I don't like these attribution lists very much. It loses all formatting. I tried uploading a credits.rtf file which is a lot cleaner, but the file was denied. Boo.
I left some comments in the OGA discord, but I'll drop them here, too.
There's no overall guidelines to my knowledge. Just add what you like. You don't even have to add the assets to the generators yourself, as long as the licensing is correct someone actively working on it may/will eventually add it. You do as much to create new assets as you are comfortable with.
I will note one thing, though:
While there are no guidelines, there is a general rule that has happened over time. If you check out the ULPC, a lot of assets follow a preset list of existing palettes. I have gone ahead and catalogued these palettes to make it easier to track, you can find them here:
If you stick to this palette list, keeping the number of colors you use relatively low (typically six), it'll make it a lot easier to create a bunch of recolors. I use bluecarrot's lpctools to handle the recolors quickly, and the .json files in that directory above are designed to work in lpctools. This can greatly expand the utility of a single asset, adding way more options.
Finally got this one out... I was going to release this last week but I suffered a hard drive failure and almost lost a lot of data. Not my sprite assets or anything, but still other important documents. So I've been struggling to recover everything since. Thankfully I did get back my data but the hard drive is pretty damaged and is VERY slow to transfer things off of. This also delayed me in working on further assets.
I also have been distracted with a couple of other things lately. That's the main reason I opted to go for just finishing the hat assets instead of continuing working on armor or clothing. Clothing takes a lot more work. I think I'm going to finish up the Male LPC Revised clothes next at this point, but I did START working on Armor. I have two sets of body armor completed now, but there's still tons more to go. Originally I was going to include the helmets with the armor, but the helmets are already done, so I figured I'd just drop them in this set.
I do wonder if maybe I keep going a bit overboard in adding as many separate frame layers as possible. I just like having more options, but perhaps its not needed all the time... typically I have been doing it when one asset uses a couple of different colors. The Magic Hats and Bluecarrot's Pirate Hats are the most notable situations here. There's a few helmets where I could have done the same, but I didn't bother doing that at the time (I did helmets about 6 months ago).
I just noticed this now. I was a bit concerned by the layout, I thought you were providing the downloads without simply linking back to the sources. But no, this looks good. You're describing each item, saying who makes it, and the download links actually go to the pages where the extensions are. That's fine, though I do think maybe the Download link should say "Go To Website" instead.
So I updated the original post here to contain the full sets of animations now. All of these hairstyles now have animated run, jump, and combat animations. However, I didn't put a lot of effort into Jewfro or Side Swoop. They only have pretty basic animations.
The Topknot styles have way more effort put into them, with a full animated run for both ponytail styles, and I added a new redrawn version of the base hairstyle here, too. I kept the original one as well, though I didn't think the old version of the ponytails themselves were different enough to justify keeping both versions and animating both.
In addition, the ponytail itself is now a separate layer which can be added to any hairstyle, but it has been tested best with its original base style, of course. I renamed the base hairstyle to Side Parted w/Bangs. All of these hairstyles are also now available on Child, when originally only Side Swoop was.
I originally also wanted to include facial accessories, but for now I have opted to leave those out and drop them in a separate release. All facial accessories are currently done, but may try finishing all the hat assets as well and include them both. I'm currently working on hat assets right now.
That said, I got a request to try doing armor... I'm really concerned about doing armor, but I noticed all the armor pieces are modular. So... I'll attempt to start doing armor soon.
You can keep up with what's going on over at the ULPC, and if there's any assets you'd like in run/jump/revised combat/etc, feel free to open an issue over there about the assets you're missing and want to see:
Within a week or two I'd like to drop some new hairstyles I have been working on for some time. I put them on hold to work on adding in all the expanded assets.
Final update to this one: added all the bangs to the remaining frames now. I also added the short braid, which was technically on the older hairstyles update, but I haven't finished mapping all those hairstyles yet because I also kinda need to animate them as well for the most part... so I'm not interested in doing that just yet. Perhaps soon I can get to them.
Next time I'll include the file in the zip, but I don't want to reupload the whole zip file just for a credits. Instead I'll try a .txt file.
Saving the .rtf as a .txt works pretty well, that's added now.
I don't like these attribution lists very much. It loses all formatting. I tried uploading a credits.rtf file which is a lot cleaner, but the file was denied. Boo.
