Ugh I managed to get this done just in time. It took longer than I expected to finish the "Formal" pants. I thought I could reuse the other frames, but I ended up redoing most of them from scratch.
Based on what I dug up, I'm pretty sure these pants are the original ones Redshrike made. The ones the ULPC has been using mostly have been Wulax's. The Redshrike pants were edited by Bluecarrot16 into the "formal" pants and included in his Gentlemen release. These never got recolors before, but they have them now. I kept the original colors as well, though, and stuck with the idea of them only using 3 palettes and looking "flatter" than the other pants assets.
The stripes weren't as hard as I thought they would be.
I know some people are going to say "but its already the New Year!" not for me lol. Its still 45 minutes to go!
Anyway, going to take a break for a bit. That said, while working on this I made progress on two other things:
1. I finished the "Male" versions of Eliza's Socks and Shoes. I opted to leave them out here to have a full "Socks & Shoes" update later. I also started working on porting my boots with my Kimono release to all frames, but I'm nowhere near done with those yet.
2. Plate Legs are all done now except Run and the Combat Animations.
I kinda want to bring this up. These lpc-character-bases, when I came back around here again, REALLY got lost in the shuffle. Its not easy to find it anymore. I did find it once, then I lost it again. Usually you find the original base assets when trying to do a search, or you find just a ton of general LPC stuff. Plus, it doesn't say "v3 character basis" in the release name either. Its just lpc-character-bases, which gets confusing because there's multiple versions of LPC character bases.
All of the non-ULPC bases did already exist in the codebase for the ULPC, though. That's also why there was a card there addressing this (https://github.com/sanderfrenken/Universal-LPC-Spritesheet-Character-Gen...). So that's where I started from. That said, as you did address and I did as well, the main reason I went with Eliza's run is, well, not only did it look better, but she already had assets designed for it while the others really didn't. Plus, I noticed the leg positions weren't that different from the original run animations anyway, it was moreso the body that changed here.
What I didn't consider when doing this, though, was the "ease of use" in implementing the assets. To me, it didn't look that much harder to do this run animation or the other one. Regardless of which run animation was used, both were still fairly complicated and intimidating. I guess the V3 bases version is a bit less mostly because the body shape doesn't change as much, but in that version, the head moves more (I guess the head isn't as important though).
I get where you're coming from now, but at the time, I wasn't seeing much of a difference between the two of them.
But yeah, its perfectly understand you don't want to add much to these assets. I don't blame you for that at all. I spoke with Sanderfrenken as well to ensure we added some clarifications that anyone adding custom assets doesn't have to feel obligated to add all frames all at once, just add what you're comfortable doing.
I will try and get you those head offsets at least, though. That will at least ensure we can easily add new head assets to these frames even if the body assets will take longer.
Yeah, the run animation is complicated, I can't deny. Originally I didn't plan on adding Eliza's combat animations either, but she already had done a lot of work there. That and the run animation clothing sets is the main reason why I implemented those frames instead of the original ones. I haven't even actually started to implement many new assets on these frames yet.
I did bring it up with Sanderfrenken about which versions to go with, but not many people are addressing this at this time it would seem. I haven't seen much activity around here. The main reason I started this is because I had already started adding my own assets to the other frames, but they weren't part of the whole sheet. And I decided that if I was going to expand to the whole sheet, I might as well add everything I can find all at once, instead of waiting to add some things. (Again, the reason push/grab/carry didn't make it is because they weren't in the common places.)
And yeah, I didn't think diagonals would be a good idea either. I wasn't sure if there was any real viable way to implement them. Its just way too much work.
If the preference is to stick with the simpler push/pull, I can look into that one. I'll ask Sanderfrenken as well about it. Evert already said that he'd support those going into OGA-BY, the only real issue is reusing Daneeklu's grab animation. There's plenty of nice looking "hand grab" frames on other existing base frames we can reuse instead.
As for the Armor, yeah, I started working on it. I only have Plate Armor and Legion Armor body right now. My thought process there is I think I'll finish the related assets first, then work on Leather Armor. I was planning to finish all body pieces first, but now I think it'd be better to try and get all the related armor pieces done, put out a release for that, then move onto other types of armor.
Legion was quite easy in all honesty, that one is nice and standard. Plate was much harder, though. I also made "Teen" versions for both, because previously those didn't exist.
I... have no idea how I'm going to do Chainmail. That one looks like a nightmare.
