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Hi.


Heyo

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Hello VG-Resource community, I'm Hebereke. I went with that name because its one of my favorite NES games. Anyway, I like video games quite a lot, and I'm very interested in the work that goes into producing them. I've always been fascinated by pixel art, and the various methods of creating it. With that, I finally decided to register here.

Ello mates

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DDDchu here. So yeah, 3D models and such. Um, I have no idea what else to say.

Optional Paralysis [Scifi Tactical, Turn Based RPG]

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[Image: FEIattN.png]

Welcome to my thread everybody! This is the maiden topic for my project that I shall be developing and nurturing along, "Optional Paralysis". So what's this game going to be like you might ask? Well let's dig into it!

Before we do dig into it though, I've envisioned the game being in an isometric view with an art style similar to other tactics games.

STORY:
It's the turn of the century, 3004 and Bio Mechanical Engineering has made serious advances. Body modifications are beginning to enter the general populace, although they still have hefty price tags attached to them. The leading company developing these body modifications, Lazer Mech, has made it possible to receive body modifications through their loan program, their reasons for this being the stated: "In an emerging era of body modifications which bring a wealth of new options to Humanity, we here at Lazer Mech want to help bring forth a new chapter for Humanity."
Under this program a large percentage of the population receives body mods and for awhile everything is going fine. Until the head of Lazer Mech, Gwyn Kadlec, unveils his master plan. People with body mods received through this loan program also had chips implanted in their brains when undergoing the enhancement surgeries which gives Lazer Mech complete control over their bodies. Gwyn Kadlec suddenly has his own private army, large enough and strong enough(through his companies body enhancements) to effectively grasp control of Earth. This isn't to say everybody with body mods is under his control, nor do people without body mods not exist, Gwyn's program was just very popular and a good percentage of Earth's citizens took the deal. This is where our hero steps in...
[Image: X04QKpO.png]

Still working out some kinks story wise but I've been working on it every day and will continue to.

Players will also be able to add Friends into their unit. There will be enough to mix and match unit options to fit players specific choice of tactics.

Now onto gameplay after that little teaser of the story.

GAMEPLAY:
My vision for the gameplay is to mix Fire Emblem, and Final Fantasy IX. Turn based combats which give the player an amount of actions to move units and attack, but in a more fluid manner. I remember one of my favorite parts about playing Final Fantasy IX was the bar that represented the amount of time it would be until a certain character could make another action. I would like to incorporate that into the system to give the game's battle gameplay a more hectic, and thought provoking feel. Each unit's "turn" would have 2 actions, and with those 2 actions players can choose to do these listed actions:
- Attack (1 action)
- Move (1 action)
- Cover (1 action)
- Ability (2 actions)
- Switch(1 action)
- Use Item (1 action)

To further expand on these actions:

- Attack: This one is a bit obvious, unit would make an attack.
- Move: Same as attack, this one's a bit obvious as well, but a bit more deep. Units will have different traveling speed, pretty much exactly like Fire Emblem.
- Cover: This is like a character choosing to block instead of attack, it will reduce damage taken when they're attacked next.
- Ability: I am still working on these, but essentially it's a move that will cost the unit both of it's action points and can be anything from a super attack to raising stats. These will have limited use per battle or restrictions such as "Can only be used once every X turns."
- Items: Items will be simple things such as bringing back HP, increasing stats for the battle, etc.
- Switch: This will be something as simple as swapping out a weapon from inventory to a unit.


The game's world will be free roam to a degree, there will be areas that are there to explore and will have quests, and other things to do, but to travel from area to area, players will be directed to a world map and random battles can/will happen along with scripted encounters that will be triggered in quests and/or by going somewhere specifically although the latter will be somewhat more of a rare option. When battles begin players will be in a buffer zone that enemies will be spawned outside of. In random battles they'll be randomly spawned into their locations, and in scripted battles they'll have assigned places to begin(this way bosses don't spawn right in front of players if they're not supposed to begin there ect.)


Units will receive EXP and teh moneyz after battles, and occasionally items that can range from weaponry to hp potions etc.

There will be 4 base classes.

- Soldier: Soldiers are efficient in all categories of weaponry but don't excel in any categories.
                     . Speed: 3/5
                     . Attack: 3/5
                     . Defense: 3/5
Soldiers can eventually move into one of two special classes: Long Range Weapons specialist or Short Range Weapons specialist.

- Lancer: This is as awesome as it sounds. Hover Biker with a Lazer Lance. This class is technically a close range attack only, but have exceptional speed which means they can move very far with their move action, along with having the ability to move/attack in 1 action once per turn. 
                     . Speed: 5/5
                     . Attack: 3/5
                     . Defense: 2/5
Lancers can eventually move into two classes, I don't have names for them yet but one focuses on their speed while the other focuses on their attack.

