Boots Plating I don't have a better name for. Its basically its just a metal plating for the bottom of the boots along with a steel toe). I'm thinking I want to make another fix where I reduce the size of the toes of the boots to mesh with the feet, but I haven't done that yet.
I have also finished the Basic Shoes, which already existed but were missing the remaining frames. Most of them are just based on ElizaWy's boots. By "finished" I mean added on Climb, Jump, Run, etc. However, the PR is not merged yet. Said PR is also renaming a few Shoes to provide less confusion;
"Boots 2" and "Shoes 2" will be renamed Revised Boots and Shoes, while "Boots" and "Shoes" will be "Basic" Boots and Shoes. That's just because those are the older versions of them, while the newer versions were Eliza's LPC Revised so I called them Revised Boots/Shoes. Just makes more sense that way.
I started cleaning up Sara's Shoes a bit, hopefully I can have those and Basic Boots done in a couple of days. Once I finish those and the last three (Slippers, Sandals, Ghillies) I'll drop a release on OGA containing all of them.
Eliza's Shoes are "Shoes 2" and "Boots 2", these are done on all frames (Run, Jump, etc) for "Male" body type. The normal "Shoes" and "Boots" are not done on all frames yet. However, I have started looking into finishing the rest of the shoes since you brought it up. I kinda wanted to get it done quickly this year anyway, I just have been distracted by other things. But I'll try getting the rest out fairly soon. (NOTE: All three Socks are available on all frames already. That's both of Eliza's socks and my Tabi Socks from my Kimono set.)
As for Shirts, I haven't done those yet for "Male". I was planning on starting them soon, though. At this time, I think I'll do shoes first (ALL the shoes, not just Eliza's) and then I'll drop a release for that. Then I'll do all the LPC Revised shirts for male (not the other shirts, just LPC Revised for now).
There are some issues with a few existing shirts on the "thin" models I already have logged:
Because I discovered these issues, I planned to work on fixing these issues and work on the Male shirts at the same time. Starting with Sleeveless, then doing Sleeves. I don't think it should take that long, but I can't guarantee how quickly I'll get through them.
I haven't released them on OGA yet because I wanted to finish ALL Shoes assets and drop them in one update, but it has taken longer than I intended to get back to this.
I added a new zip file containing cleaned up pants assets so they no longer have any stray pixels. All these assets are also split by different animations.
I did screw up one other thing: The Neutral Female face wasn't properly cut out. Its super minor though. This was just a last-minute addition I added so you could replace the Spellcast closing eyes animation if you REALLY wanted to do so.
And immediately I see that walk is messed up somehow... damnit... I don't think its lpctools that did this, though. Pennomi and Laetissima's Happy works fine over the other one, so its not lpctools that's the issue.
UPDATE: As far as I can tell, this is only an issue with the preview and not the actual sheets. Not sure how that happened. I can clean up the preview later.
Yeah I don't like the format for the "special attack" being "run" either. It doesn't make any logical sense. Run should be a separate action. If you REALLY want consistency, what you should do is set run as a separate action, and for other assets you use, simply insert the walk animation for a missing run animation. Alternatively, if you keep them in separate files as BenCreating suggests, you can just check if a run file exists, and if it doesn't, only use walk.
I didn't catch it, but yeah, the walk animation is actually only 4 frames, not 5. Its 1 stand frame and 4 walk frames. 4 frames is actually pretty standard from what I have seen, I think classic RPG Maker uses 4 walk frames as well.
If anything, I think "howling" makes more sense as a "special attack". But that's up to you. I could see a magic wolf enemy use a howl for a spellcast of sorts (or for a special action; wolves in RPG's often use howling for a support buff), otherwise it could just be a taunt.
Yeah that's basically my thought. And there's no realistic solution to that problem. Because there's no way to make a "base" you can build off of, you need to create a lot more stuff from scratch to create a variety of unique enemies.
Sure, you can create new Wolf variations, but its hard to make something brand new out of that. Maybe something like a Cerberus or Hellhound could be a wolf variant, though. So there are ways to make some potential varieties from existing assets, but you can't make a slime from a wolf. Or a proper minotaur. (Best bet for a Minotaur right now is using the Minotaur head on character sprites.)
Using character sprites for Goblins and Orcs helps to reduce the requirements a bit, but then they're a lot smaller than a common "enemy" sprite you might see in other games. Creating a larger one effectively requires you to, again, redraw it from scratch.
And that's not even delving into big ones like dragons or other such things.
I finished my OC Relm's boots on all frames:
https://opengameart.org/content/lpc-relm-outfit-pieces-2-kimonos-2-sleev...
They can be found here as "Rimmed Boots", "Fold Boots", and "Boots Plating":
https://liberatedpixelcup.github.io/Universal-LPC-Spritesheet-Character-...
Boots Plating I don't have a better name for. Its basically its just a metal plating for the bottom of the boots along with a steel toe). I'm thinking I want to make another fix where I reduce the size of the toes of the boots to mesh with the feet, but I haven't done that yet.
