Thanks! Tiled is by no means a requirement---it was just a way to show how tiles could be combined together. If you open the example map in Tiled, you can see where each tile appears in the spritesheet.
Hey, if you'd like more food, you're welcome to add any items from my [LPC] Food set https://opengameart.org/content/lpc-food that were drawn from scratch by me; I'm happy to license any of those as CC0. I will update the submission to make that clear as well.
When I referred to things being recolored as an attribution problem in my original post, I meant that the recolors sometimes made it confusing to find the original author of an image. I think recolors are fine as long as the original is properly attributed.
My ideal version of the generator would handle attribution like this:
- When selecting layers, you can mouse over/right click/click a button or something to see the author, license, and link to the original submission on OGA or similar
- When you make your sprite, there is a button to "download credits" for the individual sprite, which would have all that information for the layers you actually used
- There would be a master credits/attribution file, ideally CSV/JSON or similar that you could download which contained author, license, and link for every file available in the generator
If you crack open the source code, you'll understand the issue immediately. All of the data about the different layers/sheets, logic about what should be mutually exclusive, Z-order, etc. is baked into the HTML, or is in code tightly coupled to the HTML---there's no library function you can call that will assemble a list of items into a sheet for you. There are a handful of weird special cases with specific items (certain hats overlap weapons; there is code to handle some of these cases, but not all); again, the code to handle this is tightly coupled to the HTML interface.
Attribution is also a big problem. The current generator contains lots of unattributed images. (Technically, they are probably all attributed in the CREDITS.txt file, but lots of things are renamed, rearranged, or recolored, so it's really hard to find where something came from after constructing it in the generator). Castelonia recently started adding attribution to the HTML file so after generating a character, you can download a list of attributions for the different parts, but this is not complete yet.
IMO the generator could use a clean re-write, ideally into a form where there is a separate Javascript library that can be called to generate sprites from a list of layers, handling all the special cases and so on. I've discussed this briefly with castelonia but don't really have the bandwidth for it now.
Thanks Evert! Yes, neither my thatched roofs nor TheraHedwig's are included right now, mostly because I'd like to revisit them at some point. TheraHedwig's roman tile roofs are not included either because I feel they work well in their own set, nor are C.Nilsson's "temple" roofs, because they're kinda incomplete (and also I think belong as their "own thing")
Depends :p I think it's just a matter of different style. LPC is flatter and less detailed than the style you were going for for TMW. Here's the version I am working on. Still needs more shadow work but I think it captures that spirit of the original in a more consistent style.
I am also working on an update to this submission which replaces that cactus with a re-drawn one that is more loosely inspired but I think better fits the LPC style.
Thanks! Tiled is by no means a requirement---it was just a way to show how tiles could be combined together. If you open the example map in Tiled, you can see where each tile appears in the spritesheet.
Hey, if you'd like more food, you're welcome to add any items from my [LPC] Food set https://opengameart.org/content/lpc-food that were drawn from scratch by me; I'm happy to license any of those as CC0. I will update the submission to make that clear as well.
When I referred to things being recolored as an attribution problem in my original post, I meant that the recolors sometimes made it confusing to find the original author of an image. I think recolors are fine as long as the original is properly attributed.
My ideal version of the generator would handle attribution like this:
- When selecting layers, you can mouse over/right click/click a button or something to see the author, license, and link to the original submission on OGA or similar
- When you make your sprite, there is a button to "download credits" for the individual sprite, which would have all that information for the layers you actually used
- There would be a master credits/attribution file, ideally CSV/JSON or similar that you could download which contained author, license, and link for every file available in the generator
What do you mean? What is the legal problem?
If you crack open the source code, you'll understand the issue immediately. All of the data about the different layers/sheets, logic about what should be mutually exclusive, Z-order, etc. is baked into the HTML, or is in code tightly coupled to the HTML---there's no library function you can call that will assemble a list of items into a sheet for you. There are a handful of weird special cases with specific items (certain hats overlap weapons; there is code to handle some of these cases, but not all); again, the code to handle this is tightly coupled to the HTML interface.
Attribution is also a big problem. The current generator contains lots of unattributed images. (Technically, they are probably all attributed in the CREDITS.txt file, but lots of things are renamed, rearranged, or recolored, so it's really hard to find where something came from after constructing it in the generator). Castelonia recently started adding attribution to the HTML file so after generating a character, you can download a list of attributions for the different parts, but this is not complete yet.
IMO the generator could use a clean re-write, ideally into a form where there is a separate Javascript library that can be called to generate sprites from a list of layers, handling all the special cases and so on. I've discussed this briefly with castelonia but don't really have the bandwidth for it now.
Also I'd love to see your collection/organization if you did it differently!
Thanks Evert! Yes, neither my thatched roofs nor TheraHedwig's are included right now, mostly because I'd like to revisit them at some point. TheraHedwig's roman tile roofs are not included either because I feel they work well in their own set, nor are C.Nilsson's "temple" roofs, because they're kinda incomplete (and also I think belong as their "own thing")
Not AFAIK. These are quite large so will probably need an "oversize" walk cycle or will need to be adjusted to fit within the regular walk cycle.
Depends :p I think it's just a matter of different style. LPC is flatter and less detailed than the style you were going for for TMW. Here's the version I am working on. Still needs more shadow work but I think it captures that spirit of the original in a more consistent style.
Hi Modanung,
I was following Zabin's comment here https://opengameart.org/comment/65559#comment-65559 which indicated you had given permission for that cactus (which I linked to http://pixeljoint.com/pixelart/13549.htm in the credits) to be licensed CC-BY-SA 3.0 / GPL v2. I will update the attribution in CREDITS-desert.txt to your OGA submission if you prefer.
I am also working on an update to this submission which replaces that cactus with a re-drawn one that is more loosely inspired but I think better fits the LPC style.
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