A downloadable tool for Windows and Linux

A character generator for Windows and Linux, using LPC assets.

This tool creates character spritesheets that you can use to create your own games.

You can find more info about the LPC project in:

CONTROLS

WSAD / ArrowsWalk
1Test slash animation
2Test reverse slash animation
3Test thrust animation
4Test shoot animation
5Cast / Ressurect
BackspaceDie
SpaceAttack
TABSwitch weapon set (*)
Mouse wheelZoom
HOMEReset zoom
CTRL + PExport portrait
CTRL + ZShow / Hide UI
F1Help
ESCExit
(*) only used in GamerMaker export format.

CREDITS

The Liberated Pixel Effort is a collaborative effort from a number of different great artists who helped produce sprites for the project.

If you wish to use LPC sprites in your project, you will need to credit everyone who helped contribute to the LPC sprites you are using.

All art distributed with this project is licensed under the GNU GPL 3.0 and/or Creative Commons Attribution-ShareAlike 3.0 (CC-BY-SA 3.0) license(s). Some art may be available under other licenses too.

Sprites contributed as part of the Liberated Pixel Cup project from OpenGameArt.org: http://opengameart.org/content/lpc-collection


Sprites by: AntumDeluge, Barbara Riviera, Benjamin K. Smith (BenCreating), bluecarrot16, caeles, Carlo Enrico Victoria (Nemisys), Charles Sanchez (CharlesGabriel), Cobra Hubbard (BlueVortexGames), dalonedrau, Daniel Eddeland (daneeklu), DarkwallLKE, David Conway Jr. (JaidynReiman), DCSS artists (see https://github.com/crawl/tiles/blob/master/ARTISTS.md), Dr. Jamgo, Durrani, Eliza Wyatt (ElizaWy), Emilio J. Sanchez-Sierra, Evert, Fabzy, gr3yh47, Inboxninja, Joe White, Johannes Sjölund (wulax), kcilds/Rocetti/Eredah, kheftel, kirts, laetissima, Lanea Zimmerman (Sharm), LordNeo, Lori Angela Nagel (jastiv), Luke Mehl, Mandi Paugh, Manuel Riecke (MrBeast), Marcel van de Steeg (MadMarcel), Mark Weyer, Matthew Krohn (makrohn), Michael Whitlock (bigbeargames), MuffinElZangano, Nila122, pflat, Pierre Vigier (pvigier), PlatForge project, Radomir Dopieralski, Rhimlock, Sander Frenken (castelonia), Sharon Rowe, Shaun Williams, Skorpio, Stafford McIntyre, Stephen Challener (Redshrike), Thane Brimhall (pennomi), thecilekli, TheForeman, TheraHedwig, Tracy, tskaufma, Tuomo Untinen (reemax), William.Thompsonj, XOR, Yamilian, Zi Ye

A detailed credits file can be viewed in the application.

Music:

Sleepy Little Mouse by Tsorthan Grove - CC BY 4.0 - https://opengameart.org/content/sleepy-little-mouse


UI Textures:

Pennomi's UI Elements by pennomi - CC-BY-SA 3.0, GPL 3.0 - https://opengameart.org/content/lpc-pennomis-ui-elements

Golden UI by Buch - CC-BY-SA 3.0 - https://opengameart.org/content/golden-ui-bigger-than-ever-edition

StatusIn development
CategoryTool
PlatformsWindows, Linux
Rating
Rated 4.9 out of 5 stars
(24 total ratings)
Authorpflat
Made withSFML, GIMP
Tagschargen, lpc, SFML, tool
Code licensezlib License

Download

Download
CharGen_v0.9.zip 12 MB
Download
CharGen_v0.9.tar.gz 12 MB
Download
CharGen-0.9-x86_64.AppImage 14 MB

Development log

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Comments

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(2 edits)

Absolutely phenomenal app! 

Unlike some other similar online versions of this program, this one does NOT include "trash" animations like run or jump with very few clothing options that will end up only cluttering your output.

Cozy UI with cozy music and sounds let's you test out animations.