I left some comments in the OGA discord, but I'll drop them here, too.
There's no overall guidelines to my knowledge. Just add what you like. You don't even have to add the assets to the generators yourself, as long as the licensing is correct someone actively working on it may/will eventually add it. You do as much to create new assets as you are comfortable with.
I will note one thing, though:
While there are no guidelines, there is a general rule that has happened over time. If you check out the ULPC, a lot of assets follow a preset list of existing palettes. I have gone ahead and catalogued these palettes to make it easier to track, you can find them here:
https://github.com/sanderfrenken/Universal-LPC-Spritesheet-Character-Gen...
If you stick to this palette list, keeping the number of colors you use relatively low (typically six), it'll make it a lot easier to create a bunch of recolors. I use bluecarrot's lpctools to handle the recolors quickly, and the .json files in that directory above are designed to work in lpctools. This can greatly expand the utility of a single asset, adding way more options.
Finally got this one out... I was going to release this last week but I suffered a hard drive failure and almost lost a lot of data. Not my sprite assets or anything, but still other important documents. So I've been struggling to recover everything since. Thankfully I did get back my data but the hard drive is pretty damaged and is VERY slow to transfer things off of. This also delayed me in working on further assets.
I also have been distracted with a couple of other things lately. That's the main reason I opted to go for just finishing the hat assets instead of continuing working on armor or clothing. Clothing takes a lot more work. I think I'm going to finish up the Male LPC Revised clothes next at this point, but I did START working on Armor. I have two sets of body armor completed now, but there's still tons more to go. Originally I was going to include the helmets with the armor, but the helmets are already done, so I figured I'd just drop them in this set.
I do wonder if maybe I keep going a bit overboard in adding as many separate frame layers as possible. I just like having more options, but perhaps its not needed all the time... typically I have been doing it when one asset uses a couple of different colors. The Magic Hats and Bluecarrot's Pirate Hats are the most notable situations here. There's a few helmets where I could have done the same, but I didn't bother doing that at the time (I did helmets about 6 months ago).
I just noticed this now. I was a bit concerned by the layout, I thought you were providing the downloads without simply linking back to the sources. But no, this looks good. You're describing each item, saying who makes it, and the download links actually go to the pages where the extensions are. That's fine, though I do think maybe the Download link should say "Go To Website" instead.
This looks so good. I'll have to take a closer look.
Ah, thanks for the detailed credits and licensing in the zip. Very helpful to see exactly what's OGA-BY and what's not.
So I updated the original post here to contain the full sets of animations now. All of these hairstyles now have animated run, jump, and combat animations. However, I didn't put a lot of effort into Jewfro or Side Swoop. They only have pretty basic animations.
The Topknot styles have way more effort put into them, with a full animated run for both ponytail styles, and I added a new redrawn version of the base hairstyle here, too. I kept the original one as well, though I didn't think the old version of the ponytails themselves were different enough to justify keeping both versions and animating both.
In addition, the ponytail itself is now a separate layer which can be added to any hairstyle, but it has been tested best with its original base style, of course. I renamed the base hairstyle to Side Parted w/Bangs. All of these hairstyles are also now available on Child, when originally only Side Swoop was.
Ooh, mine assets. Excellent. I might be able to find use for this.
I originally also wanted to include facial accessories, but for now I have opted to leave those out and drop them in a separate release. All facial accessories are currently done, but may try finishing all the hat assets as well and include them both. I'm currently working on hat assets right now.
That said, I got a request to try doing armor... I'm really concerned about doing armor, but I noticed all the armor pieces are modular. So... I'll attempt to start doing armor soon.
You can keep up with what's going on over at the ULPC, and if there's any assets you'd like in run/jump/revised combat/etc, feel free to open an issue over there about the assets you're missing and want to see:
https://github.com/sanderfrenken/Universal-LPC-Spritesheet-Character-Gen...
Within a week or two I'd like to drop some new hairstyles I have been working on for some time. I put them on hold to work on adding in all the expanded assets.
Final update to this one: added all the bangs to the remaining frames now. I also added the short braid, which was technically on the older hairstyles update, but I haven't finished mapping all those hairstyles yet because I also kinda need to animate them as well for the most part... so I'm not interested in doing that just yet. Perhaps soon I can get to them.
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