Marksman: This class is your essential sniper class. Dudes with modded eyes or masks with enhanced displays.
                     . Speed: 2/5
                     . Attack: 4/5
                     . Defense: 2/5
Marksman can move into either the classes White Death or Rapid Sniper. White Death (named after the most kreay kreay Finnish Sniper ever) will focus on crazy accuracy and high damage but sacrifices speed where as Rapid Sniper is pretty much what the name says, emphasizes on being able to take more shots at the cost of accuracy and damage.

Bruiser: This is the last base class, and are essentially close combat powerhouses. Enhanced limbs deal explosive damage and blockade against damage as well, all at the cost of speed.
                     . Speed: 1/5
                     . Attack: 4/5
                     . Defense: 4/5
Bruisers can eventually move into two different classes. Tanks which focus on their attack, or Mountain which will focus on their defense.




Right now this about all I've got that I can show. I'm developing the story every day along with other details. It's an ambitious project for an audio guy but I'm hoping to possibly drum interest and C+C. I will be developing this as long as I can and am able to. I may possibly have a programer jumping on board but I will have to discuss all of this with them, y'all are the first I'm bringing this project forward to.

First ever sprite! (based on feedback from members!)

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So, my initial thoughts on this forum is that you are all very elitist; in the sense that you hate recolors, fusions, splicing etc.

But that's OK! Spriting is a niche hobby and you guys wanna keep it pure, I can respect that. With that said, I will continue to do fusions (they're really fun to do) however I wont post them here!

Now, based on the feedback I was getting the general consensus was that the best way to get started was by scratching my own sprite, so I did just that, sort of.

So this is my first "real" sprite/pixel art. And yeah, I kind of stole Naruto's color scheme.

[Image: ZlZp2jX]

Link for those with broken imgurs (like myself Cry): http://imgur.com/ZlZp2jX

Thanks!

NES/8-Bit Talking Sprite Examples?

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I hope this is the appropriate place to post this; there didn't seem to be these kinds of questions in the spriting subforum.

Anyway, I am trying to develop a style for a game I am writing and the only problem I have at the moment are animations for the character sprites (which are 16x16) when they are talking.

Can anyone point me to some examples of NES or similar sprites that show characters talking by moving their mouths? All I can think of at the moment is river city ransom.

Thanks.

Ripping Monkey Ball Models

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Since the guy who ripped the stage models stopped, i decided i'm going to try and rip the models myself.
So there are 3 different files related to Monkey Ball that i'm interested in extracting. gma, .lz and .tpl. I'm mostly interested in these three because i'm guessing that those files have all the textures and models for the stages/characters/what not. I have no real idea how to extract them so i'm asking you guys (the community) if there's any way i could extract them, or at least get a head start.

Help with Sonic Generations model dumps

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(not sure if this is the right subforum)
I noticed that some of the Sonic Generations model dumps have the eyes closed in the T-pose, skeleton rotated at the wrong angle, and no known way to move the eyelids properly. How could I go about fixing this?
(I already can fix the skeleton position in Blender by Edit Mode shenanigans, but I'd like to not have to guess at this all the time)

Greetings from a talking wooden home furnishing

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Hello, CoatRack here. I am a spriter that is looking to refine his skills, I have done some past sprite work but am desperately lacking in true refinement of the talent. I am hoping to learn a lot from you guys here, and share some help to others myself when I get skilled enough.

Looking for Pro Graphic Artist

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Hi, we are looking for a professional 2D graphic artist for a new game. Please send your portfolio or a link to it to david.serito@yahoo.com

Looking forward to hearing from you.

Happy Birthday tigerlily!

CoatRack's Sprite Hangar

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So, I've been working on expanding my sprite skills recently. Namely in spriting humans and backgrounds, and have been finding myself coming up short in quality. So this is gonna be my little workshop where I'll post my sprites as I work on them, so you guys can tear me apart as I over look flaws in them.


[Image: SKY.png]
A nice little background of a cloudy sky.

[Image: SUNSETSKY.png]
Same one as the last one, but the sun has set, and there is a hot air balloon floating above the clouds.

[Image: nightocean.png]
Yet another background, this time though. we are looking from off the shore of an coast into the sea, With clouds lining the ocean under a moonlit sky. Although I fell flat on my face when I started on the water, so I have left this thing alone until I could figure out something that would work and not be a pain to animate.

[Image: PastelSkye.png][Image: CirrusCarlson.png]
And finally my latest sprite works, two of my own characters I designed for a project I have been working on. Cirrus Carlson and Pastel Skye, these both mark as my first acceptable human sprites I have made, all my other ones looked like rubbish, so I am seeking to improve here a lot.

Ripping sounds/resources from a GCP file? (Pac-Man World 3)

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Hey, So basically I'm trying to rip some of Pac-Man's voice clips from PMW and I've come across a problem as in all of the games files are ".GCP".

Apparently from what I've heard all games developed by Blitz have this sort of file system but I'm not sure how to extract it. Any help would be deeply appreciated as I desperately want some of these: Because I've already tried dumping audio in Dolphin and it's all messed up (choppy and slow) so... Please help me understand what I'm supposed to do for these sort of files.

