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This is awesome! As someone
Monday, March 8, 2021 - 06:39

This is awesome! As someone who clearly has a fascination with drawing plants, I'm delighted to see all these farming systems! 

Your screenshot reminds me that I should really add a version of the food assets with shadows. They look kind of strange just sitting on the ground with no shadow!

I also really like the lighting and would love to see what more you do with it. I remember seeing this article about some of the tricks used in Graveyard Keeper to get pseudo-3D lighting effects with 2D graphics and a pixel art style: https://www.gamasutra.com/blogs/SvyatoslavCherkasov/20181023/329151/Grav...

I am also curious about your skill tree. I think it's kind of funny that "grafting," a technique probably developed in the fertile crescent >=500 BCE is on the same level as "genome sequencing," a technique developed in the end of the 20th century :p But that was in our world, not EHB's! 

I'd echo pvigier's suggestion to post the code! All the better to get feedback and participation. 

Let me know if you need assets, I'd be happy to collaborate!

Love to see it! And obviously
Sunday, March 7, 2021 - 13:16

Love to see it! And obviously excited to work on the new art :) 

Some minor visual feedback from watching the trailer:

- The way the arrows fly looks very strange. It would be great if you could implement some kind of visual arc and have the arrows rotate in the air, something like this: https://stackoverflow.com/questions/38692488/how-to-calculate-initial-ve...

- Obviously there are no animations for falling trees or breaking rocks; I wonder if you could hide that by having a little puff of smoke when the rock/tree disappears; then, after the smoke clears, the wood/ore is there behind it. Breath of the Wild does something similar I believe when you chop downed trees into wood, or when you hunt animals.

I also think it's very amusing that when you hunt those snakes in the cave, they drop drumsticks labeled "chicken" :p 

I believe Z stands for Zabin,
Sunday, February 28, 2021 - 10:47

I believe Z stands for Zabin, the submitter.

Hi FiveBrosStopMosYT, thanks!
Wednesday, February 17, 2021 - 15:05

Hi FiveBrosStopMosYT, thanks! There is definitely a chance! Although it's not high on my priority list at the moment.

Next up for this set is to revisit some of the trees that are in a pretty different style (e.g. the trees from Jetrel/Zabin) and make them more consistent with the LPC, plus draw trees that are similar style but more visually distinctive (for instance, birch, poplar, sycamore, maple). More similar to what I did with the fruit trees.

Eventually, I would like to have more robust seasonal variations (e.g. part-orange/part-gree trees for fall, with leaves on the ground, maybe flowering variants for some), as well as snowy, leafless ones. In the meantime, you could use the "dead" versions from this pack, or the conifers from here https://opengameart.org/content/lpc-conifers which have snowy versions.

I'm happy to discuss commissioned improvements/expansions for any of my sets---just send me a private message if you are interested.

Awesome ideas!
Saturday, February 13, 2021 - 12:21

Awesome ideas!

Any suggestions/ideas for craft shops?

This is awesome! Nice work!
Monday, February 8, 2021 - 10:13

This is awesome! Nice work!

Eliza, I can probably help with the hair---we can use JaidynReiman's scripts to do the positioning to the male base and the recoloring.

I can also add the positions for this base to the scripts, so we can adapt the other hairstyles.

I guess the advantage of the
Saturday, January 30, 2021 - 12:36

I guess the advantage of the JSON format (or similar) with canonical palettes is that it is an explicit mapping from one color to another, so it is not dependent on the colors being in an arbitrary order.

For instance, basxto has run into issues with ImageMagick sorting its indexed palettes and thus messing up the mapping from one color to another. Relatedly, if you have (for example) a 6-color metal palette and you create an image with 5 additional colors (for plumage), you have to ensure the two palettes stay properly sorted (e.g. the first 6 colors in the palette are metal, the next 5 are plumage), and the recolor script has to know this, and is has to never be messed up by any tooling in between. On the other hand, with the JSON mapping solution, as long as the canonical palettes for plumage and metal use different colors, there is no confusion and no possibility of tools screwing up the ordering of the palette.

So I guess I'm talking myself into having canonical palettes per-material and then mapping between those canonical palettes (using JSON or another format; for instance, a 2 x n pixel PNG image, where n is the number of colors in the palette).

I haven't thought about the issues of forking with git LFS... I'm not sure how that works. OTOH, LFS might not be necessary... castelonia's current character creator repository is only ~100 mb, which is not terrible. GitHub has nice tools for visual diffs between binary images. I'm happy to consider other alternatives if you have ideas, but git/GitHub still seems like the most obvious solution for the time being...

Good points all. Appreciate
Saturday, January 30, 2021 - 07:44

Good points all. Appreciate the comments about indexed palettes and alpha transparency. Another disadvantage of indexed PNGs is they are not supported by all editing software (for instance, PyxelEdit which I mostly like).

pvigier, could you share your get_palette , get_indices , and apply_palette scripts? I don't see them in your repo, but they would be helpful.

This way I am sure that I don't have wrong/obsolete recolored images that live somewhere. There is only one truth for the indices.

Perhaps I'm misunderstanding, but I think that can be solved by having a "source" directory where the shape/index images and palettes live, and an "output" (or "build" or "bin" or whatever) where generated images live. Images in "output" never get directly edited.

