Expanded Universal LPC Spritesheet: Idle, Run, Jump, LPC Revised Combat and Assets
Well, its about time I finished this one up… I’ve spent on-and-off the past few months trying to get all these assets completed and compiled together.
I’m calling this set the “Expanded Universal LPC Spritesheet”, and it contains the addition of the new LPC 3.0 base animations (Idle, Sit, Jump, Run). Initially that’s the only thing I was trying to do. The ULPC contained these base animations, but they weren’t part of the actual spritesheet and generator itself.
After discussing with Sander Frenken, I ended up adding them to the main spritesheet. For completion sake, I opted to grab ElizaWy’s combat animations as well and include all those in, too. I didn’t change the base layout of the spritesheet and instead added these animations beyond the bounds of the main sheet. As such, all old assets still map just fine over the whole spritesheet.
Before releasing it, though, I wanted a complete set of all frames with as many assets as possible. I based most of these assets on ElizaWy’s LPC Revised assets as she had the most complete sets of run, jump, combat, etc (and they’re all in OGA-By, too). In addition, I opted to keep Eliza’s version of the run animations because, frankly, I just preferred those versions of run (I also made “Male” and “Pregnant” versions of this run). They weren’t THAT different from the original run animations, but I thought they had much smoother animations.
This set primarily contains assets from LPC Revised converted and repaletted to the ULPC palettes, but I did do many more assets over at the ULPC itself which I’ll gradually keep working on, and I may release some of these in different sets. I’m only including LPC Revised assets in this release out of consistency, and due to the fact that all of them are in OGA-By. Eventually I’ll create OGA releases for other sets of assets as well.
Here’s the current complete list of assets:
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T-Shirt (Plain, V-Neck, Scoop, T-Shirt, Polo)
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ElizaWy made these shirts, though they are similar to other basic shirts.
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I finished redrawing the sleeves to all of the base LPC animations (cast, thrust, slash, shoot, down).
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Sleeveless Shirt (Plain, V-Neck, Scoop, T-Shirt, Polo)
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I cut out the sleeves on all assets to more easily redraw them, but I opted to include the sleeveless shirts as a bonus option.
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Longsleeve Shirt (Plain, V-Neck, Scoop, T-Shirt, Polo)
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ElizaWy made these shirts.
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I finished redrawing the sleeves to all of the base LPC animations (cast, thrust, slash, shoot, down).
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Shortsleeve and Longsleeve Cardigan Shirt
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This shirt has a slightly different sleeve texture, so I made sure to redraw the cuffs on the sleeves for it.
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The original was JUST Longsleeve, the Shortsleeve is a bonus. I didn’t see a reason to include a “Sleeveless” version here.
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Suspenders
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This was missing a lot of frames even on LPC Revised.
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I mapped to all frames, made small adjustments, then cut out the arms to finish it off.
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Honestly I’m not too fond of some of these animations, namely for combat. Any suggestions are welcome.
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Neckwear (Bowtie)
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There’s even more neckware assets mapped to other frames as well. These were also added to child assets.
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Pants (Hose, Leggings, Pants, Cuffed Pants, Overalls)
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I started here by finishing Overalls, which bluecarrot16 already converted to the base ULPC animations.
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The only ones that were not made by either bluecarrot16 or by Eliza were Eliza’s combat animations, however, I also made “Male” because bluecarrot16 already had male for all base assets.
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I merged the lightest palette color with the second-lightest palette color to keep these consistent with bluecarrot16’s that were converted previously.
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The “pant” portions of Overalls were identical to Cuffed Pants. So I made the Cuffed Pants remaining assets from Overalls.
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From Cuffed Pants, I made Pants, then Leggings and Hose.
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I mapped these to all the missing frames, which is mostly the base LPC animations (cast, thrust, shoot, down). I also fixed the basic slash. The rest of these were already mapped.
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Shorts (Short and Standard)
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Eliza already made Walk, Idle, Run, Jump, Sit, and Emotes.
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I mapped these to all the missing frames. For the missing frames, I used “Pants” as the base and cut off the length to keep it consistent with the other shorts.
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Socks, Shoes, and Boots (Shoes, Books, Ankle/High Socks)
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Ankle Socks were already mapped to Walk, Idle, Jump, Run, Sit, Emotes, Slash, and Eliza’s combat animations. High Socks, however, were missing combat animations as well.
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I used the “Hose” assets to cut off the High Socks, which I tried to map to about the knees.
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From High Socks I made Ankle socks.
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Once I finished Socks, I finished off Boots.
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Boots are just High Socks, but slightly shorter with extra shading at the top.
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Similar thing with Shoes. Shoes are slightly shorter than Ankle Socks.
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After I made the shoes and boots, I added a bit more length to some frames for Socks to make them look better where needed.
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I redrew the Socks to ensure Ankle Socks were visible if Shoes were enabled, and High Socks were visible if Boots were enabled.
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Eyewear (Glasses, Halfmoon, Eyepatch)
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Just mapped these to all frames and handled cutouts, nothing too special.
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Also added them to child assets.
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I mapped ALL facial assets to all frames, but not all are OGA-By, so they’re not included. See the spritesheet generator for more info.
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Helms (Bascinet, Chainmail, Kettle, Morion, Plumages)
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Just mapped these to all frames and handled cutouts, nothing too special.
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I mapped ALL helmets to all frames, but not all are OGA-By, so they’re not included. See the spritesheet generator for more info.