Thanks.

For Lack of a Better Introduction

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Yeah, couldn't think of any clever title, so I left it simple Tongue But what's going on everybody? I'm newish here, meaning a couple years ago (probably around 2-3 years...) I used to be a part of this community, though with that said, I wasn't too active, and I totally forgot what my username was, hence the reason I have this account.

I've been into spriting for a while, something about the art-style is just so pleasing to me. I actually used to be a sprite animator way back when. I was one of those guys who thought Alvin Earthworm and his Super Mario Bros Z series was just one of the coolest things ever. I did some work on the Nintendo DSi's Flipnote Studio program, and have done minor work in Flash since then. Not working on anything big right now, but that's subject to change. Anyways, great to be back.

Metroid Prime 3 Ripping Help

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hey there

So I went through and was following the ripping guide from the help section. I am going through the files that were extracted looking for .BRRES files as stated but there aren't any that I can find. Am I missing a step somewhere or does this game not happen to have those file types?

Also the .iso I'm using is a PAL one which I'm not sure if that makes a difference or not.

I am trying to just rip samus's ship model and texture from the game so I can mess around with it like the ship models from prime 2 and other M have been made available.

Thanks for any help =)

Fire Emblem Awakening DLC

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Hey there, I was looking through the Fire Emblem Awakening sprites and I noticed that there are no map sprites of the Dread Fighter or Bride classes which are only obtainable through DLC. I was hoping that someone would be able to either rip these map sprites, or assist myself in doing so (though I have no experience in ripping sprites off of a 3DS game, so the former is preferred). The good news is, the sprites are all the same regardless of the character, so there is no need to rip the sprites for each character! Anyways, that's all. If anyone can offer any assistance, it would be much appreciated.

Scott Pilgrim

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Well we've probably seen something about this one way or another, but no one has been able to properly rip from this game. I am hoping we can all figure that out in this thread and get all we can from the game files. Now the two main files in the game's system are one without an extension named 'gamedata' and one named 'gamedata.fat'. I am fairly certain the .fat file is used to reference points in the first file for extraction when properly utilized. Only problem is I have no clue how to go about this. Could anyone else have a look and see what can be done about this?

Dropbox Link

Larsenv here - want to learn stuff

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Hi, I just joined this forum because I want to know how to extract Super Smash Bros. for Wii U models (it's an encrypted mess) and learn how to decrypt Kirby and the Rainbow Curse's .bfres.cmp files (ntcompress doesn't work on these .cmp files).

Any help would be appreciated, including pointing me to the right posts and such.

Thanks.

Mighty Jetters' Spriting Vortex

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Well, it's been aaaaaages since I've really posted any art (aside from love and old sketches etc.) so here are some sprites that I've been working on-and-off on for the past... who knows. I don't have too much done but I've been really anxious to make a thread and show some stuff! To start, here are some face icons I made (which I've gotten quite a bit of help on already; special thanks to Gors, StarSock64, and Zac! Heart):

[Image: d5fe66bcbe.png]

From left to right: Ayla, Raelynn, Vinnie, Spike, the Scoop of Justice, and Voltar the Omnicient (who is a W.I.P.).

They're for a GameBoy-styled Awesomenauts mini project that I started a good while back, where I planned on making these for all the 'Nauts. After seeing Gorsal's neat little Mahou Shoujo Tellis-Chan face icons, I was actually inspired to try making some of my own as an introduction to spriting in original GB style. Once I made a few, I began considering eventually making more RPG-esque assets (while not being intended to be for an RPG), such as full-GB-screen-size character portraits and even possibly overworld sprites of all the 'Nauts. The face icons are what most of the work has gone into so far, but I do have a few other little things that I started on more recently (all W.I.P. of course):

Ayla character portrait:

[Image: 8e55abfd34.png]

Some issues I'm actually aware of, such as the arm to our left being too small compared to the other, the back leg being a bit off in perspective, and possibly the face being a bit off. I'll fix these whenever I decide to finish cleaning it up. Though if anyone sees any other glaring issues, do tell me.

Ayla overworld (Pokémon G/S/C sprites are for reference):

[Image: 22941d14b3.png]

x2:

[Image: d81c4ee470.png]

[Image: c5cdc309bf.gif] _ [Image: 0f53e45d14.gif] _ [Image: 47f4fe810b.gif] _ [Image: 816505b6a6.gif]

These are to test the waters in working with the GB's super-limited OW sprite resolution. These are also my first animated sprites! Yay!

Also here are the characters' artworks for all that referencing business: Ayla, Raelynn, Vinnie & Spike, Scoop, Voltar

So yea, I do plan on doing more in the future and I'd definitely like feedback on the OW sprites too. Larger pixel arts are difficult for me so those won't be seeing updates too often I don't think. Regardless, enjoy~

My SM3D Land Models

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Some of the Models have been approved including Luigi! xD
I will upload more.
Hopefully more characters
-Pink Gold Peach
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