Shh. That one's not official yet. :) I'll be making a 'proper' release for the Climb animation with my next LPC pack-- which will include ladders and climeable vines for a new modular cliff pack.
@Bzt - Not at the moment, I'm afraid. I'm working on terrain right now, and I can't jump back and forth.
As it stands now, I can finish a piece of clothing for all six sheets and three directions in less than an hour with the guidelines, most of the time. Making a guideline actually takes longer. It just looks like a simple line, but there's a lot of thought and QA that goes into each one.
@Marko - Hey, sorry for taking a couple days to get back to you.
You brought up some good points, so I went to investigate the license to make sure there weren't any holes in there. You're right, DRM-waived CC-by-SA isn't quite the same as DRM-waived CC-by; but it's hard to legally outline 'you have to share any changes you make to these files, unless you're on a DRM platform, in which case credit is fine'.
So to be thorough, we contacted the original artists, who've explitly agreed to the OGA-by license. :)
I've played with a 4-direction hurt (I call it a death animation) before. There were some problems.
The biggest was that there just wasn't room to get knocked off your feet on the side views, if you're standing in the middle of a 64x64 square. You'd have to somehow fall in the middle of where you were just standing. Either you go to a crouch first, then go Splat!, or we'll have to require the user to move the figure left or right as they're falling a certain distance.
There is a precident for the latter-- the fighter game genre has plenty of these kinds of frames, and people figure it out. And it would read better using this method than a careful crouch-prone combo. It'd need to be carefully documented, though.
I'm not sure how you're going to set NPC character assets from PC assets, though. And I wonder if requiring all animations for all assets are really the way to go here.
That looks amazing, Bzt! ... Honestly, I wish I had that compiled when I first started working with LPC. The original style guide wasn't nearly as thorough.
As soon as the animation standards are in, I'll be happy to link it in my LPC repository.
To address your question about the walkcycle (sorry, it's a long list!): A pre-existing jacket should fit the walk animation, but two side-view frames will need to be moved up one pixel. The pants won't, but it will be an easy fix with a couple of pixels' difference. ... I'm not sure how many old assets exist for that bodytype, however. The thin masculine base was created from the original feminine base a few years ago, but I don't know how many clothing assets have been made for it. So it may be female-only clothing you need to worry about.
A push-pull animation actually is also on my list, along with things like climbing ladders, a 'hold above head' Zelda-like still pose, a shield-block pose, and some sort of flinch pose for taking damage.
Right now I get the most feedback about my new one-handed slash, so I think that's top priority for my character work. If I have my way, I'll release it with a one-handed sword thrust. :)
One point, Evert-- the jump animation is absolutely from Durrani, transposed to the thin base by myself and BenCreating, but the run animation is my original work.
There was another LPC run animation that fell into obscurity by TheraHedwig, and I did try to use that. In the end, between the incompatable license (my set is strictly OGA-by), issues with the other animation not reading well, and the lack of assets and community investment in it, I decided to make my own.
I also have an archery animation based on the original, cutting down on the frames, and a backwards compatable casting animation in the works. I love the LPC set, and I wanted to extend it-- but the thrust and swing especially lacked a dynamic quality that I need for other things, the run being one of them.
I'm also restricting this set to an OGA-by license, so I can't use a lot of the old assets anyway. A few of them, like Sharm's original princess dress, I'll be porting over as well eventually.
As for the walk-- I want the heads from the broader, original male body to match the heads here. So two frames from the side-view on these figures needed to be raised by one pixel. I've also slightly edited a few frames on the side-view shoulder so the arm swings more from the shoulder than the elbow.
A note about the revised walk: it is almost compatable with existing LPC assets. One of my main goals with this overhaul was to have swapable heads: one masculine and feminine head, one folder of hairstyles that would fit both. Because the original female walkcycle heads didn't match the original male models on four frames, some adjustments were made.
Shh. That one's not official yet. :) I'll be making a 'proper' release for the Climb animation with my next LPC pack-- which will include ladders and climeable vines for a new modular cliff pack.
