Thanks for making all those additions, I think it is much improved!
Thanks for explaining about the colors. I think your solution of assigning "default" palette(s) to every item which are discoverable in metadata is a good one.
I am using Safari Version 16.6.1 (16615.3.12.11.5, 16615) and still see the flickering. I don't see the flickering on Chrome Version 120.0.6099.234. Seems to occur the first few times a given animation is played with a given setting. Adding/removing a layer causes it. Switching to a new animation causes it. Switching back to an animation already played does not cause it.
A few other minor issues I noticed:
- Chainmail in the "shirt" layer seems to have too high a z-index (gets drawn over top of all armor)
- Suggest moving the "legion" and "leather" items from the "shirt" group to "overshirt/armor" group
- Slingshot "walk" animation doesn't work.
- Could you increase height (i.e. number of items shown) when a dropdown is opened?
- Could the size of the preview images within the dropdown be increased to 64x64px (seems like they are 40x40px now which results in non-integer scaling and also is a little hard to see)?
- If not too computationally intensive, could you center the non-transparent portion of the image?
- In the (now default) "Preview Multiple" mode, if you zoom in, the character is no longer centered, and scrolling is really jittery/doesn't work (i.e. I scroll down a bunch and the character just wobbles vertically in place. Sometimes eventually scrolls down, sometimes not). I appreciate you have tried to lock the scrolling between the four views which is a great idea, but something there is not working right at the moment.
- Clicking the "center" button doesn't seem to do anything for that matter.
- In the old generator, you could click the animation preview or the spritesheet to toggle between 1x and 2x zoom. This would be a nice feature IMO
- I still would like a view where all directions of all animations are shown at once ;-) It would require scrolling but there's so much whitespace at the moment
Thanks again for working on this, it's really cool and seems like a big improvement in several ways over the current generator!
Very cool, thanks so much for sharing! I am particularly impressed that you managed to/chose to adapt almost every asset in the current generator and that you have maintained the attribution information. Of course standardizing the colors, allowing the generator to make recolors "on the fly" rather than generating them all offline, and breaking apart the animations will all be big improvements for contributors.
Here are some minor issues I noticed when playing around:
- "Walk" animation should start on the second frame in the series; the first frame is just the character standing idle. Adding it to the walk cycle makes their legs splay out and looks unnatural.
- When you first select an object, the first few animation frames flicker
- To that end, it takes a few seconds to render the new animation(s) when you add/change a layer. Any optimizations to that would be welcome
- "Whip" animation uses the wrong frame size, should be 192x192px
Here are some feature requests in no particular order:
- It would be helpful to preview the animation in all directions at once like in the other generator
- For that matter, I think it would be helpful to see all animations in all directions at once
- I would like to see a preview of the item in the drop-down (I know this would require using something more complicated than an HTML <select> element)
- The whole "torso", "torso 2" thing is kind of non-intuitive to me. I understand you probably did it this way so that mutually-exclusive items can be in a single dropdown, but it's not obvious to the user that they should look in "torso" for plate armor but in "torso 2" for jackets. Likewise, I would suggest at least one more torso layer, since you could easily imagine a character with a longsleeve shirt, vest, and jacket. I would also move the armor and vest(s) to "torso 2" and make the jackets and tabard "torso 3." Alternatively, you could label the layers something intuitive like "shirt," "overshirt/armor," "jacket/tabard," etc.
- Same suggestion for "head coverings;" make bandana, hijab, etc. their own layer.
- Consider breaking some of the items within layers into groups. For example, separate the pirate hats from helmets. Even just using <optgroup> within the same <select> would be helpful as right now it's kind of a jumble, especially for categories like hat or hair with lots of assets.
- Allow downloading a file without naming it
- When an object has multiple "palettes" (e.g. the bicorne athwart admiral cockade hat you mentioned), make a tooltip over each palette
- Search function for assets (i.e. search box at the very top where I can type "bow" and see it in the appropriate tab of the UI)
- Mobile support? (on my iPhone 13, the left and right panels almost entirely cover the preview).
And a few questions:
- What method did you use to squash the colors?
