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Anexenaumoon's Sprite Archive

GBA Dogz!!

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So the other day, I noticed there were sprites uploaded for Dogz 2, but not the actual Dogz "1".

Having played Dogz alot when I was younger, I quickly searched for a rom and whipped out VisualBoy. And god what luck, the maps were just perfect for me to rip (considering my current....experience level). So, I have started with that.

I've just started uploading, so if it ever feels like I'm going a bit fast, that's just because I had some of the files put together already. (I choke my computer with GIMP running all the time)

I also started getting sprites from the girl, but so far I only have her walking and running, without holding anything. (that alone took forever, since the cycles are 8 sprites each and the directions include diagonals AND hard side/up/down. Luckily, the sides flip lol). I also got her other colors from the New Game menu.

preview 1
preview 2

Another thing; the character icon/mugshot sprites seem to be attached to the name+dialogue boxes. They showed up elsewhere not AS attached, but looked pretty messed up. How inconvenient.....


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So yeah. I'm not the GREATEST ripper (as I kinda only just started to get serious recently) so it may take a while for some stuff to finally appear.

Comment feedback, tips etc. I kinda just wanted to show what I was doing.

Also, if you want to upload from this game, too, I won't stop you! I won't try to take over the game for myself or something lol

the return of omniGkariz

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as you all know, 2014 marked an important year, being the debut of famous rapper omniGkariz's debut album in collaboration with dj rystar. this album topped every chart and gained both rappers approximately 2.6 billion dollars. after fake-retiring, the infamous omniGkariz is back with his latest single, "spreadin' love".


[Image: ZYknkxF.png]

http://vocaroo.com/i/s0ADyJRdZ7ER

warning: explicit materials, kid

Benji Bananas .jpga files

Harvest Moon project

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So recently I had an idea for Harvest Moon DS......but the reality for it was a bit short-lived as I realized it would be a huge hack, and basically combining the two different versions (DS+DS Cute). Considering my experience level with this stuff, it looked pretty unlikely.

Until I found out I could do something in RPG Maker.

[Image: homeeeeee.png]
...credit to Emerald, Chris Fritz (http://harvestmoon.kurifuri.com/sprite-station/), and myself for the sprites seen here, btw. The boombox is an all-new custom, the green cushions are just edited from the brown ones.


(I tend to get embarrassed about ideas and then talk too much or too little so hear me out)


I know RPG Maker VX Ace pretty much like the back of my hand at this point; compared to messing with roms, at least. So I had made a test game and started messing around, looking up tutorials here and there, messing with variables....it's only been a few days and I already feel comfortable enough with what I want to do (then again I've had VX Ace for what feels like 3 years now....and before that I had 2003). I think now instead of trying to recreate HMDS, I could just make my own "entry" from here. I'm still testing with things, though.

I'm too ambitious for my own good.

I could follow through with the original wild idea, or just come up with an original [design] concept (new town, original characters, as if it was the next entry in the HM series)


So, things I got down so far/really working on are:

-relationship system (the basics of it)
-TV channels
-rock paper scissors game
-sprites (ripped and customs) I'm ripping from both HMDS and MFoMT, but I'm also using some things from Spriters Resource. I will credit for anything used. Any customs will be by me.

-sound effects and music (all ripped by me)

Things planned/sorta working on:

-custom character overworld+face sprites (for whatever idea I go with -- unless I end up reusing the AWL/FoMT bunch - but even then not every FoMT character has a DS face sprite, meanwhile everyone has an overworld sprite)
-properly loop songs (so there's no fading/cut-off)


Things I'll still need to add are days/time, weather, seasons, item gifting, and......uhh, anything that's a priority for a Harvest Moon game, really.


Also, if I could somehow mimic the "Thomas finding your dog ball and giving you a screenful of dialogue every day" thing from HMDS in VX Ace, that would be just grand. God dang, that dog ball.


So......assuming I continue with this....that means I'm then working on 3 games total. And if this idea splits itself to become two/more different projects....oh gosh......and if I ever revive older projects.....uhh



So yeah Harvest Moon. Good times


Posting this before my browser crashes

Why has no one ripped the models from Mechassault phantom war yet?

