Yes it should be used in combination with the female backcape (as described in the actual submission):
"I didn't adabt the back cape, because female version works with it."
Yesterday I found this out as well, and it is now working properly in the generator. That is also why I was surprised because of your reaction that it does not work
Ah is there a newer version of the axe to use? Then I would like to update it.
Yes i agree that is quite an annoying feature. On hand, it helps understand quickly that it is not supposed to be supported, but sometimes you want to draw it anyways. I already removed it at some points.
Yes about the cape I agree with your remark. It is also how it is done now.
I also dont do composition in the game. Just use the sheets generated by the generator. That way I can easily prototype in a quick way. For me, I find it easier than recreating the logic made in the generator. Also, it helps me to find bugs in the generator/ assets, and when I am able to fix them everybody can benefit from it.
Moreoever, when you composit all sheets in game, you will need to load all the separate textures in memory, if you use a lot different asset combinations (which I do for example).
BTW to quickly support the separate head sprites, I will just add another entry "Heads" where you can attach another head to the sprite. The fun thing is now, that you can put an orc head on a skeleton for example. Quite fun!
HMTL canvas does not support clipping with a mask like this. You can clip, but on only rectangles. So supporting custom masks will propably require a lot of extra work, ie moving away from canvas and use some other drawing tool
Currently, the generator does support drawing images behind the body (ie force it to the bottom layer). However, there are no additional layers support, like normally you would use a z-index. It draws all content over each other in order of how the list is created in the generator.
EG, if I would put the hair sprite on the top of the list, the body would be drawn over the hair etc. etc. One way to overcome this, is to add custom z-property to each item. Then, before drawing the items, create an array of all drawables, sort them on z-property and then do the drawing.
Also quite some work. I will make the z-index support my priority, But I think I will add missing sprites first (like androgynous and pregnant characters).
Yes this would definitely work in a game engine easily. I need to see if it can also be achieved in one way or another in the generator code. In fact it is just a cropping action to the mask applied. Maybe there is an easy way. I will have a look at it!
btw, the capes made for female by jaidyn have later also been adapter for male characters. Yesterday I added them correctly to the generator. Are they similar to your universal cape?
Yes there are some of these issues indeed, I never thought of splitting the bodies in parts but it makes sense indeed. But it will be quite some work. Personally, I just accepted that some of the combinations don't work, and try to focus on the ones that do, which are still a lot and of great quality.
But ofcourse it would be nice to polish the complete set:) So maybe Evert, do you still have that spritesheet for the Orc cut in two layers? I would like to give it a try and fix it in the generator using that solution. It could be a quick win.
I see there is something off with the oversized attack drawing. Especially, when you combine the staff with the new magic hat you submitted. The tip of the hat is cut off and drawn on the animation row above it.
Hmm interesting, I did not notice that yet. But indeed worth having a look at. I currently use the assets for a mobile app, and maybe because of the smaller scales applied, I did not notice it. There are quite some approvements I would like to make to the generator anyways (quite a lot actually). It has been written quite some time ago and since there are a lot of new ways to make this thing work.
But it serves its purpose very well still, so I don't think I will do it in the coming weeks.
NB I fixed the issue with the positioning of the hats with oversized weapons. Indeed it was a small bug in the generator
Yes I think it is a bug in the generator indeed. I fixed it first by shifting the bodies a bit, but then I noticed that the weapons like the dragon spear did not align properly anymore. I will let you know when I fixed it, but propably it is a bug in the generator
Yes it should be used in combination with the female backcape (as described in the actual submission):
"I didn't adabt the back cape, because female version works with it."
Yesterday I found this out as well, and it is now working properly in the generator. That is also why I was surprised because of your reaction that it does not work
I don't see why the adjusted male cape is so bad, where should I pay attention to to see the issues?
Ah is there a newer version of the axe to use? Then I would like to update it.
Yes i agree that is quite an annoying feature. On hand, it helps understand quickly that it is not supposed to be supported, but sometimes you want to draw it anyways. I already removed it at some points.
Yes about the cape I agree with your remark. It is also how it is done now.
I also dont do composition in the game. Just use the sheets generated by the generator. That way I can easily prototype in a quick way. For me, I find it easier than recreating the logic made in the generator. Also, it helps me to find bugs in the generator/ assets, and when I am able to fix them everybody can benefit from it.
Moreoever, when you composit all sheets in game, you will need to load all the separate textures in memory, if you use a lot different asset combinations (which I do for example).
BTW to quickly support the separate head sprites, I will just add another entry "Heads" where you can attach another head to the sprite. The fun thing is now, that you can put an orc head on a skeleton for example. Quite fun!
Update:
HMTL canvas does not support clipping with a mask like this. You can clip, but on only rectangles. So supporting custom masks will propably require a lot of extra work, ie moving away from canvas and use some other drawing tool
Currently, the generator does support drawing images behind the body (ie force it to the bottom layer). However, there are no additional layers support, like normally you would use a z-index. It draws all content over each other in order of how the list is created in the generator.
EG, if I would put the hair sprite on the top of the list, the body would be drawn over the hair etc. etc. One way to overcome this, is to add custom z-property to each item. Then, before drawing the items, create an array of all drawables, sort them on z-property and then do the drawing.
Also quite some work. I will make the z-index support my priority, But I think I will add missing sprites first (like androgynous and pregnant characters).
Any ideas from you guys?
Yes this would definitely work in a game engine easily. I need to see if it can also be achieved in one way or another in the generator code. In fact it is just a cropping action to the mask applied. Maybe there is an easy way. I will have a look at it!
btw, the capes made for female by jaidyn have later also been adapter for male characters. Yesterday I added them correctly to the generator. Are they similar to your universal cape?
Yes there are some of these issues indeed, I never thought of splitting the bodies in parts but it makes sense indeed. But it will be quite some work. Personally, I just accepted that some of the combinations don't work, and try to focus on the ones that do, which are still a lot and of great quality.
But ofcourse it would be nice to polish the complete set:) So maybe Evert, do you still have that spritesheet for the Orc cut in two layers? I would like to give it a try and fix it in the generator using that solution. It could be a quick win.
Let me know!
Done: https://sanderfrenken.github.io/Universal-LPC-Spritesheet-Character-Gene...
Good idea indeed! Will do:)
Nice! Again a great addition to the LPC set:) I added it to the spritesheet generator fork i made:
https://opengameart.org/forumtopic/lpc-updated-spritesheet-generator
I see there is something off with the oversized attack drawing. Especially, when you combine the staff with the new magic hat you submitted. The tip of the hat is cut off and drawn on the animation row above it.I will try to fix that later in the generator.Hmm interesting, I did not notice that yet. But indeed worth having a look at. I currently use the assets for a mobile app, and maybe because of the smaller scales applied, I did not notice it. There are quite some approvements I would like to make to the generator anyways (quite a lot actually). It has been written quite some time ago and since there are a lot of new ways to make this thing work.
But it serves its purpose very well still, so I don't think I will do it in the coming weeks.
NB I fixed the issue with the positioning of the hats with oversized weapons. Indeed it was a small bug in the generator
Yes I think it is a bug in the generator indeed. I fixed it first by shifting the bodies a bit, but then I noticed that the weapons like the dragon spear did not align properly anymore. I will let you know when I fixed it, but propably it is a bug in the generator
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