this is going to sound VERY weird... I have a tileset that's 10000x10000 with each 'frame' being 200x200, DOES this software have the ability to...
Allow for custom character sets. Not choke on files that size. allow me into the backend to set categories and perhaps hues... That's not a dig on your software, most other sprite collations can't do it either.
This means that you can only arrange each frame wherever you need it to be in the spritesheet (since the frame size is fized, this is kinda of semi-custamizable. That could be done, but it would no longer be a LPC Character Generator)
You can place several animations in the same spritesheet, and that's the closest thing you get regarding categories.
Regarding color, if you are trying to have, for instance, several walking animations with different hues in the same spritesheet,that's not supported.
If you need a character to colorize in game, maybe using the grayscale palette option will work for you.
Regarding the size you the spritesheets, I don't know yet. I've been trying to reduce it has much as I can, because I have a potatoe PC, but your question got me really curious. I guess I'll try to create a spritesheet that large, with many repeated frames and a very fast animation speed, to see how it goes (I don't hold much hope though).
The dimensions are weird. The spritesheet for a goblin from "Wood's Fine RPG Paper Maker assets" is just 64x144, and it contains a total of 36 animations.
This is great! Do you have a github for this that people can see? I'm trying to organize my spritesheets from the LPC generator repo and it's a nightmare matching up what valid matches there are between sprites and animations and I'd love to see how you organized it to work like this.
I haven't made the repository public yet. This app has started has a by product of a game I was working on, and as such it's code is overcomplicated. I've wanted to clean it, for some time now.
In the meantime, if you open the pak file (it's just a zip) you can see how things are organized.
Look at the race files. They define what parts are used for each body.
Then look at the gear files. One of the fields of each gear definition is what body/head they can work with.
Excellent tool. This will really help me. I am having trouble getting the export to do what I want. My character has a shield in one hand and a sword in the other. I want to configure my layout to export the character holding nothing. The instructions in the release notes for version 0.7 indicate:
The next parameter, when present, defines what the character is holding (if not set, value 1 is used).
Thank you for the really fast response (good to see). I love the fact that I can control the export. I do need to figure out a way to merge the exports because in my game I want to have the players acquire the weapons and that means they will have multiple weapons, and I will need to control when they use them. So, I would like to have one sprite sheet with multiple weapons in it, but I will use something like Aesprite to merge the sheets. Excellent work on your app. You did a wonderful job and a great service to the gaming community.
First of all amazing tools, it will help me a lot :)
I have a small question : When I exported a character to test, I realized that there is not the idle animation in the export or maybe i don't see it...
Just to be sure, if I use the sprites created from this software on my game, can I use them for Commercial use if I credit everyone who helped contribute on it? Thank you!
Hi, I hope you're doing well. It's an incredible tool. I don't know if you've been asked this question before, but will it be possible to add ears, animal tails, horns, etc. to the human race in the future?
That is possible and one of the easing things to mod in the editor.
First I suggest you read Devlog v0.2. It explains how the application loads it's resources.
With that knowledge, you can extract everything from "chargen.pak", and edit the file "data/character/race/human.race" to add the pieces you want. For instance, if you add the line
"tail": [ "none", "cattail" ],
to the "m1" configuration, then regular human males can have a cat tail.
After that there's no need to repack the assets in a new .pak file. Just place the "human.race" file in the folder "<base>/data/data/character/race" and the application will use the human race definition instead of the one inside the .pak file.
Note 1: To discover the id's of the pieces you want you need the open the json files in the "data/character/..." folders.
Note 2: Some pieces aren't configured to work on some bodies (because they don't fit well). If you still want to use them, you will also need to edit those pieces json files.
Hi, great tool. Hovewer, when separate files are generated they contains idle animation, but universal ones does not (despite fact that it's main animation in preview so it should work). Can it be fixed?
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.
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).
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".
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.
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.
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
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
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
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 ?
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
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.
That bug has been pointed out. It will definitely be fixed in next version.
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.
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.
← Return to tool
Comments
Log in with itch.io to leave a comment.
this is going to sound VERY weird... I have a tileset that's 10000x10000 with each 'frame' being 200x200, DOES this software have the ability to...
Allow for custom character sets.
Not choke on files that size.
allow me into the backend to set categories and perhaps hues...
That's not a dig on your software, most other sprite collations can't do it either.
Hmmm....
It allows for custom spritesheets, BUT...
it expects each frame to be 64x64 or 192x192.
This means that you can only arrange each frame wherever you need it to be in the spritesheet (since the frame size is fized, this is kinda of semi-custamizable. That could be done, but it would no longer be a LPC Character Generator)
You can place several animations in the same spritesheet, and that's the closest thing you get regarding categories.
Regarding color, if you are trying to have, for instance, several walking animations with different hues in the same spritesheet,that's not supported.
If you need a character to colorize in game, maybe using the grayscale palette option will work for you.
Regarding the size you the spritesheets, I don't know yet. I've been trying to reduce it has much as I can, because I have a potatoe PC, but your question got me really curious. I guess I'll try to create a spritesheet that large, with many repeated frames and a very fast animation speed, to see how it goes (I don't hold much hope though).
Could we get animations for attacks with legs moving ,
Sorry, no.
The animations you get are the ones created by so many great artists that contributed to the LPC project.
It's way out of my reach to try to create new animations (that would mean updating most existing gear and clothing).
Hi there! Is this software compatible with "Rpg Paper Marker"? Thanks in advance :)
I don't know yet.
