Wow, nice! ElizaWy actually made some "Bat" and "Feathered" Wings a while back, and I went ahead and grabbed those to add them to the ULPC as well. MedicineStorm actually brought up the possibility of me doing some Fairy/Insect Wing designs, and I was considering trying it out later, but this solves that problem.
You even did a couple of variations which is really cool!
Updated this now to include animated hairstyles! I think for most hairstyles I wouldn't go this all-out with animation, but the long ponytail really does need more complex animation. The animations here were designed to resemble the "wave" of my OC Relm's original art where her hair flips back and forth like in her original concept art:
I also added the hair animation frames to be mapped to ElizaWy's version of the run animations. I like these run animations better, but I mostly want to use this because it'll make it MUCH easier to create a decent number of run animations for the ULPC.
I'm trying to add additional animations like run/sit/idle/jump to the ULPC assets:
And it will take a lot of work to get enough assets to make run/sit/idle/jump viable, especially clothing. However, Eliza already has a lot of these assets, at least on the "thin" body models, so that will greatly increase the speed at which I can get all these assets mapped out. I do intend on focusing on ULPC for character assets and Revised for map assets, at least for now.
Yeah I was thinking that fairy-style wings could be the next ones, but mostly I'm just working on cleaning these up for now, adding them to all frames (even Eliza only had four of the animations using the wings), and then my next goal is to make "arm wing" variants. But yeah, maybe I could potentially look into creating a fairy like wing later just to fill in the trifecta.
EDIT:
Sanderfrenken merged the PR now, so the wings are now up here:
In addition I also made a couple of quick minor fixes. Ponytail2 had some skintone issues and Bedhead's second-to-last "down" animation was too far down. These were sitting in Issues for a long time so I finally just got them out of the way:
Another update, I finished the run animation for the wings as well as adjusting the side running animations:
I have some concerns with the side animations, because I noticed when combined with the wings it is kinda iffy. If I drop both the hair and wings then the hair suddenly appears in front of the wings at one point, due to the two frames where I have the "side hair" shifting from the background to the foreground, to try and replicate the idea of it coming alongside the body. This was fairly difficult, but I think it looks decent, and certainly way better than the original.
Really hard to figure out how to replicate the same effect from the side, but finally I just reused the same frames and tweaked them a bit.
As for the wings, its really just opening and closing. I think its neat to have that animations, but I'm mixed on the idea of that being the only thing it does on run. However, its also better than just nothing happening either, so I think it looks pretty decent.
Bat wings I didn't get a chance to do yet for run, still need to do jump as well.
EDIT: Another note on the wings... I considered swapping the order of frames on each wing. Not sure if I should or not, but its a possibility.
EDIT 2: I noticed a stray pixel in the side wing so I fixed that, not in the preview, but I fixed it in my version.
I'm highly considering redoing the west/east run animation before I post it, but I'm VERY happy with north/south. Its designed with the idea in mind of being the "wave" of Relm's hair from my original concept art for her from Halcyon:
In addition, I started working on converting some of ElizaWy's assets to ULPC as well, first with the wings (both Feathered and Bat):
Personally I see these "bat" wings more of Dragon wings, but either way, they work well for both. Perhaps some might want a different style of Dragon wings but I think these look quite nicely. I'm going to try and finish Run and Jump first as well before I implement these, but I'm mixed on how those sets are going to go.
I'm highly considering switching over to using ElizaWy's run animations as well, at least for "Female" and "Teen" sets. I haven't done any run animation clothing yet but Eliza has a decent amount of run animation clothes that I think could be nice to see on the ULPC as well.
On another note, I may also end up doing these wings on some of Eliza's other animations, too. Currently they're only on Idle, Sit, Emote, and Walk. With what I have done here I added them to the base "Cast", "Thrust", "Slash", "Shoot", and "Down" animations. The original wings don't have that much animation to them other than shifting position on the back, so the same applies for these poses. Instead I just tried to keep them properly aligned with the back, and I scaled/skewed/rotated them in certain contexts to make them fit (doing subtle touchups in certain situations to make them look cleaner), otherwise I didn't really change all that much. However, doing running and jumping animations theoretically should require some more work to make them look nice. I'll start just by pasting the animations over those spots before considering how to improve them.
I'm not sure yet how I want to "release" the Relm hairstyle updates. Its possible I'll just update the original entry and drop them there, but I'd like to share something new as well. Sharing these wing assets might be a good idea. I can show I mapped them to all frames and added them to ULPC.