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I kinda find it odd that no one has done this yet. I mean Phantom war is a DS game and does have an emulator, and because of that ripping should be a lot easier since emulation( from what I've heard) allows you to easily access the games files/modles. Plus they're mechs and mechs are cool so why not?

Anyways the reason why I'm asking is because me and a friend online are trying to make a Mechassault addon for Garry's mod, we are trying to get the models from the Xbox games but they are locked down hard, so now we're trying to get them from Phantom war since that's all we have to work with now.


Sorry if I'm sounding rude or like an A hole but I'm just curious.

I exist

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[Image: c9aeb4219a.png][Image: 0d91f2cef0.png]
Big thanks to Camtendo for helping me with the cap.

Hi !

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Hi,

I'm Johannes, creator of the Jo Engine, an open source 2D game engine for the Sega Saturn.

Official website: http://jo-engine.org/

I subscribe to this forum because I would like to improve demos that I provided with the engine and especially the graphics : sprites and background.

Unfortunately, I draw like a 8 year child Tongue

I hope to meet someone here who would be interested to made sprites and contribute to this project  Big Grin

You can find a demo of the engine here : https://www.youtube.com/watch?v=gV-7cA9_h-4


Johannes.

Least favorite VG music?

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Before I start anything, don't just mindlessly bash a song because you hate it. Give REASONS why you don't like it.

I know I'm gonna get hate for this, but I really don't like the music in Gen 1 Pokemon, it's just a nightmare of headache inducing beats, or really primitive chiptune.

My least favorite is the Crazy-Bus nonsense that is the Rocket Hideout music. It's really, really chaotic and unbearable. I really can't listen to a loop of this song without feeling like I'm going crazy.





I really like the calm feeling of Intruder Exluder of the NES version of Battletoads, but the Genesis version just goes ahead and adds too much bass and 'fart-like' noises. This is subjective, but I think the NES version sounds better just because it calms you down for the frustrating nightmare that is Battletoads.

Think of this like comparing Sonic the Hedgehog for the Genesis to it's poorly-ported GBA reletive, from what I feel.



Gamindustri Riot (Hyperdimension Neptunia Fangame)

Super Mario Card ideas

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A long time ago, an 10-year-old Koopaul had an idea to make a trading card game based on the Mario Universe. I called them "Super Mario Cards". Yeah, what else would you call them? It was similar to Pokemon but the rules were really simple. Reduce your opponent's cards' HP to 0. I made about 100 cards on some blank flashcards I bought. The kids in the neighborhood would come over and play it all the time. It was fun as a 10-year-old but I soon realized what a mess it was.

When I was fifteen I tried making the game again but using Paper Mario rules. You'd have a captain card (like Mario or Bowser) and a sidekick card (like a Toad or Goomba) It was far more sophisticated now that certain characters were given certain attributes. Cards like Paratroopa couldn't be hit with a shell attack and Spiny couldn't be jumped on. But it was kind of a pain to play. We had to constantly write down how much HP each card still had among other things.

At one point, even Pixeltendo had a Mario card game that was played on the forum for coins and stuff. But I (like always) criticized the hell out of it. Things were super unbalanced, characters had moves that were completely useless.

Now years later the idea itches in my brain again. Ideas to fix the problems the game had in the past. But it's not enough for one mind to do. I'd like some advice and ideas. Let me know what you would do. What your rules would be. Anything.

Right now I'm thinking about redoing the rules. I was thinking about having something similar to Mario Party 3's Dual Mode where sidekicks have a salary and protect the captain card. I also wanted to figure out a way to simplify the math and having it so you don't have to write down so much. Perhaps I could integrate a standard deck of cards somehow to represent HP? Or poker chips?

Either way, please share your ideas.

GFXtract

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I'm putting this here so that it can be seen by people who might use it. However if a mod or admin thinks it fits better elsewhere feel free to move it.

