This was MedicineStorm's concern in the other submission:
In general, you may use outputs from generative AI features commercially. However, if Adobe designates in the product or elsewhere that a beta version of a generative AI feature cannot be used commercially, then the generated outputs from that beta feature are for personal use only and cannot be used commercially.
If there's too much building content, I'll probably shift that into its own sheet and just leave open the rest of the space for expanding environment assets. I'm probably going to do that, because eventually we will want those castles as well. And I'm sure sooner or later there will also be things like stone bridges, too.
I went with double the resolution instead because I figured that should be fine now (and I've seen other tilesets even bigger than that). I already configured all the animations in Tiled and added in collision, though I have some concerns about Collision as I need to test it in practice first before I fully map everything out.
1024 x 1024 is too small to fit all the standard environment assets, but 2048 x 2048 was too big. So I went back and revised my original one and condensed a lot of whitespace, then added bridges, tiles (which I thought might work for some road environments), buildings, roofs, etc.
I found all assets for the houses in the "Structures" folder except those specific windows for some reason. So I was planning to rip those windows out and make them a separate tile pieces, but I haven't gotten to that yet. I also realized I do need the roof edge pieces with transparent backgrounds, so I have to squeeze those in as well. There's lots of small little areas of whitespace, where appropriate I added some things.
This is designed with the idea in mind of being a season swap, just like Eliza's four seasons:
Winter has extra tiles for the ice, but there's lots of repetition in the ice tiles because where the water was previously animated, its now static, but the static ice tiles are still duplicated for the animations. The ice tiles are just plain missing from the other sets. I thought it worked better that way, but thinking it over, maybe the idea is that the ice tiles were to be replaced by the standard tiles if you wanted a dynamic changing seasons. This idea is unfortunately not present here, so if the feedback suggests I should do that, I can reconsider how I handle the ice swaps.
The biggest missed opportunity I'm seeing so far right now is a distinct lack of road tiles. I'm shocked I haven't found any. The closest I have found is the "gravel" tiles and the "tile" flooring (which is probably supposed to be interior, but I included it in the exterior set as well because I figure there's some contexts where tiles or wood flooring might work outdoors as well).
Wherever possible I tried to condense whitespace, such as in the west/east waterfalls which were spaced out to match the north/south waterfalls. I did the same for the bridges as well. I was disappointed there's seemingly no stone bridge yet, that's one thing making me hesitant to leave no room up by the bridges. That's probably something likely to be added sooner or later...
I'm surprised there's seemingly no castle tiles either.
I think it'd be nice to also get in a Hakama, too. At some point I'll look into that one. As well as a child Kimono, definitely going to try and finish that at some point.
If you have any other suggestions for what you'd like to see, let me know. I'll be prioritizing the stuff I need first, but I'm open for suggestions as well. ^_^
Another idea I had was a "long" Kimono that covers the feet completely. That would be a good option I think. It probably wouldn't be too hard to make that an extension of the existing one, but I already did a lot in this set and didn't want to put yet even more time into an already long project.
With that settled, it does seem to be like you guys are just starting out. I love this asset pack, but there's not yet enough to really work with. Still, I'll definitely be following you guys to see how this progresses. Please do keep in mind, there's no guarantee you'll be able to grow that quickly. While I am back to working on assets myself (mostly sticking with LPC for now), I'm doing that on the side from my still full time programming job.
Admittedly, though, that also helps me to donate to some groups when possible. I already have done so with ElizaWy and I'm considering doing so for bluecarrot as well. If I can see this coming out consistently I may donate to you guys as well.
I might consider taking a peak at your assets here and seeing how easily I can come up with a Tiled tileset for it. If I do create one I'll drop it in the comments here.
So I think there's a bit of a problem with the licensing. CC0 is, essentially, "public domain". If you say CC0, that essentially makes it free for any purposes whatsoever, but you don't want these to be redistributed. There's nothing wrong with restricting redistribution, but as far as I know, that's incompatible with the CC0 license. So you might want to check that out and update it.
This was MedicineStorm's concern in the other submission:
So commercial use is supported conditionally.
And yeah, the first thing I noticed when I came back to OGA was that NFT notification at the top lol. I guess you kinda just forgot about it. ^_^
I think the point of that NFT notification is for people who _do_ know what NFT's are. Its really irrelevant for those who don't know what NFT's are.
At this point NFT's have largely fallen by the wayside anyway. They were a fad for a short while but have really dropped off.
If there's too much building content, I'll probably shift that into its own sheet and just leave open the rest of the space for expanding environment assets. I'm probably going to do that, because eventually we will want those castles as well. And I'm sure sooner or later there will also be things like stone bridges, too.
