I was able to generate a better preview now much more easily now that I'm figuring out how to use Aseprite better.
I want to make other tails as well. I created "feather" ears but no feathered tail to accompany it, I will do that eventually. I also want to make dragon tail and tail fin, along with at least one more.
The "wolf" tail here may look too smooth. Perhaps if I want a thinner tail I should find a way to add more loose strands? Its really hard to do that with such small sprites and I'm not fully happen with the "fluffy" tail either in that aspect, but I think some frames look REALLY good.
If anyone has any suggestions on what they'd like to be seen done (including porting existing assets on the ULPC to child/sit/run/etc), let me know what you'd like to prioritize. Eventually I'll start porting some elements over to the other sets, especially the ones I want to use. I'm also open for suggestions on other things, though I do have a handful of plans I still want to work on later on.
I think I'm going to be doing more outfits next. I've never done a fully custom outfit from scratch.
Eventually I want to add more animated hairstyles as well, and animate my Relm ponytail I posted up last time. After playing through Chained Echoes I'm getting a feel for how the hair is done in other spritesheets and that could give me some ideas on how I can improve animations.
I need to do some additional cleanup on the furry ears and tails but they should be done within the next few days. I think I'm going to change the idle frame when standing still as I'm not quite happy with it, and the run animations are incomplete. Child is basically done in all contexts, while adult (male/female) need the furry ears added to alternate frames.
Well... I actually managed to fully animated the tails now, and tbh, I think they look pretty good. However, I need to finish the run and jump animations before I'm ready to post it. I had to update my setup in Aseprite to actually make it work out, but I realized how to properly create a full spritesheet from an animation using the Import and Export options, as opposed to just saving. Once I figured that out and got a good template going, I was able to more easily figure out the animations.
Next step was figuring out how the motions were to go, so I had to dig around online to see both how the design of the tails would look as well as the flow of the wagging, but I'm quite happy with it now.
I was really nervous about them, but I'm feeling a lot better after having gotten through these. Maybe I overreacted a bit in terms of how hard the animations would be which is what I was really hesitant to try doing the ponytail right away...
The next batch of updates will have three tails and five sets of ears:
Fluffy Wolf Tail
Wolf Tail (Slightly thinner)
Cat Tail
Cat Ears (Top of Head)
Wolf Ears (Top of Head)
Wolf Ears (Side of Head)
Cat Ears (Side of Head)
Feathered Ears (Side of Head)
I didn't include a feathered tail this time because I want to make a wing variant first, so I figured I'll just wait until later for that one.
All of these assets are done on Universal, just have to finish getting therm onto the other sets. (Child Universal doesn't have Top of Head ears yet, but it won't be hard to finish those.)
Eventually I'll also make Dragon Tail, Prehensile Lizard Tail (Chameleon), Tail Fin, and Tail Feathers. Not quite ready for this yet, though.
Yeah I noticed you were working on the LPC stuff as well. I basically had some stuff happen at work that really pushed me into the idea of wanting to try making a game again, so I looked around for options and ultimately decided to go back to LPC. I'm in a much better position to actually stick around this time than I was last time, and if I actually want to finish a game using LPC assets I'll need a decent chunk of assets, so I'm likely going to be doing quite a bit of work on it.
That being said, once I have a small handful of stuff to work with I'll probably start at least trying to compile something a little simple before going into a much bigger idea. I still need enough assets to design a good chunk of my races and notable major characters, though.
I'll probably also be working on trying to convert some existing assets to alternate actions and child sets, too.
I now know why nobody made tails before. The design was a bit complicated but eventually I got the hang of it. I quite like the look of them now.
But I am absolutely dreeading the animation. I'll probably hold off on that as well and just keep working on adding/cleaning up assets for a while, because that animation I foresee is going to be a nightmare.
I really wanted to animate the hair as well, but it just wasn't feasible at this time. I'll try working on that later... probably much later.
The next thing I'm going to do I think is work on some furry ear variants and maybe tails as well. I'm surprised there aren't any tails yet (other than lizard tails) considering the fact that there are "beastman" variants. I'll try and make sure the tails work for the beastman variants as well.
The furry ears I intend on coming in two forms: the more traditional "top of the head" variant (which will likely also come with earless head variants) as well as "side of head" variants, which will be for my use.
I've been streaming a lot longer just playing games, so keep that in mind. I only started streaming spriting in about the past week.
