Here's some furry ears and tails to go with your LPC sprites! I should have included the wolfman heads in the preview as well, I tested it on the my local copy of the ULPC and they actually look pretty good with the wolfman heads as well.
This set contains 4-5 variants of furry ears, a skintone overlay for each set, and three different tails fully animated. All of them include child, sit, jump, run, and idle (with idle being 8 frames of a wagging tail for the tails, you can potentially just use a basic flat pose there instead if you wish).
I'm not fully happy with all of these, and any suggestions are appreciated. That being said, this is the first time I tried to actually put some real effort into animating and I think they turned out pretty well. Some of them look kind of "off" in places, but I'm not quite sure how to solve it at this time, so any suggestions are welcome!
But this was again hard to make look good, and tbh, its hard to even tell they're designed to be "feather" ears. They could be used for other things potentially. I made them "flap" a bit while running and jumping, but that's a hit or miss idea and I could just drop that concept.
The ear and tail colors are based on the ULPC hairstyle colors, but I also included the skintone "fur" colors so there will be matching sets for the beastman heads. The inner ear "skintone" colors are just the regular skintone colors. Some combinations don't look very good, but for the most part I think these look solid.
Base sprites used in preview image are part of the LPC set and were not made by me, these elven ear variants assume you are already using the existing LPC base models. The palettes are designed to line up with the LPC color scheme and fit onto the base models.
I want to make other tails as well. I created "feather" ears but no feathered tail to accompany it, I will do that eventually. I also want to make dragon tail and tail fin, along with at least one more.
The "wolf" tail here may look too smooth. Perhaps if I want a thinner tail I should find a way to add more loose strands? Its really hard to do that with such small sprites and I'm not fully happen with the "fluffy" tail either in that aspect, but I think some frames look REALLY good.
If anyone has any suggestions on what they'd like to be seen done (including porting existing assets on the ULPC to child/sit/run/etc), let me know what you'd like to prioritize. Eventually I'll start porting some elements over to the other sets, especially the ones I want to use. I'm also open for suggestions on other things, though I do have a handful of plans I still want to work on later on.
Eventually I want to add more animated hairstyles as well, and animate my Relm ponytail I posted up last time. After playing through Chained Echoes I'm getting a feel for how the hair is done in other spritesheets and that could give me some ideas on how I can improve animations.
For me I don't use those alternate heads. The only reason I even made the "top of head" designs is because I knew some people would like them. I actually wanted to make an "earless" version of the heads (I really dislike "catgirl" characters having two sets of ears, it just looks weird to me, that's why all my ear additions try and cover up the old ears if possible), but I never quite got around to that one. Perhaps I'll do that soon as well.
My "furry" races are really just "little bit beastly" and they have ears on the side of the head, which is why I have those versions in here. I included the more traditional ones for other people to use. The tails should be usable in either context, though. ^_^
Speaking of which, I'm kinda surprised cat heads didn't exist already... usually cat is the go-to-first design choice when coming up with furry humanoid characters, but LPC currently has wolfman and not cat yet. Kinda funny.
I've seen this commentary around in general how catfolk are generally always preferred first, and its also ironic as in my universe its the Lykons (wolf/canine) that are far more prominent. My cat race (Zabos) have a rather minor presence as a whole by comparison.
Thanks... I'm trying to actually get something done for a change. Last time I did stuff for a little while then gave up, but now I'm trying to at least create enough assets to create a good chunk of my characters so I can do some experiments with game dev, probably using RPG-JS (though RPG Maker is not out of the quiestion; I just got MV on sale).
I started doing outfits now and... wow they're pretty tough. I think I'm only going to create one big set of a variant of items (using the same base assets) for now so I can finish the assets for my character Relm. I created a slit kimono design so far (with the kimono open on the bottom, similar to a Swordmaster style from Fire Emblem) but I think I can also create a "tight" kimono as well relatively easily alongside this.