GFXtract is a script-powered graphics converter I made. That is, people can make scripts to convert specific formats to PNG images. This was made to eliminate the need to make a separate program for every different format. The scripts are also much easier to write and share than a whole program; you just write instructions, and GFXtract does the heavy lifting.

Some people might recognise this to be similar to QuickBMS - and that's exactly the point. I made this because I thought "wow QuickBMS is so convenient, I wish there was something like it for graphics". While QuickBMS can technically be used for graphics conversion, it's designed for archive extraction. I have seen some scripts that convert stuff to DDS images, but they're often very bloated with heaps of byte-level activity. GFXtract is supposed to be to image conversion what QuickBMS to archive extraction; you read information from the file, and then tell the program where the data is and to convert it.
The script syntax is also heavily based on QuickBMS. If you're familiar with writing BMS scripts, GSL (GFXtract Scripting Language) should be fairly straightforward to pick up.


How to use (copied from the readme):
There are two ways you can use GFXtract. The first way is to simply double-click on the executable.
A file selection dialogue will pop up to choose the script to use, then one for the input files, and
finally one for the output folder. It will then process the script on each of the files.

The second method is to use the command-line. This is the command-line usage for GFXtract:

Code:
Usage: GFXtract <script> <inFile> [outDir]
    script - The .gsl script containing the instructions for converting.
    inFile - The file to convert. Can also be a directory containing the files to convert.
    outDir - Optional, the directory to place the converted files in. If omitted, the directory of the input files is used.

Similar to the first method, it processes the script on the selected file, or the files in the
folder selected. Generally this is only recommended if you are familiar with using the command-line,
otherwise the first method is usually sufficient (however I do plan to eventually add extra options
that will only be available via command-line).

Download

You can download GFXtract on GitHub. You can also view or download the source code if that interests you.


That's the formal part of this post done. I wanna lay down some notes though.

First off this is in very early stages. It can break if you mess around with it or write buggy scripts. I do intend to eventually write some better error handling but for the time being it'll probably give you cryptic messages if you mess something up. You can post them here if you need help.
Also, a LOT of features are missing. You can still suggest things if you want, feedback is always good, but at this point there's a heap of things that I have planned so I might have already thought of it. You can check the biggest things I intend to add next in the README.md here.
Pixel reading in particular is still very primitive. It can read paletted or non-paletted images, with a range of bit-depths, but I have yet to implement tiled images or palettes. I also need to add if statements and loops, for those formats that are a bit more complex.

Anyway, I'm glad this has finally gotten to a point I can release and share it with people. Hopefully it will help save time and effort for some people.

Any questions, comments, complaints, whatever, feel free to post them here or PM me.

Halfbrick Studios .tex files

Creating model icons! Post your models here, get icons :)

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If you checked the Models Resource, you probably saw this update:
[Image: iHBn5AU.png]
Well it seems like people aren't creating icons for their models. Not doing this not only slows down the model revision process, but also makes more work for Peardian to do. This impacts everyone, because Peardian is the only one who's revising the models submissions. So, no icons = slower process = more work. So that's where I come in. I'll render you models if you post them here, and I'll send them to you. Then just include them in your rips, and it'll quicker for everyone Smile

I'll also do quick checks for problems with the models, so I can tell you what to fix before Peardian has to when he gets to your rip.

So go ahead and post your models, and I'll create icons for them, tl;dr. Hope this'll help everyone Smile

Help - Umodel error

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Hi all,

First, sorry for my english, it's not my native language.

I have problems with UModel. I searched on the web but I haven't found a solution or tutorials that can help me.
1 - I unpack UModel in Steam and I run it.
2 - A "CookedPCConsole" folder is created with upk. Nice.
And (this is where it gets complicated) : 
3 - When I want to export or open a file I have a "wrong tag in package" error.

The question is how to exploit .upk? Can someone help?