Basically, some weird stuff started happening at work and it gave me the encouragement to try getting back into the idea of making a game again. I'm pretty stable financially atm, so I'm looking into the possibility of branching out into other areas and try and see what sticks.
Tbh, I had been wanting to get back into this for much longer, just things kept holding me back from pursuing it. Way back when I first tried it was mostly just that I was spending too much time on it as a freelancer working paycheck to paycheck. And constantly having to look for the next gig. Now I'm mostly stable, most of my debts are paid off and I can just work on building up a bit of a reserve and finding ways to branch out, so I'm hoping to actually try and make some minor game projects, and in the meantime I'll contribute what I can to LPC as it will help my pursue my goals as well.
I should have a new submission in the next couple of days, but I want to make sure the assets go over all poses again.
@MedicineStorm Ah that makes sense. Sounds good, then, I'll just dual release everything.
@Herodom Oh, so you're Sandenfrenken?
IDK about commissions yet, I think my newer stuff is certainly better but it takes a lot of work and I'm not that good at animating yet. I'm working mostly on stuff I need first, but hey, if people think my stuff is good enough for commissions I'll consider it later.
I did notice bluecarrot seems to still be pretty active now. I used bluecarrot's lpctools to generate the recolors. I tried at first to use it to generate the positions, but I realized it just wasn't working to my liking so I stopped doing that. Its just easier to lay out the items across all frames manually and merely generate the recolors instead.
I'm actually streaming spriting now in the evenings, its been a lot of fun. I used to only stream when I was playing a game.
Currently I'm working on redesigning that extra long topknot for my character Relm Kisaragi. That version was never put into the ULPC and I decided I'd rather just remake it from scratch to try and make it look nicer and also more accurate to her original design.
I'm building the ponytail as a separate layer from the main hair. In that way, later on down the road, I can animate it properly (this isn't my top priority, but I fully intend on animating it eventually). I'm also making more hair extensions; a long bang that "flips up" out of a headband (the headband will also be a separate piece), and a really long ponytail based on the ponytail hair extension I made the other day, but even longer. In both cases I'll be having them on both sides of the head for anyone who wants either version.
The initial one will not be fully animated, but I'm making it modular so I can animate it later. (The "tied back" hair won't be animated because it doesn't make much sense to be, only the ponytail would be animated ofc which is why that's a separate layer.)
I'm also planning to make "furry ear" variants (side of head and top of head; top of head just because that's the more traditional idea of this, but I'm only using the side of head versions) as well as tails. I was going to do the furry ears right after I did those new elven ear variants, but I decided to work on that topknot first instead.
After these things are done, the main thing to do is look through all my characters and see what I'm missing in terms of hairstyles. If anything I need is missing in OGA-BY, I'll make it. I suspect I might need to make another "very long" hairstyle or two, as those seem to be in pretty short supply.
Clothing I'll hold off on until later... but eventually I'll have to do lots of outfits as well.
All of these elven ear variants were made from scratch. The only thing its derived from is the base LPC sprites themselves. I didn't, for example, reuse Makrohn's elven ears and simply build off of them, these are completely custom.
I did use lpctools (https://github.com/bluecarrot16/lpctools) to generate palettes and I laid out all the variants in the spritesheet layouts for the following sets of sheets:
In my other submission, all the hairstyles in there were also made from scratch. I took inspiration from a braided hairstyle for the hair extension, but I didn't use any piece of it:
My braid is different from this one, it was made from scratch, I just used this braid to help figure out a better way to make one than my last attempt at it.
EDIT:
I should note that someone else (I don't know who) added my hairstyles from my forum thread to the ULPC. I don't mind this at all, and said person, whoever it was, actually laid them out into the universal spritesheet layout, so credits to them for doing that. Still, the individual frames were completeely custom.
Lol... It was me. I did it. I included this in the Universal LPC Spritesheet list myself, including the xlong hair version, and when Sanderfrenken and others updated the Generator they just included it because it was already there. So yeah, that solves the problem lol. I never officially released these on OGA before, but they're here now:
I was able to generate a better preview now much more easily now that I'm figuring out how to use Aseprite better.
I want to make other tails as well. I created "feather" ears but no feathered tail to accompany it, I will do that eventually. I also want to make dragon tail and tail fin, along with at least one more.
