1. I am adding some additional items for the ship tileset (crow's nest, jacob's ladder, railings, quarterdeck, some accessories); this will require a little re-organization. Since it's been a pain to keep this organized but still usable, I'm going to hold off a little bit on releasing until these items are done. I'm sure it will be worth it :)
2. I am nearing completion of a large and often-requested tileset: ruins and dungeons! Commissioned by pvigier (thanks!). Includes complete buildings, ruined walls, pillars/columns, staircases, and statues. There are two versions: desert and jungle; both have the same basic layout and elements. All tiles are 100% original, but will work well with the existing sets like the adobe town, ancient greek, and ancient roman tiles, as well as some statues from here.
I may also use this template in the future to build ruined castle tiles for more generic ruins if there is interest.
3. I will try to get around to releasing the blacksmith and tools packs soon! I had to re-organize some of the tiles so need to re-make the preview...
Near-final ship tileset, now with better sails and more options!
I have also finished all 4 directions and walking animations of the shovel, but as I was recording the preview image I decided it needed a few more tweaks... too late for those edits tonight, but here's what it looks like...
I have also been playing with some cooking-related animations: chopping with a chef's knife or cleaver, tossing food in a frying pan, and stirring a pot. Chopping definitely works, not so sure about the others yet... Other ideas for animations that could be shoe-horned into the existing motions?
Hi, not a bug, a feature actually---just not really explained (realized I forgot to explain it on the pirate sheet as well)...
The pink mask is to hide parts of the base sprite (e.g. the remainder of the leg) that should be missing. It is designed this way so the prostheses work with multiple bases. To get rid of it, in the generator, click "Replace Mask (pink)". I'll add a note to this effect to the pirate page too.
The biggest thing you could improve is modulating the contrast throughout the images. Background elements should have lower contrast, while foreground objects have greater contrast. The tiled floor jumps out because of the high contrast, but the lockers blend into the wall (and into each other) because they are low contrast. A simple way to achieve this is to draw dark borders around foreground objects (it is possible to achieve readable images without this, but takes more discretion); this is what the LPC style does for instance.
Additionally, think about how objects exist in 3D space. It doesn't really make sense that the bottom of the lockers is flush with the wall, but you can also see the top of the lockers (i.e. they stick out). Likewise with the kitchen counters, where it looks like they are offset a few feet from the wall, because the top edge of the counter lines up with the floor line.
Finally, enhance the 3D nature of your scene by thinking about a light source and what objects would be illuminated. In your case, the light source is from almost directly above, so the space under the tables should be in shadow, at least slightly.
Welcome (and whoa, thanks for sharing all the art)!
Castelonia (aka Sander Frenken) and I have done a lot of work on the generator in the last year or so to get everything better organized, get the assets attributed, and add a few features. I will note that there are a few missing attributions after the last major refactor, which one of us needs to go back and fix (the information is all there in an earlier commit, but some files were renamed and thus the mapping was lost).
The generator code itself is a bit of a hack, it may or may not be a good starting point for building a new app. However we have encapsulated most of the "metadata" about the assets in a series of JSON files (i.e., assets are arranged into mutually-exclusive groups, Z-indexes are specified, etc.).
For palette swaps, the main issue is that not all assets use the same palette(s). All the pirate assets I posted recently https://opengameart.org/content/lpc-pirates , for instance, use a common set of colors and were automatically recolored using these scripts https://github.com/bluecarrot16/lpctools . I've attached the different color palettes I used. But not all assets in the generator are like that.
I intend to eventually go through and recolor most things into a standardized palette, then create programmatic recolors of all assets. Haven't gotten around to it yet though... it will be a lot of manual work.
If you are just going to apply some kind of continuous color filter (like adjusting the tint/hue in Photoshop, rather than replacing discrete colors), you wouldn't need to do all that manual work. The results will not be as consistent and cohesive, but it may work just fine for your purposes.
Hand tools for farming! A hoe, for tilling soil, and a watering can... for watering... Thanks to SRWG for the commission! I'll be posting these soon. I also did a sketch of an improved shoveling animation, if someone is interested in that.
Made north- and south-facing hammering animations, which was a bit of a challenge, because if you look only at his arm, it is... not really moving how you would swing a hammer :p But I think it ended up working out OK actually! The motion blur and the little sparks kinda draw the eye away from the arm movement. This also makes me REALLY want to try doing an axe chopping animation, because I think 1--2 frames of motion blur could make for a really dynamic and convincing axe swing.
One problem is these animations force the issue of scale---whereas normally we can get away with things being approximately the right size, with these animations, the tables and such have to be exaclty the right height and the character in just the right position or it looks super strange, at least in certain directions. The anvils on the stone table/pedestal things are clearly too tall for the north-facing guy to hit. But if you mentally edit-out the stone table, he can just baaaaarely reach the anvil. I'll have to mess with this a bit.
I tried making a sawing and smaller hammering animation for the woodshop (very rough sketches), and realized the layers get a little tricky too... I think the south-facing sawing would work if the saw was moved to a separate layer on top of the workbench/planks (currently the layers are, bottom-to-top: character > workbench > planks). He can get away with hammering right now, but he's not quite standing in the right place. Not sure whether it's worth it to try and sort all this out. What do you think?
