[quote]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.[/quote]
I'm using an extended version of the LPC character spritesheet that also fits in the running, jumping and grab animations, as well as a push and carry animations I made myself. I've been planning to clean that up and post it here, along with any clothes I adapted to the new animations.
It looks something like the attached, but I messed up and merged some of the layers (meaning I don't have the base sprite for some of the modified animations).
Anyway, that should probably be left for a different thread so as not to derail this one into a general discussion on the LPC assets.
Congratulations on the Vagabond progress; I'm finding it hard to justify setting aside time for my own game, so progress has been slow there, but this encourages me to actually do something with it over the holidays. I should probably set up something like a devlog to record progress. Looks like we use a similar algorithm for casting shadows on cave walls!
I'm sure it sounds more impressive than it actually is; most thought went into selecting what to put in and what to leave out, and making sure the layout is "nice" (which is more for my own benefit than for the computer, obviously). I'm probably also overly paranoid about the size I can make the bitmaps (I load four different tilesets into one texture to use as an atlas).
My use-case is rather specific. The maps in my game are procedurally generated, which includes the houses. I just want to specify a "base tile" for the roof, the walls, the windows and the door and the generator picks whatever tiles it needs from those. That pretty much requires all similar tiles to be drop-in replacements (not really, it's just a lot easier to work with). I have the red and blue slate roofs and the thatched roof working in this way, and it seems like I was working on a timber roof as well.
Ok, so. Imagine you have a bunch of LPC assets that you want to use. Say different types of roof. For ease of use, you re-organise your tilesheets so that you can put them all on there and easily swap them out.
You can do that. Or you can wait a couple of weeks and bluecarrot16 will post a collection that does the same thing, only better and with more options.
Awesome set, as usual. The only thing missing are the thatched roofs, I think.
I may not have an immediate use for it at the moment (something with just having reorganised my tilesheets), but definitely a very useful addition!
My workflow for recolouring these things is similar to yours: just straight-up using colour reduction and selection+bucket fill in GIMP. I usually try to go for a five shade ramp, to match the ramps in the LPC palette, but sometimes that doesn't work out. The LPC palette has a few wider ramps, and a ton of shades that can slot in between shades on the five colour ramps. It's really odd in that way.
Sometimes I think I should have a go at simplifying the palette by merging similar colours and adding in some proper reds, but it's such a daunting task that I keep putting it off.
Working fine again, thanks!
It actually seems to be faster now than it was too (the time for reloading the list of collections the art is in is shorter), but that could just be random variation.
I wasn't even aware that there was another way to add items to a collection than through the button on the asset page! Regardless, I just tried it and it does nothing.
Yes. Yes, I did mean something quite exactly like that for the rocks.
I was tinkering with a couple of Lost Garden and Hyptosis tiles last night, trying to get the colour count down and matching the LPC style, which is a pain (or I just suck at it). It never looks quite right when I try to do that. You seem to have done a good job of it though.
I have the attached rocks (also by Hyptosis) also sitting in my collection, but I haven't tried to adjust the palette on those yet.
I understand the reasoning behind ruins or man-made objects going in a separate set. The thing is, there aren't actually that many of them. I thought there were a couple of obelisk like elements, crumbled walls and some megalithic structures (dolmen, menhirs) to find, but I came up empty. Looks like I was mistaken! Arguably though, some of those items in the rock set look like dolmen or menhirs.
Skorpio's set is indeed the main one that has any ruin-like objects in it, but I'm also not very fond of the main part of it, it looks too bland grey. Part of the issue may also be that it's not actually pixel art (they're LPC-styled vector graphics) which doesn't translate to detailed pixel art when rendered. I do like the Moai heads and columns that are in there (and some of the rocks, but you have those already). Attached are the recolours and cleanups I did of those.
Actually, come to think of it, I do have an idea for another type of collection: one with various types of rocks, megalithic objects and ruins. I'm reorganising my tilesets and I have quite a few of those in there, and browsing for what I may be missing I realised that there is no "proper" collection of those yet.
No specific ideas for containers (that seem to be missing) or for town decorations at the moment.
I do have a recolour of the LPC pot, although you seem to have several of those already, so I don't know how useful it is.
[quote]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.[/quote]
I'm using an extended version of the LPC character spritesheet that also fits in the running, jumping and grab animations, as well as a push and carry animations I made myself. I've been planning to clean that up and post it here, along with any clothes I adapted to the new animations.
It looks something like the attached, but I messed up and merged some of the layers (meaning I don't have the base sprite for some of the modified animations).
Anyway, that should probably be left for a different thread so as not to derail this one into a general discussion on the LPC assets.