- What is going on with the colors of the sprites? In the repo you linked https://github.com/vitruvianstudio/spritesheets/blob/main/clothes/torso/longsleeve/male/walk.png everything shows up as a red blob. If I open in GIMP etc. I can see they are slightly different colors of red but I don't exactly understand what's going on. I'm sure this makes your recoloring code more convenient somehow. I humbly would suggest that it will be much more convenient for contributors and users if the sprites in the repo appeared in some default palette, either as indexed or ideally plain RGB PNGs. Much lower friction to adding and editing sprites. I say this as someone who has spent probably more time than anyone adding and modifying sprites in the current generator.
- I notice in some sprites, like the "Wizard" hat or the "hood" that there are red spots which don't get recolored when you change palette. I presume this is because these assets had too many colors and you couldn't automatically squash them (or, in the case of the wizard hat, you haven't extracted a separate color palette for the stars), is that right?
- Did you use a script to transfer the metadata and attribution from Sander's generator? If so, will that process allow you to port updates relatively easily? I ask because I am in the midst of making several such updates ;-)
Hello! Would you be willing to license this set under OGA-BY 3.0 license (and later versions), and/or CC-BY 4.0 (and later versions)? I've made some assets based on this awesome work, and everything else is under one of those licenses; it would be nice to release the whole thing under OGA-BY or CC-BY if possible. Thanks!
First, this is genuinely one of the highest quality submissions on OGA. It remixes a lot of stuff but in an extremely coherent, additive, and artful fashion. The whole thing is just dripping with style. Outstanding work.
Second, I wanted to clarify the credits for the marked objects (see attachment); I've looked thru the linked submissions but wasn't able to find everything. Here's what I've got so far:
Welcome back!! Cool to see some new hairstyles being added and cool to see a new (old) contributor to the LPC!
Thanks for making all those additions, I think it is much improved!
Thanks for explaining about the colors. I think your solution of assigning "default" palette(s) to every item which are discoverable in metadata is a good one.
I am using Safari Version 16.6.1 (16615.3.12.11.5, 16615) and still see the flickering. I don't see the flickering on Chrome Version 120.0.6099.234. Seems to occur the first few times a given animation is played with a given setting. Adding/removing a layer causes it. Switching to a new animation causes it. Switching back to an animation already played does not cause it.
A few other minor issues I noticed:
- Chainmail in the "shirt" layer seems to have too high a z-index (gets drawn over top of all armor)
- Suggest moving the "legion" and "leather" items from the "shirt" group to "overshirt/armor" group
- Slingshot "walk" animation doesn't work.
- Could you increase height (i.e. number of items shown) when a dropdown is opened?
- Could the size of the preview images within the dropdown be increased to 64x64px (seems like they are 40x40px now which results in non-integer scaling and also is a little hard to see)?
- If not too computationally intensive, could you center the non-transparent portion of the image?
- In the (now default) "Preview Multiple" mode, if you zoom in, the character is no longer centered, and scrolling is really jittery/doesn't work (i.e. I scroll down a bunch and the character just wobbles vertically in place. Sometimes eventually scrolls down, sometimes not). I appreciate you have tried to lock the scrolling between the four views which is a great idea, but something there is not working right at the moment.
- Clicking the "center" button doesn't seem to do anything for that matter.
- In the old generator, you could click the animation preview or the spritesheet to toggle between 1x and 2x zoom. This would be a nice feature IMO
- I still would like a view where all directions of all animations are shown at once ;-) It would require scrolling but there's so much whitespace at the moment
Thanks again for working on this, it's really cool and seems like a big improvement in several ways over the current generator!
Hello! Would you be willing to license this submission as OGA-BY 3.0+ since wulax's original https://opengameart.org/content/lpc-medieval-fantasy-character-sprites is now licensed as such? Thank you!
Very cool, thanks so much for sharing! I am particularly impressed that you managed to/chose to adapt almost every asset in the current generator and that you have maintained the attribution information. Of course standardizing the colors, allowing the generator to make recolors "on the fly" rather than generating them all offline, and breaking apart the animations will all be big improvements for contributors.
Here are some minor issues I noticed when playing around:
- "Walk" animation should start on the second frame in the series; the first frame is just the character standing idle. Adding it to the walk cycle makes their legs splay out and looks unnatural.