Yeah for me personally I experimented with AI art mostly to get some rough concepts down. Nothing I saw actually looked usable in any project, game or otherwise.
Thanks for providing that update, I'm sure others who have major concerns like that will find it appreciated.
Yeah again, I just went ahead and took the existing assets and created Tiled Map Editor Tilesets out of it. I haven't started adding any new assets yet. If I don't see Eliza doing updates soon, its possible I may start adding more qualified assets over and convert them to LPC Revised colors. For now, though, its just the existing assets.
They still look good with other LPC assets, but a lot of other assets aren't in OGA-BY if that's something you're concerned about. I love bluecarrot16's bricks set for example.
At some point I'll finish off the tilesets for interior as well. Animations are done, but finishing all the terrain on the carpeting set may take a while as well as configured collision on the interior furniture (that said, again, I don't exactly know how to handle collision yet, so I'm kinda just winging it with the labels I put out).
So this is just the exterior for now. I'm going to skip out on doing interior stuff right now and move onto other things (the tilesets are complete right now, but I need to configure terrain and collision).
Still, this is comprehensive in regards to LPC Revised exterior tiles. There are gaps left over to fit other things that should be here, though, such as the remaining forge assets (I noticed Eliza didn't include _all_ of bluecarrot's forge assets, even though there are several additional variant types). In addition, eventually I'd like to see bridges and the like, too.
I'll probably start working on converting some OGA-BY assets to LPC Revised later on if I don't see Eliza come back to this soon. As for now, though, I'm going to move on to converting some LPC Revised character assets into OGA-BY, because I really want to see those new character animations get some love. Mostly, while researching LPC Revised, I saw the climbing animation and knew I really wanted that. But Eliza also has feathered wings as well, so I'll grab those and convert them. I'm thinking Eliza didn't change up too many of the animations for the walk cycles, etc, (it looks the same to me, but I can't tell until I compare directly).
I tried to say it was not "my original work" (because I just compiled existing assets) but it kept demanding an author. I couldn't find an Author field and the "Collaborator" field didn't work, so I just dropped that.
I wanted to release this to get it off my chest but tbh, I'm not really all that happy with it. That's partly why I didn't end up finishing the city design. There's simply not enough assets here to make a good and varied city, but I do think LPC Revised has tons of good assets to make a game in general. There's just a lot of things missing unfortunately. And plenty of stuff that _could_ be added, too, so in the future I may start converting some compatible OGA-BY assets over to it. Might need to reach out to bluecarrot to see what I can use and what I can't.
Some of the lpc-jungle assets look viable, but I also really think there's plenty of assets in the lpc-farm as well that could work, too: https://opengameart.org/content/lpc-farm
That said, I'm going to wait a while before continuing this to see if Eliza comes back. Instead I'm going to focus more on character art for now. I just wanted to take a break after that long Kimono and try doing something else (in this case designing one of my cities).
I'm also heavily reconsidering my stance of sticking to just OGA-BY assets. I'll still release all my assets I created in OGA-BY, but there's so many good things that just aren't in OGA-BY. Its mostly because eventually I want to at some point potentially release stuff on Steam or other such places, so I don't want to start using assets which potentially some people might have a problem with (because they believe the license extends to the whole project). I don't believe this personally, but I also don't want to upset the original asset creators as well.
Anyway, I'll try and gradually update these assets over time, but it will probably be a while before I get back to this. Next thing I think I'm going to do is convert some of the LPC Revised character assets over to ULPC, starting with those incredible looking feathered wings.
I think the argument is that OpenGameArt is about art and allowing "AI art" defeats the purpose of it because "AI art" is not real art or something?
OGA is for the purpose of providing open assets for game development that anyone can use. I don't see how allowing for AI art negates that, especially since the AI art is marked as AI art to begin with. If you don't want to use AI art, then don't use AI art. There's plenty of art on this website that's not AI art. And the team on the website are being restrictive on how much is allowed at a time to not flood the latest entries with nothing but AI generated stuff.
The main reason I'm not using AI generation is because the stuff I have seen through AI art generation just doesn't look good enough. Its good enough for concept art but not for actual real usage.
Wow, nice! ElizaWy actually made some "Bat" and "Feathered" Wings a while back, and I went ahead and grabbed those to add them to the ULPC as well. MedicineStorm actually brought up the possibility of me doing some Fairy/Insect Wing designs, and I was considering trying it out later, but this solves that problem.
You even did a couple of variations which is really cool!
