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 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.
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.
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:
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:
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:
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.
That being said, if Eliza doesn't get back to working on it, I may include non-Revised assets that are still OGA-BY. That's the main reason why I'm using it to begin with; most of the assets still listed on OGA aren't in OGA-BY.
On the other hand, I'm not using Eliza's character sprites because there's just far more stuff available for ULPC, many of which is also in OGA-BY. I will probably convert Eliza's unique animations to fit the ULPC, though.
It isn't that I'm unwilling to use other assets. Personally speaking I think the licenses aren't saying what people think (my reading is that any assets used in a project or modified must be freely available, but that doesn't extend to the entire game project, similar to bluecarrot's position on this issue). However, I don't want to do something other people are against. So if they think that CC-BY or CC-BY-SA means any game with any assets under those licenses cannot be used in a DRM environment like Steam, console, iOS, etc, I don't want to use those assets if they're not already in OGA-BY. I might use some assets temporarily, such as certain character sprite pieces. I can always replace those later with my own thing, but designing maps is more complicated so I want to be extra cautious with that.
Like I said, I may later include non-Revised assets as long as they're in OGA-BY. But I'd like to wait a bit first before dragging in other stuff and see if Eliza comes back to working on it. Its a complicated project for one person to do so I understand if she's not up for the task. That being said, there's still plenty of assets already there to make a bunch of stuff so its not a big deal.
Anyway, I'll provide an update soon with the split up sheets. I'm trying to leave some room open now for related assets. I already moved the building pieces out of the main sheet.
In Tiled I already have all environment assets (cliffs, water, etc) mapped with collision and animated. So once I finish compiling all these assets I'll probably release the final WIP tilesets. Obviously credits will go to ElizaWy and the older artists who allowed her to license their assets under OGA-BY as well.
Winter (including ice tiles not present in the other layers)
Sprint
Summer
Autumn
Structures:
Buildings (walls/roofs/columns/windows/doors)
Interior (basically all interior assets, though if I run out of room I may split it into house/castle and dungeon interior)
I'm primarily focusing on medieval/fantasy elements here, so I may not include all assets. Modern aesthetics will be ignored for now (such as modern house siding), but I can do them by request.
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 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 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 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 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.
How I'm identifying what's "revised" is "whatever is in ElizyWy's repository":
https://github.com/ElizaWy/LPC
That being said, if Eliza doesn't get back to working on it, I may include non-Revised assets that are still OGA-BY. That's the main reason why I'm using it to begin with; most of the assets still listed on OGA aren't in OGA-BY.
On the other hand, I'm not using Eliza's character sprites because there's just far more stuff available for ULPC, many of which is also in OGA-BY. I will probably convert Eliza's unique animations to fit the ULPC, though.
It isn't that I'm unwilling to use other assets. Personally speaking I think the licenses aren't saying what people think (my reading is that any assets used in a project or modified must be freely available, but that doesn't extend to the entire game project, similar to bluecarrot's position on this issue). However, I don't want to do something other people are against. So if they think that CC-BY or CC-BY-SA means any game with any assets under those licenses cannot be used in a DRM environment like Steam, console, iOS, etc, I don't want to use those assets if they're not already in OGA-BY. I might use some assets temporarily, such as certain character sprite pieces. I can always replace those later with my own thing, but designing maps is more complicated so I want to be extra cautious with that.
Like I said, I may later include non-Revised assets as long as they're in OGA-BY. But I'd like to wait a bit first before dragging in other stuff and see if Eliza comes back to working on it. Its a complicated project for one person to do so I understand if she's not up for the task. That being said, there's still plenty of assets already there to make a bunch of stuff so its not a big deal.
Anyway, I'll provide an update soon with the split up sheets. I'm trying to leave some room open now for related assets. I already moved the building pieces out of the main sheet.
In Tiled I already have all environment assets (cliffs, water, etc) mapped with collision and animated. So once I finish compiling all these assets I'll probably release the final WIP tilesets. Obviously credits will go to ElizaWy and the older artists who allowed her to license their assets under OGA-BY as well.
I think the final sets of sheets will be:
Environmental Exterior (terrain/water/cliffs/bridges/roads/fences/plants/waterfalls)
Structures:
I'm primarily focusing on medieval/fantasy elements here, so I may not include all assets. Modern aesthetics will be ignored for now (such as modern house siding), but I can do them by request.
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.
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