I can freely change palettes, add more items, and change the layout of the spritesheet. I feel like I have freedom to do and change anything to my taste.

The ability to have all spritesheets in uniform sizing, regardless if you have big weapon on/off is a godsend. As is also the ability to output only certain item, without rest of the character.

The source files on OGA tend to be messy and unorganized, with different layouts. It's a hustle to navigate through them, but this app makes it so easy to get the items you want in format you want.


I have only one suggestion/request:

Since all individual spritesheets have the ability to have universally the same size per frame of animation, would it be possible to add the option to output one large sheet? Even better if I could alter the layout of said file.

Currently I use Aseprite to glue all those individual sheets into one large file, and, well, my lazy self is being lazy.


10/10

Turns out I could export it into one file all along, and the solution was extremely simple: just by changing the "type" from "universal" to "single". This is ridiculous, thank you so so much,
This app is a must and should be standard for LPC character stuff.

I was also hoping to export to a single sheet with uniform sizes, but when I click the dropdown for "Save as Type", no options are shown (on Windows 10).

(2 edits)

Inside a downloaded CharGen folder is  a "data" folder with single chargen zipped file. Open it and there you will find "export" folder. There should be 3 .layout files inside. Edit the "type" (in the screenshot, I edited a default universal lpc layout from "universal" to "single") in the layout you are using (as per chargen.ini). You should change the value to "universal" for spritesheets you don't want to be generated. In chargen.ini file edit "export_individual_sheets" and "export_large_sheets" key to have value of "always". You can open and edit those files with Notepad.
Hope this helps.

Edit: so I've just been playing around and it appears it will work with just "export_large_sheets" set to "always".

Thanks for the details, they've been helpful.

What I really am trying to do is make it so that every export is exported as a single spritesheet, with the animations in a consistent order, and the frames being a consistent size. This happens by default for everything, except when I add an oversized weapon, and it ends up exporting individual sheets.

What I will probably end up doing is turning that "export_large_sheets" option to "always", so that it always exports individual sheets, and then create a script to combine the individual sheets into a single sheet with a consistent frame size.

Please let me know if you are aware of some settings configuration that will allow for what I am attempting.

Yes, turn "export_large_sheets" to "always" - this is responsible for outputting ONLY spritesheets with "type": "single". These are those oversized spritesheets with frame size 192x192 that will export individually when you have weapon on, one sheet for slash, walk, etc....

Open lpc.layout file and in the very first spritesheet with "name": "universal" change the value of "type" from "universal" to "single", just as is shown in my previous screenshot (highlighted part in the notepad on the right). This will export that default big spritesheet, but in oversized format,

Turn all the other animations to "type": "universal".
Now your export should be only one big spritesheet with oversized frames, regardless if you have equipped oversized weapon or none at all, or if you export the full equipped character or only a piece of armor, or only a weapon with hidden body.

However, that default spritesheet does not have "smash", "whip" and "fish" animations. You will have to add them to the "frames" yourself if you want them in that same single sheet. This is where you can change the layout of your spritesheet, if you want to make your own. Just be careful about commas and typos, or the app will crash. Doesn't hurt to backup the whole data folder.

Hi! I'm a total noob.. can this program use external souces like this https://opengameart.org/content/lpc-female-orcogregoblintroll-base-walkcycle for example or is it working with only that's inside it?

It can work with external resources, but textures would have to use the colors used in the packed textures, and you would need to create data files for the new items (it's not a straightforward process). Check v0.7 readme for more info.

If you only need the female orc pirate, i just made the eyepatch work with that head, so, in next version all assets needed will be present.

Wonderful. It would also be nice if it were possible to create mermaids, and also export in a layout compatible with RPG Developer Bakin.

I went looking for LPC mermaids and didn't find any (doing it myself is beyond my pixel art skills).

