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Another update, I finished
Saturday, April 20, 2024 - 23:34

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
Saturday, April 20, 2024 - 18:22

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
Wednesday, April 17, 2024 - 23:53

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
Tuesday, April 16, 2024 - 15:35

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:
Sunday, April 14, 2024 - 11:07

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
Sunday, April 14, 2024 - 11:00

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
Sunday, April 14, 2024 - 09:58

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.

Okay, I finally finished up
Tuesday, April 9, 2024 - 16:33

Okay, I finally finished up the male versions of the boots as well as the Tabi Socks and Obi pieces. I tried the boots out on the ULPC (at least my local copy) and I think they look quite good for my OC Dalton combined with the Pirate Jacket. Tis unfortunate the Pirate Jacket still is not OGA-BY though... I can use it temporarily to create Dalton, but eventually I'll probably want to create a new jacket if we can't get the existing assets in OGA-BY.

PR is open on ULPC for these updates:

https://github.com/sanderfrenken/Universal-LPC-Spritesheet-Character-Gen...

 

I'm hoping to release a spritesheet compilation of LPC Revised for Tiled Map Editor in a couple of days.

I think I'll remove the food
Tuesday, April 9, 2024 - 08:15

I think I'll remove the food assets as well and put them into their own sheet. They would just be overlays sitting on a table or inside a crate or something, anyway, so really aren't necessarily on the main interior tileset. Thankfully I have the food items in a separate layer.

 

Then I can drop a few "modern" items in there, and fill out some of the remaining missing bed and chair options. Though even then I think I probably still won't have enough room, but I really don't think the food items are necessary here.

Posting this update real
Monday, April 8, 2024 - 22:45

Posting this update real quick before I go to bed tonight.

 

First up, its the updated exterior 4-season tilesets:

https://ko-fi.com/i/IL3L6WP94D

 

I included some assets I was going to add into the interior, but which I felt like also worked on the exterior, too, like the smithy which can sometimes be seen outside in games. I included crates, barrels, and jars here as well, and the campfire I missed. As a bonus I threw in a Christmas tree. My intent with this set is that all four tilesets have the exact same layout, so I can easily update all four at once when any new additions are added, and my passability, autotiles, animations, etc, will all remain the same in Tiled.

This is the most complete so far, as all the animations are done and _most_ of the collision is done, I just need to add a few new collision sets. I think maybe I can add autotiles for the forge walls and bridges, but I need to do some research on that. I think the "edge" autotiles don't require the tiles to be connected to another type of tile, but I need to run those tests first.

 

All the wall assets were moved to a separate sheet:

https://ko-fi.com/i/IN4N0WP99U

 

 

I left room here for castle tiles and probably also farmhouse tiles and roofs as well. This is primarily just the exteriors of buildings, so that includes walls, roofs, door frames, pillars, windows, and signs. I wanted to add doors, but I realized it'd be complicated with the animation frames. When doors were handled in RPG Maker they were usually set aside as a "character" type sprite instead, so I figured it'd be best to handled it the same way here rather than including the doors as part of the tileset. (Plus I wouldn't have had room anyway.)

I intended on sticking primarily with the medieval aesthetic, but wound up dropping in the modern "siding" walls anyway. Its possible if we don't have enough room for castles those might get removed later, but for now I think its fine.

I'm not happy with the positioning of the assets right underneath the siding walls, but I don't have any idea where the rest of the stuff will go yet. So I tried to position them just to the right of the walls off to the left (the windows) and the door frames along the right side. The 3-tile gap is so an extra 3-tile wide wall can fit alongside each of the six aesthetic designs, just because that room was there... though tbh, maybe the window awnings could go in those spots instead.

 

 

The interior tileset is basically completely full now, no more room for anything else:

https://ko-fi.com/i/ID1D2WP986

 

I tried to include as much as I could but eventually ran out. I probably didn't need to include ALL the food assets, but I think it makes more sense to have them here than the many, many, many variations of chairs and beds which I didn't think were necessary... I stuck with assets that fit the medieval aesthetic as much as possible.

 

There's a few more small gaps here and there, but at least one is accounted for. The "sideways screens" only have one palette, so I left room to fill out the rest in that section.

 

 

Finally, we have interior flooring, which I filled up with basically all assets available:

https://ko-fi.com/i/IC0C1WP9EK

 

I originally was trying to add flooring to the walls/roofing set, but finally opted to split it off into its own set. I figured if nothing else, it might be useful to have autotiles on all the carpets.

Because I dedicated an entire sheet to these assets, I had enough room for everything, so I didn't set in this case to strip out assets that didn't fit the medieval aesthetic. That said, I think most of these would work anyway.

 

The rugs are kinda odd ones out, but I had some extra space on the bottom and no room in the other, and they're a type of flooring asset, so I threw them in as an extra.

 

 

Still working on configuring these in Tiled Map Editor; I won't officially release anything on OGA until that's done, as that's honestly the main purpose of doing all this to begin with. These tilesets aren't useful without that already configured.

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