The "wolf" tail here may look too smooth. Perhaps if I want a thinner tail I should find a way to add more loose strands? Its really hard to do that with such small sprites and I'm not fully happen with the "fluffy" tail either in that aspect, but I think some frames look REALLY good.
If anyone has any suggestions on what they'd like to be seen done (including porting existing assets on the ULPC to child/sit/run/etc), let me know what you'd like to prioritize. Eventually I'll start porting some elements over to the other sets, especially the ones I want to use. I'm also open for suggestions on other things, though I do have a handful of plans I still want to work on later on.
I think I'm going to be doing more outfits next. I've never done a fully custom outfit from scratch.
Eventually I want to add more animated hairstyles as well, and animate my Relm ponytail I posted up last time. After playing through Chained Echoes I'm getting a feel for how the hair is done in other spritesheets and that could give me some ideas on how I can improve animations.
Forgot to mention, but these assets are now available on Sanderfrenken's Universal Character Generator:
https://sanderfrenken.github.io/Universal-LPC-Spritesheet-Character-Gene...
I need to do some additional cleanup on the furry ears and tails but they should be done within the next few days. I think I'm going to change the idle frame when standing still as I'm not quite happy with it, and the run animations are incomplete. Child is basically done in all contexts, while adult (male/female) need the furry ears added to alternate frames.
This is a really cute set. Nicely done.
Well... I actually managed to fully animated the tails now, and tbh, I think they look pretty good. However, I need to finish the run and jump animations before I'm ready to post it. I had to update my setup in Aseprite to actually make it work out, but I realized how to properly create a full spritesheet from an animation using the Import and Export options, as opposed to just saving. Once I figured that out and got a good template going, I was able to more easily figure out the animations.
Next step was figuring out how the motions were to go, so I had to dig around online to see both how the design of the tails would look as well as the flow of the wagging, but I'm quite happy with it now.
I was really nervous about them, but I'm feeling a lot better after having gotten through these. Maybe I overreacted a bit in terms of how hard the animations would be which is what I was really hesitant to try doing the ponytail right away...
The next batch of updates will have three tails and five sets of ears:
I didn't include a feathered tail this time because I want to make a wing variant first, so I figured I'll just wait until later for that one.
All of these assets are done on Universal, just have to finish getting therm onto the other sets. (Child Universal doesn't have Top of Head ears yet, but it won't be hard to finish those.)
Eventually I'll also make Dragon Tail, Prehensile Lizard Tail (Chameleon), Tail Fin, and Tail Feathers. Not quite ready for this yet, though.
Yeah I noticed you were working on the LPC stuff as well. I basically had some stuff happen at work that really pushed me into the idea of wanting to try making a game again, so I looked around for options and ultimately decided to go back to LPC. I'm in a much better position to actually stick around this time than I was last time, and if I actually want to finish a game using LPC assets I'll need a decent chunk of assets, so I'm likely going to be doing quite a bit of work on it.
That being said, once I have a small handful of stuff to work with I'll probably start at least trying to compile something a little simple before going into a much bigger idea. I still need enough assets to design a good chunk of my races and notable major characters, though.
I'll probably also be working on trying to convert some existing assets to alternate actions and child sets, too.
I now know why nobody made tails before. The design was a bit complicated but eventually I got the hang of it. I quite like the look of them now.
But I am absolutely dreeading the animation. I'll probably hold off on that as well and just keep working on adding/cleaning up assets for a while, because that animation I foresee is going to be a nightmare.
I really wanted to animate the hair as well, but it just wasn't feasible at this time. I'll try working on that later... probably much later.
The next thing I'm going to do I think is work on some furry ear variants and maybe tails as well. I'm surprised there aren't any tails yet (other than lizard tails) considering the fact that there are "beastman" variants. I'll try and make sure the tails work for the beastman variants as well.
The furry ears I intend on coming in two forms: the more traditional "top of the head" variant (which will likely also come with earless head variants) as well as "side of head" variants, which will be for my use.
I dual stream to Twitch and Youtube. I added my links to my signature, not sure if they show up here so I'll share them:
https://twitch.tv/jaidynreiman
https://youtube.com/jaidynreiman
I've been streaming a lot longer just playing games, so keep that in mind. I only started streaming spriting in about the past week.
Basically, some weird stuff started happening at work and it gave me the encouragement to try getting back into the idea of making a game again. I'm pretty stable financially atm, so I'm looking into the possibility of branching out into other areas and try and see what sticks.