I'll have to mess around with ImageMagick, Pillow/Numpy, and PyPNG and decide what works best. May be a combination of all three, depending on the specific task. If I end up using any of the original Ruby scripts, I'll probably port them to Python so there are not too many languages at play. Slow is not the end of the world, but it depends how slow and how often the images need to be "re-built". If an artist can edit something that looks somewhat like the final product, then only infrequently re-build the derived/output images, it's fine if the scripts are kind of slow. But if every time you save, you have to run the scripts, speed will matter more.

I would advise against make, I can't say anything about other build systems, since I'm not familiar with them.
The best thing about make is that it only builds what changed.

Yes, that is exactly the advantage. I imagine a set of shell tools that implement the verbs I described above. Then a Makefile (or similar, not married to Make specifically), combined with a standard set of index/shape input images, which calls the shell tools to generate all the output images (producing a collection of layer-able spritesheets, similar to those in castelonia's current generator). If someone wants to do something different, they can call the shell tools directly, or create a fork with a different Makefile.

The only thing I don't like about pvigier's approach is that the shapes/indices (https://gitlab.com/vagabondgame/lpc-characters/-/tree/master/indices) cannot be edited directly in a practical way (one would have to convert them to RGBA, then convert the edited RGBA back to indexed; not impossible, but kind of a pain). By contrast, the hair shapes in https://github.com/jrconway3/Universal-LPC-spritesheet/tree/master/_buil... are RGBA images, but they use a standardized palette so they are directly viewable/editable. That standardized palette can differ for different types of images (so for instance, I could use a different palette for the shields than for hair). I think I like this solution better.

My tool does currently not support multiple palettes, but it should work if multiple palettes get concatenated with cat beforehands. It also currently discards information about what index is transparent.

Sorry, what I was thinking about was taking one index/shape image and making say 10 different recolors with 10 different palettes.

I haven't figured out how we should handle objects with multiple "materials" (e.g. several independent color palettes). For instance, the base bodies and their eyes, or the helmets that ElizaWy just posted and their red plumes. I suppose an advantage of the JSON palettes here is that different materials could have different standard palettes, which could be concatenated unambiguously.

#4 - hm; well, things like
Friday, January 29, 2021 - 19:42

#4 - hm; well, things like the absolute position being 1px off can be fixed for all assets with scripts. Some of the differences in head positioning we can also probably fix with a combination of Basto's scripts and the below. I think for "version 2" (or maybe "version 1.5"), we should try and eliminate as many of these trivial differences as possible.

However, I think the bigger issue is that, like Basxto points out, the shoulders and legs of the "male" base are much broader than "female" and "teen"/"androgynous". I'm not sure that can be solved with an overlay (at least not in a way which is very useful).

#7 exists! https://github.com/jrconway3/Universal-LPC-spritesheet/tree/master/_build , documented here https://github.com/jrconway3/Universal-LPC-spritesheet/blob/master/Editi... . It takes (at minimum) images in each direction (north, south, east/west, and hurt frames) and applies them to all the animations in appropriate positions, makes cutouts for the arms as appropriate, and generates automatic recolors. You can even override specific frames/animations (e.g. if you wanted to mostly use the same image, but draw bespoke animations for certain frames). It's not infinitely flexible, but it works pretty well. I was even able to adapt it to work for shields, with a different set of overlays.

I'd like to incorporate these scripts (or similar) first into a set of command line tools, then into a big Makefile (or similar) to build full sheets and recolors from a minimal set of images.

Here's the set of utilities/functions I'm envisioning:

- slice: splits a spritesheet containing multiple animations into multiple files, each containing a single animation
- concatenate: opposite of slice

- coerce: takes an RGBA image and a palette (in .gpl, JSON, or PNG format), and produces an indexed PNG image which only uses colors from the palette (optionally, could force "nearby" but non-matching colors to use those from the palette)
- recolor: takes an indexed image and applies a palette (or set of palettes)
- collapse_recolors: takes a set of images (that are recolors of one another) and produces a list of palettes, such that each recolor can be generated from the base image with `recolor`

- distribute: basically does what https://github.com/jrconway3/Universal-LPC-spritesheet/blob/master/Editi... and what basxto's https://github.com/basxto/lpc-shell-tools/blob/master/duplimap.sh do: takes a small number of images and arranges them into a full sheet for each animation
- collapse: opposite of `distribute`: takes a full animation and collapses it into a minimal number of images, as well as a map of offsets.

- offset: offsets each frame in an animation by specified amount(s) (for fixing bugs)
- cutout: makes cutout on the appropriate layers
- stack: arranges several items in layers, according to a prescribed Z-order (e.g. behindbody > base > arms
torso > hair > hat > weapon > over_hat > over_hair > over_arms)

- preview: makes a gif from an animation (or custom sequence of frames)

Thank you! MedicineStorm,
Friday, January 29, 2021 - 05:58

Thank you! MedicineStorm, castelonia is using them in Herodom! https://sites.google.com/view/herodom/home But I would love to see a Liberated Stardew Valley game ;-) Let me know what else you need...

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