I confirm that any work I did to modify any LPC assets is available under same license. Thanks all for the amazing work in creating and the tedious task of accounting for attributions.
You can do both. In my game I also have randomly generated enemies that can have many different gear, and I split the mega-sheets up too. With photoshop batch processing or many other graphics apps, you can split it pretty quickly.
Any animations you add will either require being updated for a LOT of gear, or you will have to hack it using different pieces of different cycles. I am in the process of adding horse riding with similar hacking. For one frame I copy the top half of one sprite and the bottom half of a different one to produce a new effect, and the same hack can be applied to every piece of equipment too.
If you are going to make an atlas, it will work a lot better if you split the massive 6 cycle sheets into smaller sheets so they puzzle better together in the texture packer for libgdx (https://github.com/crashinvaders/gdx-texture-packer-gui). I tried making atlas for the sheets and found no performance improvement in loadtime, but a tiny speed impovement during render
I was going to make a backpack but never did but now that I know there is demand for it I will try to make some.
Earlier in the thread we discussed dynamically placing female head-based sprites. I have come up with a list of the head-to-head transformations from Male to Female:
Please note frames start with 0 for first frame. Direction order: up left down right
Up: Set female's Y as Male's - y
Down: Set female's Y as Male's + y
Left: Set females X as Male's - x
Right: Set females X as Male's + x
cast: good to go
spear,dir0,frame0: down 1
spear,dir0,frame1: left 1
walk,dir0, EVERYFRAME: down 1
walk,dir1,frame2: down 1
walk,dir1,frame6: down 1
walk,dir3,frame2: down 1
walk,dir3,frame6: down 1
slash,dir0,frame1: up 1, left 1
slash,dir0,frame2: up 1, left 1
slash,dir0,frame3: up 1
slash,dir0,frame4: up 1
slash,dir0,frame5: up 1
slash,dir1,frame1: right 1
slash,dir1,frame2: down 1 right 1
slash,dir1,frame3: right 1
slash,dir1,frame4: right 2
slash,dir1,frame5: right 2
slash,dir2,frame1: down 2
slash,dir2,frame2: up 1
slash,dir2,frame3: left 1 up 1
slash,dir2,frame4: left 1
slash,dir2,frame5: left 1
slash,dir3,frame1: left 1
slash,dir3,frame2: down 1
slash,dir3,frame3: left 1
slash,dir3,frame4: left 2
slash,dir3,frame5: left 2
shoot,dir0,frame0: right 1
shoot,dir0,frame1: up 1
shoot,dir1,frame0: left 1
shoot,dir1,frame1: left 1
shoot,dir1,frame2: left 1
shoot,dir1,frame3: down 2 left 1
shoot,dir1,frame4 - frame12: left 1
shoot,dir2,frame0:right1
shoot,dir3,frame3: down 2
death,frame0: down 1
death,frame1: left 1
death,frame2: left 1
death,frame3: left 1
death,frame:5: left 1
I have tested this and it works great for all my hats, helms, hair, facial hair, glasses, nose, ears, eyes, and lizard gear.
It was enough that I plan to remove the female assets in those categories and simply apply the transformations. Can anyone think of a scenario in the future that this wouldn't work for? With the exception of a few female-only tiaras and such, I believe all male and female are the same hats, just placed differently.
I'm halfway done with my hair masks. I decided to do a mask for each hair/helmet combo (many can be repeated, butI still ended up with 9 masks per hair style. I selected 20 hairstyles to work with (I left out some hair styles that are more complex female hair) For the two closed visor helmets, no hair is drawn at all. If anyone wants these at any point let me know.
The horned helmet is the original gold helmet. I sampled colors from the original plate to color it in to make the steel one, but I may have missed some similar looking colors. I noticed the gold plate set to not just be a recolor of the regular. My goals here aren't so much artistic as to flesh out the LPC sets to fit the needs of a full paperdoll in RPG. It is my hope that some of my hacks will function well enough to be later fixed by people who actually know what they're doing. For now, it satisfies my untrained eye and I'm hoping it will satisfy many other untrained eyes.