Luckily I have these assets in separate layers.
Yeah castles exist, they're just not in LPC Revised right now.
I wanted to share this first before I finalize it:
Here's spring for comparison, which drops the ice tiles:
Full post here:
https://ko-fi.com/i/IA0A6WM5HH
This is a tentative idea I have for handling a full LPC Revised Tileset. I went with LPC Revised because all assets there are verified as OGA-BY:
https://github.com/ElizaWy/LPC
I'm heavily considering grabbing Eliza's climb animations as well and converting the palettes for the ULPC, but that's a future idea.
This is partially inspired by the older LPC Atlas sets:
https://opengameart.org/content/lpc-tile-atlas
I went with double the resolution instead because I figured that should be fine now (and I've seen other tilesets even bigger than that). I already configured all the animations in Tiled and added in collision, though I have some concerns about Collision as I need to test it in practice first before I fully map everything out.
1024 x 1024 is too small to fit all the standard environment assets, but 2048 x 2048 was too big. So I went back and revised my original one and condensed a lot of whitespace, then added bridges, tiles (which I thought might work for some road environments), buildings, roofs, etc.
I found all assets for the houses in the "Structures" folder except those specific windows for some reason. So I was planning to rip those windows out and make them a separate tile pieces, but I haven't gotten to that yet. I also realized I do need the roof edge pieces with transparent backgrounds, so I have to squeeze those in as well. There's lots of small little areas of whitespace, where appropriate I added some things.
This is designed with the idea in mind of being a season swap, just like Eliza's four seasons:
https://opengameart.org/content/lpc-revised-4-season-terrain
Winter has extra tiles for the ice, but there's lots of repetition in the ice tiles because where the water was previously animated, its now static, but the static ice tiles are still duplicated for the animations. The ice tiles are just plain missing from the other sets. I thought it worked better that way, but thinking it over, maybe the idea is that the ice tiles were to be replaced by the standard tiles if you wanted a dynamic changing seasons. This idea is unfortunately not present here, so if the feedback suggests I should do that, I can reconsider how I handle the ice swaps.
The biggest missed opportunity I'm seeing so far right now is a distinct lack of road tiles. I'm shocked I haven't found any. The closest I have found is the "gravel" tiles and the "tile" flooring (which is probably supposed to be interior, but I included it in the exterior set as well because I figure there's some contexts where tiles or wood flooring might work outdoors as well).
Wherever possible I tried to condense whitespace, such as in the west/east waterfalls which were spaced out to match the north/south waterfalls. I did the same for the bridges as well. I was disappointed there's seemingly no stone bridge yet, that's one thing making me hesitant to leave no room up by the bridges. That's probably something likely to be added sooner or later...
I'm surprised there's seemingly no castle tiles either.
The windows are way off to the left while I figure out how to squeeze the remains of the roof pieces in (https://github.com/ElizaWy/LPC/blob/main/Structure/Roofing/Gable%20Shing...), they're only over there temporarily.
I think it'd be nice to also get in a Hakama, too. At some point I'll look into that one. As well as a child Kimono, definitely going to try and finish that at some point.
If you have any other suggestions for what you'd like to see, let me know. I'll be prioritizing the stuff I need first, but I'm open for suggestions as well. ^_^
Another idea I had was a "long" Kimono that covers the feet completely. That would be a good option I think. It probably wouldn't be too hard to make that an extension of the existing one, but I already did a lot in this set and didn't want to put yet even more time into an already long project.
With that settled, it does seem to be like you guys are just starting out. I love this asset pack, but there's not yet enough to really work with. Still, I'll definitely be following you guys to see how this progresses. Please do keep in mind, there's no guarantee you'll be able to grow that quickly. While I am back to working on assets myself (mostly sticking with LPC for now), I'm doing that on the side from my still full time programming job.
Admittedly, though, that also helps me to donate to some groups when possible. I already have done so with ElizaWy and I'm considering doing so for bluecarrot as well. If I can see this coming out consistently I may donate to you guys as well.
I might consider taking a peak at your assets here and seeing how easily I can come up with a Tiled tileset for it. If I do create one I'll drop it in the comments here.
So I think there's a bit of a problem with the licensing. CC0 is, essentially, "public domain". If you say CC0, that essentially makes it free for any purposes whatsoever, but you don't want these to be redistributed. There's nothing wrong with restricting redistribution, but as far as I know, that's incompatible with the CC0 license. So you might want to check that out and update it.
Huh this is a really neat set. Kinda reminds me of Golden Sun in a way. I'll take a look more closely at it.
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