I have also finished the Basic Shoes, which already existed but were missing the remaining frames. Most of them are just based on ElizaWy's boots. By "finished" I mean added on Climb, Jump, Run, etc. However, the PR is not merged yet. Said PR is also renaming a few Shoes to provide less confusion;
"Boots 2" and "Shoes 2" will be renamed Revised Boots and Shoes, while "Boots" and "Shoes" will be "Basic" Boots and Shoes. That's just because those are the older versions of them, while the newer versions were Eliza's LPC Revised so I called them Revised Boots/Shoes. Just makes more sense that way.
I started cleaning up Sara's Shoes a bit, hopefully I can have those and Basic Boots done in a couple of days. Once I finish those and the last three (Slippers, Sandals, Ghillies) I'll drop a release on OGA containing all of them.
Apologies, I should have clarified:
https://liberatedpixelcup.github.io/Universal-LPC-Spritesheet-Character-...
Eliza's Shoes are "Shoes 2" and "Boots 2", these are done on all frames (Run, Jump, etc) for "Male" body type. The normal "Shoes" and "Boots" are not done on all frames yet. However, I have started looking into finishing the rest of the shoes since you brought it up. I kinda wanted to get it done quickly this year anyway, I just have been distracted by other things. But I'll try getting the rest out fairly soon. (NOTE: All three Socks are available on all frames already. That's both of Eliza's socks and my Tabi Socks from my Kimono set.)
As for Shirts, I haven't done those yet for "Male". I was planning on starting them soon, though. At this time, I think I'll do shoes first (ALL the shoes, not just Eliza's) and then I'll drop a release for that. Then I'll do all the LPC Revised shirts for male (not the other shirts, just LPC Revised for now).
There are some issues with a few existing shirts on the "thin" models I already have logged:
https://github.com/jrconway3/Universal-LPC-Spritesheet-Character-Generat...
https://github.com/jrconway3/Universal-LPC-Spritesheet-Character-Generat...
Because I discovered these issues, I planned to work on fixing these issues and work on the Male shirts at the same time. Starting with Sleeveless, then doing Sleeves. I don't think it should take that long, but I can't guarantee how quickly I'll get through them.
The Male version's of ElizaWy's Socks and Shoes are done here:
https://sanderfrenken.github.io/Universal-LPC-Spritesheet-Character-Gene...
I haven't released them on OGA yet because I wanted to finish ALL Shoes assets and drop them in one update, but it has taken longer than I intended to get back to this.
Updated:
I added a new zip file containing cleaned up pants assets so they no longer have any stray pixels. All these assets are also split by different animations.
I did screw up one other thing: The Neutral Female face wasn't properly cut out. Its super minor though. This was just a last-minute addition I added so you could replace the Spellcast closing eyes animation if you REALLY wanted to do so.
EDIT:
By the way, all these are up on the ULPC now:
https://liberatedpixelcup.github.io/Universal-LPC-Spritesheet-Character-...
Apologies, I checked the wrong one.
And immediately I see that walk is messed up somehow... damnit... I don't think its lpctools that did this, though. Pennomi and Laetissima's Happy works fine over the other one, so its not lpctools that's the issue.
UPDATE: As far as I can tell, this is only an issue with the preview and not the actual sheets. Not sure how that happened. I can clean up the preview later.
Yeah I don't like the format for the "special attack" being "run" either. It doesn't make any logical sense. Run should be a separate action. If you REALLY want consistency, what you should do is set run as a separate action, and for other assets you use, simply insert the walk animation for a missing run animation. Alternatively, if you keep them in separate files as BenCreating suggests, you can just check if a run file exists, and if it doesn't, only use walk.
I didn't catch it, but yeah, the walk animation is actually only 4 frames, not 5. Its 1 stand frame and 4 walk frames. 4 frames is actually pretty standard from what I have seen, I think classic RPG Maker uses 4 walk frames as well.
If anything, I think "howling" makes more sense as a "special attack". But that's up to you. I could see a magic wolf enemy use a howl for a spellcast of sorts (or for a special action; wolves in RPG's often use howling for a support buff), otherwise it could just be a taunt.
Yeah that's basically my thought. And there's no realistic solution to that problem. Because there's no way to make a "base" you can build off of, you need to create a lot more stuff from scratch to create a variety of unique enemies.
Sure, you can create new Wolf variations, but its hard to make something brand new out of that. Maybe something like a Cerberus or Hellhound could be a wolf variant, though. So there are ways to make some potential varieties from existing assets, but you can't make a slime from a wolf. Or a proper minotaur. (Best bet for a Minotaur right now is using the Minotaur head on character sprites.)
Using character sprites for Goblins and Orcs helps to reduce the requirements a bit, but then they're a lot smaller than a common "enemy" sprite you might see in other games. Creating a larger one effectively requires you to, again, redraw it from scratch.
And that's not even delving into big ones like dragons or other such things.
Bookmarking. Could be neat to add in support for the new animation frames as well.
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