Primary tabs

Comments by User

Monday, August 5, 2013 - 11:04

Nice work with the short sword. It would look even better with some motion blur, as would the dagger I made...

 

Sorry, I don't have the authority to change any licenses since my graphics are derived from the LPC base sprites.

Friday, August 17, 2012 - 17:54

@dragonshi105: Probably, but if you want to use them in a closed source/commercial game there are certain conditions you have to fulfill. You can use the sprites under either CC BY-SA 3.0 or GPL 3. There is an easy explaination of those licenses here: http://opengameart.org/content/faq

Saturday, August 11, 2012 - 15:19

@goodbyeusedworld: I might do some jumping animations later. It is quite a lot of work though since all the clothes and stuff needs to be adjusted to any new animations I make. I don't have time to do it right now.

Tuesday, July 31, 2012 - 14:10

Sure, I made them, go ahead and use them as long as you follow one of the licenses.

I will continue to expand the pack when I can find the time. Might be a while until I can though since I have some real life stuff to do for a while.

Monday, July 9, 2012 - 03:27

I'm not completely sure what all the parts of the sketches are supposed to represent, but I think the first one would be easiest to use (for me anyway).

If I would need to click the buttons/tabs on the chat window I can move the cursor to the top left corner of the screen and easily click them by moving the cursor horizontally. Clicking on those buttons/tabs in the other versions would require a more precise movement to not end up in the lower left corner of the screen. Similar rules would probably apply to the other elements of the GUI.

Always try to put clickable things at the corner of the screen, and without stupid unclickable borders like some intefaces use. That doesn't apply if controlling the GUI with the keyboard of course.

Thursday, July 5, 2012 - 23:46

@cemkalyoncu: There are now bow animations for skeleton as requested. I'll do thrust later.

Friday, June 29, 2012 - 22:36

@gr3yh47: You mean the walkcycle animation for the shield? That should already be included in the archive lpc_entry.zip in png/walkcycle/WEAPON_shield...

Friday, June 29, 2012 - 21:57

@cemkalyoncu: That color switcher looks quite interesting.

The slash animation isn't really designed to hold a shield, I think, since the arm swings behind the body. I tried working with it though and this is what I came up with:

Normal body cut:

With metal hat:

I updated the lpc_entry archive on dropbox to include this.

I might create more animations for the skeleton later. It will be a lot of work though. Female versions are unlikely in the near future.

Friday, June 29, 2012 - 00:35

@Nushio: I like all of them. The shading looks best on Maskman and Darkness though.

 

I edited my previous post for changing skin color since I seem to have messed up some frames with non uniform colors :-/ New command is:

convert male_walkcycle.png -fuzz 5% -fill #b88751 -opaque #fbece6 -fill #996b4a -opaque #f7c6a4 -fill #996b4a -opaque #efb189 -fill #996b4a -opaque #fdd5b7 -fill #744b30 -opaque #eaa377 -fill #62351c -opaque #d28560 -fill #3e2613 -opaque #9e3e37 dark_male_walkcycle.png

Friday, June 29, 2012 - 00:29

@dethe: I didn't bother including any of the alternate color versions or even save them after I created the preview animations. It is quite trivial for users to change it themselves with something like Gimp or ImageMagick:

Light skin to darker:

convert male_walkcycle.png -fuzz 5% -fill #b88751 -opaque #fbece6 -fill #996b4a -opaque #f7c6a4 -fill #996b4a -opaque #efb189 -fill #996b4a -opaque #fdd5b7 -fill #744b30 -opaque #eaa377 -fill #62351c -opaque #d28560 -fill #3e2613 -opaque #9e3e37 dark_male_walkcycle.png

Blue eyes to more brown color:

convert dark_male_walkcycle.png -fuzz 1% -fill #c4b59f -opaque #50d4ec -fill #b19998 -opaque #5187b3 -fill #4b444c -opaque #293d4b dark_brown_eyes_male_walkcycle.png

There are probably better ways of doing this but these commands work ok.

The hair is easier:

convert hair.png -channel red -modulate 50,50,-110 dark_hair.png

Alternately you can do it visually in Gimp. It would probably be a better idea though to figure out some method of doing this in game instead of storing them as separate files...

EDIT: Some more fuzz was needed to get it right.

EDIT 2: Now the skin color script should work right :) Something went wrong before.

Pages