Comments (9)
Some updates:
I mapped my XLong Ponytail and Tied Back Hairstyles to all frames. I started working on adding animations to my older hairstyles and redesigning them slightly to look a bit nicer, but that's taking longer than I anticipated so I'll get back to that later.
I have filled out the older ears (long, big, elven) to ALL frames, INCLUDING adding them to child finally! In addition, I mapped all my ears to all frames on child, still working on adult. I think I'm just going to open a PR solely for the ears and I'll open PR's piece-by-piece, because its taking a long time to map even the easiest assets to all frames. Plus the PR's inevitably wind up extremely massive and hard to manage.
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Ears are all completely done now. I think I'll resume hairstyles again tomorrow.
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I'd like to open a PR without it relying on waiting for the hairstyles to be merged first, but I'd have to recreate all the changes I made to the html structure and I'm almost out of free time for today. So I probably won't be able to do it yet. If it just gets merged anyway then its irrelevant. That said Sander Franken might be waiting for bluecarrot to chime in.
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I DID actually open that PR, actually:
#151
So this is just the ear fixes and nothing else.
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There's a few problems with some of the ears. I noticed the "dragon" ears have some bad positioning on, for example, some of the new combat animations. I'll have to test and fix these issues as I go.
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I fixed that ear positioning now. What I'm still missing at this point in time are all the head band/hair tie pieces (I think I'll split off the red portion of these into a separate layer that can be overlayed with any other color now), the tails and wings, and the remaining hair animations. These hair animations are rather annoying so I'll take these a bit slower. I really do want the ponytails to move during the run animation.
The Hair Extensions should be easy to do, as these are already animated anyway except for the short braid, which I think I only really need to animate much on run and jump.
from universal-lpc-spritesheet-character-generator.
Working on tails now. I originally wanted to do hair next but I'll do tails now instead because I already started.
from universal-lpc-spritesheet-character-generator.
In addition to my own tails, though, I'll also be adding in Nilla's Lizard tails and adding extra recolors. As well as adding these tails to child as well.
Tails aren't TOO hard, because I already mapped the animations to run, jump, and sit. I have enough different tail frames to do the combat animations, and "fluffy wolf" is already done. I'll simply be porting these tails to the other frames, and child doesn't have anything other than the frames I already mapped anyway.
I'm considering introducing a custom animation where the tails wag back and forth for 8 frames (mine only). I added this alternate animation but did not implement it yet. The default idle is only 2 frames and I will be mapping normal idles here which I didn't do before.
from universal-lpc-spritesheet-character-generator.
All of my tails are done now, I just want to finish Nilla's lizard tails before opening a PR.
from universal-lpc-spritesheet-character-generator.
Related Issues (20)
- "Child" Body Type Missing Cast, Thrust, Shoot Animations HOT 1
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- "Male" (fixed) & "Muscular" Body Type Missing "Climb" Animations HOT 4
- "Child" Body Type Missing Climb & Run Animations HOT 1
- Convert ElizaWy's Idle/Sit/Jump/Climb Assets Over HOT 16
- Fix Missing OGA-BY Licenses HOT 2
- Item preview image issues HOT 8
- Map All Inhuman Heads to All Frames HOT 5
- Someone has stolen your product-He refers to it as the Chinese-made version HOT 5
- Issues with weapon preview images HOT 1
- Basic Beards Have Incorrect Source HOT 2
- Some of Pennomi's Assets Missing HOT 1
- Combat Animations Need Heads and Facial Assets Cut Out HOT 1
- Found some missing sheet folders, can I manually fix it ? HOT 20
- All animations after die stay nude HOT 17
- Maybe a typo : Monacle
- CORS issues HOT 6
- borracho
- boracho HOT 1
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