Nope, I didn't use lpctools for placing them, only for repalettes. I'm sure it was more work than if we had lpctools working for it, but it still wasn't THAT bad. Unless I actually have to animate the frame, simply dropping to all frames is relatively easy.
One issue I had with the repositioning element of lpctools is that it seemed to be the case that the frames were slightly off even on the base frames... was it ever updated for v3 bases? That's another reason why I didn't use the reposition aspect of lpctools.
That being said, I also had other problems with lpctools on Windows... for some reason I can't use wildcards to work on a directory-by-directory basis. I have to use each directory manually. Its still faster than repaletting manually, though. I also had to create the palette lists myself, so I started dropping them into the ulpc, but if you have a place for them in lpctools that would be ideal as well.
Another issue I had is when assets have multiple colors... I noticed your latest update with jewelry has at least one asset with multiple colors, but I don't have an easy way to do multiple colors. Instead I just end up splitting the colors into separate layers.
Anyway, I can look into figuring out those offsets. It would be nice if we can get lpctools working with these new frames to at least drop hair on all frames, even if they're not animated. There's a small handful of assets that often require manual tweaks due to them going out of frame (the crowns, for example, would extend out of the frame on certain frames like some jump frames).
These are not LPC. They could be converted to LPC, Bluecarrot16 has done a lot of work like this. However, its not necessarily an easy thing to do and I can't guarantee I'd do a good job at it at this time. It sounds intriguing, but the sprites are significantly smaller. I think the best thing to do would be to try and recreate them in LPC rather than try and adapt them.
These could be promising. Other than the hair in Heroine 1 I don't recognize most of these assets from the ULPC. Actually, I think I might see a few things. The shoes and gloves are very similar to ones we already have. We also have a wristband that might be the same one.
Weapons and armor we definitely have. Any character-based assets by bluecarrot16 are already present in ULPC, they're just not in the expanded sheets yet. It takes a lot of work to get these assets out, this particular release was just focused on LPC Revised assets. I'm still working on adding things like Armor for example. Weapons I haven't even looked into yet because I'm not sure how to make the updated slash animations for Eliza's animations yet.
Also, helmets are FULLY done and can be found here:
I already have 2 armor pieces done at the ULPC (Plate and Legion Body). I'm thinking what I might do is finish the other related elements of those armor pieces (Plate and Legion Pauldrons/Arms/Legs/Skirts) and release those first before moving on to other pieces.
I haven't prioritized muscular yet because there's a TON of missing frames and its not OGA-BY either. To create the remaining frames, I have concerns with how to implement the shading on the muscles myself. Eventually I'll get to it, but I'm not fully invested in this one just yet. Plus, if I do release this and Pregnant, they'll be a separate release. For Muscular's run cycle, that is present, but I need to update it.
When comparing the old run cycle with Eliza's version of the run cycle, I thought Eliza's version looked better, so I used that as the ULPC's official run cycle anyway. Muscular's Run Cycle as you can see here has the head in the wrong position, because I haven't yet updated it to the correct animations:
Pregnant is fully done except for Revised Combat, I just never got around to doing it. However, I still don't have any assets added for Pregnant yet, though. I was considering making the Kimono have a pregnant version.
The only thing useful I can see in here is the "vehicle ride" animation, and honestly, I'm not sure where I would even put it. There aren't any other character-related assets I can see in here. And getting out that character ride animation may be troublesome unless the XCF has it.
There's a single frame each for the three rock-paper-scissors animations. It could be fun to add these in here, my biggest concern is the fact that we'd have to mix-and-match licenses on the same layer. I don't really like that.
This one I literally just found a few days ago. I already opened an issue on the ULPC to research how to add diagonals, but it is VERY low priority. The Foreman also asked me if I was adding diagonals, but I'm really not sure how to effectively do that at this time.
The biggest issue right now is that clothing and other body assets just take so much more work. As such, my priority in regarding these are OGA-BY licensed assets, those are the assets I want to use most, so I'd prefer to focus on those first and foremost. I'm not against doing other assets, but those are my personal preferences.
I never did the crying tears because I'm really not sure how that would be of much help. ElizaWy has tons of such facial expressions, too, but I'm not sure how that would work. Perhaps we could just add them as its own layer in the ULPC? I'm very mixed on that one. I feel like these are better to be manual additions, but admittedly, if they're not added anywhere they may get forgotten. So if you have any ideas on how to add them in, let me know.
As for the rest, again, I assume MOST of these assets are already present. Howeve, I can skim through them and see if there's anything that never got added before.