[img][Image: 224001help.jpg][/img]

.MAT textures

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I was trying to extract models from the game Star Wars: DroidWorks, and the textures are in the .MAT format. The game uses the Sith engine, and the models and textures are the same format as the game Star Ware: Jedi Knight - Dark Forces II. The latter game has had a modding community in the past, so several tools have been made. I tried a couple of tools that convert the MATs into BMPs, but I don't really know how to use them. The resulting BMPs look like this:


.png   rontbody-0.png (Size: 15.26 KB / Downloads: 0)

How do I get the clear texture? The tools can be found here:
http://www.massassi.net/programs/

Here's a MAT file:

.zip   rontbody.zip (Size: 9.8 KB / Downloads: 0)

Icon creating tutorial

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As per the front page, it seems people aren't adding icons and may not know how.  I have thrown a little tutorial together using Blender and Paint.net.  The process is simple and once you are used to it, you can have both icons done in under three minutes.  Below, I have attached three files, a large icon sized picture, a small icon sized picture and the tutorial.  Click on them to download them.  If you have any questions, ask me here or pm.

.png   IconBig.png (Size: 8.88 KB / Downloads: 0)

.png   IconSmall.png (Size: 3.18 KB / Downloads: 0)

.jpg   Tutorial.jpg (Size: 491.34 KB / Downloads: 5)

Once again, with [ feeling intensifies ]

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Hey spriters resources guys and gals (vg resources now????!), you may or may not remember me from days of yore. Apparently it's been nearly two years since I posted stuff here! Well, I've done a bunch more pixel art, some that I can show off, some that I can't. A bit too much, so I'll post the highlights (see most/all of them on my tumblr)

I'll start off with some stuff I've been contributing to Dungeon Crawl Stone Soup, an open source roguelike which is pretty fun (somehow???) And since it's open source, it has a barebones visual version with graphics ranging from barely passable to pretty dang amazing! Here's some of the stuff I contributed:
[Image: tumblr_nlfwxpx9qO1r4pvnao1_400.png]
[Image: tumblr_nu4iltUFFh1r4pvnao1_400.png]
These aren't the final versions that were added, they got tweaked by some other people. Pretty happy with how some of them turned out, especially the Serpent of Hell (3-headed dragon thing) and Dissolution (the pink/purple slime.) Dissolution looks EXTREMELY SICK (the uh non-diseased meaning) in-game.

Low palette pic of gang-star Giorno Giovanni for a pixeljoint weekly competition celebrating the recent changes towards gay marriage.
[Image: tumblr_nqya0kdXIV1r4pvnao1_400.png]

An art trade I made with someone on twitter. I really like how this one came out! Has some proportion issues that I missed when I was making it, sadly.
[Image: tumblr_nk1qo22fl91r4pvnao1_400.png]

I was looking for someone to sprite in the SFA art style and got suggested Ganondorf, so here's Ganondorf in an art style that's based off the SFA art style.
[Image: tumblr_nglfo7TYbV1r4pvnao1_400.png]

Garo from a live-action japanese series, aptly named GARO. It is best described as Castlevania, if it were a japanese live action series. The armour looks awesome.
[Image: tumblr_ndkl8muvWQ1r4pvnao1_r2_250.png]

A portrait of Juzo Fuwa from Samurai Sentai Shinkenger (Super Sentai is the series that Power Rangers is based off). He has a pretty sweet head, and I had fun messing with the palette for this piece. One of my favorite pieces that I've made.
[Image: tumblr_n75ce9YZM31r4pvnao1_400.png]

I'm not going to post this last one directly because it's huge, but at some point I did a project to pixel 100 trees and managed to complete it (I started another one for marine animals, but took a hiatus rip). It was a great learning experience! Here's the sheet with all 100 trees.

So yeah, that's what I've been up to for the last two years. Hopefully I will be motivated to post more, but I'm in the middle of working on an ambitious romhack that's been taking up my time (you can see videos of it on the tumblr?!) and a bunch of other work. But I'll try my best to keep this thread updated when I get stuff done!!!!

RPG Maker XP Walk all over.

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Hi Everyone.

I am an great Megaman Sprite artist. And have finally RPG Maker XP installed. My plan is to make an Megaman Battle Network game. And for the over world are the characters over walk all the sides. includes Left and Up or Right and Down. Is there an code to do that. Ouch!

Kind Regards.

Maarten. Wink
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