Updated this now to include animated hairstyles! I think for most hairstyles I wouldn't go this all-out with animation, but the long ponytail really does need more complex animation. The animations here were designed to resemble the "wave" of my OC Relm's original art where her hair flips back and forth like in her original concept art:
https://www.deviantart.com/halcyon-enigma/art/Relm-197635922
I also added the hair animation frames to be mapped to ElizaWy's version of the run animations. I like these run animations better, but I mostly want to use this because it'll make it MUCH easier to create a decent number of run animations for the ULPC.
I'm trying to add additional animations like run/sit/idle/jump to the ULPC assets:
https://github.com/sanderfrenken/Universal-LPC-Spritesheet-Character-Gen...
And it will take a lot of work to get enough assets to make run/sit/idle/jump viable, especially clothing. However, Eliza already has a lot of these assets, at least on the "thin" body models, so that will greatly increase the speed at which I can get all these assets mapped out. I do intend on focusing on ULPC for character assets and Revised for map assets, at least for now.
Yeah I was thinking that fairy-style wings could be the next ones, but mostly I'm just working on cleaning these up for now, adding them to all frames (even Eliza only had four of the animations using the wings), and then my next goal is to make "arm wing" variants. But yeah, maybe I could potentially look into creating a fairy like wing later just to fill in the trifecta.
EDIT:
Sanderfrenken merged the PR now, so the wings are now up here:
https://sanderfrenken.github.io/Universal-LPC-Spritesheet-Character-Gene...
In addition I also made a couple of quick minor fixes. Ponytail2 had some skintone issues and Bedhead's second-to-last "down" animation was too far down. These were sitting in Issues for a long time so I finally just got them out of the way:
https://github.com/sanderfrenken/Universal-LPC-Spritesheet-Character-Gen...
https://github.com/sanderfrenken/Universal-LPC-Spritesheet-Character-Gen...
I just need to fix the animated hair PR now so that can get updated on the ULPC.
Another update, I finished the run animation for the wings as well as adjusting the side running animations:
I have some concerns with the side animations, because I noticed when combined with the wings it is kinda iffy. If I drop both the hair and wings then the hair suddenly appears in front of the wings at one point, due to the two frames where I have the "side hair" shifting from the background to the foreground, to try and replicate the idea of it coming alongside the body. This was fairly difficult, but I think it looks decent, and certainly way better than the original.
Really hard to figure out how to replicate the same effect from the side, but finally I just reused the same frames and tweaked them a bit.
As for the wings, its really just opening and closing. I think its neat to have that animations, but I'm mixed on the idea of that being the only thing it does on run. However, its also better than just nothing happening either, so I think it looks pretty decent.
Bat wings I didn't get a chance to do yet for run, still need to do jump as well.
EDIT: Another note on the wings... I considered swapping the order of frames on each wing. Not sure if I should or not, but its a possibility.
EDIT 2: I noticed a stray pixel in the side wing so I fixed that, not in the preview, but I fixed it in my version.
I have a few additional updates here.
First, I went ahead and animated my Relm hairstyle:
I'm highly considering redoing the west/east run animation before I post it, but I'm VERY happy with north/south. Its designed with the idea in mind of being the "wave" of Relm's hair from my original concept art for her from Halcyon:
https://www.deviantart.com/halcyon-enigma/art/Relm-197635922
In addition, I started working on converting some of ElizaWy's assets to ULPC as well, first with the wings (both Feathered and Bat):
Personally I see these "bat" wings more of Dragon wings, but either way, they work well for both. Perhaps some might want a different style of Dragon wings but I think these look quite nicely. I'm going to try and finish Run and Jump first as well before I implement these, but I'm mixed on how those sets are going to go.
I'm highly considering switching over to using ElizaWy's run animations as well, at least for "Female" and "Teen" sets. I haven't done any run animation clothing yet but Eliza has a decent amount of run animation clothes that I think could be nice to see on the ULPC as well.
On another note, I may also end up doing these wings on some of Eliza's other animations, too. Currently they're only on Idle, Sit, Emote, and Walk. With what I have done here I added them to the base "Cast", "Thrust", "Slash", "Shoot", and "Down" animations. The original wings don't have that much animation to them other than shifting position on the back, so the same applies for these poses. Instead I just tried to keep them properly aligned with the back, and I scaled/skewed/rotated them in certain contexts to make them fit (doing subtle touchups in certain situations to make them look cleaner), otherwise I didn't really change all that much. However, doing running and jumping animations theoretically should require some more work to make them look nice. I'll start just by pasting the animations over those spots before considering how to improve them.
