1. A suggestion - Any chance you can add a counter that shows the actual H frames and V frames so we can just put that into the engine instead of manually doing so?
2. Another suggestion - A "Randomize" button would be fantastic! Can make it great to get a bunch of random results that way.
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.
4. More of a bug - it seems like the export doesn't actually save to the destination you pick, but rather it outputs to the directory above it or something.
But again, just suggestions, really appreciate this one!
1. I'm trying to understand what you mean here. Are suggesting that the app also exports a file with the frames coordinates that compose each animation?
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.
3. Definitely. That's what I'm working on now. The arrows are bugging me also. When there were few items, it was ok, but now it's really bothersome.
4. Hmm, it's not happening to me, but i'll try on another machine with another OS, to try to catch it.
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 :(
Elf ears are allowed for Dark Elfs only (but they are called Long Ears). Maybe I should also apply the on the Demon race...
How did you overlay the weapons images on top of the combat images? I think they're at different sizes to overlaying them is kind of difficult and I can't get it to work properly.
Thank you for making this tool ! This is much more user friendly than the original generator :)
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.
Regarding sprites, I'm currently implementing most of the missing items from Universal LPC Character Generator (that is by far the most time consuming task).
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.
Anyway, i think it's a matter of time for me to finally do it, and you can check the code.
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!
My first thought is "that's not meant to be done by this app".
Personally I would use a tool suited for that task (at the top of my head is ImageMagick).
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.
That said, if none if these options work for you, I'll probably fit this change in the next release, no problem (the hide body is already done).
I know that ImageMagick can be a bit frighting, so, I tried a possible command to extract and scale the walk animation. Hope it works for you, and if so, you can include it in your workflow.
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 !
"I noticed that the font and graphic size on my PC interface is too small. Could you please add options in chargen.ini to adjust the font and button sizes for graphics?"
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.
That could probably be solved, but adding to that, I started this tool some time ago, and I'm using some colors that are different from the ones used by the site.
Even more, I divided some gear items in front/back images, and I couldn't now define a relation between all "my" images, and the site images.
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.
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Thanks a ton for this!
I was wondering a few things:
1. A suggestion - Any chance you can add a counter that shows the actual H frames and V frames so we can just put that into the engine instead of manually doing so?
2. Another suggestion - A "Randomize" button would be fantastic! Can make it great to get a bunch of random results that way.
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.
4. More of a bug - it seems like the export doesn't actually save to the destination you pick, but rather it outputs to the directory above it or something.
But again, just suggestions, really appreciate this one!
Thanks for the interest.
Regarding your suggestions:
1. I'm trying to understand what you mean here. Are suggesting that the app also exports a file with the frames coordinates that compose each animation?
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.
3. Definitely. That's what I'm working on now. The arrows are bugging me also. When there were few items, it was ok, but now it's really bothersome.
4. Hmm, it's not happening to me, but i'll try on another machine with another OS, to try to catch it.
Again, thanks a lot for the input.
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.
Thanks again!
are elf ears coming? Also, does this use anything from the LPC revision, I spotted the idle animation
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 :(
Elf ears are allowed for Dark Elfs only (but they are called Long Ears). Maybe I should also apply the on the Demon race...
Hi!
How did you overlay the weapons images on top of the combat images? I think they're at different sizes to overlaying them is kind of difficult and I can't get it to work properly.
btw, your work is absolutely incredible.
Thanks!
The sizes are indeed diferent. The character combat sprites are 64x64. The large weapons take 3 times that space 192x192.
The weapon is arranged in the center block, and the character image is overlaid in the center block also.
I hope this image explains it better
The purple region is the weapon sprite and the blue region the character sprite.
Thanks for the kind words.
Andddd, Time to rate this and add it to my collection
Thank you, this is brilliant! needs some polish and has a little ways to go, but I hope it gets the attention it deserves
Thank you for making this tool ! This is much more user friendly than the original generator :)
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.
Thanks again for this !
Thank you for your interest.
Regarding sprites, I'm currently implementing most of the missing items from Universal LPC Character Generator (that is by far the most time consuming task).
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.
Anyway, i think it's a matter of time for me to finally do it, and you can check the code.
谢谢您做出的贡献
if I make characters with this should I just say I used the character generator or credit all the artists who made all the sprites
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.
If you wish to credit me or this tool, that is appreciated, but not required.
ok, thank you for your time
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!
My first thought is "that's not meant to be done by this app".
Personally I would use a tool suited for that task (at the top of my head is ImageMagick).
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.
That said, if none if these options work for you, I'll probably fit this change in the next release, no problem (the hide body is already done).
I will try ImageMagick thanks for the tips
I know that ImageMagick can be a bit frighting, so, I tried a possible command to extract and scale the walk animation. Hope it works for you, and if so, you can include it in your workflow.
magick -extract 576x256+0+512 female_universal.png -scale 200% female_walk.png
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 !
ImageMagick might not be the solution for your problem, or maybe I didn't understand it yet.
That said, version 0.4 made this possible (and I completely forgot to mention it).
In the chargen.ini file, the parameter "export_individual_sheets" does this. Set it to true, and see if that solves your problem.
"I noticed that the font and graphic size on my PC interface is too small. Could you please add options in chargen.ini to adjust the font and button sizes for graphics?"
Sure. That is something that I should have tested before releasing, but in the middle of so many spritesheet preparation, I completely forgot,
I'll address it in the next release (maybe a global UI Scale value).
Could it be possible to had an "hide body" option? So i could make many paperdolls to wear my characters? Incredible job anyway!
Sure. I'll implement it in the next update.
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.
thx for the quick reply! I can"t wait to see the next update !
Great tool! Are you able to export a JSON format like https://sanderfrenken.github.io/Universal-LPC-Spritesheet-Character-Generator/
Reason is that I like to use https://github.com/DrJamgo/Godot_LPC_Spritesheet_Gen/tree/main/addons/lpc_sprite...
which needs that JSON input to work as intended.
Is your tool open source? Then I might take a look how to do it.
I've looked at the JSON file generated by the https://sanderfrenken.github.io/Universal-LPC-Spritesheet-Character-Generator/ and sadly it would not be an easy task to generate such file.
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.
That could probably be solved, but adding to that, I started this tool some time ago, and I'm using some colors that are different from the ones used by the site.
Even more, I divided some gear items in front/back images, and I couldn't now define a relation between all "my" images, and the site images.
The Godot plugin is developed to work with https://sanderfrenken.github.io/Universal-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 - https://opengameart.org/content/sleepy-little-mouse
Are you willing to make these changes?
I just need some clarification, please.
In the credits screen, when the "Music" section is show, I display all that info: the track name, author name, license and url.
Do you mean that I should display it in a one liner, and not one line for each info ?
EDIT: Ohh. I think you were referring to the description in the page. If that's the case, its changed now.
Sorry, I should have been more specific in my explanation.
Thank you and I really appreciate your understanding with this.
Very cool if you want to make fast original sprites sheets :) a lot of features and possibilities ! good work