The amount of new possibilities for character designs added by this is amazing. I am so grateful for all the work we have been doing together, you are truly an amazing pixel artist! Can't wait to put these pirates to use in Herodom :)
Thanks for the explanation! I understand now why it is hard. I didnt think about it too much like that, but it makes a lot of sense what you are saying. Maybe the best way then to currently use such a hit effect, is when the character that is hit dies. Because at that point there is some form of hit animation ongoing.
I will try it out coming days, will share you my results if you like!
@FiveBrosStopMosYT Definitely! And the pirates will also be covered in a short new storyline :)
Indeed the ship is a better to built from scratch given the license issues with the other existing one. Moreover, Bluecarrot16 will definitely make the best pirate ships with all the freedom starting from scratch, that I know for sure :)
I definitely see a Goku and a Vegeta hairstyle there (Dragonball Z, I guess you know them?) around row 32. And the flat tops to me appear like Guile from street fighter.. The cowlick tail looks more futuristic/ alien or something to me.. But most others are just hairstyles to me:)
In order to give them all a proper name.. I think only a professional hairdresser will be capable of that:P And once you did, I am wondering who will know what is meant by the coupe "halfmessy". I actually have that same experience already with the current hairstyles in the generator. Longhawk, shorthawk, mohawk. I had no clue what those were but at this moment in time, I just learned it by experience using the generator many times.
To make my point: I think it is unfair to not submit these jewels until you found the proper names;) People will click through them anyway to find the style they like to use for their character.
I hope I convinced you, this is awesome as always.
That looks good indeed! I have been looking also for some "impact effects", could be blood, in order to animate on the character when it is hit by an arrow or sword for example. Did you by any chance find something for that as well?:)
It looks much better now when using the non-humanoid bodies! So I think we should aim to make this the standard for new weapons added as well, as the generator quite easily supports this now:
Yes those are valid issues, but they are not really related to a bug: It's the sheets themselves that cause this. The orc's head is somewhat lower than that of the human bodies, and therefore the cutout of the frames for the upward swing don't match properly. This could only be adjusted by someone creating either specific sheets for the orc, or add additional layers that prevent this glitch. The same goes for the wizard hat and the weapons.
For that, one should have actually hat layer at z-position n, a weapon layer at z-position n+1 and another hat layer at z-postion n+2 that covers the relevant parts.
I understand your request for sheets with multiple weapons! The engine I currently use for my game doesnt support larger sheets than 4096*4096, so I pack and load it in the buffer as efficient as possible.
So in essence, if one switches from weapon, I would load the sheet with the new weapon. Once loaded and rendered, I then dealloc the old weapon sheet, which as it is bundled in separate sheets also releases the pointer to the actual sheet it took the frames from.
Having all frames in one sheet therefore IMO doesn't appear very efficient.
But why dont you give it a try adjusting the generator, and I can look at the pull request!
oh my this is so cool again! The shoveling is also awesome, together with the watering animation, one can create great farmers :)
The amount of new possibilities for character designs added by this is amazing. I am so grateful for all the work we have been doing together, you are truly an amazing pixel artist! Can't wait to put these pirates to use in Herodom :)
Thanks for the explanation! I understand now why it is hard. I didnt think about it too much like that, but it makes a lot of sense what you are saying. Maybe the best way then to currently use such a hit effect, is when the character that is hit dies. Because at that point there is some form of hit animation ongoing.
I will try it out coming days, will share you my results if you like!
Thanks again :)
@FiveBrosStopMosYT Definitely! And the pirates will also be covered in a short new storyline :)
Indeed the ship is a better to built from scratch given the license issues with the other existing one. Moreover, Bluecarrot16 will definitely make the best pirate ships with all the freedom starting from scratch, that I know for sure :)
Those hairstyles are so freaking cool!
I definitely see a Goku and a Vegeta hairstyle there (Dragonball Z, I guess you know them?) around row 32. And the flat tops to me appear like Guile from street fighter.. The cowlick tail looks more futuristic/ alien or something to me.. But most others are just hairstyles to me:)
In order to give them all a proper name.. I think only a professional hairdresser will be capable of that:P And once you did, I am wondering who will know what is meant by the coupe "halfmessy". I actually have that same experience already with the current hairstyles in the generator. Longhawk, shorthawk, mohawk. I had no clue what those were but at this moment in time, I just learned it by experience using the generator many times.
To make my point: I think it is unfair to not submit these jewels until you found the proper names;) People will click through them anyway to find the style they like to use for their character.
I hope I convinced you, this is awesome as always.
Cool stuff indeed! I will give them a try in game and if you have something for blood, please let me know :)
That looks good indeed! I have been looking also for some "impact effects", could be blood, in order to animate on the character when it is hit by an arrow or sword for example. Did you by any chance find something for that as well?:)
I updated the oversize slash weapons to use the layered frames:
https://sanderfrenken.github.io/Universal-LPC-Spritesheet-Character-Gene...
It looks much better now when using the non-humanoid bodies! So I think we should aim to make this the standard for new weapons added as well, as the generator quite easily supports this now:
https://github.com/sanderfrenken/Universal-LPC-Spritesheet-Character-Gen...
I will do the dagger and the gentleman hats also asap.
That's a good point about those weapons and the hats, I will update them with their hind frames in the generator asap!
Hi!
Yes those are valid issues, but they are not really related to a bug: It's the sheets themselves that cause this. The orc's head is somewhat lower than that of the human bodies, and therefore the cutout of the frames for the upward swing don't match properly. This could only be adjusted by someone creating either specific sheets for the orc, or add additional layers that prevent this glitch. The same goes for the wizard hat and the weapons.
For that, one should have actually hat layer at z-position n, a weapon layer at z-position n+1 and another hat layer at z-postion n+2 that covers the relevant parts.
I understand your request for sheets with multiple weapons! The engine I currently use for my game doesnt support larger sheets than 4096*4096, so I pack and load it in the buffer as efficient as possible.
So in essence, if one switches from weapon, I would load the sheet with the new weapon. Once loaded and rendered, I then dealloc the old weapon sheet, which as it is bundled in separate sheets also releases the pointer to the actual sheet it took the frames from.
Having all frames in one sheet therefore IMO doesn't appear very efficient.
But why dont you give it a try adjusting the generator, and I can look at the pull request!
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