I did request a feature like that more than 10 years ago. Never happened. My proposal was for a field users could fill like description when submitting or editing and would be displayed with a copy to clipboard button.
In retrospect, that was probably too heavyweight to just ask for and probably required lots of manually programming. Some of the modules of the opengameart.org site are open source, it may be possible for one of us to do the heavy lifting of creating a feature like that. However, I do not know to what extent the code for the site is being maintained. AI pointed me to this repository: https://github.com/OpenGameArt/OGA2-Modules but it hasn't been updated in 7 years. There are open PRs that haven't been reviewed since 2019.
Thanks to new tooling and front end infrastructure work, I was able to get the ULPC generator to partially load most of the site very efficiently. Compare left to right in the gif attached.
The generator has been rewritten for on-the-spot color conversions based on palettes which allows us to reduce the overall file size of the ULPC while also adding even more color variants. So far, only body and eye colors are supported. Support for more categories will be coming over time.
We love the Vitruvian web design and would like to be "inspired by" it and create some similar looking user interface for the Liberated Pixel Cup Character Generator. We would of course, not use your code, assets, etc. and not copy anything exactly. Even so, this is a legal gray area as Apple did sue Microsoft for copying the "look and feel" of a Mac in Windows and the court did uphold that software gui design was copyrightable. However, some later court rulings have not been so charitable to this view. Anyway, since the AGPLv3 and GPLv3 are not strictly compatible (GPLv3 is looser), we are asking your permission. Of course we would be happy to give you full credit for the inspiration. Feel free to contact me by direct message on this site to answer privately or to answer publicly here or on our discussion page at https://github.com/LiberatedPixelCup/Universal-LPC-Spritesheet-Character...
Also do let us know if you have any feedback for our recent ui redesign.
You're missing the point of the discussion, single files or multiple files, how do I know if an enemy supports an animation? I'm going to have to end up storing that info for each enemy. Especially if it's multiple files, the file won't even exist.
Let's not get too caught up on the wolf example. I put "run" in the special attack slot to be able to test it and I figured it could be shown during a wolf's special attack if I called it "trample" or whatever.
What I'm trying to avoid is to have a separate file for each asset or stuff encoded in metadata or even a whole database in my code telling me which enemy has which animation and how many frames it has. That is a large burden.
I'm totally open to suggestions.
@BenCreating Not all image loading libraries tell you the width and the height of the image its loading. Some are more concerned with being "easy to use" rather than "full featured". This is especially true of ones that leverage graphics cards and Direct3D/OpenGL/WebGL.
I think you guys all know that splitting png files up into smaller pieces reduces the compression ratio and increases the error rate. I could put up with that if it made things easier to program, but it doesn't, you now have to handle the file not found error and you don't know if the file failed to load or it just doesn't exist because the animation isn't supported for that enemy/variant.
I did request a feature like that more than 10 years ago. Never happened. My proposal was for a field users could fill like description when submitting or editing and would be displayed with a copy to clipboard button.
In retrospect, that was probably too heavyweight to just ask for and probably required lots of manually programming. Some of the modules of the opengameart.org site are open source, it may be possible for one of us to do the heavy lifting of creating a feature like that. However, I do not know to what extent the code for the site is being maintained. AI pointed me to this repository: https://github.com/OpenGameArt/OGA2-Modules but it hasn't been updated in 7 years. There are open PRs that haven't been reviewed since 2019.
> The character generator page (https://liberatedpixelcup.github.io/Universal-LPC-Spritesheet-Character-...) shows for the LPC Character Bases these Licenses: OGA-BY 3.0, CC-BY-SA 3.0, GPL 3.0. But on https://opengameart.org/content/lpc-character-bases only two are listed: CC-BY-SA 3.0, GPL 3.0. Why is that? Can I legally choose OGA-BY 3.0?
I'm not sure, but I believe the answer is yes.
Stephen Challener (@RedShrike) originally licensed the character bases as only CC-BY-SA 3.0 and GPL 3.0, but later approved it also being distributed under OGA-BY 3.0. See https://opengameart.org/content/liberated-pixel-cup-lpc-base-assets-spri...
Also the https://opengameart.org/content/lpc-revised-character-basics rework specifically allows the OGA-BY 3.0 license.
Therefore I believe this page is not up to date with the latest license information.
@JaidynReiman, @BenCreating, or @bluecarrot16 should be able to confirm.
Thanks to new tooling and front end infrastructure work, I was able to get the ULPC generator to partially load most of the site very efficiently. Compare left to right in the gif attached.
Another huge update!
https://liberatedpixelcup.github.io/Universal-LPC-Spritesheet-Character-Generator/#sex=male&body=Body_Color_all.lpcr.amethyst&head=Human_Male_all.lpcr.amethyst&expression=Neutral_all.lpcr.amethyst&weapon=Longsword_alt_longsword_alt&legs=Cuffed_Pants_bluegray&clothes=Shortsleeve_charcoal&eyes=Eye_Color_yellow
The generator has been rewritten for on-the-spot color conversions based on palettes which allows us to reduce the overall file size of the ULPC while also adding even more color variants. So far, only body and eye colors are supported. Support for more categories will be coming over time.
You may want to read this issue: https://github.com/LiberatedPixelCup/Universal-LPC-Spritesheet-Character...
Hi @napsio,
We love the Vitruvian web design and would like to be "inspired by" it and create some similar looking user interface for the Liberated Pixel Cup Character Generator. We would of course, not use your code, assets, etc. and not copy anything exactly. Even so, this is a legal gray area as Apple did sue Microsoft for copying the "look and feel" of a Mac in Windows and the court did uphold that software gui design was copyrightable. However, some later court rulings have not been so charitable to this view. Anyway, since the AGPLv3 and GPLv3 are not strictly compatible (GPLv3 is looser), we are asking your permission. Of course we would be happy to give you full credit for the inspiration. Feel free to contact me by direct message on this site to answer privately or to answer publicly here or on our discussion page at https://github.com/LiberatedPixelCup/Universal-LPC-Spritesheet-Character...
Also do let us know if you have any feedback for our recent ui redesign.
Thanks,
Gaurav
@MedicineStorm It was down for some time, @Botanic just fixed it yesterday; see Discord chat.
We now have a discussion for this idea.
See https://github.com/LiberatedPixelCup/Universal-LPC-Spritesheet-Character...
You're missing the point of the discussion, single files or multiple files, how do I know if an enemy supports an animation? I'm going to have to end up storing that info for each enemy. Especially if it's multiple files, the file won't even exist.
Let's not get too caught up on the wolf example. I put "run" in the special attack slot to be able to test it and I figured it could be shown during a wolf's special attack if I called it "trample" or whatever.
What I'm trying to avoid is to have a separate file for each asset or stuff encoded in metadata or even a whole database in my code telling me which enemy has which animation and how many frames it has. That is a large burden.
I'm totally open to suggestions.
@BenCreating Not all image loading libraries tell you the width and the height of the image its loading. Some are more concerned with being "easy to use" rather than "full featured". This is especially true of ones that leverage graphics cards and Direct3D/OpenGL/WebGL.
I think you guys all know that splitting png files up into smaller pieces reduces the compression ratio and increases the error rate. I could put up with that if it made things easier to program, but it doesn't, you now have to handle the file not found error and you don't know if the file failed to load or it just doesn't exist because the animation isn't supported for that enemy/variant.
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