Some other modern assets that would go well with these:
https://opengameart.org/content/misc-32x32-tiles
https://opengameart.org/content/lpc-simple-modern-furniture
https://opengameart.org/content/futuristic-doctors-office
Hi all, a few updates -
1. I am adding some additional items for the ship tileset (crow's nest, jacob's ladder, railings, quarterdeck, some accessories); this will require a little re-organization. Since it's been a pain to keep this organized but still usable, I'm going to hold off a little bit on releasing until these items are done. I'm sure it will be worth it :)
2. I am nearing completion of a large and often-requested tileset: ruins and dungeons! Commissioned by pvigier (thanks!). Includes complete buildings, ruined walls, pillars/columns, staircases, and statues. There are two versions: desert and jungle; both have the same basic layout and elements. All tiles are 100% original, but will work well with the existing sets like the adobe town, ancient greek, and ancient roman tiles, as well as some statues from here.
I may also use this template in the future to build ruined castle tiles for more generic ruins if there is interest.
3. I will try to get around to releasing the blacksmith and tools packs soon! I had to re-organize some of the tiles so need to re-make the preview...
Thanks for these!
Please include a link to the LPC base assets in your attribution instructions.
Looks great!
Please add a link to the base assets to your attribution instructions.
Near-final ship tileset, now with better sails and more options!
I have also finished all 4 directions and walking animations of the shovel, but as I was recording the preview image I decided it needed a few more tweaks... too late for those edits tonight, but here's what it looks like...
I have also been playing with some cooking-related animations: chopping with a chef's knife or cleaver, tossing food in a frying pan, and stirring a pot. Chopping definitely works, not so sure about the others yet... Other ideas for animations that could be shoe-horned into the existing motions?
Hi, not a bug, a feature actually---just not really explained (realized I forgot to explain it on the pirate sheet as well)...
The pink mask is to hide parts of the base sprite (e.g. the remainder of the leg) that should be missing. It is designed this way so the prostheses work with multiple bases. To get rid of it, in the generator, click "Replace Mask (pink)". I'll add a note to this effect to the pirate page too.
Great start!
The biggest thing you could improve is modulating the contrast throughout the images. Background elements should have lower contrast, while foreground objects have greater contrast. The tiled floor jumps out because of the high contrast, but the lockers blend into the wall (and into each other) because they are low contrast. A simple way to achieve this is to draw dark borders around foreground objects (it is possible to achieve readable images without this, but takes more discretion); this is what the LPC style does for instance.
Additionally, think about how objects exist in 3D space. It doesn't really make sense that the bottom of the lockers is flush with the wall, but you can also see the top of the lockers (i.e. they stick out). Likewise with the kitchen counters, where it looks like they are offset a few feet from the wall, because the top edge of the counter lines up with the floor line.
Finally, enhance the 3D nature of your scene by thinking about a light source and what objects would be illuminated. In your case, the light source is from almost directly above, so the space under the tables should be in shadow, at least slightly.
Welcome (and whoa, thanks for sharing all the art)!
Castelonia (aka Sander Frenken) and I have done a lot of work on the generator in the last year or so to get everything better organized, get the assets attributed, and add a few features. I will note that there are a few missing attributions after the last major refactor, which one of us needs to go back and fix (the information is all there in an earlier commit, but some files were renamed and thus the mapping was lost).
The generator code itself is a bit of a hack, it may or may not be a good starting point for building a new app. However we have encapsulated most of the "metadata" about the assets in a series of JSON files (i.e., assets are arranged into mutually-exclusive groups, Z-indexes are specified, etc.).
For palette swaps, the main issue is that not all assets use the same palette(s). All the pirate assets I posted recently https://opengameart.org/content/lpc-pirates , for instance, use a common set of colors and were automatically recolored using these scripts https://github.com/bluecarrot16/lpctools . I've attached the different color palettes I used. But not all assets in the generator are like that.
I intend to eventually go through and recolor most things into a standardized palette, then create programmatic recolors of all assets. Haven't gotten around to it yet though... it will be a lot of manual work.
If you are just going to apply some kind of continuous color filter (like adjusting the tint/hue in Photoshop, rather than replacing discrete colors), you wouldn't need to do all that manual work. The results will not be as consistent and cohesive, but it may work just fine for your purposes.
Highly recommend you put together a prototype with existing available art. If this is for a school project, art on this site should be more than adequate. The LPC style has a ton of character assets in a 2D orthographic pixel art style https://opengameart.org/content/lpc-collection and a spritesheet generator here https://sanderfrenken.github.io/Universal-LPC-Spritesheet-Character-Gene... . See also the tips here for how to write a good request here https://opengameart.org/forumtopic/how-and-when-to-write-a-good-art-request if you'd like to get more traction.
Hand tools for farming! A hoe, for tilling soil, and a watering can... for watering... Thanks to SRWG for the commission! I'll be posting these soon. I also did a sketch of an improved shoveling animation, if someone is interested in that.
Made north- and south-facing hammering animations, which was a bit of a challenge, because if you look only at his arm, it is... not really moving how you would swing a hammer :p But I think it ended up working out OK actually! The motion blur and the little sparks kinda draw the eye away from the arm movement. This also makes me REALLY want to try doing an axe chopping animation, because I think 1--2 frames of motion blur could make for a really dynamic and convincing axe swing.
One problem is these animations force the issue of scale---whereas normally we can get away with things being approximately the right size, with these animations, the tables and such have to be exaclty the right height and the character in just the right position or it looks super strange, at least in certain directions. The anvils on the stone table/pedestal things are clearly too tall for the north-facing guy to hit. But if you mentally edit-out the stone table, he can just baaaaarely reach the anvil. I'll have to mess with this a bit.
I tried making a sawing and smaller hammering animation for the woodshop (very rough sketches), and realized the layers get a little tricky too... I think the south-facing sawing would work if the saw was moved to a separate layer on top of the workbench/planks (currently the layers are, bottom-to-top: character > workbench > planks). He can get away with hammering right now, but he's not quite standing in the right place. Not sure whether it's worth it to try and sort all this out. What do you think?
Pages