Congratulations on the Vagabond progress; I'm finding it hard to justify setting aside time for my own game, so progress has been slow there, but this encourages me to actually do something with it over the holidays. I should probably set up something like a devlog to record progress. Looks like we use a similar algorithm for casting shadows on cave walls!
I'm sure it sounds more impressive than it actually is; most thought went into selecting what to put in and what to leave out, and making sure the layout is "nice" (which is more for my own benefit than for the computer, obviously). I'm probably also overly paranoid about the size I can make the bitmaps (I load four different tilesets into one texture to use as an atlas).
My use-case is rather specific. The maps in my game are procedurally generated, which includes the houses. I just want to specify a "base tile" for the roof, the walls, the windows and the door and the generator picks whatever tiles it needs from those. That pretty much requires all similar tiles to be drop-in replacements (not really, it's just a lot easier to work with). I have the red and blue slate roofs and the thatched roof working in this way, and it seems like I was working on a timber roof as well.
Ok, so. Imagine you have a bunch of LPC assets that you want to use. Say different types of roof. For ease of use, you re-organise your tilesheets so that you can put them all on there and easily swap them out.
You can do that. Or you can wait a couple of weeks and bluecarrot16 will post a collection that does the same thing, only better and with more options.
Awesome set, as usual. The only thing missing are the thatched roofs, I think.
I may not have an immediate use for it at the moment (something with just having reorganised my tilesheets), but definitely a very useful addition!
Interesting, it seems that the site decided to eat my post.
Anyway, those statues are derived from other assets, namely IndigoFenix' Jade Cyclops (https://opengameart.org/content/jade-cyclops) and RedShrike's Imp (https://opengameart.org/content/lpc-imp) and Dark Soldier (https://opengameart.org/content/dark-soldier-for-valyria-tear). The Imp and Cyclops are just recolours, but the Dark Soldier needed some more editing. The original was 33 pixels wide, and the horns tapered to a one-pixel tip. That was impossible to make look good against a dark background, so I modified that to have an outline.
My workflow for recolouring these things is similar to yours: just straight-up using colour reduction and selection+bucket fill in GIMP. I usually try to go for a five shade ramp, to match the ramps in the LPC palette, but sometimes that doesn't work out. The LPC palette has a few wider ramps, and a ton of shades that can slot in between shades on the five colour ramps. It's really odd in that way.
Sometimes I think I should have a go at simplifying the palette by merging similar colours and adding in some proper reds, but it's such a daunting task that I keep putting it off.
Working fine again, thanks!
It actually seems to be faster now than it was too (the time for reloading the list of collections the art is in is shorter), but that could just be random variation.
I suppose I should throw these guys in as well. They're "statues", but could be adapted to a ruined set by adapting them into decayed versions.
I wasn't even aware that there was another way to add items to a collection than through the button on the asset page! Regardless, I just tried it and it does nothing.
I'm using Safari with the "Tale of Two Lands" collection (https://opengameart.org/content/tale-of-two-lands). It doesn't matter what asset I pick to add, none of them work, but let's say bluecarrot16's LPC terrain (https://opengameart.org/content/lpc-terrains). Sounds like it could be an issue with Safari though.
Yes. Yes, I did mean something quite exactly like that for the rocks.
I was tinkering with a couple of Lost Garden and Hyptosis tiles last night, trying to get the colour count down and matching the LPC style, which is a pain (or I just suck at it). It never looks quite right when I try to do that. You seem to have done a good job of it though.
I have the attached rocks (also by Hyptosis) also sitting in my collection, but I haven't tried to adjust the palette on those yet.
I understand the reasoning behind ruins or man-made objects going in a separate set. The thing is, there aren't actually that many of them. I thought there were a couple of obelisk like elements, crumbled walls and some megalithic structures (dolmen, menhirs) to find, but I came up empty. Looks like I was mistaken! Arguably though, some of those items in the rock set look like dolmen or menhirs.
Skorpio's set is indeed the main one that has any ruin-like objects in it, but I'm also not very fond of the main part of it, it looks too bland grey. Part of the issue may also be that it's not actually pixel art (they're LPC-styled vector graphics) which doesn't translate to detailed pixel art when rendered. I do like the Moai heads and columns that are in there (and some of the rocks, but you have those already). Attached are the recolours and cleanups I did of those.
Actually, come to think of it, I do have an idea for another type of collection: one with various types of rocks, megalithic objects and ruins. I'm reorganising my tilesets and I have quite a few of those in there, and browsing for what I may be missing I realised that there is no "proper" collection of those yet.
No specific ideas for containers (that seem to be missing) or for town decorations at the moment.
I do have a recolour of the LPC pot, although you seem to have several of those already, so I don't know how useful it is.
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