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Sunday, September 29, 2013 - 07:02

If you're up for doing some more, so that I have 2-3 sprites, then it would be perfect!
If you do make these, then I'll stick with sprite-strips (like you're doing) rather than the current spritesheets that I am using.

Friday, September 20, 2013 - 06:12

I wrote a small script to put all the sprites into their own spritesheets. An example:


You can use this script to do it for all of them:

And to OP: You may want to upload the combined spritesheets as well, as they might be helpful for some.


Cheers for your great sprites!

Thursday, September 19, 2013 - 07:57

Hi imager777.

Cheers - thanks for your contribution! It's looking great.


I will keep it around, as I can't use it just yet due to only having this single spritesheet in a strip rather than a, well, spritesheet.


As soon as I find some more sprite-"strips" to use, I will inform you so that you can try it out in the game engine!

Tuesday, September 17, 2013 - 15:45

I am liking how it looks - great job!

I would love to have attack animations on the spritesheet/spritestrip since it will make it easier for me to implement into PyORPG fast.


One thing I would like to request (if not too much) is some sprites for monsters or alike, so that the players have something to hunt and kill within the game.


Thank you once again!

Tuesday, September 17, 2013 - 12:28

Hi imager777.

I am really happy to hear that you want to contribute to the project!


I am currently using hack, so that I am able to use the LPC characters. I wanted the sprites to be 32x64 but since the LPC character sheets were split into 64x64, I simple cut away 16px on each side of the sprite sheet.

I am sorry for the confusion, but it's because I went away from the old Mirage Source 4 sprite sheets (as seen in the original post) to the LPC characters, which are 64x64.

If I could decide, then I would prefer a 32x64, as it is easier to implement into my 32x32-tile map engine.


Whether you decide to do an animation strip (one long image with sprites next to each other) or a spritesheet with each direction on each line is up to you.


If you have other questions or something alike, then please do contact me!


Tuesday, August 27, 2013 - 11:30

I've implemented some sprites from LPC:

Thanks for all your ideas and contributions!

Tuesday, August 27, 2013 - 06:44

The LPC characters are 64x64, which would make tiled movement (which PyORPG uses) odd.

A sprite with a width of 32 px, but a larger height, would probably be fine though.


EDIT: The base sprite itself is not wider than 32 px, so it would be possible if there was a way to (hopefully automatically) refit the characters into a charactersheet of 32xY sprites.


EDIT2: Or perhaps it could be done real-time in the game.

Monday, August 26, 2013 - 16:48

Yeah, I am aware of the Mirage Source sprites being from a Final Fantasy game - which is also the exact reason why I want to get some custom sprites ASAP.


It may not be a stupid idea to use sprites that are 4 pixels too high, as it might give a neat effect on a tiled 32x32 map. A sort of character offset.


Monday, August 26, 2013 - 08:52

Hi Curt. Thanks for your submission!


Your sprites seems to be split up into 40x40 frames rather than 32x32, and the sprites (the characters) are somewhere around 29x35, so I fear it might not be do-able without resizing, which would ruin the pixel quality.

Saturday, August 17, 2013 - 15:57

A little update - 17th of August 2013


I've changed the default tilesheet and item sprites into Liberated Pixel Cup entries. They look great and I can't wait to change the character sprites as well.


Admins can now spawn items using the map editor and these can be picked up by players using the RETURN key.