This tool wil help me a lot with my game project development and will provided the much need assets for my character generation. I have been creating my characters from scratch and its really time consuming. For some characters created from scratch can be useful, but for the majority of the sprites I will need, this generator will be better and save me time. I will credit everyone involved in my character asset creations and will make sure to include their attribution in the end game credits of my final release. Thank you again for providing this tool. You all are very appreciated!
I tried to use as many assets as I could find on the net (mostly opengameart.org), but soon reached a point where all the assets didn't work well together. Which was really expected, since there was no creative direction in the asset creation.
This is so helpful. I've been using game maker off and on since 4.3... more off than on as I started using C++ and C# more. But I can see you have some DLLs and your credits generator is the icing on the cake.
i get the errors that looks like i need a different compiler version or something similar on the appimage (usually that means "this will not work on this version number of your linux) as well as something about missing libflac on the standard download executable (im not trying to troll, just feedback , i know linux has become a mess where you need to hunt after and keep older versions around) fyi ... looking good tho i kinda wanted it
i dont know enough about it to give any kind of decent advice, sorry , all i know, like websites on browser updates it tends to not survive every OS upgrade (while in fact i think the original idea was "appimage removes the need for all that")
Thanks for the clarification about the large weapon v.s small weapon for exporting. I'm exporting a sword character. Does the sword have a thrust animation? I'm using the 3rd sword option. Thanks again for the speedy reply :D
Just downloaded and testing, it doesnt save or export anything, including credits txt files. Besides no file format can be seletected while exporting, only .char is shown when saving (without any results).
My game dev workstation is my desktop, so usually I download and test everything here. Its a 10 years old windows 8.1 . This afternoon tried again on my laptop (win 11) works flawlessly! Win 8.1 might be the problem. I still dont know.
Also a little tiny request, if you were to visit RPG Developer Bakin official discord channel, people actually enjoy and appreciate your LPC generator there. If you could implement Bakin sprite sheet layout, it would be wonderful!
Its (DOWN, LEFT, UP, RIGHT).
Thanks for the answer btw!
Unfortunetly I have no plans to implement localization in the immediate future. When I get a better understanding of what's involved, maybe I'll give it a try, but for now there's other stuff I'd like to implement first.
I guided the figure and the cloak separately while hiding the body, trying to change the decoration of the parts of the figure just like this tool, but the cloak only has one picture, it can not clip the body, it can either block the body or be blocked by the body, although some other pictures can be used to solve this problem, but when the cloak material is exported separately, it does not look very useful. That's my doubt. Don't take it personally. It's translated by software. Thank you
Hey pflat!
Great tool. I thank you very much for this. For version 0.5 I see that there's an issue where you save .char with shadow, but after you close the generator and reopen it and load the .char, it doesn't load the shadow as well.
Can we also get some option to maybe directly split the spritesheet by sections? For some characters it splits it directly, but for simpler ones without weapons it just creates _universal.png
I'd also like to see next/previous buttons to work with dropdown, so I can easily toggle between different styles without first trying to expand dropdown. Or if the app would remember that dropdown is focused, so I could use arrow up / down to switch items within this dropdown.
I like the tool very much, just wanted to provide potential issues I've encountered.
Thanks
3. I'll do somothing about this in the next version. I think the UI has so many elements already that I was pleased to replace the v0.4 buttons with the combos. But I also think you are right. If you just want to browse all the options, the comboboxes becomes annoying.
This is a cool LPC tool. I tried doing one for GameMaker, but it swelled to 1GB ++ probably because I did not compress the image directory... This is great for offline usage. Extra note: I am trying to import your .pak file for use in JS projects (credits included) but will not be doing a stand-alone version... your would be better anyway. Mine will simply be used inside a game for autogenerating NPC and such. Have no plans to use your sounds, music, or GUI stuff, unless you say ok to that (zlib license) and (LPC license). If you look at my waffle dudes (kenney art) you will see what I am trying to do with LPC... Might be kinda fun to see if AI can upscale LPC and still look good.... but that's for later.