I'm not sure yet how I want to "release" the Relm hairstyle updates. Its possible I'll just update the original entry and drop them there, but I'd like to share something new as well. Sharing these wing assets might be a good idea. I can show I mapped them to all frames and added them to ULPC.
Yeah for me personally I experimented with AI art mostly to get some rough concepts down. Nothing I saw actually looked usable in any project, game or otherwise.
Thanks for providing that update, I'm sure others who have major concerns like that will find it appreciated.
Yeah again, I just went ahead and took the existing assets and created Tiled Map Editor Tilesets out of it. I haven't started adding any new assets yet. If I don't see Eliza doing updates soon, its possible I may start adding more qualified assets over and convert them to LPC Revised colors. For now, though, its just the existing assets.
They still look good with other LPC assets, but a lot of other assets aren't in OGA-BY if that's something you're concerned about. I love bluecarrot16's bricks set for example.
At some point I'll finish off the tilesets for interior as well. Animations are done, but finishing all the terrain on the carpeting set may take a while as well as configured collision on the interior furniture (that said, again, I don't exactly know how to handle collision yet, so I'm kinda just winging it with the labels I put out).
Dropped it here:
https://opengameart.org/content/lpc-revised-fully-configured-4-seasons-t...
So this is just the exterior for now. I'm going to skip out on doing interior stuff right now and move onto other things (the tilesets are complete right now, but I need to configure terrain and collision).
Still, this is comprehensive in regards to LPC Revised exterior tiles. There are gaps left over to fit other things that should be here, though, such as the remaining forge assets (I noticed Eliza didn't include _all_ of bluecarrot's forge assets, even though there are several additional variant types). In addition, eventually I'd like to see bridges and the like, too.
I'll probably start working on converting some OGA-BY assets to LPC Revised later on if I don't see Eliza come back to this soon. As for now, though, I'm going to move on to converting some LPC Revised character assets into OGA-BY, because I really want to see those new character animations get some love. Mostly, while researching LPC Revised, I saw the climbing animation and knew I really wanted that. But Eliza also has feathered wings as well, so I'll grab those and convert them. I'm thinking Eliza didn't change up too many of the animations for the walk cycles, etc, (it looks the same to me, but I can't tell until I compare directly).
I tried to say it was not "my original work" (because I just compiled existing assets) but it kept demanding an author. I couldn't find an Author field and the "Collaborator" field didn't work, so I just dropped that.
I wanted to release this to get it off my chest but tbh, I'm not really all that happy with it. That's partly why I didn't end up finishing the city design. There's simply not enough assets here to make a good and varied city, but I do think LPC Revised has tons of good assets to make a game in general. There's just a lot of things missing unfortunately. And plenty of stuff that _could_ be added, too, so in the future I may start converting some compatible OGA-BY assets over to it. Might need to reach out to bluecarrot to see what I can use and what I can't.
Some of the lpc-jungle assets look viable, but I also really think there's plenty of assets in the lpc-farm as well that could work, too: https://opengameart.org/content/lpc-farm
That said, I'm going to wait a while before continuing this to see if Eliza comes back. Instead I'm going to focus more on character art for now. I just wanted to take a break after that long Kimono and try doing something else (in this case designing one of my cities).
I'm also heavily reconsidering my stance of sticking to just OGA-BY assets. I'll still release all my assets I created in OGA-BY, but there's so many good things that just aren't in OGA-BY. Its mostly because eventually I want to at some point potentially release stuff on Steam or other such places, so I don't want to start using assets which potentially some people might have a problem with (because they believe the license extends to the whole project). I don't believe this personally, but I also don't want to upset the original asset creators as well.
Anyway, I'll try and gradually update these assets over time, but it will probably be a while before I get back to this. Next thing I think I'm going to do is convert some of the LPC Revised character assets over to ULPC, starting with those incredible looking feathered wings.
I think the argument is that OpenGameArt is about art and allowing "AI art" defeats the purpose of it because "AI art" is not real art or something?
OGA is for the purpose of providing open assets for game development that anyone can use. I don't see how allowing for AI art negates that, especially since the AI art is marked as AI art to begin with. If you don't want to use AI art, then don't use AI art. There's plenty of art on this website that's not AI art. And the team on the website are being restrictive on how much is allowed at a time to not flood the latest entries with nothing but AI generated stuff.
The main reason I'm not using AI generation is because the stuff I have seen through AI art generation just doesn't look good enough. Its good enough for concept art but not for actual real usage.
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