- When you first select an object, the first few animation frames flicker
- To that end, it takes a few seconds to render the new animation(s) when you add/change a layer. Any optimizations to that would be welcome
- "Whip" animation uses the wrong frame size, should be 192x192px
Here are some feature requests in no particular order:
- It would be helpful to preview the animation in all directions at once like in the other generator
- For that matter, I think it would be helpful to see all animations in all directions at once
- I would like to see a preview of the item in the drop-down (I know this would require using something more complicated than an HTML <select> element)
- The whole "torso", "torso 2" thing is kind of non-intuitive to me. I understand you probably did it this way so that mutually-exclusive items can be in a single dropdown, but it's not obvious to the user that they should look in "torso" for plate armor but in "torso 2" for jackets. Likewise, I would suggest at least one more torso layer, since you could easily imagine a character with a longsleeve shirt, vest, and jacket. I would also move the armor and vest(s) to "torso 2" and make the jackets and tabard "torso 3." Alternatively, you could label the layers something intuitive like "shirt," "overshirt/armor," "jacket/tabard," etc.
- Same suggestion for "head coverings;" make bandana, hijab, etc. their own layer.
- Consider breaking some of the items within layers into groups. For example, separate the pirate hats from helmets. Even just using <optgroup> within the same <select> would be helpful as right now it's kind of a jumble, especially for categories like hat or hair with lots of assets.
- Allow downloading a file without naming it
- When an object has multiple "palettes" (e.g. the bicorne athwart admiral cockade hat you mentioned), make a tooltip over each palette
- Search function for assets (i.e. search box at the very top where I can type "bow" and see it in the appropriate tab of the UI)
- Mobile support? (on my iPhone 13, the left and right panels almost entirely cover the preview).
And a few questions:
- What method did you use to squash the colors?
- What is going on with the colors of the sprites? In the repo you linked https://github.com/vitruvianstudio/spritesheets/blob/main/clothes/torso/longsleeve/male/walk.png everything shows up as a red blob. If I open in GIMP etc. I can see they are slightly different colors of red but I don't exactly understand what's going on. I'm sure this makes your recoloring code more convenient somehow. I humbly would suggest that it will be much more convenient for contributors and users if the sprites in the repo appeared in some default palette, either as indexed or ideally plain RGB PNGs. Much lower friction to adding and editing sprites. I say this as someone who has spent probably more time than anyone adding and modifying sprites in the current generator.
- I notice in some sprites, like the "Wizard" hat or the "hood" that there are red spots which don't get recolored when you change palette. I presume this is because these assets had too many colors and you couldn't automatically squash them (or, in the case of the wizard hat, you haven't extracted a separate color palette for the stars), is that right?
- Did you use a script to transfer the metadata and attribution from Sander's generator? If so, will that process allow you to port updates relatively easily? I ask because I am in the midst of making several such updates ;-)
Thanks again for sharing!
Hello, I am still here and alive! Anyone looking to reach me can send me a private message here on OGA or send me a message on Ko-fi!
https://opengameart.org/content/lpc-jungle
Total rework with many more big sprites, lots redrawn, and more permissivel license.
Hello! Would you be willing to license this set under OGA-BY 3.0 license (and later versions), and/or CC-BY 4.0 (and later versions)? I've made some assets based on this awesome work, and everything else is under one of those licenses; it would be nice to release the whole thing under OGA-BY or CC-BY if possible. Thanks!
Could you bump this submission? Lots of new animations added here:
https://opengameart.org/content/lpc-extended-weapon-animations
Thanks for the thorough explanation! And the great asset pack!
First, this is genuinely one of the highest quality submissions on OGA. It remixes a lot of stuff but in an extremely coherent, additive, and artful fashion. The whole thing is just dripping with style. Outstanding work.
Second, I wanted to clarify the credits for the marked objects (see attachment); I've looked thru the linked submissions but wasn't able to find everything. Here's what I've got so far:
Can you also let me know which, if any, of the above are NOT OGA-BY?
Thanks again for this stellar contribution!
Edit: forgot to attach image showing which pieces I'm talking about...
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