Tbh, I had been wanting to get back into this for much longer, just things kept holding me back from pursuing it. Way back when I first tried it was mostly just that I was spending too much time on it as a freelancer working paycheck to paycheck. And constantly having to look for the next gig. Now I'm mostly stable, most of my debts are paid off and I can just work on building up a bit of a reserve and finding ways to branch out, so I'm hoping to actually try and make some minor game projects, and in the meantime I'll contribute what I can to LPC as it will help my pursue my goals as well.
I should have a new submission in the next couple of days, but I want to make sure the assets go over all poses again.
@MedicineStorm Ah that makes sense. Sounds good, then, I'll just dual release everything.
@Herodom Oh, so you're Sandenfrenken?
IDK about commissions yet, I think my newer stuff is certainly better but it takes a lot of work and I'm not that good at animating yet. I'm working mostly on stuff I need first, but hey, if people think my stuff is good enough for commissions I'll consider it later.
I did notice bluecarrot seems to still be pretty active now. I used bluecarrot's lpctools to generate the recolors. I tried at first to use it to generate the positions, but I realized it just wasn't working to my liking so I stopped doing that. Its just easier to lay out the items across all frames manually and merely generate the recolors instead.
I'm actually streaming spriting now in the evenings, its been a lot of fun. I used to only stream when I was playing a game.
Currently I'm working on redesigning that extra long topknot for my character Relm Kisaragi. That version was never put into the ULPC and I decided I'd rather just remake it from scratch to try and make it look nicer and also more accurate to her original design.
I'm building the ponytail as a separate layer from the main hair. In that way, later on down the road, I can animate it properly (this isn't my top priority, but I fully intend on animating it eventually). I'm also making more hair extensions; a long bang that "flips up" out of a headband (the headband will also be a separate piece), and a really long ponytail based on the ponytail hair extension I made the other day, but even longer. In both cases I'll be having them on both sides of the head for anyone who wants either version.
The initial one will not be fully animated, but I'm making it modular so I can animate it later. (The "tied back" hair won't be animated because it doesn't make much sense to be, only the ponytail would be animated ofc which is why that's a separate layer.)
I'm also planning to make "furry ear" variants (side of head and top of head; top of head just because that's the more traditional idea of this, but I'm only using the side of head versions) as well as tails. I was going to do the furry ears right after I did those new elven ear variants, but I decided to work on that topknot first instead.
After these things are done, the main thing to do is look through all my characters and see what I'm missing in terms of hairstyles. If anything I need is missing in OGA-BY, I'll make it. I suspect I might need to make another "very long" hairstyle or two, as those seem to be in pretty short supply.
Clothing I'll hold off on until later... but eventually I'll have to do lots of outfits as well.
All of these elven ear variants were made from scratch. The only thing its derived from is the base LPC sprites themselves. I didn't, for example, reuse Makrohn's elven ears and simply build off of them, these are completely custom.
I did use lpctools (https://github.com/bluecarrot16/lpctools) to generate palettes and I laid out all the variants in the spritesheet layouts for the following sets of sheets:
In my other submission, all the hairstyles in there were also made from scratch. I took inspiration from a braided hairstyle for the hair extension, but I didn't use any piece of it:
https://sanderfrenken.github.io/Universal-LPC-Spritesheet-Character-Gene...
My braid is different from this one, it was made from scratch, I just used this braid to help figure out a better way to make one than my last attempt at it.
EDIT:
I should note that someone else (I don't know who) added my hairstyles from my forum thread to the ULPC. I don't mind this at all, and said person, whoever it was, actually laid them out into the universal spritesheet layout, so credits to them for doing that. Still, the individual frames were completeely custom.Lol... It was me. I did it. I included this in the Universal LPC Spritesheet list myself, including the xlong hair version, and when Sanderfrenken and others updated the Generator they just included it because it was already there. So yeah, that solves the problem lol. I never officially released these on OGA before, but they're here now:
https://opengameart.org/content/lpc-1-hairstyle-2-hair-extensions-3-prev...
Despite what it may seem like, the post by Guarav that included all of my edits did not include these brand new hairstyles:
https://opengameart.org/content/lpc-curly-hair-elven-ears-white-cape-wit...
In my upcoming Pull Request to the Generator I'll be fixing this attribution correctly.
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