Sorry, it's not in the download. It's just to demonstrate that you can easily make recolors. As you can see, the selection of furniture is slightly smaller than in the final version. At some point I want to go back and make various recolors of all the items, just haven't gotten around to it.
No suggestions for blood splatters, just wanted to say those animations from theidiotmachine look great, and I am excited about your project FiveBrosStopMosYT! A grisly scene for sure!
Also wanted to mention that the windows on the round parts of the castle look pretty strrange, since they were intended to be for diagonal walls. I should make some proper curved windows for the castles... (There are a few curved windows in the Victorian Buildings set, but they are not really the same style as the castle buildings).
I think the only solution to the orc problem is to draw the weapons without cutouts on two separate layers. You can see an example of this here https://opengameart.org/content/lpc-extended-weapon-animations ; the weapons-extended-layers.zip version includes two layers---"front" and "back" layer--- which go over- and under- the body respectively and therefore avoid this problem. The two layer images are easy to create---there are just a few frames that need to be put on the "back" sheet.
The current generator doesn't use this method, but with castelonia's recent improvements, it supports multiple layers per object, so could be updated to support this method, at least for weapons where the multiple layers already exist.
The hats have the same problem, but they need to be in front of or behind the weapons; it's why the hats in this submission https://opengameart.org/content/lpc-gentleman have two layers as well. It's a problem for almost all the hats.
Hmm, okay... I'd just like to avoid introducing another, slightly different version of the bases. The results will not be 100% identical, due to the intentional changes I have made. Do you approve of those?
Let me look over the remaining bugs/unintentional issues again and see how many I can fix.
Would you be persuaded by updated comparison GIFs like I posted, showing that there are only minor changes to the neck?
I now have a set of spritesheets for the following headless bodies:
[adult] male
[adult] female
pregnant
muscular
teen/androgenous
child
Each body is automatically recolored to a several color variants: ivory (white human skin), orc green, lizard green (same except for the darkest color), minotaur, wolfman/boarman.
There are complete head spritesheets for the following heads:
Each head has several spritesheets with different cutouts/offsets to match each of the adult bodies (except the -child heads, which only have spritesheets for the child body). Translating the heads to all positions, making cutouts, and generating the recolors---all of this is done automatically with scripts.
A complete spritesheet can be generated by compositing a headless body with the appropriate head spritesheet, e.g. `magick convert bodies/male/lizard.png heads/lizard/male.png -gravity center -background None -layers Flatten lizard-male.png`.
I am now working on making such test images and comparing them to the cognate in Ben's set. Some comparisons are attached as animated GIFs; they cycle between diff (highlighted in red) -> Ben's version -> my version. Ignore the east-facing frames for now; I exclusively edited the body bases on the west-, north- and south-facing directions so far. I will mirror the west-facing body to get the east-facing body, once all the issues are ironed out.
As you can see, the main issues are with the neck. The lizard west-facing walk animations are particularly problematic. I also made some changes to the necks in the south-facing frames to accommodate the minotaur head, which has a very narrow face---but it makes the neck look too thick for some of the other heads (lizard, wolf). There is also some slight disagreement in the pixeling around the neck in the west-facing lizard and wolf heads. The north-facing lizard heads ended up 1px lower in my version than Ben's; I think this is OK, because it means they are the same height as the male bases.
In addition, I made a few intentional changes, which also show up in the comparison images.
Re-draw shoulders in east-facing thrust animations throughout to reduce flickering
Re-draw underarm/breast of east-facing shoot animations in female and pregnant base to reduce flickering
Slight changes to lizard head shading
At this point, I'm in for a penny---in for a pound. I'm going to continue fiddling with the heads and headless bases and re-generating the comparison images until I'm happy with the results. It seems certain that the necks will always be a little worse than Ben's versions, because they can't be manually cleaned up... but I think the results will still be nice enough to be usable.
Ben, once these separate head versions are finished, would you like to add them to your submission here, or should I make a separate submission? I think it would be nice to have one "definitive" set of bases that everyone can work from going forward. If added here, we could of course keep your original version as well, for reference and comparison.
