For any clothing which is derived from the body sprites (e.g. the shirts, cardigan, etc.), the credits also need to mention the authors of the body (e.g. Redshrike, Durrani, BenCreating) and link to the original submission(s). Same goes for the heads.
3. You can find the license for any art on this website by looking at the left-hand side of the submission page; for example the license for https://opengameart.org/content/lpc-hand-tools is "Creative Commons Attribution-ShareAlike 3.0 Unported" (or "CC BY-SA 3.0", for short). If you click on the license name, you can find a description of what the license allows/requires. You can also find that information here https://opengameart.org/content/faq#q-proprietary . If there are multiple licenses listed for a given asset, you can pick any of the licenses listed to follow.
Check out the rest of the FAQ here https://opengameart.org/content/faq , it will answer many of your questions. If you still have specific licensing questions about one of my assets, please post a comment on the submission page for that asset. If you have general questions about licenses, what they mean, what you need to do to follow them, etc., please make a post in the forums here https://opengameart.org/forums/general-discussion .
Yes, we are working on all of those aspects, although obviously the current download does not have them. The plan is that the next release will. Several of us have been working hard on making improvements to this set behind the scenes for some time. I will post a more detailed update soon showing that progress, but in brief:
- Headless bodies + Modular heads (done)
- All bodies except child share the same head positions as "male" body (done)
- Female, teen, and pregnant bodies updated to share hand positions with male and muscular bodies (done, we are in the process of updating and testing existing clothing assets with these updated bodies (this is a substantial effort and will take some time)
- Guidelines for the bodies (in progress, mostly done for the male body but still being tested and refined)
- Developing a run animation for all bodies (in progress)
- Adapting the sit and idle animations for all bodies (in progress)
The overarching goal is to preserve compatibility with as many existing assets as possible while making it easy for new assets to be developed. This is slow and tedious work though and will take some time yet to be finished. Anyone interested in contributing substantively to the art, feel free to send me a PM.
Looks great overall, by the way! Nice work, these would be great to have in the collection! Let me know if you need/want help placing them on the spritesheets.
Some suggestions... (didn't edit the first hat, that one looks great). My edits CC0.
- For straw, tried to add a more deliberate texture pattern but also emphasize the light source more strongly. Also made the bow strap thing slighly less straight
- For pointy hat, applied some band compression, could probably use a bit more work
- For bow, I'd recommend outlining the whole thing (see my edit). Outlines (including internal outlines in many cases) should be the default for any LPC in my opinion; it helps give the object more definition and makes it feel less flat.
You may want to read about banding and band compression; that would help the turtle's shell look more natural. Here is an extremely quick and overly aggressive demonstration. You can fill that open space with a pattern for better results.
This is great! I love how you separated the arms so that both push and carry use the same basic arm-less walk. I guess the next logical step is to make "walk arms {above,behind}.png" that transform your arm-less base back into the walk animation?
I'm not sure I understand the relationship between this animation and daneeklu's "grab". Is the idea that you play grab 0, grab 1, {push 0, push 1, ... push 7, push 0, push 1, ...}?
I made headless versions of all six "body types" in this submission ([adult] male, [adult] female, teen/androgynous, muscular, pregnant, and child).
I cut out the heads for each body and used lpctools scripts to place them on the headless bodies
I added minotaur and boarman heads from other submissions, child versions of lizard and orc from previous submissions, and drew new child minotaur and child boarman heads.
I edited all the headless bodies for consistency with the modular heads.
I did this for all the animations in the "universal" sheet (cast, walk, slash, thrust, shoot, hurt), as well as for the "jump" animation.
Until now, the adult male and adult female bases have slightly different head positions. (Note that the positions of the female, pregnant, and teen heads are the same; the male and the muscular heads are the same as one another but different from the other three. Children are totally different). I sought to discover whether the (non-children) head positions could be unified. As argued by bzt and others, this would simplify some things since modular heads could be freely swapped between sexes, hair and hats could be used for both male and female bodies, etc. I am considering four changes to accomplish this:
1. Match female head positions to the male head position (changes the walk, slash, thrust, and hurt animations, but only the walk and slash require further changes).
For the most part, moving the female heads to the same positions as the male heads works well, even for animations (hurt, thrust) where the positions were previously different. I was surprised to find this works well for the lizard and wolf heads too. See example attached. There are still a few very minor issues but the big ones are addressed below:
Two places where the female heads do not look good in the male positions: the east/west-facing walk animation, and the south-facing slash animation.