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Heater Shield (Base, Trim, Paint, Patterns)
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Mapped this to all frames with recolors.
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Also “finished” the patterns for Bendy, Bendy Sinister, Lozengy. These patterns only had one frame finished. I based the new frame variants on the initial frame.
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There’s two shield layouts; one shield layout is the original one by bluecarrot16, with the new frame animations added. The new shield layout is one I thought looked a bit better where I re-positioned the shield on certain animations, including putting the shield on the back for cast and shoot. Some animations still look a bit off to me, but constantly redoing the shield positioning is frustrating.
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Bodies (Male, Teen, Female)
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ElizaWy only supported “Masculine” and “Feminine”, Thin. I mapped “Masculine, Thin” to “Teen” and created “Male” assets for Revised Run and Emotes.
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I opted not to do so for the combat animations due to the twisted motions of the body, which resembled how others handled the “Shoot” animations (the body shape is the same on the Shoot animations).
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I think this is mostly due to the hand movements that cross over the head, to prevent having multiple types of cutouts.
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It also was kinda laziness, as its really hard making new body sizes.
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I also added “Pregnant” for all remaining frames, but I didn’t add any new assets for Child or Muscular.
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“Pregnant” is not included in this set because its not OGA-By, but it is available on the ULPC (except combat animations, I never finished those).
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No Skeleton or Zombie…
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Heads (Male, Female, Elderly)
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I mapped ALL heads to all frames as well, but not all are in OGA-By.
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I also included ElizaWy’s “smaller” heads as a bonus. Originally I didn’t plan to include them. That being said, I can’t guarantee it looks good with the hair and head assets, they’re mapped to the original larger heads.
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Medium Hair (Page, Curly, Idol, Bangs & Bun, Cornrows, Dreadlocks, Bob, Twists)
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Short Hair (Buzz, Parted, Curly, Cowlick, Natural, Balding, Flat Top)
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Some of these hairstyles were cut out to the smaller heads. Because the main LPC heads are larger, I stuck with the assets that already existed on the ULPC and just mapped them to the revised animations.
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Thin and Thick Eyebrows
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Mustaches (Walrus, Chevron, Handlebar, Lampshade, Horseshoe)
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More mustaches were also mapped to all frames, but weren’t part of LPC Revised so I didn’t include them here.
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Beards (Trimmed, Medium)
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More bears were also mapped to all frames, but weren’t part of LPC Revised so I didn’t include them here.
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Eyes mapped to all frames, also added to child
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Large Nose mapped to all frames, also added to child
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I added other nose variants to all frames as well, but not all are OGA-By.
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For consistency, I do plan to gradually add new base assets as new base character models are created. That said, I won’t necessarily be mapping all assets every single time as its just too much effort. Still, this adds many assets that were missing across the other animations.
On the Universal LPC Spritesheet Generator, I added an “animations” filter as well. This will filter assets based on what animations are supported for each asset. This should make it easier to find assets that support all the newly added animations. There’s still tons of things not added yet, but I did make a lot of progress.
After this, I’ll probably go back to prioritizing making my own stuff for a while. I will continue working on existing assets if it benefits the stuff I want to make, though. And if there’s any requests I can focus on those assets, too.
* NOTICE:
Base sprites used in preview image are part of the LPC set and were not made by me.
The Universal LPC Character Generator is a great place to get a full list of sprites to use:
https://sanderfrenken.github.io/Universal-LPC-Spritesheet-Character-Generator/
There’s a MASSIVE list of credits here. Please let me know if there’s any I missed. I’m pretty confident I got them all, but please let me know.
Comments
There's far more assets mapped to all these frames over at the Universal LPC Spritesheet Generator, too. As mentioned in the post, I added an "animations" filter (with help from Sander Frenken explaining how to implement it) which allows you to filter assets by which animations are supported. Simply search for anything that contains Eliza's combat animations (well, anything beyond the base set) and you can find all the assets already mapped to all frames.
Eventually I'll slowly add these to separate releases on OGA, but I wanted this one to primarily be a comprehensive list of the converted LPC Revised assets. I started from the LPC Revised assets because there were more animations to work with beyond the basic walk.
With this thing FINALLY released, I'm hoping to finish up some more of my own assets. Soon-ish I want to complete the kimono on all additional assets, but also, now that we've got shirts, pants, shorts, socks, shoes, etc., it would be ideal to get a few other things like dresses and skirts, too. That said, I'd prefer to focus on OGA-BY assets first. However, if anyone has any requests, feel free to open issues over at the ULPC and I'll prioritize what requests are made.
Nice, glad to see old projects getting completed.
Thanks.
Technically, its only "completed" in the sense that I have completed adding all the additional animations that were created over the years but never got much love (run, jump, sit) to the Universal LPC Spritesheet Generator and added a ton of assets which can actually be used on them now.
I also completed adding all LPC Revised character assets to all these frames. I started with that because Eliza had far more done, and I just needed to complete the basic frames (cast/thrust/shoot/down, and cleaning up the legacy slash animation).
There's still tons of assets at the ULPC missing from these frames which could eventually get added. However, I have found clothing to be the most annoying to deal with. Most of the time I spent working on "easy" assets like hair which doesn't need animation (longer hairstyles don't look good on run/combat without being animated) or static assets like hats or things related to the head in general.
I realized my wording was off. I said "a complete set of all assets". I really just meant having all frames containing the basic requirements like hair, clothing, shoes, etc.