Thanks! I'm not sure this will be my submission to the contest yet. I'll probably make 3--4 submissions this month, one of them will be an entry don't worry ;-)
This collection contains all LPC-styled artwork created so far, both during and after the competition (as far as I know---let me know if anything is missing!): https://opengameart.org/content/lpc-collection
If you are building clothing, weapons, accessories, etc. for a humanoid character, please consider building on these character bases https://opengameart.org/content/lpc-character-bases ; they incorporate additional animations that were developed during/since the competition and have many tweaks and fixes compared to the originals in the style guide linked above
There is a universal spritesheet generator tool here https://sanderfrenken.github.io/Universal-LPC-Spritesheet-Character-Gene... , which is actively maintained by Herodom (aka castelonia) and myself; we have incorporated essentially all compatible artwork for the spritesheets into the generator (notable exceptions are the "jump", "run", and "sit" animations which are much more recent and don't have many clothing items created for them yet).
The only problem will be remembering who made the assets, as I would spend hours some nights downloading stuff just trying to find the perfect assets just so I could express to any future artist what I'm kind of looking for. Hard to keep track when you download a ton around the same time. But due credit is important so I will just spend time on that when I get it all set up.
Two things that help with this:
1) I always download assets into a folder named by the last part of the OGA url, e.g. I would download https://opengameart.org/content/lpc-ship into a folder called "lpc-ship", that I way I can find it again.
2) If you go to your user page, there is a hidden collection called "My Downloads" which you can use to see all the assets you have downloaded. This is helpful if you remember downloading something but can't find where it came from. Super helpful feature of OGA that I think most users are unaware of.
Obviously there will be scenarios where these tricks don't work, but I have found them helpful temporary solutions.
The scaled image has been anti-aliased; you did not enable nearest neighbor/disable filtering when scaling.
Zoom in on the image. Notice that instead of 5 distinct colors there are many shades of grey. This is due to anti-aliasing applied by the scaling algorithm. It makes the image not really look like pixel art anymore.
FYI, even with nearest neighbor scaling, you often need to hand-edit pixel art when you scale it. Prototype 2 looks better than 1 for this reason, although it still has anti-aliasing on the internal parts of the fish.
I'd be happy to keep giving feedback on this and/or other sprites, but maybe we should move the conversation to a different thread?
Looks nice! I would just scale it down in whatever program you usally use (I use PyxelEdit for pixel art, Aseprite is also good; GIMP would work too, but make sure to set the interpolation mode to "None" or "Nearest Neighbor" so you don't get aliasing).
I am making a fishing animation for one of this month's commissions on my Ko-fi page; this will go nicely together! https://ko-fi.com/bluecarrot16
More like this (I only edited the first frame for each direction). Very minor edit, but I think it makes the light source more clear and the object look more 3D as a consequence.
re: adding extra death animations, what would you suggest we do instead Evert? Just add jump, run, etc. as we go below the death animation? Again, I don't plan on implementing a more complicated layout system or support multiple images within the generator website (I already did that within lpctools, so I don't think it's a big burden to use that on the resulting images if you want a different layout)... so unless someone else adds that, if there's going to be any support for more animations in the generator it will probably have to be by stacking them in one big image.
re: colors, this looks like a good start! I would suggest previewing them on the character bases to be sure they look right; hard to tell from the palette whether they have quite enough contrast. Should be easy to do with lpctools and imagemagick, let me know if you need help.
Eliza posted this guide on Discord somewhere for her then-latest version of the Liberated palette, which names the color ramps she uses for skin, clothes, and hair; might be helpful to you.
What about the wolfman/boarman colors? Ben used a few of the hair color palettes to make several different wolfman colors here https://opengameart.org/content/lpc-wolfman ; they could apply equally well to the boarman and potentially other furry/hairy creatures I think. Do you want to include them in this set?
Thanks! I'm not sure this will be my submission to the contest yet. I'll probably make 3--4 submissions this month, one of them will be an entry don't worry ;-)
Some additional resources that may be helpful:
Looking forward to everyone's submissions! Happy to help if anyone has logistical or licensing questions too.
The roof tiles used in the previews are here: https://opengameart.org/content/lpc-roofs . The tiles you describe are definitely included there.
Basxto is correct, thanks! Fixed the link.
Two things that help with this:
1) I always download assets into a folder named by the last part of the OGA url, e.g. I would download https://opengameart.org/content/lpc-ship into a folder called "lpc-ship", that I way I can find it again.
2) If you go to your user page, there is a hidden collection called "My Downloads" which you can use to see all the assets you have downloaded. This is helpful if you remember downloading something but can't find where it came from. Super helpful feature of OGA that I think most users are unaware of.
Obviously there will be scenarios where these tricks don't work, but I have found them helpful temporary solutions.
Simple but useful and well-executed. Nice! Maybe diagonal directions next? ;-)
The scaled image has been anti-aliased; you did not enable nearest neighbor/disable filtering when scaling.
Zoom in on the image. Notice that instead of 5 distinct colors there are many shades of grey. This is due to anti-aliasing applied by the scaling algorithm. It makes the image not really look like pixel art anymore.
FYI, even with nearest neighbor scaling, you often need to hand-edit pixel art when you scale it. Prototype 2 looks better than 1 for this reason, although it still has anti-aliasing on the internal parts of the fish.
I'd be happy to keep giving feedback on this and/or other sprites, but maybe we should move the conversation to a different thread?
Looks nice! I would just scale it down in whatever program you usally use (I use PyxelEdit for pixel art, Aseprite is also good; GIMP would work too, but make sure to set the interpolation mode to "None" or "Nearest Neighbor" so you don't get aliasing).
I am making a fishing animation for one of this month's commissions on my Ko-fi page; this will go nicely together! https://ko-fi.com/bluecarrot16
More like this (I only edited the first frame for each direction). Very minor edit, but I think it makes the light source more clear and the object look more 3D as a consequence.
re: adding extra death animations, what would you suggest we do instead Evert? Just add jump, run, etc. as we go below the death animation? Again, I don't plan on implementing a more complicated layout system or support multiple images within the generator website (I already did that within lpctools, so I don't think it's a big burden to use that on the resulting images if you want a different layout)... so unless someone else adds that, if there's going to be any support for more animations in the generator it will probably have to be by stacking them in one big image.
re: colors, this looks like a good start! I would suggest previewing them on the character bases to be sure they look right; hard to tell from the palette whether they have quite enough contrast. Should be easy to do with lpctools and imagemagick, let me know if you need help.
Eliza posted this guide on Discord somewhere for her then-latest version of the Liberated palette, which names the color ramps she uses for skin, clothes, and hair; might be helpful to you.
What about the wolfman/boarman colors? Ben used a few of the hair color palettes to make several different wolfman colors here https://opengameart.org/content/lpc-wolfman ; they could apply equally well to the boarman and potentially other furry/hairy creatures I think. Do you want to include them in this set?
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