Hello, everybody! I've followed the Extended Sample Character Template tutorial, and I have made a mod. Everything works, she doesn't crash, but I'm having one significant problem with the mod; the revised character art for the sprite will not update and recompile!
In other words, instead of the sprite looking like my character mod, it still looks like the furry girl from the esctemplate. I've tried recompiling it several times, however, only the ghost sprite tends to update it's artwork. Is there some way to help this?
I had the same problem. Maybe you're missing an image file somewhere or even what Mobb said. However, I'm new to modding as well so I wouldn't know anything about coding abilities (heck I don't even know how to implement the codes :/ ).
Our team wanted to enjoy our coding journey and spread that joy by letting others play our game. So, we chose to work on this game. It allowed us to display our utmost creativity. Additionally, we decided to do something different and design a game instead of the typical e-commerce websites we create every semester to spice up the project this semester. By developing a game, we may examine the various aspects we must take into account, such as design, usability and game logic. While this project may have been difficult for us, the fresh idea behind making this game served as our inspiration and motivation to both design and build a fun game.
Get to play as a dog, but not just any ordinary dog. Being a fiery furry, this dog has mythical pyro abilities which can be used to incinerate any enemies that get in the way. However, it needs your guidance and training to be able to learn new pyro abilities which can be unlocked as you train this dog by fighting against nightmarish enemies. Help this fiery dog to unleash its full potential!
This project would be my favorite assignment since year 1. I learned to be more patient when solving bugs and had taken the chance to explore my areas of interest. It was my honor to have a group of excellent teammates and Mr Ang as my lecturer, I really enjoyed this journey. I am a slow leaner but I'm always willing to try things out. I believe I will remember the time I rushed CA2 after recovering from covid. It was a tiring and stressful time. The key challenge I faced was trying to build an authentication server. Luckily with the help of Mr Ang I made clear about the logic flow. Honestly, the completion of this project exceeded my expectation. I would say that the Furry Fireball is the result of a combination of energy and time from all team members. We would not have been able to accomplish this project if we were not in the same team.Overall, it is one of the best memories I had in SP! Thanks again to my teammates and Mr Ang! Your are the best! ?
I had trouble doing the spinning box animation for the daily rewards and understanding the code to change some parts of the css code. I took the spinning box code from codepen, and applied it to my project. However, there were some problems with the code and I had to understand where it had gone wrong. So, what I did was I searched online for what I didn't understand and did trial and error on the code. I learned how to use and edit animation in css, and that when meddling with readymade code, we must be patient in editing the code.
I faced difficulties when doing the game animations in Html Canvas, namely fireball and revival. Html Canvas was a new topic which I have never ventured through before. It was a new experience for me but definitely a fun one as it gave me the opportunity to be creative with my animations and learn something new. The difficulties I faced regarding this matter is regarding how to manage player animations when they are already in the middle of another animation, such as allowing the player to shoot fireballs while they are running. There are no online tutorials directly addressing this issue so I had to be resourceful and make use of the multiple insights I gained online to tackle this problem. Revival animation was another issue since it was not included in the sprite sheet. However, I quickly realised that even if the revival animation was unavailable, the death animation is. So I just reversed the death animation to animate the player revival (a cool easter egg if you're able to see it ?).
We learned to build a full stack game website. The team step out of our comfort zone and tried out something new. It is important to support and help each other when working in a team. Through out this journey, we gained a strong ability to work together.
Echo is a furry visual novel themed around psychological horror and the deconstruction of common dating simulator tropes. It was the first Visual Novel developed by Echo Project, with its initial demos being released in August of 2015, and the full game releasing in April 2021 via Itch.io. The game is primarily written by Howly and McSkinny, with sprite art provided by Hiccupby, Scratch, Stardustpup, and SaintBullArt, CG art provided by Stranj, Shtar, Kardamon, Telemon, and Avian, and music by Abyuse, Hop-Skip & the Chewtoys, and Anthemics.
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