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Beautiful style and I can't
Thursday, November 15, 2018 - 11:42

Beautiful style and I can't wait to see an LPC version.

https://en.wikipedia.org/wiki
Saturday, November 3, 2018 - 16:17

https://en.wikipedia.org/wiki/Jenny_Everywhere

http://pdsh.wikia.com/wiki/Shifter_(Jenny)

http://jennyeverywhere.net

Yes, but I wrongly attributed
Sunday, October 28, 2018 - 16:38

Yes, but I wrongly attributed only Thompson. wolfsheet5_0.png is the wolf, I used.

I added the neck and played around with the colors. The wolf originally has much more colors, but it must be compatible to the lower body. That's why the pinkish inside of the ears and the highlights became the same  color, which looks a bit weird.

Only the shape is the exact same.

The zip contains a attribution.md with links to original submissions and authors.

And beware, that the headless bodies are optimized for being used with heads and look weird without.

New this release:
Sunday, September 30, 2018 - 18:31

New in 0.1:

  • Muscular and female headless walk animation
  • Female heads for human, ogre and lizard
  • Male skull head and wolf man
  • Skin colors for ogre, lizard and wolf
  • Scripts for building
It wasn't. Just a few hours.
Friday, September 28, 2018 - 14:20

It wasn't. Just a few hours. It's just the walking animation and three head types after all.

I mostly just cutted existing stuff.

I did a new ogre, because the old one had fucked up colors somehow.

Tried to improve the drake because it looked so sharp, I guess it's hopeless. The shading looks wrong and I can't do it better.

What I had in mind, when doing this:

  • better cloth compability
  • pregnant and muscular ogres
  • make it easier to add new heads

Maybe it does not even work with the other animations.

I started my own spritesheet
Wednesday, September 26, 2018 - 13:20

I started my own spritesheet collection

Compared to the other generator it's extremely slow and locally it does not even switch all palettes as it should. It's loading a huge amount of files without caching, since I often just reference other files.

Likely quite some lag comes from all the reordering and palette switching. I don't even have much in it yet.

I haven't fixed spritesheets with wrong colors yet, since I'm to lazy to upload them to oga. But if that would work I would have body shapes with skin tones: normal (m/w), child, teen, muscular and pregnant. Included animations for male so far: spellcast, walk, slash, thrust, shoot with bow, shoot with guns, run and hurt.

It's possible that it gets unusable over time, unless I manage to get an performance boost or do preprocessing.

It could also be cool for locally testing new assets against the existing ones.

And I will not add, what I can't attribute. I could nowhere find round ears...

Children do work in the generator, but they only have walking animation so you dont see a proper preview.

I meant, that the preview is broken for everything that does not have the animation, the preview uses. My generator on the other hand requires that the first line is down-facing.

Maybe, could it work to instead of saving the complete sheet, save it as with multiple files with the animations seperated? I dont know if it is possible, but it could be a solution.

I thougt about implementing than into the nodejs version, too. I could use multiple canvases in general. I think that would also make it easier to hide sprite sheets.

Workaround for the terminal could be to add "--animation=<file>" and specifying there which animations should be exported.

Dalonedrau licensed his
Wednesday, September 26, 2018 - 05:37

Dalonedrau licensed his assets only as CC-BY-SA 3.0, relicensing as GPL is not possible.

With filters I finally
Tuesday, September 25, 2018 - 14:17

With filters I finally managed to seperate body shape and skin color:

The body list of this generator is huge and has much redundancy. Children don't even work properly.

With palette switching it's also much less work. You just need every body shape in light. Put them all into a list. Load this list with multiple different palettes:

"body/",
{
"file": "body/",
"filters":{
"skin": "2"
},
"palette": "skin/dark"
}

Big weapons work with
Monday, September 24, 2018 - 14:26

Big weapons work with animations. The generated spritesheet has the frame dimensions of the biggest source sprite sheet. Smaller frames simply get centred. I dislike spriteeshets with non-uniform sizes.

Preview

Asset specific behavior will be specified in animaitons.json, list.json and the .tsx files

By now I could use assets, which have seperate files for each animation like medieval fantasy characters. I want to keep all assets unchanged and only add meta data. Every asset that needs change (colors etc), will need to be reuploaded to oga. This was very intransparent before.

I have yet to find a way for more complex filters. I think hair shadow will fall into that direction.

Right now the only filter is sex, but nose and ears also need skin color filters.

EDIT: Filters are dynamic and ears are working. Their preview has the color of the currently selected body. Custom properties for this look like "filter_body=1" (light) and "filter_sex=3" (male and female). A flexible system, but very unhandy for setting it up.

The filter is like this, I think hair could work with that:

{"name": "body","values": ["light","dark","dark elf" ]}

I'm rather "again" on it.
Sunday, September 23, 2018 - 09:46

I'm rather "again" on it.

Curious to see how you will want to make it work with other assets as well, as the current generator has  some asset specific logic in it (like the oversize drawing and eg the hair layers for some hair types).

My generator does not support that. Dynamic tile size will be a headache. MV spritesheets also break with their tile size for "dmg air" and "KO" animation, so I guess that is a needed feature. It will definitely not be possible to mix tile sizes in a source spritesheets and it will blow up the size of the generated spritesheet.

I'm even lacking preview images and animations, this comes when I'm able to automatically reposition tiles.

I'm planning on including the generator in the spritesheet collection, not the other way round. That would mean adding the generator as a submodule and providing an adapted index.html. It looks like this could work with github pages, but haven't tried that.

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