2. Adapt the chest in the female walk animation so movement of the torso matches movement of the head. This will require a 1px pixel shift of existing torso objects which can be automated. This will also bring the female walk in line with Eliza's female walk.
For the walk animation, the problem is that the torso bobs in different places than the head. The solution that Eliza used here https://opengameart.org/content/lpc-revised-character-basics was to make the female torso move similarly to the male torso and thus keep the torso fixed in relation to the head; I think this is a good solution. It will require shifting existing torso assets by 1px on two frames, but that can be easily automated.
3. Adapt the chest in (0-indexed) frame 1 of the south-facing female slash animation, moving it and the head slightly upward. This would likely require manual edits to all female torso assets.
For the slash animation, in the first non-idle frame, the female body crouches down further than the male; if the female head is placed in the male position, the neck looks abnormally long. I don't know that there is a good way to keep the existing female torso while moving the head to the same position as the male.
4. Move the hands/arms in (0-indexed) frames 1, 3, 4, 5 of the south-facing female slash animation, bringing them in line with the male slash animations. This only tangentially related to the heads, but since we are talking about modifying the south-facing slash animation... This is the only animation in any direction where the hand positions differ significantly between the male and female bases. Harmonizing them would require manual edits to all female torso assets.
This is probably the most work, but it would also yield some immediate dividends, since a number of slash weapons were never specifically adapted to the female base (those in the "slash oversize layered" group in the generator); likewise the hand tools I recently uploaded don't look quite right for female bases.
#1--3 seem like pretty clear winners. I'm most conflicted about #4. It would be a decent amount of work, but if it's going to happen, seems like now's the time to do it... What do you think? Have you noticed other incompatibilities between the male and female bases that should be addressed at this juncture?
To be clear, I am committed to updating all relevant assets in the generator to match these updated bodies; I'll be moving swiftly to do so once we agree that the new bases are in good shape.
For any clothing which is derived from the body sprites (e.g. the shirts, cardigan, etc.), the credits also need to mention the authors of the body (e.g. Redshrike, Durrani, BenCreating) and link to the original submission(s). Same goes for the heads.
This also applies to the clothing in this submission https://opengameart.org/content/lpc-revised-character-basics , which currently does not attribute the other authors.
Thanks!
Yes! See: https://opengameart.org/content/faq#q-how-to-credit . Let me know if you have further questions.
Hi MendongGkewadCarlos -
Glad you like the art!
1. Art that only appears in this forum thread https://opengameart.org/forumtopic/bluecarrot16s-wip-lpc-tilesetscollect... is unfinished; please do not use it. In general, art that only appears on the forums (https://opengameart.org/forumtopic/*) is not necessarily free to use.
2. All other art on this website https://opengameart.org/content/* is free to use. See https://opengameart.org/content/faq#q-how-to-credit for details. Once my art is finished, I will upload it as a submssion and it will appear on my profile https://opengameart.org/users/bluecarrot16 ; all art on that page is free to use in any game, commercial or otherwise, as long as your follow the other rules of the license for each piece of artwork.
3. You can find the license for any art on this website by looking at the left-hand side of the submission page; for example the license for https://opengameart.org/content/lpc-hand-tools is "Creative Commons Attribution-ShareAlike 3.0 Unported" (or "CC BY-SA 3.0", for short). If you click on the license name, you can find a description of what the license allows/requires. You can also find that information here https://opengameart.org/content/faq#q-proprietary . If there are multiple licenses listed for a given asset, you can pick any of the licenses listed to follow.
Check out the rest of the FAQ here https://opengameart.org/content/faq , it will answer many of your questions. If you still have specific licensing questions about one of my assets, please post a comment on the submission page for that asset. If you have general questions about licenses, what they mean, what you need to do to follow them, etc., please make a post in the forums here https://opengameart.org/forums/general-discussion .
Good luck!
Yes, we are working on all of those aspects, although obviously the current download does not have them. The plan is that the next release will. Several of us have been working hard on making improvements to this set behind the scenes for some time. I will post a more detailed update soon showing that progress, but in brief:
- Headless bodies + Modular heads (done)
- All bodies except child share the same head positions as "male" body (done)
- Female, teen, and pregnant bodies updated to share hand positions with male and muscular bodies (done, we are in the process of updating and testing existing clothing assets with these updated bodies (this is a substantial effort and will take some time)
- Guidelines for the bodies (in progress, mostly done for the male body but still being tested and refined)
- Developing a run animation for all bodies (in progress)
- Adapting the sit and idle animations for all bodies (in progress)
The overarching goal is to preserve compatibility with as many existing assets as possible while making it easy for new assets to be developed. This is slow and tedious work though and will take some time yet to be finished. Anyone interested in contributing substantively to the art, feel free to send me a PM.