As for exporting in a layout compatible with Bakin, maybe that's possible. I checked the bakin documentation, but did not find a reference spritesheet to use. It looked to me that each user is free to define their own layout. If that's the case you can try to define your export layout as explained in the v0.7 readme

Hope that helps

(1 edit)

This is amazing!  I used to use a web-based creator when I needed an LPC sprite, but it's gone squirrely lately (not including characters' hair, etc. so my dark angel avenger girl ended up bald. lol).


This is so straightforward and easy to use 💖

Edit: Because it's been *changes sign* 0 Minutes since my last typo

Thanks a lot for the kind words

The tool is great, but the bug with this export function still exists. Can the author go ahead and fix it? File cannot be found after export. It's important to my work


——A descendant of dragons from the other side of the continent, Asia

Sorry for the very late reply.

I've taken a look at this bug and I'm not able to reproduce it.

I've tested in linux, win7 and win10 (I don't have access to win11)

I know it exists but I haven't been able to fix it yet because of that.

In the meantime, when you export to character, can you try to write the filename + extension, instead of just filename (ie, 'char1.png', instead of 'char1'), as MadMedicSoft as sugested ?

Hello ! Excellent and great work and great work!

however, there are several suggestions:

1. Add buttons to select animation (or hints in the form of text)

2. When exporting, the image is not saved unless you add an extension, for example - 'Image' - does not work, 'image.png' - works

3. Also, when exporting, sometimes one file is created with all animations of the type 'skeleton_universal.png', and sometimes several separate ones of the type 'skeleton_cast.png', 'skeleton_hurt.png', 'skeleton_idle.png'. I can't catch the dependence

4. Running animation (on available resources) would be an excellent addition

Hello. Thanks for trying out the app.

Regarding your suggestions:

  1.  I've been working on a toolbar for my game UI. I guess that testing it in the generator is not a bad idea. I'll probably do it in next version.
  2.  That bug has been pointed out. It will definitely be fixed in next version.
  3. The exporter creates one file for each animation when the character is wielding a "large" weapon. I tried to explain the reasoning behind this decision in version 0.4 devlog.
  4. There are more animations created for LPC characters (running, climbing, jumping and sitting). Unfortunetly there are very few clothes adapted for this animations. That's why I haven't included them in the generator.

Thank you for taking the time to help me.

Take care.

sirve para rpg maker xp?

May I ask you if you add running poses?

I'm not plannig on adding more animations to the app.

As I said before, there are running, climbing, jumping and sitting animations already made, but they have considerably very few clothes for those animations, and that made me take that decision.

Sure, running animations would be cooler, but to me, more clothing options was way more important.

hello and thanks for this tool, but it seems that i cant export any characters to me pc. help please

Hello,

there are already a couple posts with the same problem.

Unfortunately, I don't know the reason for the issue (I also don't have many info on the issue).

What's your OS?

Does  a "Save file" dialog appears when you click the export button?

If so, can you save/load characters ?

Do you have anything on the log file (in windows it's in %AppData%) ?

win 11 64

i cant save or export

Sorry for the delay in the response.

What happens when you write something in the "File name:" text box and press the "Save" button?

(There's no need to fill the "Save as type:" text box).

(1 edit)

its working now but it only save in docs i guess .thanks for the  response.

hi,

its possible custom body, to create another character, or exist project in github, to contribute or custom code.

regards.

thanks

Hi, thanks for the interest.

It is possible to create new races or modify the existing ones.

If you open the chargen.pak file (it is a zip file) you can see how everything is defined in json files, and all the used textures.

Also, if you create a "data" folder in the app folder, and unzip the contents of the pak file to this folder, the app uses the lose files instead of the single archive.

This way anyone can try to add/modify things in the app.

I never wrote a guide detailing the process of creating a new race, but, for now, by checking the existing ones, and some patience, you can modify almost everything in the characters.

I haven't published the code to github yet. In the past the code was a bit messy and I wanted to clean it first. After I did clean it, I started building on it, trying to build a working game prototype. I think it now needs to be simplified a lot. Otherwise it would be a game engine (a simple game engine) and a demo application.

Time will tell.

thanks, for your response and time :)

This tool is awesome. It has saved me so much time. Thank you.

