The north and east/west are pretty good, though the east/west feels a little jerky. A motion blur/smearing effect would smooth that out.
For a top to bottom smash/chop attack, I think the south animation needs to be completely redrawn. I was going to give some recommendations on how to draw it, but then I got carried away experimenting and made one myself.
This is pretty rough still, and I haven't tried it with a weapon, but it is probably useable. There are only two new frames (and only the arm position is really new), so it shouldn't be a lot of effort to make clothing fit.
I think this would be better as a two-handed attack, but that would require re-drawing the other directions, and I don't have time right now.
I am also very interested in any fixes you've done.
I've been wanting to create an updated and better standardized LPC collection, just so we'd have a source for clean LPC assets, that aren't missing animations, and all have the same selection of colors.
Thanks! The halberd is such a unique weapon that I felt it would be incomplete without both animations.
Also, anyone using LPC art, be sure to check out the spritesheet generator castelonia linked, especially if you use items with oversized attacks like these. I think it's the only one right now that can show a preview for all four angles of an oversized animation.
For the dog, I'm unclear if you're looking for an actual dog, or a humanoid werewolf type creature. There is an LPC Wolf, and this dog, or, if you want something humanoid, there's Baŝto's werewolf in this set.
A good place to learn about pathfinding and A* is this article by Amit Patel. It includes interactive examples of several pathfinding algorithms, so it's easy to compare them and find what works best for your game.
Implementing these depends on what game engine you use, and the specific needs of your game. If you're developing in a popular game engine you can probably find tutorials or scripts you can use.
The north and east/west are pretty good, though the east/west feels a little jerky. A motion blur/smearing effect would smooth that out.
For a top to bottom smash/chop attack, I think the south animation needs to be completely redrawn. I was going to give some recommendations on how to draw it, but then I got carried away experimenting and made one myself.
This is pretty rough still, and I haven't tried it with a weapon, but it is probably useable. There are only two new frames (and only the arm position is really new), so it shouldn't be a lot of effort to make clothing fit.
I think this would be better as a two-handed attack, but that would require re-drawing the other directions, and I don't have time right now.
I am also very interested in any fixes you've done.
I've been wanting to create an updated and better standardized LPC collection, just so we'd have a source for clean LPC assets, that aren't missing animations, and all have the same selection of colors.
Are those 5 new grass variations I'm seeing? They're really nice!
Thanks, castelonia! I was going to ask you to add it, but kept forgetting!
This is awesome! You should definitely do the other angles!
I don't think I'd use it for lizards, but I'd use it for a snake-person. I drew a quick snake head, which you are welcome to use if you want.
I'm also seeing a lot of flickering shadow where the legs used to be, which you could probably remove.
There are a few newer versions, but I don't think any of them have the entire catalog of LPC items.
I believe the most complete and up-to-date version is this one:
https://sanderfrenken.github.io/Universal-LPC-Spritesheet-Character-Gene...
Thanks! The halberd is such a unique weapon that I felt it would be incomplete without both animations.
Also, anyone using LPC art, be sure to check out the spritesheet generator castelonia linked, especially if you use items with oversized attacks like these. I think it's the only one right now that can show a preview for all four angles of an oversized animation.
There's a trenchcoat in BlueCarrot's LPC Gentlemen set.
For the dog, I'm unclear if you're looking for an actual dog, or a humanoid werewolf type creature. There is an LPC Wolf, and this dog, or, if you want something humanoid, there's Baŝto's werewolf in this set.
Thanks, Sharm, I'm really glad you like them! The desert buildings were one of my favorite things to draw.
A good place to learn about pathfinding and A* is this article by Amit Patel. It includes interactive examples of several pathfinding algorithms, so it's easy to compare them and find what works best for your game.
Implementing these depends on what game engine you use, and the specific needs of your game. If you're developing in a popular game engine you can probably find tutorials or scripts you can use.
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