Oh, yes! Forgot about that one. That tree is by Redshrike. It actually tiles, so you don't need to make lots of copies in different layers. I think it was intended for this purpose.
I think they mean the tiles around the edges of the map, where the trees blend into a solid background. Basically forming a barrier on the edge of the map. Someone made squashed versions of the base trees to use in RPGMaker, and they included some tileable canopy sprites sort of like this. I don't remember where though, and a quick search didn't turn anything up.
You can report the submission on itch.io (there's a button at the bottom of the page), and/or notify the original author here. They in turn could decide to submit a DMCA takedown request, also via itch.
To be clear, the issue is not that they are selling the assets. That's scummy, but not actually illegal. The problem is that they have not attributed the original author, as required by the CC-BY license.
No, I wasn't expecting a perfect 1:1 conversion, especially with GIMP choosing the colors; I was just curious how a more complicated scene might look. I think the only way to "understand" a palette is to work with it and see how it affects the results you can produce. It's really hard to get a sense of that from a single small preview image that only uses ~half the colors.
There are also going to be trade-offs, which may or may not be consistent with one's desired aesthetic. I am curious how you arrived at the green ramps you did, for instance. What effect(s) were you able to produce with these greens that you couldn't produce with variations (or the original)? There's some discussion like that on this thread where bart was experimenting with a palette that he wanted to have more bright colors: https://opengameart.org/forumtopic/bright-fantasy-themed-palette
A few items are basically done but I haven't had time to post yet:
woodworking/carpenter shop (commissioned by pvigier, thanks!); may add more to this set
tailor/sewing shop (commissioned by pvigier, thanks!)
seeds for some of the crop assets (commissioned by pvigier, thanks!)
I have been resisting posting the above, because I wanted to make nice previews of indoor scenes, but I went down a big rabbit hole working on a collection of walls and floors. Floors are nearly done. Walls are a bit of a mess right now, but also nearly done, pending some organization. I'll also post a separate sheet with some parts/overlays/odds and ends for constructing new walls.
With castelonia, I'm working on something fun---pirate clothes! Yarrr. The first batch of those are nearly done, probably this week. But of course, a pirate is no good without a ship! I've been repurposing the ship tileset from Evol online/The Mana World. First converting it to the LPC palette and re-doing the shading to match the LPC style (eliminating dithering, adding more consistent textures), then I'd like to do some expansions (different types of sails/rigging, fancier bowsprit, different aft-decks).
Here's another test scene, just a cheap automatic palette conversion with GIMP; no manual edits or tweaks, which I'm sure would improve things. (First image is original, second is Liberated palette). I chose this image because it's large and complicated, and it uses a lot of colors that are not in the original palette, in addition to most of those colors in the original.
Overall, I think it works well. The bright colors are clearly a strength, so this palette does really well with all of the random colors of houses, doors, etc. in this image. I'm eager to try it with my food sprites, which use a lot of non-standard-palette colors. I also think the grass looks better in this conversion than in Evert's, which seems to be because GIMP is pulling from multiple ramps to choose the closest fit.
The dirt and gray stonework is clearly not working very well in the automatic recolor. I'd have to try manually, since whatever algorithm it's using to pull the best fitting colors is not preserving the contrast well.
Overall, I'm intrigued. I'll have to mess around with it for original pieces and also try manually recoloring some components.
I guess to elaborate, I'd be interested in seeing different kinds of rocks, dirt, and wood to understand how the new palette looks for those. You've nicely compacted/unified the many many browns and grays but I'd be curious how that shakes out. The paintings are very nice but they're not quite representative of the average scene.
Oh, yes! Forgot about that one. That tree is by Redshrike. It actually tiles, so you don't need to make lots of copies in different layers. I think it was intended for this purpose.
I think they mean the tiles around the edges of the map, where the trees blend into a solid background. Basically forming a barrier on the edge of the map. Someone made squashed versions of the base trees to use in RPGMaker, and they included some tileable canopy sprites sort of like this. I don't remember where though, and a quick search didn't turn anything up.
Another approach could be to overlay lots of trees, as was done in Source of Tales: http://www.sourceoftales.org/talesworld/
That is correct. I am working on a system to make it clearer who drew each tile https://opengameart.org/forumtopic/curated-lpc-collection-project , but in the meantime you can ask about any tiles if you're unsure :)
You can report the submission on itch.io (there's a button at the bottom of the page), and/or notify the original author here. They in turn could decide to submit a DMCA takedown request, also via itch.
To be clear, the issue is not that they are selling the assets. That's scummy, but not actually illegal. The problem is that they have not attributed the original author, as required by the CC-BY license.
Thanks! I welcome suggestions for things to add to any of the sets!
Yes, the manequins are derived from the base assets so should fit the same clothing as them!
I'd love to do a vertical ship, hopefully re-using some/most of the tiles. That would be next after I finished fixing the colors and shading.
No, I wasn't expecting a perfect 1:1 conversion, especially with GIMP choosing the colors; I was just curious how a more complicated scene might look. I think the only way to "understand" a palette is to work with it and see how it affects the results you can produce. It's really hard to get a sense of that from a single small preview image that only uses ~half the colors.
There are also going to be trade-offs, which may or may not be consistent with one's desired aesthetic. I am curious how you arrived at the green ramps you did, for instance. What effect(s) were you able to produce with these greens that you couldn't produce with variations (or the original)? There's some discussion like that on this thread where bart was experimenting with a palette that he wanted to have more bright colors: https://opengameart.org/forumtopic/bright-fantasy-themed-palette
A few items are basically done but I haven't had time to post yet:
I have been resisting posting the above, because I wanted to make nice previews of indoor scenes, but I went down a big rabbit hole working on a collection of walls and floors. Floors are nearly done. Walls are a bit of a mess right now, but also nearly done, pending some organization. I'll also post a separate sheet with some parts/overlays/odds and ends for constructing new walls.
With castelonia, I'm working on something fun---pirate clothes! Yarrr. The first batch of those are nearly done, probably this week. But of course, a pirate is no good without a ship! I've been repurposing the ship tileset from Evol online/The Mana World. First converting it to the LPC palette and re-doing the shading to match the LPC style (eliminating dithering, adding more consistent textures), then I'd like to do some expansions (different types of sails/rigging, fancier bowsprit, different aft-decks).
Here's another test scene, just a cheap automatic palette conversion with GIMP; no manual edits or tweaks, which I'm sure would improve things. (First image is original, second is Liberated palette). I chose this image because it's large and complicated, and it uses a lot of colors that are not in the original palette, in addition to most of those colors in the original.
Overall, I think it works well. The bright colors are clearly a strength, so this palette does really well with all of the random colors of houses, doors, etc. in this image. I'm eager to try it with my food sprites, which use a lot of non-standard-palette colors. I also think the grass looks better in this conversion than in Evert's, which seems to be because GIMP is pulling from multiple ramps to choose the closest fit.
The dirt and gray stonework is clearly not working very well in the automatic recolor. I'd have to try manually, since whatever algorithm it's using to pull the best fitting colors is not preserving the contrast well.
Overall, I'm intrigued. I'll have to mess around with it for original pieces and also try manually recoloring some components.
I guess to elaborate, I'd be interested in seeing different kinds of rocks, dirt, and wood to understand how the new palette looks for those. You've nicely compacted/unified the many many browns and grays but I'd be curious how that shakes out. The paintings are very nice but they're not quite representative of the average scene.
Agreed, looks very cool! I don't love the greens of the grass either... would you be willing to share other test scenes for comparison?
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