Headbands and antlers look nice!
And yes, that is what I had in mind! Just let me know if I can be of any help.
Looks great overall, by the way! Nice work, these would be great to have in the collection! Let me know if you need/want help placing them on the spritesheets.
Some suggestions... (didn't edit the first hat, that one looks great). My edits CC0.
- For straw, tried to add a more deliberate texture pattern but also emphasize the light source more strongly. Also made the bow strap thing slighly less straight
- For pointy hat, applied some band compression, could probably use a bit more work
- For bow, I'd recommend outlining the whole thing (see my edit). Outlines (including internal outlines in many cases) should be the default for any LPC in my opinion; it helps give the object more definition and makes it feel less flat.
Looks great; what a neat concept!
You may want to read about banding and band compression; that would help the turtle's shell look more natural. Here is an extremely quick and overly aggressive demonstration. You can fill that open space with a pattern for better results.
Also the saddle was done by BenCreating! https://opengameart.org/content/lpc-horse-extended
This is great! I love how you separated the arms so that both push and carry use the same basic arm-less walk. I guess the next logical step is to make "walk arms {above,behind}.png" that transform your arm-less base back into the walk animation?
I'm not sure I understand the relationship between this animation and daneeklu's "grab". Is the idea that you play grab 0, grab 1, {push 0, push 1, ... push 7, push 0, push 1, ...}?
Hi everyone, the conversations here https://opengameart.org/content/lpc-revised-character-basics and here https://opengameart.org/forumtopic/about-a-new-well-defined-lpc-specific... have motivated me to finally return to and complete my earlier work on these assets.
To summarize my work up until now:
Until now, the adult male and adult female bases have slightly different head positions. (Note that the positions of the female, pregnant, and teen heads are the same; the male and the muscular heads are the same as one another but different from the other three. Children are totally different). I sought to discover whether the (non-children) head positions could be unified. As argued by bzt and others, this would simplify some things since modular heads could be freely swapped between sexes, hair and hats could be used for both male and female bodies, etc. I am considering four changes to accomplish this:
1. Match female head positions to the male head position (changes the walk, slash, thrust, and hurt animations, but only the walk and slash require further changes).
For the most part, moving the female heads to the same positions as the male heads works well, even for animations (hurt, thrust) where the positions were previously different. I was surprised to find this works well for the lizard and wolf heads too. See example attached. There are still a few very minor issues but the big ones are addressed below:
Two places where the female heads do not look good in the male positions: the east/west-facing walk animation, and the south-facing slash animation.
2. Adapt the chest in the female walk animation so movement of the torso matches movement of the head. This will require a 1px pixel shift of existing torso objects which can be automated. This will also bring the female walk in line with Eliza's female walk.
For the walk animation, the problem is that the torso bobs in different places than the head. The solution that Eliza used here https://opengameart.org/content/lpc-revised-character-basics was to make the female torso move similarly to the male torso and thus keep the torso fixed in relation to the head; I think this is a good solution. It will require shifting existing torso assets by 1px on two frames, but that can be easily automated.
3. Adapt the chest in (0-indexed) frame 1 of the south-facing female slash animation, moving it and the head slightly upward. This would likely require manual edits to all female torso assets.
For the slash animation, in the first non-idle frame, the female body crouches down further than the male; if the female head is placed in the male position, the neck looks abnormally long. I don't know that there is a good way to keep the existing female torso while moving the head to the same position as the male.
4. Move the hands/arms in (0-indexed) frames 1, 3, 4, 5 of the south-facing female slash animation, bringing them in line with the male slash animations. This only tangentially related to the heads, but since we are talking about modifying the south-facing slash animation... This is the only animation in any direction where the hand positions differ significantly between the male and female bases. Harmonizing them would require manual edits to all female torso assets.
This is probably the most work, but it would also yield some immediate dividends, since a number of slash weapons were never specifically adapted to the female base (those in the "slash oversize layered" group in the generator); likewise the hand tools I recently uploaded don't look quite right for female bases.
#1--3 seem like pretty clear winners. I'm most conflicted about #4. It would be a decent amount of work, but if it's going to happen, seems like now's the time to do it... What do you think? Have you noticed other incompatibilities between the male and female bases that should be addressed at this juncture?
To be clear, I am committed to updating all relevant assets in the generator to match these updated bodies; I'll be moving swiftly to do so once we agree that the new bases are in good shape.
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