Personally, I don't like the push/pull very much. Should be noted, the pull animation is just identical to push in this case.
When pushing/pulling, the legs should be bent in a different directions to make it look more realistic. I get that it doesn't have to be that realistic or anything, but thsi is a pretty simplistic one. Perhaps it'd be better to redraw it.
A "push" I would think would have the character leaning toward the object, while a pull actually "pulls" back.
Using the emotes third frame as a base is what I'm looking at for pull here--have the model lean back, arms stretched out front, as the legs are moving as well.
Push could be derived from Eliza's combat animation as its leaning forward.
I can't think of anything useful for carry other than "we need an actual lift animation, too". Carry would be fine on its own.
EDIT: Here's the card I opened on the ULPC for this:
Sanderfrenken merged the latest PR now so all updates are now here:
https://sanderfrenken.github.io/Universal-LPC-Spritesheet-Character-Gene...
Ugh I managed to get this done just in time. It took longer than I expected to finish the "Formal" pants. I thought I could reuse the other frames, but I ended up redoing most of them from scratch.
Based on what I dug up, I'm pretty sure these pants are the original ones Redshrike made. The ones the ULPC has been using mostly have been Wulax's. The Redshrike pants were edited by Bluecarrot16 into the "formal" pants and included in his Gentlemen release. These never got recolors before, but they have them now. I kept the original colors as well, though, and stuck with the idea of them only using 3 palettes and looking "flatter" than the other pants assets.
The stripes weren't as hard as I thought they would be.
I know some people are going to say "but its already the New Year!" not for me lol. Its still 45 minutes to go!
Anyway, going to take a break for a bit. That said, while working on this I made progress on two other things:
1. I finished the "Male" versions of Eliza's Socks and Shoes. I opted to leave them out here to have a full "Socks & Shoes" update later. I also started working on porting my boots with my Kimono release to all frames, but I'm nowhere near done with those yet.
2. Plate Legs are all done now except Run and the Combat Animations.
"culminating in this submission https://opengameart.org/content/lpc-character-bases which standardized a bunch of minor inconsistencies between the bases and subsequently this submission https://opengameart.org/content/lpc-clothing-updates which updated all the existing clothing to match."
I kinda want to bring this up. These lpc-character-bases, when I came back around here again, REALLY got lost in the shuffle. Its not easy to find it anymore. I did find it once, then I lost it again. Usually you find the original base assets when trying to do a search, or you find just a ton of general LPC stuff. Plus, it doesn't say "v3 character basis" in the release name either. Its just lpc-character-bases, which gets confusing because there's multiple versions of LPC character bases.
All of the non-ULPC bases did already exist in the codebase for the ULPC, though. That's also why there was a card there addressing this (https://github.com/sanderfrenken/Universal-LPC-Spritesheet-Character-Gen...). So that's where I started from. That said, as you did address and I did as well, the main reason I went with Eliza's run is, well, not only did it look better, but she already had assets designed for it while the others really didn't. Plus, I noticed the leg positions weren't that different from the original run animations anyway, it was moreso the body that changed here.
What I didn't consider when doing this, though, was the "ease of use" in implementing the assets. To me, it didn't look that much harder to do this run animation or the other one. Regardless of which run animation was used, both were still fairly complicated and intimidating. I guess the V3 bases version is a bit less mostly because the body shape doesn't change as much, but in that version, the head moves more (I guess the head isn't as important though).
I get where you're coming from now, but at the time, I wasn't seeing much of a difference between the two of them.
But yeah, its perfectly understand you don't want to add much to these assets. I don't blame you for that at all. I spoke with Sanderfrenken as well to ensure we added some clarifications that anyone adding custom assets doesn't have to feel obligated to add all frames all at once, just add what you're comfortable doing.
I will try and get you those head offsets at least, though. That will at least ensure we can easily add new head assets to these frames even if the body assets will take longer.
Thanks for providing that commentary bluecarrot!
Yeah, the run animation is complicated, I can't deny. Originally I didn't plan on adding Eliza's combat animations either, but she already had done a lot of work there. That and the run animation clothing sets is the main reason why I implemented those frames instead of the original ones. I haven't even actually started to implement many new assets on these frames yet.
I did bring it up with Sanderfrenken about which versions to go with, but not many people are addressing this at this time it would seem. I haven't seen much activity around here. The main reason I started this is because I had already started adding my own assets to the other frames, but they weren't part of the whole sheet. And I decided that if I was going to expand to the whole sheet, I might as well add everything I can find all at once, instead of waiting to add some things. (Again, the reason push/grab/carry didn't make it is because they weren't in the common places.)