3. Last Suggestion - Instead of clicking the arrows multiple times to find the one you're looking for, any chance that the results are divided into sections, or at least see the names from a menu or something? Similar to how the online editor works. For example if I'm looking for a specific one, I may have to click the arrows a lot of times before I find it.
2. Yes. I also mean to do that. My plans are to build two buttons. One to randomize bodies and one to randomize the clothing. That way you can randomize the clothes of a fixed character, build several characters using the same uniform, or randomize everything using the two buttons.
1. Not a file - but perhaps in the app itself, before exporting it, it'll show you the H frames and V frames - for example in Godot, when importing a sheet we have to specify how many rows and columns it has so they are aligned.
2. To add to that - having a 'lock' button next to each feature would be a nice addition, so if for example you want to lock down a specific item (race, color, beard..) you could do that without randomizing everything.
Beeing the insightul person that I am, I only saw the idle animation after I had implemented my own version. I also lost some days creating modular heads for the bodies, only to see that Universal Spritesheet Generator v3 had done that already :(
Do you by any chance need help with the tool ? I was thinking about forking and upgrading Universal LPC Spritesheet Generator but I would prefer working on something more recent.
Help could be looking for sprites to add to the library or actual coding, whatever you'd need / prefer.
Code wise, I've considering open-sourcing the code. I've not done so yet because this tool is a by-product of a game I'm making, so it uses way too many things not needed for such a purpose (for instance, the entityX library). Any newcomer to the code would call me crazy.
I know i may be ennoying but could it be possible to export the different stances in different single files? I have a lot of difficulty cutting and resizing it for Intersect Engine (like 4x4 chara tiles). Thank you for your work!
Also, I would prefer to have the animations in a single spritesheet, in order to reduce the graphics card state changes, however, I'm not familiar with the Intersect Engine, so I don't know of that's an option.
Well after a few tries i can't managed to resized it properly and automated them :s I must be dumb lol i will check with my engine community. I don't know if it's a hard task for you to implement this but it would change my life xD Nice work so far keep working on this beautiful tool !
Just one small detail... In the application, when you wear a hat, the hair is changed to something that is relatively similar and works well with the hat (or hidden entirely, in the case of helms). That will not work on this feature. Hope that's ok with you.
If you open the chargen.pak file (it's just a zip file), you'll see that I don't keep a file for each color variation. I just have one file for each body and clothing item, and the color is applied at run time by the app.
The Godot plugin is developed to work with -LPC-Spritesheet-Character-Generator/, and I deviated a bit from the way those spritesheets are built, which makes them incompatible, in regard to the JSON export format.
I'm still thinking about open-sourcing the code. Right now, it is clearly a by-product of my attempt at developing a game (for instance, it has a rudimentary Entity-Component-System, which is overkill for such an application), but I plan to review and clean a lot of the code, in order to open-source it.
Great tool. Certainly makes character sprite generation a breeze!
Also, not that I don't appreciate you using a track of mine, however you have incorrectly credited me in your description.
Based on the CC-BY 4.0 license agreement, under attribution, the correct format should be as follows:
Sleepy Little Mouse by Tsorthan Grove - CC BY 4.0 - -little-mouse
For my upcoming release I have been working a lot with the LPC content. I started off using the LPC-Spritesheet generator created by Gaurav0, however, a lot of cool stuff has been added since the last commit in this repo, and as I needed some flexibility and speed I forked it and updated it my self.
One request: the Robe Skirt (male only) appears to be on the wrong layer - it's below the shoes layer. It seems to be properly aligned with the metal boots and golden boots, but each of the shoes are rendering on top of the robe skirt, which looks a bit awkward. Pic is below:
Some shoe styles look better drawn above certain pants, and some look better below. Robe skirt should be drawn over all footwear, of course, but the female tall boots (which I widened and adapted to male) look better drawn over the pants (cowboy style)
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