Okay-- I took a look at my files. Good news and bad news on this one.
The good news is that I've got all the files from when I made them, a year and a half ago. The new hair styles are the buzzcut, the long curly, the short curly, and the short part. I also have a balding style, and some updates on existing hair.
The bad news is that they've only been animated for the female and teen/unisex bases, and I haven't given them the standard ten color variants. So they're not officially 'done', and I'm not sure I want to put them out like that.
Hmm. I'm not sure what you're looking at, to be honest.
This is from opening the files in my editor straight from the attachment-- no edits, and Krita auto-places layers aligned to their size. The pants in yours may be 1px too low?
So, the original Jump animation by Durrani wasn't lined up to a 64x64 grid. BenCreating posted a fixed version a year and a half ago, which this almost matches, but my fourth frame is raised 3px.
That said, I just tested the Adult Male graphics in that attachment, and they're not misaligned. It looks like you've removed the first frame from your jump base, but not your clothes? It should be five frames long, not four.
#4 - The head positions are substantially different between the male and female swing animation, in particular. If we're dealing with the original vanilla LPC base sheets, the male top-facing stand / walk is one pixel higher, the left facing shoot on the female set is one pixel to the side and not perfectly mirrored to the right, the first two frames of the top-facing thrust animation are off for the female, and she bobs differently than the male base during her walk cycle. She's also off to the side during two or three frames in the Hurt animation. The only true match is the magic animation.
I did fix some of these issues in my own curated set, but it also means people using the original base's assets will jitter if combined.
#5 - Naming each animation would be good. Especially if we're adding guns in-- "Shoot" might not cut it anymore, and we should probably rename "Hurt" to something like 'Knockout'. Hurt should probably be a flinch when damage is taken.
#7 - As long as we're talking about writing scripts, a head / hair accessory placement script would be an absolute godsend. It's consistent (save with the closed eyes during magic for the base and the Hurt/Knockout animation.
1. If you use TheraHedwig's run, you will either need to replace the tilted head or redraw every hair, hat, and head accessory asset. I have tried to make that run work before, and I've always had problems with it, particularly some over-shading that breaks from the style of the rest of the set. It also doesn't read well.
2. As far as I know, no assets have been released for TheraHedwig's run or jump yet, so you're in the 'no assets available' realms already, and changes can still be made freely to the bases.
3. I HEAVILY advise you to preview animations before you spend any significant amount of time with them, and ideally as you work with them. I've tried mixing key poses from other sets before, and the result wasn't pretty. Or even clear what it was supposed to be. In the end, I've found it would have been better looking and easier to draw things from scratch.
4. My LPC project has switched to a unisex base, based off Redshrike's female, and I've made the breasts an asset than can be added or omitted. This has saved a ton of effort, and might be worth consideration.
5. I suggest splitting the sprite sheet into different sprite sheets, one per animation. I'd even recommend splitting the idle from the walk cycle. Most people don't seem to realize that the 'walk' rows are actually a standing frame and then an eight-frame walk, and what you get is a nine-frame animation where the legs stutter and splay out every cycle.
What's more, if LPC is expanded on, you're going to make LPC suitable for, say, platformers as well as RPGs. A platformer dev might have no use for the casting or thrusting animations, and might not want to include them. Worth thinking about.
6. I can't recommend an off-site version control system enough, with some strict guidelines, and animated gifs demonstrating the animation. It's easy to recolor an asset sheet. It's easy to correct an error on an asset sheet. It's hard to correct the same error on ten asset sheets in ten different colors. Have a master set, in one tone.
@castelonia - You know, I would be interested in doing that armor on commission. I designed it to be modular, with each piece independent and removeable from the others. I also have four more finished helms that I didn't preview. Shoot me a PM? :)
It's true that existing character assets won't line up to the new animations-- but the old idle and the first frame of the new idle will match, so the original designs can remain. Hair and helms will need to be altered as well, as I've taken a few pixels off the head to make it smaller. (Though since I'm separating the head from the body, including the old head as an option will be easy.)
When I do finish these, I'll be releasing it with a how-to guide, dopesheets, a color palette, and at least a few outfits. I've also been repurposing and redesigning a hair set as well, aiming for variety. That should be enough to get people started.
That'd be awesome, BlueCarrot! Thank you!!!
Okay-- I took a look at my files. Good news and bad news on this one.
The good news is that I've got all the files from when I made them, a year and a half ago. The new hair styles are the buzzcut, the long curly, the short curly, and the short part. I also have a balding style, and some updates on existing hair.