One thing I have noticed, when using the die animation the goblins head disapears. 

I'm looking forward to any future updates.

Thank you for using the app, and even more for liking it.

The original goblin head I used had no die animation. I just rechecked and it is now done. I'll include it in next update.

Thanks 

also meant to ask if this can be exported to RPG maker MZ? thnx!

Since v0.7 you can define the layout of the exported spritesheets.

It requires some configuration but it is working.

The base for that feature was RPGMaker (although I don't know if it was RPGMaker MZ), so maybe you're already covered.

Please see the v0.7 notes carefully, and check if this is what you need.

this is an awesome lil tool you've made here! i was jus curious tho as to how you change the direction the sprite is facing? also does it have other animations like dying hurt etc.? 

Sorry for tooking so long to reply.

Glad you liked the app so far.

Does the arrow keys or WSAD doesn't work for you? Or am I misunderstanding you ?

The animations implemented are walk, slash, thrust, shoot, cast, die. (you can test the animations with the keys 1-5, and backspace (use 5 to came back to life). You can check the keys in the initial app page in itch.io, or by pressing F1 in the app.

Can it use  to generate more assets in Stable Diffusion or ComfyUI? Just like Krita, it is even more well-known after supporting AI painting

If you are asking if it is possible to integrate some kind of AI image generation in this app, I don't even know where to start. It was never in the goals of the app.

If you are asking if you can use the images obtained with this app as a base to create new images with a AI algorithm, I truly don't know.... I got all these assets from opengameart.org, and they are very mindfull regarding how their assets are credited.

Best check the rules in opengameart.org, and when in doubt credit everyone.

Hope I answered you question.

is it possible to add custom face by loading an image from disk?

I guess it is possible, but it would be a convoluted proccess.

First you would need to create the image, with the some colors already used on the body images (that's where current heads take their color from).

Then you would need to create a new race to use that head.

It doesn'd seem difficult, and is certainly doable, but there's so much details that anyone would get many, many errors until it would be done.

Depending on avaliable time, I'll try to think on something for future versions.

Olá, primeiramente parabéns pelo projeto, ele é incrível.

Gostaria de saber se vocês implementarão animações para o personagem correndo?

E estou tendo um problema para exportar os sprites...

Quando clico para exportar, simplesmente não salva nada, nenhum tipo de arquivo é gerado. 

Thank you very much. Appreciated.

Regarding the running animations. short answer is: sadly no.

There is a project by Death's Darling, called LPC Revised that has running, climbing and sitting animations. Unfortunately, even thought there's plenty clothing options in LPC Revised, there's not as many as I gathered here. Most important, the clothing is not 100% compatible with my version of LPC, and I'm not planning to mass convert so many assets as I have done already.

Regarding the export problem, I'm at a loss here. If you run the app from a command prompt, does the program writes any error messages ?

(+1)

Hello,

I'm trying to run the program on windows 11, but I can't open the application. The error message says it's missing some .dll files

Hmmm, I staticaly link all the libraries (except the one included in the zip) to avoid these kind of problems....

Maybe you don't have the C++ runtime I used to build the app.

I builded it with Visual Studio 2015. Do you have this runtime version installed ?

https://www.microsoft.com/en-gb/download/details.aspx?id=48145

hello, wow, you program is awesome, thank you! I want to maybe use the bits randomly is there a table of compatibility? so, like having a different head on a human? anyway, i really am looking for an owl to use in my game, but can't find one, any chance of that being included? also, i saw something super similarthat was going to be an addon in godot....

Hello, glad you liked the app.

Every race defined in the generator doesn't use all possible combinations of body and heads because I thought that it looked weird (for example, a skinny minotaur). However, by editing the race files (*.race) that can be done (Hope I understood your question).

Regarding the owl head, I haven't found any yet. If I do, I'll gladly add new race for it.

Also, the Godot Addon sure is a sweet piece of work. Playing With Godot might took some inspiration from this app, but it stands on it's own now and you can only praise his work.

