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hi im the artist formerly known as sengir and im here to drop my new pixels for all y

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made some "sprites" on my "computer" of famous "borders"

[Image: emMtc5y.png]

will add the mexican border once every american taxpayer sends me their money and pees on me

Digimon Heroes sprite ripping.

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Nobody's tried this, and I'm wondering if maybe there's a reason beyond disinterest. I'd be interested in trying it myself, but I don't really know anything about ripping assets from mobile games. I suppose I'd need to have access to the apk file? Are the sprites even stored in that, though? I notice the game has to "hatch" (i.e. download the graphics of) Digimon you haven't seen prior to a battle, so I wonder if not in the game itself, if the graphics would be stored on the mobile device's cache.

Whatever the case, I'm probably way in over my head as I've never ripped stuff from mobile games at all before, but I just couldn't help noticing that after all these years, this game's assets have never been ripped, other than some of the cards (and even those I'm not sure if they were actually ripped or if Bandai just already had their art online somewhere). Though I'm more interested in the in-battle sprites, anyway.

Does anyone have any knowledge about mobile phone asset ripping, and would this be too difficult? I'm rather clueless, I'll admit, but it doesn't hurt to ask about this.

N64 (Obj) model viewer/editor help.

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What is the best program to load/view/edit N64 .obj files? I have tried one online 3D model viewer, but it just does the grey model itself. NO textures. I've tried importing in Blender, just got the model only. Again, NO textures. So, I'm looking for one that can load both the N64 Model, AND it's textures that go with it, with only like 1 or 2 clicks of loading the model.

Some of these model programs only view one frame of the model. Is there a program that can load more than one frame of a model?

Sorry, I have never worked with exported 3d game models before.

Dark Souls III DLC#2 : The Ringed City

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[Image: j3Dn9Hd.png]

The Force is strong with this one.

Contract Work - Sprite Ripping

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Hi all,

I'm currently working on a project where I need to get some character sprites and backgrounds ripped from various arcade roms. I know that depending on the roms, it can be relatively straightforward or a complete pain. If you are experienced with this or know someone who is, can you let me know? I could certainly pay you for the work in a short-term contact basis. And as general practice, I would need the person to sign a general NDA. Thanks in advance for any suggestions.

I'm hoping that this forum yields better results as I have contact a couple of people directly who were very inconsistent in responding back to me.

port a model to left for dead 2? $

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ive been requested to port a model i made for someone to left for dead 2 to exchange ellis's player model for the one ive made for them, could anyone help me do this? name your price.

i have ripped models from marvel ultimate alince 1 and need some help

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i have ripped models from marvel ultimate alince 1 and need some help

first im not sure how to cut around the model in blender so i get just what i want [img][Image: untitl12.png][/img] the chars

next i dont know how to get uvs

 and how to aply a texture to them

and if there is any way to make key frames in blender

Profile picture help

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How do i change my profile picture and signature?

Wonderful 101?

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Ok this is really aggravating me. I've been searching around for a proper method to rip Wonderful 101 models and textures, and what little I can find are very sparse and often very flawed. I found some noesis scripts, but many models just flat out crash noesis upon loading, the stage models are interpreted by noesis as some other game's textures and load as a bunch of distorted pixels of a huge size. Can anyone supply me with a proper import script for this game for maybe 3DSmax, or just a noesis script that works properly?

Mario & Luigi: PiT sound effects

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Hi everyone,

First, I apologize if this question has been asked many times before (which I don't doubt at all), but I could use some help with ripping the sound effects from M&LTongueiT. 
I tried using Tinke, by opening the .sdat, then unpacking the files in the SWAR packs, I also checked STRM, but those mostly contain voice files from Mario, Luigi and Bowser, which funnily enough are exactly the things I don't want at the moment - I want sounds related to the Shroobs, haha.
I did find their laughing sound, but unfortunately no talking sounds or anything similar. I also couldn't find the sound effects used in and outside battle, like the jumping, hammer, or enemy sound effects. If anyone could help me figure out where they are, I would really appreciate it!

