I'd be willing to rewrite the generator as I'm kind of doing that already. If I did it though it would be using libgdx / java / springboot but still on the web. It would also have the option to pack of the assets into a libgdx texture atlas, and allow logins where users can save assets / sheets they've created . It would also let users recolor the sprites but, how do I handle re-coloring sprites legally?
The best way would be to download the sprite sheets (from opengameart.org) and then write your own sprite sheet generator. The online one has issues especially with oversize weapons and some of the sprite sheets are incorrect or missing and not in the generator. A generator like that is not hard to make .All the generator does is layer the images on top of each other, and it supposedly changes their color. But, I could not get the color changing to work. If you're writing an open source game construction kit you should most likely already have image / sprite layering implemented. So writing the generator should be trivial. I'm writing one for my engine.
I may have to get walking frames commissioned then also who made the recolors of this? I have them and another different wand from the same pack of base wands but not sure who to attribute?
It was interesting to see that cliff ramps come in from the sides rarther than the front like i though they did. I think the main problem with cliffs is they have no shadows. I made some cliff shadows ( by making the cliffs soild tops black and removing the edges (I plan to adjust the alpha in game). I'm trying figure out how to use. But since I'm procedurally making the cliffs in game the challange is still there.
do all of the tiles for mountians v6 have uses ? some of the LPC mountians grass, sand, dirt, snow Have tiles that don't seem to connect anything else or at least any thing else useful / from the set .
what language frame work are you using? The easy way is just have a soild black 32*32 texture with buildings outline that is set somwhere between 4.-.6 on the alpha channel. So It makes the tiles nearer darker.
The more complex way is to make a floor plan of the building using a pixmap and the make make that floor plan soild black and then make it about .4 - .6 alpha transparent.
the best fastest way is to write custom open gl vertex shader / fragment shader that makes tha shadows for you.
I'd be willing to rewrite the generator as I'm kind of doing that already. If I did it though it would be using libgdx / java / springboot but still on the web. It would also have the option to pack of the assets into a libgdx texture atlas, and allow logins where users can save assets / sheets they've created . It would also let users recolor the sprites but, how do I handle re-coloring sprites legally?
The best way would be to download the sprite sheets (from opengameart.org) and then write your own sprite sheet generator. The online one has issues especially with oversize weapons and some of the sprite sheets are incorrect or missing and not in the generator. A generator like that is not hard to make .All the generator does is layer the images on top of each other, and it supposedly changes their color. But, I could not get the color changing to work. If you're writing an open source game construction kit you should most likely already have image / sprite layering implemented. So writing the generator should be trivial. I'm writing one for my engine.
I may have to get walking frames commissioned then also who made the recolors of this? I have them and another different wand from the same pack of base wands but not sure who to attribute?
did anyone ever make walk animations for this?
does this have shoot animations?
It was interesting to see that cliff ramps come in from the sides rarther than the front like i though they did. I think the main problem with cliffs is they have no shadows. I made some cliff shadows ( by making the cliffs soild tops black and removing the edges (I plan to adjust the alpha in game). I'm trying figure out how to use. But since I'm procedurally making the cliffs in game the challange is still there.
Are there any examples of the cliff ramp tiles being used I tried making some cliffs with them but the perspective didn't look right.
tiles #1 don't seen to connect anything on the outer most right-left sides
Tiles #2 seem to have no sitituation to to be used.
Tiles #3 $4 and #5 I'm gussing are for diagonal / isometric cliffs or cliff on ramps? These are not used in the test map?
Tiles #6 I get the uses for these but why are the tops black?
do all of the tiles for mountians v6 have uses ? some of the LPC mountians grass, sand, dirt, snow Have tiles that don't seem to connect anything else or at least any thing else useful / from the set .
what language frame work are you using? The easy way is just have a soild black 32*32 texture with buildings outline that is set somwhere between 4.-.6 on the alpha channel. So It makes the tiles nearer darker.
The more complex way is to make a floor plan of the building using a pixmap and the make make that floor plan soild black and then make it about .4 - .6 alpha transparent.
the best fastest way is to write custom open gl vertex shader / fragment shader that makes tha shadows for you.
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