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I'll go the hard way for my
Wednesday, August 8, 2018 - 11:23

I'll go the hard way for my version. I'm still not sure how I wanna handle multiple links (github, oga etc.)

But you find some funny things here and there: JRConway3 and JaidynReiman is the same person.

I plan on doing an PR in the end, I could already generate sprites from multilayer assets (same category, name and sex)

Maybe for heads and such it would be easier to just specify the offsets for each frame instead of actually manually copying it. Maybe I'll play around with that for Major Triumph, I really don't wanna do that manually. You would even need to do less if the overlapping arms are on a different layer.

It would be harder to import that into a game, but one could always just generate the sprite sheet.

Only bad thing with canvas is that you can't create 8bit PNG with indexed pallette. I guess it's sufficient to shrink it manually later on.

Recoloring also could be done with simple color replacement. Gimp's pallette (gpl) files are just plain text.

I also think body none could be practical for generating dress combinations.

But I have no idea how to handle sprites that depend on others like noses, lizard hood etc.

https://basxto.github.io
Tuesday, August 7, 2018 - 21:48

https://basxto.github.io/Universal-LPC-Spritesheet-Character-Generator/

I've only adden 4 sprite sheets so far.

It does not really run. You can select sprite sheets and it breaks easily.

Luckily it's quiet easy to
Tuesday, August 7, 2018 - 15:56

Luckily it's quiet easy to load XML and JSON with vanilla Javascript.

I'm loading spritesheets into charactersets, distinguished by name and category.

This means male and femal are in one set, but more interestlingly such sets would make it pretty easy to load sprites with multiple layers.

I wasn't aware of that possibility, just chose sets so animations can be scattered over multiple files.

@castelonia: I'd copy cc-by
Tuesday, August 7, 2018 - 12:49

@castelonia: I'd copy cc-by-sa 3.0 to the bottom of the LICENSE file and mention in the beginning that the code is GPL 3.0 everything in spritesheets/ is dual licensed under GPL 3.0 and CC-BY-SA 3.0.

And that the authors can bee looked up in the AUTHORS.txt file.

What makrohn did is already a pretty dirty way of doing it. You would also need to give the correct title of the work, it would be better to use the actual file names

Additionally, you must retain a copyright notice, a link to the license (or to the deed), a license notice, a notice about the disclaimer of warranties, and a URI if reasonable. For versions prior to 4.0, you must also provide the title of the work.

How do I properly attribute material offered under a Creative Commons license

I always had trouble finding the originals.

@bigbeargames: I use the generator as an overview and preview.

All LPC spritesheets are at
Tuesday, August 7, 2018 - 09:46

All LPC spritesheets are at least licensed GPL 3.0 and CC-BY-SA 3.0

Your repository is only licensed GPL 3.0, therefore people who wanna use by-sa would need to look on oga for the originals.

Generated spritesheets from those sources are also only GPL 3.0 then.

You neither mention the authors or link to the uploads on oga, which is fine for GPL 3.0

Universal LPC spritesheet has an AUTHORS.txt for by-sa.

I mentioned it, because I think you just overlooked that side effect of replacing the submodule.

I just started to fork it and
Tuesday, August 7, 2018 - 08:59

I just started to fork it and try to put all meta data into tsx-files.

For now I plan for the tileset following properties:

  • author (; delimited, path to json)
  • category (; delimited)
  • layer (int)
  • license (; delimited)
  • sex (int as boolean array: 1 male, 3 female)
  • url
  • original (; delimited, path to tsx)

For tiles (always the first of a row):

  • animation (spellcast etc.)
  • direction (int)

I'm not sure if I also want to use tiled's animations, that would be pretty redundant. Content of the author json is:

  • name
  • url

This would allow to mix spritesheets with different formats, warn for missing animations, generate a spritesheet with only a part of all animations. Encoding relationships between spritesheets could help to apply improvements of the original to derivatives.

This would allow games to access that data, instead of hardcoding it for the generator.

I also want to throw out cloudflare, since I think it's stupid to load libraries from other sites. The risk, that I'll just loose motivation is high.

Masks should work in with
Tuesday, August 7, 2018 - 06:29

Masks should work in with canvas, it should be similar to replacing colors:

Iterating through the pixels of the mask, if pixel has mask color do a clearRect on the pixel of the other image.

In my opinion, the biggest down side of the generator was, that it can't generate attribution or links to the original assets.

I don't think, dropping the creative commons license completely was a good choice either.

That's what I meant with
Monday, August 6, 2018 - 16:02

That's what I meant with "multiple, flying platforms"

It does not look, like the platforms are above each other, furthermore it would be pretty hard to jump that far

I don't know if a
Monday, August 6, 2018 - 15:26

I don't know if a sidescroller could work at all.

I started this to play around with it mostly.

Depth could work, but I think it wll look weird since 3/4 does not get smaller in the background.

There are also other problems:

  • Having multiple, flying platforms most likely looks weird
  • LPC has no jumping animation
It might be a good idea to
Sunday, August 5, 2018 - 23:31

It might be a good idea to use github.io for showing the web interface instead of linking Gaurav's version

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