Good Game Design

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We've all played many games and have come to love or hate them based on the experiences they gave us. Even though every game is different all of them share the goal of giving you, the player, the best experience the developers can based on the genre of game. What I've noticed so far is that the quality of a lot of games have been going down, and it may be that i might be looking at the wrong games or genre for me but regardless... the indie scene has been making incredibly good titles that are worth every penny. This made me think to myself, "what makes a good game... good?" I always thought that it was having a good art style or good controls but it's obviously much deeper than that. Let's share our ideas! What do you think makes a good game? What is it about a game that makes you want to keep playing past midnight and wake up late in the morning? Feel free to theorize and debate...

Where this came from?

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Hi everyone; my friend got the sprites to the font of an unknown game (I assume it's not a very new game by the art style). I asked him where he got it from, but he has forgotten. Does anyone happen to know the origin of this font? Thanks in advance.

[Image: font.png]

.png   font.png (Size: 6.35 KB / Downloads: 0)

Gamedev isn't just games! A Guide on Advertising

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SO YOU ARE a great programmer. A seasoned artist. Unparalleled creativity. you have everything to make a game, and I'm sure many of you tried (or still try) making them. But actually, there is something missing in the equation.

This is a guide on how to extract the best from your game, and show it to the potential customers. All of the contents here are personal experiences and empirical observation however, so take them with a grain of salt. Without further ado, let's get started!

1. Game Planning

PLANNING a game is a very time consuming task. After all, you have an idea but then you have to put it in motion. Chances are, you're in a group - a person makes music, another person makes art, and the programmer glues everything up to make a nice game. That's usually how things go.

This being said, it's great if everyone knows what the game is about. Your ideas should be clear for everyone - this will make their lives easier! A way to start discussing about the game is writing its key elements. Mario games, for example, could be described as adventurous, platformer, colorful, joyful, simple controls, jump controls... Notice that not only gameplay elements are there, but the words "colorful", "adventurous" and "joyful" figure in the list. This ensures that everyone will know the mood of the game and how it should look to the player.

Also, if you can get ahold of voice chats, do it frequently if you can. Exchanging ideas and communicating is the 1st step to everything, and will avoid a lot of hassle in the long run.

Of course, if you're doing everything yourself, it's still good to keep the key element in your hands! Writing them down will prevent you from straying too far from the main concepts and ideas.

A good site for dev management is Hack n' Plan. It keeps track of all elements in the game and what you did and you need to do. Being organized is not difficult if you are organized from the very start!

2. Asset Making

ONCE you define the key elements in your game, it's time to make the assets! Try setting up a reasonable deadline for everyone to work on - like assets for a single scene, or a single level, it's your call - and work on it. Everyone should work together and exchange ideas together as you work, regardless of the given task. Sometimes the composer can have a good idea for the visual scene, or the programmer may even suggest a type of music. It's always good to be open to suggestions from your team, and they'll feel more engaged to work with you, too.

Remember to always discuss it thoroughly! Only add the ideas if they do enhance the final aspect of the game. Repeat this process a couple times - set deadlines, work and finish them - to build a sense of responsibility and momentum.

A good site for videochats is Google Hangouts. All you need is your google account - once set, you can share your screen display and show your team your progress.

3. Getting Started

AFTER finishing a couple deadlines, it's time to start showing it to people! Check out if you have enough asset items to start a Twitter account: you don't want to start something only to stall because of lack of things to show!

Another good site worth mentioning is IndieDB, a site focused on independent game development. There you can talk about your team, your project and see how well you'll fare as you develop your project.

Consider opening up a devblog too, if you can. Those can be used for more insightful posts regarding development, and gamers love development stories! Twitter only allows 140 characters, which is minuscle depending on what you want to show.

HOWEVER, have in mind that it's better to have NO showcase sites if you are unable to keep them up to date. Keeping your publicity sites up to date and with constant activity is a must for gamedev, and if people see that your site hasn't been updated since last year, they'll think that your project has died and will move on.

If possible, designate a person to do all the Public Relations stuff for you. Dividing the workload will streamline productivity, but make sure the PR-guy knows what the game is about so they can be relevant to the game! He is a dev member, after all.

Next up: How to set up the sites? How to post? I'll get to these when I am home and not being bombarded by paperwork lmao

Hi

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[Image: hi.png]

Hi, im back

maybe



You might remember me

or not


Either way, hello

Need help ripping models from Banjo Kazooie Nuts and Bolts

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As far as i'm aware, the models are rippable from BK NAB. The models I wanna rip (as they'd be going into gmod) would be Banjo and Spiral Mountain. The only problem, is I have NO clue on ripping 360 game models. Here's a pic of the models that someone else ripped, but never explained how it was done: [Image: 4f21cc7796218d16c2c79a10dccc0b41-d80a093.jpg]

Master of Orion ripping help

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I've been waiting for some one to rip the well made master of orion models, but I've been trying to do it myself because no one seems to want to take the time to do it.