Thank you for your work! Can I contribute to the development of the project?

I used this tool to participate in the Game Jam
https://itch.io/jam/godot-wild-jam-71/rate/2836959#post-10376906

How do I set the program to always output large images??? When I was adjusting my weapon to a sword, the output turned into a bunch of bits and pieces, which didn't work

It's being worked on. Stay tunned for next update.

Is it done? Mind sharing a source to contribute to?

Ok found it in .ini
For anyone wondering, you should set "export_large_sheets" to "always"

Hello Pflat,

Your work is amazing. Just created an account to tell you that and to ask a question.


It seems some animations cannot be exported. E.g. there's a whip animation, and I can see that it works in the UI by pressing space. The whip anim is special, and it's not exported. In fact, we cannot build any character with special animations (read as: I might be wrong, but i haven't found a way).

In an attempt to find a way, when looking at the *.export files, the animations are referenced by some string-ID that appears to be hard-coded in the source. I.e. "ISL_UP_0" likely stands for the islash animation.  As such it is hard for me to figure out whether there is a corresponding string-ID for the character_large_whip.anim that I can use to set up my .export file, without decompiling the whole app. 

For what it's worth, I tried my luck and included the following part in my export:


{
        "name": "whip",
        "suffix": "whip",
        "type": "single",
        "frames":
        [
            [ "LWP_UP_0", "LWP_UP_1", "LWP_UP_2", "LWP_UP_3", "LWP_UP_4", "LWP_UP_5", "LWP_UP_6", "LWP_UP_7" ],
            [ "LWP_LF_0", "LWP_LF_1", "LWP_LF_2", "LWP_LF_3", "LWP_LF_4", "LWP_LF_5", "LWP_LF_6", "LWP_LF_7" ],
            [ "LWP_DN_0", "LWP_DN_1", "LWP_DN_2", "LWP_DN_3", "LWP_DN_4", "LWP_DN_5", "LWP_DN_6", "LWP_DN_7" ],
            [ "LWP_RI_0", "LWP_RI_1", "LWP_RI_2", "LWP_RI_3", "LWP_RI_4", "LWP_RI_5", "LWP_RI_6", "LWP_RI_7" ]
        ]
    },

But that just crashes the application on startup, because I totally made up that "LWP_..." part and it probably doesn't exist.

So my question is: If such a string-ID exists, as a temporary workaround, I would greatly appreciate it if you tell me so. 

As a long-term fix, maybe you have any ideas on how we could solve the export of special animations generally?


Kind Regards,TS

Hello TS,

I checked the issue, and the bug is really on me. I didn't include the special animations when I rewrote the export process in v0.7

Sorry for the trouble.

That way, there's no quick fix for the problem, except to implement it. I'm already doing it and expect to release it this week.

On another note, it's amazing that you explored the app data files and experimented with it. That was really cool. Thanks a lot.

Love the tool! Just stopping by to make a quick request. Could you possible add some elf ears to the generator? There are a ton of them out there, it'd be great to be able to make some elves!

Great editor. Helps me a lot with prototyping. If you ever release the code, I will be glad to help. 

(2 edits)

I see when exporting large weapons it splits the image into different animations. Is there a way to export all images like that without having to have a big weapon?

(-1)

Yes there is.

The ini file has a setting named "export_individual_sheets". Set it to "true".

Thanks for trying the application.

Deleted 249 days ago
(1 edit)

One more question about exporting, is there a way to export every file spaced out like how large weapons are? When you export with these it puts a lot of space around each sprite, compared to normal weapons which there is no extra space. However, when importing them into the game all this extra space throws everything off. If I could export every file with this extra space it would solve the problem. Is there any way to do this?

Hmmm,  sorry I hadn't considered that requirement.

I will implement that option in the next update.

Awesome, thanks!

Good job! Thanks for your efforts!

This is really cool. Keep it up :)

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! 

Many thanks for your kind words.

Hoping for success and fun in your gamedev journey.

You're very welcome! Thank you for the kind reply and I appreciate the warm wishes as well.  