The bad news is that they've only been animated for the female and teen/unisex bases, and I haven't given them the standard ten color variants. So they're not officially 'done', and I'm not sure I want to put them out like that.
... ... You know, I totally forgot I hadn't released the new hair I'd been working on for the other animations.
I should probably go do that. :D
Hmm. I'm not sure what you're looking at, to be honest.
This is from opening the files in my editor straight from the attachment-- no edits, and Krita auto-places layers aligned to their size. The pants in yours may be 1px too low?
@Evert--
So, the original Jump animation by Durrani wasn't lined up to a 64x64 grid. BenCreating posted a fixed version a year and a half ago, which this almost matches, but my fourth frame is raised 3px.
That said, I just tested the Adult Male graphics in that attachment, and they're not misaligned. It looks like you've removed the first frame from your jump base, but not your clothes? It should be five frames long, not four.
#4 - The head positions are substantially different between the male and female swing animation, in particular. If we're dealing with the original vanilla LPC base sheets, the male top-facing stand / walk is one pixel higher, the left facing shoot on the female set is one pixel to the side and not perfectly mirrored to the right, the first two frames of the top-facing thrust animation are off for the female, and she bobs differently than the male base during her walk cycle. She's also off to the side during two or three frames in the Hurt animation. The only true match is the magic animation.
I did fix some of these issues in my own curated set, but it also means people using the original base's assets will jitter if combined.
I advertised this as a 'teen' base, but it's perfectly in line with the female animations, aside from the breasts. Might be worth considering? https://opengameart.org/content/lpc-teen-unisex-base-clothes
#5 - Naming each animation would be good. Especially if we're adding guns in-- "Shoot" might not cut it anymore, and we should probably rename "Hurt" to something like 'Knockout'. Hurt should probably be a flinch when damage is taken.
#7 - As long as we're talking about writing scripts, a head / hair accessory placement script would be an absolute godsend. It's consistent (save with the closed eyes during magic for the base and the Hurt/Knockout animation.
A few thoughts--
1. If you use TheraHedwig's run, you will either need to replace the tilted head or redraw every hair, hat, and head accessory asset. I have tried to make that run work before, and I've always had problems with it, particularly some over-shading that breaks from the style of the rest of the set. It also doesn't read well.
2. As far as I know, no assets have been released for TheraHedwig's run or jump yet, so you're in the 'no assets available' realms already, and changes can still be made freely to the bases.
3. I HEAVILY advise you to preview animations before you spend any significant amount of time with them, and ideally as you work with them. I've tried mixing key poses from other sets before, and the result wasn't pretty. Or even clear what it was supposed to be. In the end, I've found it would have been better looking and easier to draw things from scratch.
4. My LPC project has switched to a unisex base, based off Redshrike's female, and I've made the breasts an asset than can be added or omitted. This has saved a ton of effort, and might be worth consideration.
5. I suggest splitting the sprite sheet into different sprite sheets, one per animation. I'd even recommend splitting the idle from the walk cycle. Most people don't seem to realize that the 'walk' rows are actually a standing frame and then an eight-frame walk, and what you get is a nine-frame animation where the legs stutter and splay out every cycle.
What's more, if LPC is expanded on, you're going to make LPC suitable for, say, platformers as well as RPGs. A platformer dev might have no use for the casting or thrusting animations, and might not want to include them. Worth thinking about.
6. I can't recommend an off-site version control system enough, with some strict guidelines, and animated gifs demonstrating the animation. It's easy to recolor an asset sheet. It's easy to correct an error on an asset sheet. It's hard to correct the same error on ten asset sheets in ten different colors. Have a master set, in one tone.
Here's the swing in more detail-- note that it's not finished yet! I also haven't drawn my seam / center guidelines yet.
8 unique images, anticipation, action, and recovery marked. For fast repeated blows, the first two images can be omitted.
You know, would anybody be interested in a Discord server for the LPC set? We could share WIP and concept work directly pretty easily that way.
@castelonia - You know, I would be interested in doing that armor on commission. I designed it to be modular, with each piece independent and removeable from the others. I also have four more finished helms that I didn't preview. Shoot me a PM? :)
It's true that existing character assets won't line up to the new animations-- but the old idle and the first frame of the new idle will match, so the original designs can remain. Hair and helms will need to be altered as well, as I've taken a few pixels off the head to make it smaller. (Though since I'm separating the head from the body, including the old head as an option will be easy.)
When I do finish these, I'll be releasing it with a how-to guide, dopesheets, a color palette, and at least a few outfits. I've also been repurposing and redesigning a hair set as well, aiming for variety. That should be enough to get people started.
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