I have watched the videos and tried ninja ripper, 3dripper, and simply unpacking the files, so far neither 3 has worked.

I would appreciate some help here from some one experienced, or at least getting pointed in the right direction, here is everything you might need to know to help you figure out my problem.

- The game itself runs off the unity engine and uses DirectX version 9.0c, I use the steam version so if I launch from the exe, it resets

- The model files themselves are either massive "ASSETS file" files (most are between 30,000 and 60,000 KB, but some are up to 600,000 or 2,000,000)

- The files that aren't assets files are just called "file"

- When I try use Unity Assets Explorer, it either doesn't know the file type or says the files themselves are way too big to work with

- When I try to use ninja ripper and launch the exe, the game resets through steam and it ninja ripper doesn't do anything

- When I try to use 3dripper, it just doesn't load in the first place, and I can't use global monitoring because that strictly works with a 32bit pc

I opened up each file in notepad++ and I think I discovered which ones have the models inside, however some are missing and I haven't been able to find them

Some one suggested that I should get a pirated version of the game and try ninja ripper again so the game won't restart itself, tough I would like to only do that as a last resort.

If you want the files I think have the model data, ask away

HELP! IM DYING!

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Hi guys its me lonely. I need some help on a LAN game that can be played at school with friends. Here is what I need help with some stuff. Please explain everything simply because I suck at understanding coding and stuff.

1. I am currently using unreal engine 4 and I am having difficulty with skeletal meshes (mainly making stuff from this site work)

2. I need help making different game modes. The game modes are Deathmatch (I need help with scoring and selecting a weapon upon spawn), Classic deathmatch (I need help centring a weapon quake style and creating powerups), Infection (Help creating zombie and human teams, Hellwalker A.K.A. Juggernaut from Halo 2 (Need help making the juggernaut and scoring) and a racing game mode (I need help making an AI with a machine gun on top of the jeeps)

3.  Easy to use LAN setup that requires no console commands and a simpe server browser. I want it like Halo CE or Unreal 2004

4. A main menu and map select...yeah I suck

5. Respawning. Every guide I can find is for single player and resets the level upon Death

666. Explosives... BOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM

7. Character dialog. I need help making characters talk when they kill someone or get hit or complete an objective

And finaly... 8. Invisible walls. I cannot make them invisible.

.png   NUMBER ONE SPAGHETTI.png (Size: 73.26 KB / Downloads: 0)

I can't upload any new submissions

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When I was Trying to add a game to the sounds resource, It goes to a  page where all it says is "Error adding game". Is there a problem going on? Can anybody help me?

Make this celebration a unique one and shower happiness within the hearts of your swe

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During Valentine’s Day the Hampers are designed in a superb way which ultimately makes an individual delighted. This festival is arranged with various items like branded Wines, Champagnes, Cookies, Chocolates, Cakes etc which are delivered in different patterns. This effervescent season gets allured with these unique items and therefore people Send Valentine’s Day Hampers to France. In France people enjoy this festival with intense desirable love which is expressed when the classy hampers are sent.
http://www.giftbasketfrance.fr/Valentine...France.asp

.jpg   horizontal.jpg (Size: 118.34 KB / Downloads: 1)

Opening .xwv files

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This is gonna be a weird topic, but basically

I remembered this old typing game from childhood called Type for Fun! (Great title, I know.) Unfortunately, it doesn't work on Windows 7 64-Bit which is the suck.

BUUUUUUUUT I don't really care too much about that because all I wanted from the game was the theme song that plays when you're in the menu for the Galaxy Taxi game. Seriously, it's baller as hell. A little bit of digging and research and I believe the music themes are all encoded in this weird .xwv file.

Welp I don't exactly have the resources to open such a file, but I'm wonderin', what with VG Resource bein' all about openin' all sorts of obscure and strange files, if there's a quick-and-easy way to figure out how to open them, or even convert them into an audio file I can actually play in something?

Cheers in advance!
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