@Bzt - Not at the moment, I'm afraid. I'm working on terrain right now, and I can't jump back and forth.
As it stands now, I can finish a piece of clothing for all six sheets and three directions in less than an hour with the guidelines, most of the time. Making a guideline actually takes longer. It just looks like a simple line, but there's a lot of thought and QA that goes into each one.
@Marko - Hey, sorry for taking a couple days to get back to you.
You brought up some good points, so I went to investigate the license to make sure there weren't any holes in there. You're right, DRM-waived CC-by-SA isn't quite the same as DRM-waived CC-by; but it's hard to legally outline 'you have to share any changes you make to these files, unless you're on a DRM platform, in which case credit is fine'.
So to be thorough, we contacted the original artists, who've explitly agreed to the OGA-by license. :)
I've played with a 4-direction hurt (I call it a death animation) before. There were some problems.
The biggest was that there just wasn't room to get knocked off your feet on the side views, if you're standing in the middle of a 64x64 square. You'd have to somehow fall in the middle of where you were just standing. Either you go to a crouch first, then go Splat!, or we'll have to require the user to move the figure left or right as they're falling a certain distance.
There is a precident for the latter-- the fighter game genre has plenty of these kinds of frames, and people figure it out. And it would read better using this method than a careful crouch-prone combo. It'd need to be carefully documented, though.
I'm not sure how you're going to set NPC character assets from PC assets, though. And I wonder if requiring all animations for all assets are really the way to go here.
That looks amazing, Bzt! ... Honestly, I wish I had that compiled when I first started working with LPC. The original style guide wasn't nearly as thorough.
As soon as the animation standards are in, I'll be happy to link it in my LPC repository.
Bzt-- Thank you for the comments!
To address your question about the walkcycle (sorry, it's a long list!): A pre-existing jacket should fit the walk animation, but two side-view frames will need to be moved up one pixel. The pants won't, but it will be an easy fix with a couple of pixels' difference. ... I'm not sure how many old assets exist for that bodytype, however. The thin masculine base was created from the original feminine base a few years ago, but I don't know how many clothing assets have been made for it. So it may be female-only clothing you need to worry about.
A push-pull animation actually is also on my list, along with things like climbing ladders, a 'hold above head' Zelda-like still pose, a shield-block pose, and some sort of flinch pose for taking damage.
Right now I get the most feedback about my new one-handed slash, so I think that's top priority for my character work. If I have my way, I'll release it with a one-handed sword thrust. :)
One point, Evert-- the jump animation is absolutely from Durrani, transposed to the thin base by myself and BenCreating, but the run animation is my original work.
There was another LPC run animation that fell into obscurity by TheraHedwig, and I did try to use that. In the end, between the incompatable license (my set is strictly OGA-by), issues with the other animation not reading well, and the lack of assets and community investment in it, I decided to make my own.
Here is TheraHedwig's original, which includes diagonals: https://opengameart.org/content/lpc-runcycle-and-diagonal-walkcycle
Thank you, everyone!
And keep up the great work! All the submissions were great, and I'm thrilled to see them. :)
I also have an archery animation based on the original, cutting down on the frames, and a backwards compatable casting animation in the works. I love the LPC set, and I wanted to extend it-- but the thrust and swing especially lacked a dynamic quality that I need for other things, the run being one of them.
I'm also restricting this set to an OGA-by license, so I can't use a lot of the old assets anyway. A few of them, like Sharm's original princess dress, I'll be porting over as well eventually.
As for the walk-- I want the heads from the broader, original male body to match the heads here. So two frames from the side-view on these figures needed to be raised by one pixel. I've also slightly edited a few frames on the side-view shoulder so the arm swings more from the shoulder than the elbow.
A note about the revised walk: it is almost compatable with existing LPC assets. One of my main goals with this overhaul was to have swapable heads: one masculine and feminine head, one folder of hairstyles that would fit both. Because the original female walkcycle heads didn't match the original male models on four frames, some adjustments were made.
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