I confirm that any work I did to modify any LPC assets is available under same license. Thanks all for the amazing work in creating and the tedious task of accounting for attributions.
this reminds me so much of that 90s game infantry, but in 2D
I have finished my quick string of updates to https://opengameart.org/content/lpc-horse-riding-updated-090
It will be some time before another one, so I am requesting a bump now.
Awesome I'd love to see the code sometime.
You can do both. In my game I also have randomly generated enemies that can have many different gear, and I split the mega-sheets up too. With photoshop batch processing or many other graphics apps, you can split it pretty quickly.
Any animations you add will either require being updated for a LOT of gear, or you will have to hack it using different pieces of different cycles. I am in the process of adding horse riding with similar hacking. For one frame I copy the top half of one sprite and the bottom half of a different one to produce a new effect, and the same hack can be applied to every piece of equipment too.
If you are going to make an atlas, it will work a lot better if you split the massive 6 cycle sheets into smaller sheets so they puzzle better together in the texture packer for libgdx (https://github.com/crashinvaders/gdx-texture-packer-gui). I tried making atlas for the sheets and found no performance improvement in loadtime, but a tiny speed impovement during render
I was going to make a backpack but never did but now that I know there is demand for it I will try to make some.
Earlier in the thread we discussed dynamically placing female head-based sprites. I have come up with a list of the head-to-head transformations from Male to Female:
Please note frames start with 0 for first frame. Direction order: up left down right
Up: Set female's Y as Male's - y
Down: Set female's Y as Male's + y
Left: Set females X as Male's - x
Right: Set females X as Male's + x
cast: good to go
spear,dir0,frame0: down 1
spear,dir0,frame1: left 1
walk,dir0, EVERYFRAME: down 1
walk,dir1,frame2: down 1
walk,dir1,frame6: down 1
walk,dir3,frame2: down 1
walk,dir3,frame6: down 1
slash,dir0,frame1: up 1, left 1
slash,dir0,frame2: up 1, left 1
slash,dir0,frame3: up 1
slash,dir0,frame4: up 1
slash,dir0,frame5: up 1
slash,dir1,frame1: right 1
slash,dir1,frame2: down 1 right 1
slash,dir1,frame3: right 1
slash,dir1,frame4: right 2
slash,dir1,frame5: right 2
slash,dir2,frame1: down 2
slash,dir2,frame2: up 1
slash,dir2,frame3: left 1 up 1
slash,dir2,frame4: left 1
slash,dir2,frame5: left 1
slash,dir3,frame1: left 1
slash,dir3,frame2: down 1
slash,dir3,frame3: left 1
slash,dir3,frame4: left 2
slash,dir3,frame5: left 2
shoot,dir0,frame0: right 1
shoot,dir0,frame1: up 1
shoot,dir1,frame0: left 1
shoot,dir1,frame1: left 1
shoot,dir1,frame2: left 1
shoot,dir1,frame3: down 2 left 1
shoot,dir1,frame4 - frame12: left 1
shoot,dir2,frame0:right1
shoot,dir3,frame3: down 2
death,frame0: down 1
death,frame1: left 1
death,frame2: left 1
death,frame3: left 1
death,frame:5: left 1
I have tested this and it works great for all my hats, helms, hair, facial hair, glasses, nose, ears, eyes, and lizard gear.
It was enough that I plan to remove the female assets in those categories and simply apply the transformations. Can anyone think of a scenario in the future that this wouldn't work for? With the exception of a few female-only tiaras and such, I believe all male and female are the same hats, just placed differently.
No idea what's up with the belly buttons, but the wings were mislabeled in the original submission.
I'm halfway done with my hair masks. I decided to do a mask for each hair/helmet combo (many can be repeated, butI still ended up with 9 masks per hair style. I selected 20 hairstyles to work with (I left out some hair styles that are more complex female hair) For the two closed visor helmets, no hair is drawn at all. If anyone wants these at any point let me know.
The horned helmet is the original gold helmet. I sampled colors from the original plate to color it in to make the steel one, but I may have missed some similar looking colors. I noticed the gold plate set to not just be a recolor of the regular. My goals here aren't so much artistic as to flesh out the LPC sets to fit the needs of a full paperdoll in RPG. It is my hope that some of my hacks will function well enough to be later fixed by people who actually know what they're doing. For now, it satisfies my untrained eye and I'm hoping it will satisfy many other untrained eyes.
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