Hee welcome back! Lovely contribution, I just approved it and merged to the generator as well. If you are open to doing some commissioned LPC work, let me know:)
I am working on a new LPC based game. I am also working with Bluecarrot and Bencreating but as always, the more the merrier:)
The gloves and shoulders I fixed already. Bluecarrot can you take a look at the remaining open issues? I am not sure how to resolve those myself, I think they need you:)
Boom Shaka, I dont understand your issue. Is it about this asset?
I like your final suggestion! As long as the generator can continue to work with the universal sheet, I think we are good. Reserving spots for the missing death animation orienations is trivial indeed. I am in.
Creating the universal sheets should be done before pushing the repo to remote, so we could make it a git prepush hook for example. And it should be easy to run the job, preferably without the need for a local configuration of your machine, or make a script to rollout the needed configuration locally.
Maybe I mis expressed myself: I didn't want to suggest to not do the separate heads. I fully understand the need and usefulness here (and we can add it easily by adding it as a new object including json definition etc). Currently some of the bodies have an additional layer already to draw the head over at a higher zpos, eg for the wolfman:
That we would need to clean up as well then (easy task).
But I meant the usecase for putting a child head on a muscular base for example. Is that even possible? I can imagine the neck of the muscular body is too large for the small head. But indeed if so, we can just change the name of the head from "human" to "human-child" etc etc :) That should work out!
I think there are ups and downs for all possibilties, but let me spit some considerations.
Having one universal sheet that includes the jump animation below the death animation I think would be from the generator perspective the least effort. You can add the bodies including the jump frames already. I/ we can adjust the preview animations easily. Exporting the sheet will remain the same (just a bit larger the exported image will be). Hereafter, one can organically update existing spritesheets by adding the jump animation frames.
Enabllng the generator to handle separate animation sheets will be considerable more work. It does give the most flexibility though. But I also think we should refrain from overengineering the generator's capabilities. Personally, I prefer to have as output from the generator the complete sheet, which I can preprocess in my game engine before bundling it into the binary.
But let's imagine you would build the generator around the separate animations, how would you handle exporting the image? Would one select which animations to export, and will the selected animations be bundled into one image? Or will there be n-output images, for all n-amount of selected animations? I guess most developers would prefer one image with all the frames. But then it would also be preferable to have the ability to indicate which animation should be drawn at which row. And that introduces quite some complexity to the generator.
Either way, I think it is indeed inevitable to have a head_type as well. Although for starters you could merge the new bases and heads already without it, and add this property later. I also think we should adjust the generator in such a way that it auto-selects a fitting head if the body is changed. But the structure is dependent on whether to separate the animations or not.
Wrt adding the option to add any head to any body.. I would skip those thoughts now and focus on the other actions first. If we have those sorted out, we will (or will not) find a suitable to support it (even though I don't fully understand the usecase yet).
Those are very well done, thanks a lot! You are making quite a comeback to LPC atm :)
yes that is me indeed:)
Can imagine you want to consider it later, sounds you have some cool ideas that you are working on already:)
Where do you stream? Would like to see it, I might be able to learn to do some pixel art myself from it!
Hee welcome back! Lovely contribution, I just approved it and merged to the generator as well. If you are open to doing some commissioned LPC work, let me know:)
I am working on a new LPC based game. I am also working with Bluecarrot and Bencreating but as always, the more the merrier:)
Walk animation for the bows? Must see!!!!! That is so cool
Thanks for pointing out! I converted the issues to issues on github:
https://github.com/sanderfrenken/Universal-LPC-Spritesheet-Character-Generator/issues
The gloves and shoulders I fixed already. Bluecarrot can you take a look at the remaining open issues? I am not sure how to resolve those myself, I think they need you:)
Boom Shaka, I dont understand your issue. Is it about this asset?
https://sanderfrenken.github.io/Universal-LPC-Spritesheet-Character-Generator/#?body=Body_color_light&head=Human_male_light&weapon=Thrust_oversize_halberd
If so, I think it works as it should, am I wrong?
I like your final suggestion! As long as the generator can continue to work with the universal sheet, I think we are good. Reserving spots for the missing death animation orienations is trivial indeed. I am in.
Creating the universal sheets should be done before pushing the repo to remote, so we could make it a git prepush hook for example. And it should be easy to run the job, preferably without the need for a local configuration of your machine, or make a script to rollout the needed configuration locally.
Maybe I mis expressed myself: I didn't want to suggest to not do the separate heads. I fully understand the need and usefulness here (and we can add it easily by adding it as a new object including json definition etc). Currently some of the bodies have an additional layer already to draw the head over at a higher zpos, eg for the wolfman:
https://github.com/sanderfrenken/Universal-LPC-Spritesheet-Character-Gen...
That we would need to clean up as well then (easy task).
But I meant the usecase for putting a child head on a muscular base for example. Is that even possible? I can imagine the neck of the muscular body is too large for the small head. But indeed if so, we can just change the name of the head from "human" to "human-child" etc etc :) That should work out!
Nice developments!
I think there are ups and downs for all possibilties, but let me spit some considerations.
Having one universal sheet that includes the jump animation below the death animation I think would be from the generator perspective the least effort. You can add the bodies including the jump frames already. I/ we can adjust the preview animations easily. Exporting the sheet will remain the same (just a bit larger the exported image will be). Hereafter, one can organically update existing spritesheets by adding the jump animation frames.
Enabllng the generator to handle separate animation sheets will be considerable more work. It does give the most flexibility though. But I also think we should refrain from overengineering the generator's capabilities. Personally, I prefer to have as output from the generator the complete sheet, which I can preprocess in my game engine before bundling it into the binary.
But let's imagine you would build the generator around the separate animations, how would you handle exporting the image? Would one select which animations to export, and will the selected animations be bundled into one image? Or will there be n-output images, for all n-amount of selected animations? I guess most developers would prefer one image with all the frames. But then it would also be preferable to have the ability to indicate which animation should be drawn at which row. And that introduces quite some complexity to the generator.
Either way, I think it is indeed inevitable to have a head_type as well. Although for starters you could merge the new bases and heads already without it, and add this property later. I also think we should adjust the generator in such a way that it auto-selects a fitting head if the body is changed. But the structure is dependent on whether to separate the animations or not.
Wrt adding the option to add any head to any body.. I would skip those thoughts now and focus on the other actions first. If we have those sorted out, we will (or will not) find a suitable to support it (even though I don't fully understand the usecase yet).
Just incredible, a true masterpiece!
Ahh didn't know that, learned something new today:) thanks!
Did you mean to publish images like these https://github.com/clintbellanger/wandercall-assets/blob/master/hero/bas... in this public repo?
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