Hello I'm in a 7th grade class and am curious how did you get interested in this?

Hi,

sorry for the delay answering.

When I first tried to build a game, I wanted a 3D space game, where you commanded a small ship, with a small crew (something like Firefly), where you could also walk inside.

And I soon became overwhelmed with the quantity of assets that I was requiring (models, animations, textures, sound effects).

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.

So I became disappointed and quiet for a while.

Later, I thought that I should tone down the game a bit (a LOT, really) and went looking for 2D assets. I found LPC the best free option, so I started messing with it.

In the process of developing the character equipment system, I started having fun and went too far with the scope of it.

It ended in the generator, which consumed a lot of time (and the game is stopped again :)).

I hope I answered your question.

Take care.

(+1)

This is awesome. Is the source code available somewhere? 

(+1)

Glad you liked it.

I havent't release the source code yet. I'm meaning to do it, but first I'm getting around to cleaning it (it's a bit over complicated).

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. 

Operating System: Linux Mint 21.3                 

          Kernel: Linux 5.15.0-97-generic

    Architecture: x86-64

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

Seems I need to learn more about AppImage than the script I made.

I'm gonna take a look into it. Thanks for the info.

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")

good luck !!!

Hi, I recently exported my first character, and ran into 2 issues

1. Sometimes the animations would post in seperate files and sometimes they'd export in one singular png

2. WHERE IS THE WEAPON IN THE THRUST ANIMATION? the slash one works just fine, but the thrust... not so much. When I export it, the arms are doing something, but no weapon in sight.

I'm using windows, which I've heard causes a couple issues. Any clue what's going on?

(-1)

windows 11 btw

Hello Da Flarf,

1. since version 0.4, when the character is wielding a large weapon (one that does not fit in the single image spritesheet), the app creates one file for each animation.

Creating a spritesheet with large weapons, would create a extremely large file with mostly blank space.

2. The creators of the LPC sprites created almost all weapons only one animation. Only a couple have more than one animation (sword, halberd and dagger come to mind).

If the app doesn't show the weapon in that animation (in this specific case, key '3') it will not be on the image.


Hope this clarifies the issues.

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

Nope. Only the first and second (the second is the first with different color sets) has a thrust animation.

You can use the app to test this. Press:

1 - Test slash animation

2 - Test reverse slash animation

3 - Test thrust animation

SPACE - Only play a valid weapon animation (randomly if there are more more than one)

If the character plays the animation empty handed, that weapon doesn't has the respective animation.

Thanks! I'll re-export my stuff using one of those 2. This app is a tremendous help for prototyping. Thanks again!

Hi big guy, can you add some guns to the arsenal?

I didn't know of any LPC guns, but you made me look again and I found a pack that has a couple.

Unfortunetly it's male only, and would require some tinkering, because they change the walk animation.

I'll give it a try. I'm curious to see it working in the existing system.

Let's see if something cames out of it.

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).

There another post with a similar situation happening on Windows, so I'm assuming you're also on Windows.

The fact is I could not yet reproduce the error. Guess I better roll up a Windows VM to try to see and debug the error.

Sorry for the trouble.

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!

Okay, thank you. I will work hard to learn English

Hello, is there a way to change the language? I don't quite understand English but I really like this software. Thank you/(ㄒoㄒ)/~~

Hi. Sorry for the late reply.

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.

Thank you for your interest.

Hi pflat - when creating a character with a staff, it only exports the "_thrust" animation, not the whole "_universal" sheet - let me know if I'm missing something!

Thanks for the info. The problem in now fixed in version 0.7.1.

Sorry for the trouble.

Just one thing... When the character is holding a 'large' weapon (most staffs) the generator never creates the universal sheet, but instead creates individual sheets for each animation.

Thank you!

Hi,

Looks neat. Cant get it to export to png though. Nothing happens. Win 10.

Hmmm.... the log file in   C:\Users\UserName\AppData\Roaming\LPC\   says anything useful?

Is the select folder dialog shown ?

Does the character saving/loading works ?

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