I built new a new appimage and archive version of the application. Hope it works now.
pflat
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Things are actually a little different.
The large flag means that the sprites of the character+weapon doesn't fit in the 64x64 size. In those cases the application fits the images in a 192x192 sprite.
This way the boomerang is a large weapon and the axe isn't.
This was me trying to not waste so much video memory. In the chargen I accomodate both sprites sizes by changing it's center position.
If this is not an option for you, you can try to change the parameter "export_large_sheets" to "always".
This will always export images sized like the boomerang ones, but at least it will be in a consistent size.
Hope this helped.
Please check my answer to the post
However, if you want to completly replace the LPC assets by your own, some care must be taken (and because I have never tested it, it might just not work).
From the top of my head, the exporter code still has some 64 and 192 constants in it (so your assets should ideally 64x64 px).
Also the app assumes the LPC animations (idle, walk, slash, thrust, shoot, cast, hurt), so I fear that can be a big restriction to you.
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).
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.
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.
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.
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.
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 for trying out the application.
The two extra frames after the walking animation are the animated idle tiles. I added then there because there was no such animation in the default LPC spritesheet.
You can get a better overview on the version version 0.3 devlog
Regarding the missing frame in the walking animation with weapons, good catch there. I'll release a new update in the next few days.
Thanks for the alert.
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
Hope that helps
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. Thanks for trying out the app.
Regarding your suggestions:
- 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.
Thank you for taking the time to help me.
Take care.
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,
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%) ?
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.
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.
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.
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.
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.
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 ?
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.
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