And yeah, I didn't think diagonals would be a good idea either. I wasn't sure if there was any real viable way to implement them. Its just way too much work.
If the preference is to stick with the simpler push/pull, I can look into that one. I'll ask Sanderfrenken as well about it. Evert already said that he'd support those going into OGA-BY, the only real issue is reusing Daneeklu's grab animation. There's plenty of nice looking "hand grab" frames on other existing base frames we can reuse instead.
As for the Armor, yeah, I started working on it. I only have Plate Armor and Legion Armor body right now. My thought process there is I think I'll finish the related assets first, then work on Leather Armor. I was planning to finish all body pieces first, but now I think it'd be better to try and get all the related armor pieces done, put out a release for that, then move onto other types of armor.
Legion was quite easy in all honesty, that one is nice and standard. Plate was much harder, though. I also made "Teen" versions for both, because previously those didn't exist.
I... have no idea how I'm going to do Chainmail. That one looks like a nightmare.
Nope, I didn't use lpctools for placing them, only for repalettes. I'm sure it was more work than if we had lpctools working for it, but it still wasn't THAT bad. Unless I actually have to animate the frame, simply dropping to all frames is relatively easy.
One issue I had with the repositioning element of lpctools is that it seemed to be the case that the frames were slightly off even on the base frames... was it ever updated for v3 bases? That's another reason why I didn't use the reposition aspect of lpctools.
That being said, I also had other problems with lpctools on Windows... for some reason I can't use wildcards to work on a directory-by-directory basis. I have to use each directory manually. Its still faster than repaletting manually, though. I also had to create the palette lists myself, so I started dropping them into the ulpc, but if you have a place for them in lpctools that would be ideal as well.
Another issue I had is when assets have multiple colors... I noticed your latest update with jewelry has at least one asset with multiple colors, but I don't have an easy way to do multiple colors. Instead I just end up splitting the colors into separate layers.
Anyway, I can look into figuring out those offsets. It would be nice if we can get lpctools working with these new frames to at least drop hair on all frames, even if they're not animated. There's a small handful of assets that often require manual tweaks due to them going out of frame (the crowns, for example, would extend out of the frame on certain frames like some jump frames).
https://opengameart.org/content/cabbit-collection
https://opengameart.org/content/24x32-fishing-rod-assets-works-with-pepp...
These are not LPC. They could be converted to LPC, Bluecarrot16 has done a lot of work like this. However, its not necessarily an easy thing to do and I can't guarantee I'd do a good job at it at this time. It sounds intriguing, but the sprites are significantly smaller. I think the best thing to do would be to try and recreate them in LPC rather than try and adapt them.
https://opengameart.org/content/lpc-heroine
https://opengameart.org/content/lpc-heroine-2
These could be promising. Other than the hair in Heroine 1 I don't recognize most of these assets from the ULPC. Actually, I think I might see a few things. The shoes and gloves are very similar to ones we already have. We also have a wristband that might be the same one.
https://opengameart.org/content/lpc-gentleman
https://opengameart.org/content/lpc-extended-weapon-animations
https://opengameart.org/content/lpc-helmets-mega-pack
https://opengameart.org/content/lpc-more-backpacks
https://opengameart.org/content/lpc-folk
https://opengameart.org/content/lpc-hand-tools
Weapons and armor we definitely have. Any character-based assets by bluecarrot16 are already present in ULPC, they're just not in the expanded sheets yet. It takes a lot of work to get these assets out, this particular release was just focused on LPC Revised assets. I'm still working on adding things like Armor for example. Weapons I haven't even looked into yet because I'm not sure how to make the updated slash animations for Eliza's animations yet.
Also, helmets are FULLY done and can be found here:
https://opengameart.org/content/expanded-ulpc-head-accessories-facial-as...
https://opengameart.org/content/lpc-white-beard
https://opengameart.org/content/lpc-brunet-mustache
These are already fully done here:
https://opengameart.org/content/expanded-ulpc-all-heads-body-parts-exten...
https://opengameart.org/content/lpc-combat-armor-for-women
Armor is something I'm working on at this time:
https://github.com/sanderfrenken/Universal-LPC-Spritesheet-Character-Gen...