Yes! The minotaur should definitely work. And this would let you have non-muscular minotaurs too :)
Isn't that something that could be automated using the scripts (either by having the spot as a separate highlight,
Yes, that would be possible, but it seems like more work than copying one more frame to the template :p Trying to strike a balance... https://xkcd.com/1319/
So far, the results of the head separating were very encouraging. I generated all heads for all bases, but so far have only made headless bodies for the male. I basically did as describe above: took the auto-placed separate human heads, selected the opaque regions, and deleted those regions from Ben's the adult human male base. Then I did the same thing for the wolfman base and the lizard base (both recolored to the ivory palette, same as human) and layered all three headless versions together to create a consensus. This identified a few issues with the heads, which I adjusted. Then I went through reviewed all of the animations with the human, wolf, and lizard head. I looked briefly at the orc, but am mostly ignoring him right now since his head is wider/bigger rather than narrower than human, and thus more likely to cover up problems than to create them.
As Ben suggested, there are several frames in the slash and shoot animation where there is disagreement between the bases about how the neck should be shaded. I noticed issues that look weird in (1-based indexes), walk-{e,w}-{6,7,8}, slash-n-5, shoot-n-5, shoot-{e,w}-{10,12}. But honestly it's pretty minor compared to what I was expecting. The results also have slight changes in how the north-facing human neck is shaded, but I like the result just fine. I think a very slightly better consensus "headless" body is possible, with some experimentation on those frames. I also noticed a few "bugs" in the original bases as well, which I have rectified in the consensus headless base.
Next I'll create draft headless versions of the female, muscular, and pregnant bodies to see if any further modifications need to be made to the heads themselves. If not, I will begin tweaking the consensus headless bodies, as well as testing them with all heads, including the orc, skeleton, and Evert's Minotaur.
Other possibilities down the line: adding different heads to the centaur https://opengameart.org/content/lpc-centaur-walk-cycle (would require its own set of offsets, but otherwise existing heads could be used), developing new heads (child orc, female lizard, etc.). Evert, the Frogman is probably too... different... for this treatment, huh? Unless we just spliced the head on to the human body and made him just walk like a human rather than like a frogman :p
Whoa, those are big maps! The Fortress PNG still doesn't load for me, and the TMX files aren't really viewable without the tilesets.
I'll post some thoughts later, but overall looks like very creative use of the tiles!
Sorry, it's not in the download. It's just to demonstrate that you can easily make recolors. As you can see, the selection of furniture is slightly smaller than in the final version. At some point I want to go back and make various recolors of all the items, just haven't gotten around to it.
Strong work, as always Ivan! As usual, I particularly love your stonework. I'll have to try it out with some LPC tiles!
No suggestions for blood splatters, just wanted to say those animations from theidiotmachine look great, and I am excited about your project FiveBrosStopMosYT! A grisly scene for sure!
Also wanted to mention that the windows on the round parts of the castle look pretty strrange, since they were intended to be for diagonal walls. I should make some proper curved windows for the castles... (There are a few curved windows in the Victorian Buildings set, but they are not really the same style as the castle buildings).
Hey, looks very cool! Always excited to see new projects with the LPC assets!
The link to the big map seems broken... can you repost?
Are you interested in feedback on the maps?
I think the only solution to the orc problem is to draw the weapons without cutouts on two separate layers. You can see an example of this here https://opengameart.org/content/lpc-extended-weapon-animations ; the weapons-extended-layers.zip version includes two layers---"front" and "back" layer--- which go over- and under- the body respectively and therefore avoid this problem. The two layer images are easy to create---there are just a few frames that need to be put on the "back" sheet.
The current generator doesn't use this method, but with castelonia's recent improvements, it supports multiple layers per object, so could be updated to support this method, at least for weapons where the multiple layers already exist.
The hats have the same problem, but they need to be in front of or behind the weapons; it's why the hats in this submission https://opengameart.org/content/lpc-gentleman have two layers as well. It's a problem for almost all the hats.
Hmm, okay... I'd just like to avoid introducing another, slightly different version of the bases. The results will not be 100% identical, due to the intentional changes I have made. Do you approve of those?
Let me look over the remaining bugs/unintentional issues again and see how many I can fix.
Would you be persuaded by updated comparison GIFs like I posted, showing that there are only minor changes to the neck?
Thanks Ben!
