:20

I started my own spritesheet collection

Compared to the other generator it's extremely slow and locally it does not even switch all palettes as it should. It's loading a huge amount of files without caching, since I often just reference other files.

Likely quite some lag comes from all the reordering and palette switching. I don't even have much in it yet.

I haven't fixed spritesheets with wrong colors yet, since I'm to lazy to upload them to oga. But if that would work I would have body shapes with skin tones: normal (m/w), child, teen, muscular and pregnant. Included animations for male so far: spellcast, walk, slash, thrust, shoot with bow, shoot with guns, run and hurt.

It's possible that it gets unusable over time, unless I manage to get an performance boost or do preprocessing.

It could also be cool for locally testing new assets against the existing ones.

And I will not add, what I can't attribute. I could nowhere find round ears...

Children do work in the generator, but they only have walking animation so you dont see a proper preview.

I meant, that the preview is broken for everything that does not have the animation, the preview uses. My generator on the other hand requires that the first line is down-facing.

Maybe, could it work to instead of saving the complete sheet, save it as with multiple files with the animations seperated? I dont know if it is possible, but it could be a solution.

I thougt about implementing than into the nodejs version, too. I could use multiple canvases in general. I think that would also make it easier to hide sprite sheets.

Workaround for the terminal could be to add "--animation=<file>" and specifying there which animations should be exported.

Tuesday, September 25, 2018 - 17:17

With filters I finally managed to seperate body shape and skin color:

The body list of this generator is huge and has much redundancy. Children don't even work properly.

With palette switching it's also much less work. You just need every body shape in light. Put them all into a list. Load this list with multiple different palettes:

"body/",
{
"file": "body/",
"filters":{
"skin": "2"
},
"palette": "skin/dark"
}

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