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Tuesday, December 11, 2018 - 13:02

I've actually been working on a backpack for the male base, which I hope to release in a few days. I wasn't planning on extending it to work with the other bases in the near future, but if you want to commission me I'd love to do it.

Wednesday, November 21, 2018 - 22:51

I posted my zombie today https://opengameart.org/content/lpc-zombie

Sadly, we didn't end up doing modular limbs, but I'd love to try something with that at some point.

The skeleton actually does have a thrust animation https://opengameart.org/content/lpc-skeleton

Wednesday, November 14, 2018 - 11:41

Depending on your needs, some of those animations can be done with what already exists.

I've done throwing with the second to last frame of the slash animation. It works pretty well as long as you don't need a two-handed throw, and don't need to use the front view.

There is an animation for picking up items with both hands. The animation is not widely used, so very few (if any) clothing items have been made to fit it. If the item will just disappear into the inventory, I like to use a frame from the slash animation. Either option for pick up animations works as long as the character doesn't need to visibly carry the item, or bend over to reach it.

Eating depends very much on what you need. Personally, I'd use the frame from the spell cast animation where the hands are close together, or a frame from the slash animation where the hand is close to the mouth. I'd position the food over the character's hands, and then make it disappear and play an eating sound.

Climbing a ladder is the only one I can't think of a way to do with what currently exists. I don't think it would be hard to create one, but adapting clothing items to fit it could easily become an enormous task.

Monday, October 29, 2018 - 20:06

I'd love to do some LPC comissions! I've slowly been working to expand the set myself, though all I've released so far is an extension of the horse.

What's the source for the zombie? I know I've seen it before, but I can't remember where.

Tuesday, June 19, 2018 - 17:04

If most of your enemies are tall enough, you probably don't need to worry about it at all. This skeleton would clearly be hit when standing in any of those tiles.

I suspect it would be difficult to make the character lean forward and have it look good from that angle. I'd be interested to see the results if you try. If people like the modification they'll make items that fit it, so I wouldn't worry too much about the workload unless your game has a lot of character customization options or equipable items.

Thursday, December 7, 2017 - 18:55

Another version of the shading:

Thursday, December 7, 2017 - 18:46

I used your placeholder ears as a base and modified the outlines to make them closer to the LPC ears and to add a small amount of detail. There's a complex and simple version of the shading. I'm not sure which is better.

Thursday, December 7, 2017 - 16:08

Your adjustments are a real improvement. The front view is the best, absolutely.

Thursday, December 7, 2017 - 13:37

Here's some possible noses laid over your UI:

And some skin tone variations to make sure they don't blend into the background:

I'm seeing some things on the front view I want to change, so I'll post an update later. For now, here they are on a transparent background:

Wednesday, December 6, 2017 - 21:38

I took a shot at an eye. Does this seem like what you want?

Regarding noses, are you thinking something like one of these, or just the nose by itself?

And here's examples for the no nose option:

Will these recolor for different skin tones? If so, is there a certain number of colors that should be used like there is for the iris?

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