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There is also the option to
Saturday, December 8, 2018 - 08:11

There is also the option to rebase on assets posted on open game art.

 

Like LPC for characters: (all cc-by-sa 3.0 and GPL 3.0)

  • http://lpc.opengameart.org/static/lpc-style-guide/assets.html
  • https://opengameart.org/content/lpc-collection

 

Portraits:

  • https://opengameart.org/content/tricolor-nes-rpg-character-portraits
  • https://opengameart.org/content/template-portait-half-body
  • https://opengameart.org/content/64x64-portrait
  • https://opengameart.org/content/fantasy-portrait-pack-by-ravenmore
  • https://opengameart.org/content/48x48-faces-1st-sheet

 

There aren't many sci-fi tilesets:

  • https://opengameart.org/content/32x32-sci-fi-tileset
  • https://opengameart.org/content/space-scifi-rpg-tiles-48x48

 

Or removing everything you did not create yourself and somebody else merges it in the future.

 

Where are the diamonds from? Did you just add diamonds everywhere? I like that part, an easy but effective change.

There are some diamonds and similar stuff on oga:

  • https://opengameart.org/content/three-shiny-jewels-square-soft-diamond-h...
  • https://opengameart.org/content/crystals-0
  • https://opengameart.org/content/gem-icons

 

Reduced from 65 to 7 colors.
Wednesday, December 5, 2018 - 18:37

Reduced from 65 to 7 colors.

I did this completely automatized with PNN Qantize option of mtPaint.

This is also less than half the size (15 KiB) of the original without any loss.

With indexd 8-bit PNG it would further drop to 9 KiB, but the semi-transparent shadow would be lost.

Maybe tag with arduboy and
Wednesday, December 5, 2018 - 06:16

Maybe tag with arduboy and 1bit.

With just 10 colors, good job
Wednesday, December 5, 2018 - 06:07

With just 10 colors, good job.

Maybe it would be better to put the plants into an overlay image, too.

I don't think I can do it,
Saturday, December 1, 2018 - 05:57

I don't think I can do it, especially the Santa's Claws mask. Those "ears" already look weird in the original.

I have zombie heads on the
Wednesday, November 21, 2018 - 13:28

I have zombie heads on the back of my mind.

Similar to the third one of this https://opengameart.org/content/zombies

That would not look as good as what you linked, but that would be only 15 frames for each sex.

I guess there can be  done much with layering a mutilated human body over the skeleton. Skeleton is missing a thrust animation, though.

Modular arms and legs could also be interesting for cyborgs. One could even go as far as doing modular arms and feet, which could be used for pirates and such.

Add slash animations for all
Wednesday, November 21, 2018 - 11:45
  • Add slash animations for all bodies
  • Add pregnant body
  • Add female wolf head
  • Update shell tools
  • Add all head variations for male and female human (for later animations)

The coloring of wolf(wo)man looks odd and is not considered finished.

Wolf heads, skeleton head and male ogre head don't have any shadow yet.

Head shadow of pgnant women is inconsistent between walk and slash animation.

This is the first pregnant slash animation. Second frame of left/right and third frame of bottom stick out and must be improved in the future. There are no compatible clothings for this yet.

test
Wednesday, November 21, 2018 - 09:32

test

The thing is, it's not only
Saturday, November 17, 2018 - 04:38

The thing is, it's not only hats.

The mask for Santa's Claws includes comic eyes to look more like the original.

I also wanted to have less requirements than jrconway3's script has.

I only need bash and imagemagic. And I use his mask for cutting the shooting animation.

I would need to add some more
Saturday, November 17, 2018 - 03:54

I would need to add some more frames for all of them, I guess.

Also might include my shell tools in the zip.

Maybe it would be also good to upload compiled full sprite sheets for all of them then.

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