I now have a set of spritesheets for the following headless bodies:
Each body is automatically recolored to a several color variants: ivory (white human skin), orc green, lizard green (same except for the darkest color), minotaur, wolfman/boarman.
There are complete head spritesheets for the following heads:
Each head has several spritesheets with different cutouts/offsets to match each of the adult bodies (except the -child heads, which only have spritesheets for the child body). Translating the heads to all positions, making cutouts, and generating the recolors---all of this is done automatically with scripts.
A complete spritesheet can be generated by compositing a headless body with the appropriate head spritesheet, e.g. `magick convert bodies/male/lizard.png heads/lizard/male.png -gravity center -background None -layers Flatten lizard-male.png`.
I am now working on making such test images and comparing them to the cognate in Ben's set. Some comparisons are attached as animated GIFs; they cycle between diff (highlighted in red) -> Ben's version -> my version. Ignore the east-facing frames for now; I exclusively edited the body bases on the west-, north- and south-facing directions so far. I will mirror the west-facing body to get the east-facing body, once all the issues are ironed out.
As you can see, the main issues are with the neck. The lizard west-facing walk animations are particularly problematic. I also made some changes to the necks in the south-facing frames to accommodate the minotaur head, which has a very narrow face---but it makes the neck look too thick for some of the other heads (lizard, wolf). There is also some slight disagreement in the pixeling around the neck in the west-facing lizard and wolf heads. The north-facing lizard heads ended up 1px lower in my version than Ben's; I think this is OK, because it means they are the same height as the male bases.
In addition, I made a few intentional changes, which also show up in the comparison images.
At this point, I'm in for a penny---in for a pound. I'm going to continue fiddling with the heads and headless bases and re-generating the comparison images until I'm happy with the results. It seems certain that the necks will always be a little worse than Ben's versions, because they can't be manually cleaned up... but I think the results will still be nice enough to be usable.
Ben, once these separate head versions are finished, would you like to add them to your submission here, or should I make a separate submission? I think it would be nice to have one "definitive" set of bases that everyone can work from going forward. If added here, we could of course keep your original version as well, for reference and comparison.
Are the hair, mustache, and girdle thing also available somewhere?
Yes! The minotaur should definitely work. And this would let you have non-muscular minotaurs too :)
Yes, that would be possible, but it seems like more work than copying one more frame to the template :p Trying to strike a balance... https://xkcd.com/1319/
So far, the results of the head separating were very encouraging. I generated all heads for all bases, but so far have only made headless bodies for the male. I basically did as describe above: took the auto-placed separate human heads, selected the opaque regions, and deleted those regions from Ben's the adult human male base. Then I did the same thing for the wolfman base and the lizard base (both recolored to the ivory palette, same as human) and layered all three headless versions together to create a consensus. This identified a few issues with the heads, which I adjusted. Then I went through reviewed all of the animations with the human, wolf, and lizard head. I looked briefly at the orc, but am mostly ignoring him right now since his head is wider/bigger rather than narrower than human, and thus more likely to cover up problems than to create them.
As Ben suggested, there are several frames in the slash and shoot animation where there is disagreement between the bases about how the neck should be shaded. I noticed issues that look weird in (1-based indexes), walk-{e,w}-{6,7,8}, slash-n-5, shoot-n-5, shoot-{e,w}-{10,12}. But honestly it's pretty minor compared to what I was expecting. The results also have slight changes in how the north-facing human neck is shaded, but I like the result just fine. I think a very slightly better consensus "headless" body is possible, with some experimentation on those frames. I also noticed a few "bugs" in the original bases as well, which I have rectified in the consensus headless base.
Next I'll create draft headless versions of the female, muscular, and pregnant bodies to see if any further modifications need to be made to the heads themselves. If not, I will begin tweaking the consensus headless bodies, as well as testing them with all heads, including the orc, skeleton, and Evert's Minotaur.
Other possibilities down the line: adding different heads to the centaur https://opengameart.org/content/lpc-centaur-walk-cycle (would require its own set of offsets, but otherwise existing heads could be used), developing new heads (child orc, female lizard, etc.). Evert, the Frogman is probably too... different... for this treatment, huh? Unless we just spliced the head on to the human body and made him just walk like a human rather than like a frogman :p
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