If you tell me the layout of the character spritesheets for "RPG Paper Maker", then probably the app can export with that layout.
I've checked the game engine site, but couldn't find and answer.
The dimensions are weird. The spritesheet for a goblin from "Wood's Fine RPG Paper Maker assets" is just 64x144, and it contains a total of 36 animations.
Exactly. I also checked that asset pack and couldn't reach a conclusion.
if, while using the engine you come to an answer, share it here and I'll make an export layout for it.
I'll try but I fear it might be a lost cause. "Create your own sprites" is the Achilles' Heel of that engine.
This is great! Do you have a github for this that people can see? I'm trying to organize my spritesheets from the LPC generator repo and it's a nightmare matching up what valid matches there are between sprites and animations and I'd love to see how you organized it to work like this.
I haven't made the repository public yet. This app has started has a by product of a game I was working on, and as such it's code is overcomplicated. I've wanted to clean it, for some time now.
In the meantime, if you open the pak file (it's just a zip) you can see how things are organized.
Look at the race files. They define what parts are used for each body.
Then look at the gear files. One of the fields of each gear definition is what body/head they can work with.
Hope this helps for now.
Excellent tool. This will really help me. I am having trouble getting the export to do what I want. My character has a shield in one hand and a sword in the other. I want to configure my layout to export the character holding nothing. The instructions in the release notes for version 0.7 indicate:
I am using the following:
[ "WLK_DN_0_0", "WLK_DN_0_1", "WLK_DN_0_2", "WLK_DN_0_3", "WLK_DN_0_4", "WLK_DN_0_5", "WLK_DN_0_6", "WLK_DN_0_7"]
Indeed, it exports without the sword, but with the shield. Am I missing something?
Thanks
Thanks for trying the app and extra thanks for reading the comments and trying to troubleshoot things yourself.
I've just check and you've done everything right. I on the other hand, have not (I'm not clearing the offhand slot).
Tomorrow I'll fix this this and push a new version. Sorry for the inconvenience.
Thank you for the really fast response (good to see). I love the fact that I can control the export. I do need to figure out a way to merge the exports because in my game I want to have the players acquire the weapons and that means they will have multiple weapons, and I will need to control when they use them. So, I would like to have one sprite sheet with multiple weapons in it, but I will use something like Aesprite to merge the sheets. Excellent work on your app. You did a wonderful job and a great service to the gaming community.
You're too kind. Thank you very much.
I've just published v0.9.3 that works correctly now.
Hey everyone,

First of all amazing tools, it will help me a lot :)
I have a small question : When I exported a character to test, I realized that there is not the idle animation in the export or maybe i don't see it...
You can see the export in the photo under :
Thanks in advance :)
Glad you liked it.
The idle animation are the 2 frames after the walk animation (10 and 11 columns).
If you don't want/need a idle animations, you can use columns 1 or 10 (they are repeated).
Best of luck in your projects.
Hmm okay thanks a lot :)
Last question : What is your recommended fps for the animation ?
The animations you see in the app use the following times:
idle 750ms/frame
cast / walk / thrust / slash / hurt 75 ms/frame
shoot 60ms / frame
I don't claim these times as the best possible, but they can give you a starting point to experiment.
Just to be sure, if I use the sprites created from this software on my game, can I use them for Commercial use if I credit everyone who helped contribute on it? Thank you!
P.S.: Awesome software btw
I 've read the licenses descriptions several types, and that is also my understanding.
Heck, that was the reason I ended up choosing LPC assets.
That's for trying out the app.
Hi, I hope you're doing well. It's an incredible tool. I don't know if you've been asked this question before, but will it be possible to add ears, animal tails, horns, etc. to the human race in the future?
Hi, I have the same question.
It is possible in the original editor
Greetings.
That is possible and one of the easing things to mod in the editor.
First I suggest you read Devlog v0.2. It explains how the application loads it's resources.
With that knowledge, you can extract everything from "chargen.pak", and edit the file "data/character/race/human.race" to add the pieces you want. For instance, if you add the line
"tail": [ "none", "cattail" ],
to the "m1" configuration, then regular human males can have a cat tail.
After that there's no need to repack the assets in a new .pak file. Just place the "human.race" file in the folder "<base>/data/data/character/race" and the application will use the human race definition instead of the one inside the .pak file.
Note 1: To discover the id's of the pieces you want you need the open the json files in the "data/character/..." folders.
Note 2: Some pieces aren't configured to work on some bodies (because they don't fit well). If you still want to use them, you will also need to edit those pieces json files.
Have fun.
Perfect, thank you very much!
Hi, great tool. Hovewer, when separate files are generated they contains idle animation, but universal ones does not (despite fact that it's main animation in preview so it should work). Can it be fixed?
It is there.
Default universal lpc layout:
Default universal compact layout:
Have fun.
How to add custom-drawn avatars or bodies?
While this is doable (I've been adding races from time to time), I acknowledge that it is not a straightforward process.
You should first refer to the version 0.2 devlog to see how the resources are loaded, and extract the existing ones.
Then you could try changing something first, like add some clothing or hair to a race that cannot wear that item.
Then you could try to create your own race.
It's a tedious and error prone process, and the generator will crash on startup several times, but it works.
Hmm... I should probably take same days to write a tutorial.
Thank you, it will be much more convenient to have tutorials
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).
![]()
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
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:
Thank you for taking the time to help me.
Take care.
sirve para rpg maker xp?