I already have 2 armor pieces done at the ULPC (Plate and Legion Body). I'm thinking what I might do is finish the other related elements of those armor pieces (Plate and Legion Pauldrons/Arms/Legs/Skirts) and release those first before moving on to other pieces.
https://opengameart.org/content/lpc-muscular-swing-animation
https://opengameart.org/content/lpc-runcycle-for-male-muscular-and-pregn...
I haven't prioritized muscular yet because there's a TON of missing frames and its not OGA-BY either. To create the remaining frames, I have concerns with how to implement the shading on the muscles myself. Eventually I'll get to it, but I'm not fully invested in this one just yet. Plus, if I do release this and Pregnant, they'll be a separate release. For Muscular's run cycle, that is present, but I need to update it.
When comparing the old run cycle with Eliza's version of the run cycle, I thought Eliza's version looked better, so I used that as the ULPC's official run cycle anyway. Muscular's Run Cycle as you can see here has the head in the wrong position, because I haven't yet updated it to the correct animations:
https://sanderfrenken.github.io/Universal-LPC-Spritesheet-Character-Gene...
Pregnant is fully done except for Revised Combat, I just never got around to doing it. However, I still don't have any assets added for Pregnant yet, though. I was considering making the Kimono have a pregnant version.
https://opengameart.org/content/lpc-caeles-art
The only thing useful I can see in here is the "vehicle ride" animation, and honestly, I'm not sure where I would even put it. There aren't any other character-related assets I can see in here. And getting out that character ride animation may be troublesome unless the XCF has it.
https://opengameart.org/content/rock-paper-scissors-lpc-style
There's a single frame each for the three rock-paper-scissors animations. It could be fun to add these in here, my biggest concern is the fact that we'd have to mix-and-match licenses on the same layer. I don't really like that.
https://opengameart.org/content/lpc-runcycle-and-diagonal-walkcycle
This one I literally just found a few days ago. I already opened an issue on the ULPC to research how to add diagonals, but it is VERY low priority. The Foreman also asked me if I was adding diagonals, but I'm really not sure how to effectively do that at this time.
https://github.com/sanderfrenken/Universal-LPC-Spritesheet-Character-Gen...
The biggest issue right now is that clothing and other body assets just take so much more work. As such, my priority in regarding these are OGA-BY licensed assets, those are the assets I want to use most, so I'd prefer to focus on those first and foremost. I'm not against doing other assets, but those are my personal preferences.
I can skim through these, but I suspect most of these are already covered. There may be some fringe cases, though.
One big example:
https://opengameart.org/content/lpc-base-character-expressions
Most of these assets have existed on the ULPC for a long time:
https://sanderfrenken.github.io/Universal-LPC-Spritesheet-Character-Gene...
However, I am well aware that Pennomi's Sunglasses, Nerd Glasses, Secretary Glasses, 5 o'clock shadow, and french mustache never made it to the ULPC.
I have already added these assets in these two releases:
https://opengameart.org/content/expanded-ulpc-all-heads-body-parts-exten...
https://opengameart.org/content/expanded-ulpc-head-accessories-facial-as...
I never did the crying tears because I'm really not sure how that would be of much help. ElizaWy has tons of such facial expressions, too, but I'm not sure how that would work. Perhaps we could just add them as its own layer in the ULPC? I'm very mixed on that one. I feel like these are better to be manual additions, but admittedly, if they're not added anywhere they may get forgotten. So if you have any ideas on how to add them in, let me know.
As for the rest, again, I assume MOST of these assets are already present. Howeve, I can skim through them and see if there's anything that never got added before.
Finally had a chance to look at this.
Personally, I don't like the push/pull very much. Should be noted, the pull animation is just identical to push in this case.
When pushing/pulling, the legs should be bent in a different directions to make it look more realistic. I get that it doesn't have to be that realistic or anything, but thsi is a pretty simplistic one. Perhaps it'd be better to redraw it.
A "push" I would think would have the character leaning toward the object, while a pull actually "pulls" back.
Using the emotes third frame as a base is what I'm looking at for pull here--have the model lean back, arms stretched out front, as the legs are moving as well.
Push could be derived from Eliza's combat animation as its leaning forward.
I can't think of anything useful for carry other than "we need an actual lift animation, too". Carry would be fine on its own.
EDIT: Here's the card I opened on the ULPC for this:
https://github.com/sanderfrenken/Universal-LPC-Spritesheet-Character-Gen...
I probably won't work on this any time soon, but I have my eye on it.
Intriguing... I wonder if this could work as an LPC enemy, too. It looks close enough that it might just work.
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