Everything in my collection with the exception of chin/torso combos, lizard/hat combos hair/hat combos.
The lizard thing is sprite specific and can't be fixed dynamically, but the chin problem can be solved with the drawing heads separately like your method but also with masking method I plan to come up with for hair. I'm hoping that I can have it be as simple as a defined rectangle within the sprite, origin top left 0,0 and just define a rectangle with range 0-63 for x and y of where it is ok to draw hair. unfortunately some may require more than 1 rectangle. My engines clippers can handle it no problem, is that something you could easily implement into the generator, Evert?
Also, I've been working on a universal cape, it just needs a little more work. The cape NEEDS to be drawn over the body because it has parts that overlap feet; the cape exists in the background and foreground, so the cutout still makes sense unless you want to have 2 sheets and do 2 draws.
There is a similar problem with hair and helmets/hatz, especially the bandana. I am going to make masks showing where hair can and can't be drawn, and each helmet will need it's own mask. Most game engines can load up such masks quickly and easily and clip sprites for you. A similar process can be used for the orc and other issues. As far as arms and legs oh man I so agree. I've considered making layered arms and legs, which would allow for the creation of new and more diverse animation cycles, without making more of a headache for artists. The arms and legs can be anchored to an origin. The same method should apply to hats. Most hats are just 3 images, one is mirrored and then those 4 just get pasted in the right space. weapons and hats would be much simpler to define
You think it would work to simulate depth or just have it be pure linear sidescroller? Given the limitations of the 3/4 view it might be tricky to handle depth...
You may also want to consider a few global shifts for your editor. For example, I draw the up facing castcycle a pixel lower (for the base as well as all equipment) to bring it into alignment with the up-facing walkcycle and other cycles. Theres also an issue with one of the female side-facing archery cycles that can be corrected this way. These are issues that look fine in generators but once you need to go from cycle to cycle in-game can become apparent
I just double checked the hats and staves I'm working on in my own generator and I can't reproduce the error. In the files, all the staves are constrained to their 192x192 blocks. I'm not sure whats generating your problem, it may be your generator. but if you figure it out and sometihng I am doing is not aligned, let me know
Some shoe styles look better drawn above certain pants, and some look better below. Robe skirt should be drawn over all footwear, of course, but the female tall boots (which I widened and adapted to male) look better drawn over the pants (cowboy style)
Thanks!! I also added a weapons pack that includes a a BUNCH of new weapons (4 blade lengths in 5 colors each) plus fixes of other weapons (some of the female spear/bows on the git dont fit and lots of stuff is only one sex)
Good call on the hero mask. I haven't seen Skorpio's set I'll check it out. And yeah I already use the pants and shirt, was hoping for some more modern urban threads like a sleeveless undershirt, durags (maybe i can modify the LPC bandana?), jackets/hoodies, timberlands, trucker caps.
could still make a Mario type
Everything in my collection with the exception of chin/torso combos, lizard/hat combos hair/hat combos.
The lizard thing is sprite specific and can't be fixed dynamically, but the chin problem can be solved with the drawing heads separately like your method but also with masking method I plan to come up with for hair. I'm hoping that I can have it be as simple as a defined rectangle within the sprite, origin top left 0,0 and just define a rectangle with range 0-63 for x and y of where it is ok to draw hair. unfortunately some may require more than 1 rectangle. My engines clippers can handle it no problem, is that something you could easily implement into the generator, Evert?
Also, I've been working on a universal cape, it just needs a little more work. The cape NEEDS to be drawn over the body because it has parts that overlap feet; the cape exists in the background and foreground, so the cutout still makes sense unless you want to have 2 sheets and do 2 draws.
There is a similar problem with hair and helmets/hatz, especially the bandana. I am going to make masks showing where hair can and can't be drawn, and each helmet will need it's own mask. Most game engines can load up such masks quickly and easily and clip sprites for you. A similar process can be used for the orc and other issues. As far as arms and legs oh man I so agree. I've considered making layered arms and legs, which would allow for the creation of new and more diverse animation cycles, without making more of a headache for artists. The arms and legs can be anchored to an origin. The same method should apply to hats. Most hats are just 3 images, one is mirrored and then those 4 just get pasted in the right space. weapons and hats would be much simpler to define
You think it would work to simulate depth or just have it be pure linear sidescroller? Given the limitations of the 3/4 view it might be tricky to handle depth...
You may also want to consider a few global shifts for your editor. For example, I draw the up facing castcycle a pixel lower (for the base as well as all equipment) to bring it into alignment with the up-facing walkcycle and other cycles. Theres also an issue with one of the female side-facing archery cycles that can be corrected this way. These are issues that look fine in generators but once you need to go from cycle to cycle in-game can become apparent
I just double checked the hats and staves I'm working on in my own generator and I can't reproduce the error. In the files, all the staves are constrained to their 192x192 blocks. I'm not sure whats generating your problem, it may be your generator. but if you figure it out and sometihng I am doing is not aligned, let me know
Some shoe styles look better drawn above certain pants, and some look better below. Robe skirt should be drawn over all footwear, of course, but the female tall boots (which I widened and adapted to male) look better drawn over the pants (cowboy style)
Thanks!! I also added a weapons pack that includes a a BUNCH of new weapons (4 blade lengths in 5 colors each) plus fixes of other weapons (some of the female spear/bows on the git dont fit and lots of stuff is only one sex)
https://opengameart.org/content/lpc-weapons-mega-pack
Thanks, fixed. I hate doing the actual submission
Good call on the hero mask. I haven't seen Skorpio's set I'll check it out. And yeah I already use the pants and shirt, was hoping for some more modern urban threads like a sleeveless undershirt, durags (maybe i can modify the LPC bandana?), jackets/hoodies, timberlands, trucker caps.
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