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Dead Reckoning, opinions and sprites for demo purposes

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I made a thread in game development about this game a few weeks ago.
http://www.vg-resource.com/showthread.php?tid=24215
See, the way GameSprout works, there is an incentive to work up to a point where a more professional team would pick up your game and work with you on it.
Due to the nature of the site, it doesn't get all too much traffic because many people would sign up thinking people would be there at their beck and call to fulfill their "ideas". Due to that, I don't expect anything out of this, except for your opinions.

Its really a shot in the dark but if anyone were to want to help beyond that, they would have to create an account and contact the idea's owner, Rpunako, though that wouldn't be so difficult as both he and I frequent the activity feed for the game.

Everything is still alpha and the like, but you can't really know what people would want without asking can you?

http://www.gamesprout.com/posts/1918

This is the link to our most recent demo. It was released 3 days ago as of now, on December 30th, 2013.

I am only requesting feedback, but if you are interested in helping the project beyond that, it would be greatly appreciated.

Zelda: Parallel Worlds Map Ripping

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As part of a walkthrough/guide website I've been building for the Zelda: aLttP ROM hack Parallel Worlds, I've been ripping all of the maps. It's pretty slow going, especially for the overworld, due to an interesting quirk of the overworld rendering where it doesn't display the top and bottom line of each area unless you're scrolling between areas, so areas that use a "warping" transition never display those lines... so there's a TON of manual tile copying involved, since I haven't found a better method. Anyway, I figured there might be people around here interested in these, so here's what I have finished so far...


Overworld - Light World (4096x4096)

The Guardhouse
1F
1B
2B
3B
4B

Din's Catacombs

Nabooru's Hole
2F
1F
1B
2B
3B
4B
5B
6B
7B
8B

Construct 2 Programmer For Hire

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Hi Guys,
I want to let everyone know that i am now available to help with anyones coding needs.
Im limited to anything 2D.I dont want any Royalties from any artist,Unless of course this is going to be a very very big game.I would rather work on a freelance level.Im just doing this to help out some people and maybe generate some extra cash while im at it.
The engine im using is used for none other than 2D game mechanics
Platforms That I Can Export Your Game In
-IOS
-Web(HTML)
-Android
-Windows 8
-Windows 8 Phone
-Tizen
-Facebook
-Amazon
-Firefox
-Linux
I am very flexible with prices and i have alot of downtime.My email is rednuggs@hotmail.com i also can make prototypes to show anything that is needed.

How to convert models to pictures

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I need to know how to convert .obj completely textured to a picture such as a jpg or png.

Seeking partners for Mega Drive project

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Hi all

Not entirely sure if a thread like this is allowed according to the rules, sorry if it is not. I posted a similar thread on other forums and was advised to do the same here.

for over a year now I've been wanting to start a game project for a 16bit system. An action-platformer in the same design category as Ghouls 'N Ghosts and classic 2D Castlevania.

I've created a prototype for the X68000, a Japanese exclusive 16bit platform, and I find I really like doing development on older hardware. I have done game development and design professionally before. I am also comfortable working on very limited older hardware, so I know I have what it takes.

Problem is I cannot do it all alone. I need some talented and dedicated partners. Not to sell the old skin before the bear is shot, but I am sick and tired of being in the industry working on projects that I do not give a shit about. I feel with the rise of popularity of retro gaming, as well as a few pioneers having already released new 16bit games as physical products there certainly is a market out there.

Let us not kid ourselves though, that market is small, but it certainly is large enough to support a small team of talented individuals willing to pursue their dream and make the kinds of games that they themselves love to play.

There is a company who specializes in cart production for older hardware and if we can get a finished product to them they will promote and manufacture physical copies for free and share with us a certain percentage of sales. Basically they will play the role of publisher.

Anywaste, that is the pipe dream, or the goal I should say. But before all that, to get a 16bit game off the ground and brought to completion a minimum of three persons are needed. A programmer, a pixelartist and lastly a chiptune composer/sound engineer.

I am the programmer and I need to find the two other partners to make this thing a reality. As per the prototype for X68000 certain design elements of the game are already clear, but action-platformers from that era live and die by their level design and enemy AI. Stuff like that are formed and tweaked at a late stage of development which all members get a chance to leave their mark upon.

bear in mind working on a 16 bit project demands a unique set of technical prowess from each member. Knowledge of tiling and palette mamagment is a must for the artist. Furthermore, composing music for a 16bit system is whole hell of a lot more technically demanding than doing so using modern software. I expect each member can master their own subject matter so I can focus on the game mechanics.

Just to clarify, I am looking for partners here, not freelancers. The end goal is to turn this group of professionals into a small studio that can support itself by continuing to develop more games for older hardware. But to start off I want to partner up with interested parties and work on this in our spare time to the point where we have a playable demo ready to go. Then we could perhaps use Kickstarter or Indiegogo to finance us all going full time on the project.

Unfortunately the X68000 is not a popular system in the west, so making games for it is not commercially viable. Thus I have decided to scrap all my previous work and start from scratch on the SEGA Genesis/Mega Drive this time around. The architecture of said hardware is different enough that none of the code for the X68000 can be used. It was not all a loss though as I have gained valuable experience with game development on vintage hardware.

Some details about project:

16 bit action/platformer with similar design philosophy as Ghouls 'N Ghosts and classic Castlevania. What that means is simple gameplay married with punishing difficulty that requires repeated play and memorization to proceed. Each level will be short in length (5-10 minutes) if cleared perfectly, with one, maybe two checkpoints throughout. A boss battle completes a level. Player will restart at last reached level checkpoint as long as they have any lives left. If gamed over the player will start at the beginning of current level, but there are infinite continues. There are hidden one-up items and other goodies throughout each level.

Gameplay consists of controlling a guy who throws some sort of long projectile weapon for offence (most likely an energy lance) and brandishes a shield for defence (some sort of forcefield). Thrown projectiles can stick to certain surfaces, as well as enemies, and can then be used as jump pads. This is a very important mechanic that needs to be mastered.

The shield will be brandished in the frontal direction upon pressing a button, or perhaps the downward direction. Enemy projectiles will deflect off of the shield which is another impotant gameplay mechanic. The shield will only be active for a few frames upon deployment and will go away after that. After a short cooloff time the shield can be deployed again.

In the style of the aforementioned action-platformers the character actions are kept simple and minimal. Thus all the difficulty of the game will come from level design, enemy placement and AI. In short, the design document of a game like Castlevania might not look very interesting, only once you play it you will understand what makes it special.

As for the graphics, I have some suggestions for the visual aspects of the hero, the final boss and some of his underlings. Everything other than that is up in the air.

If you want to be a partner let me know. Also, if you know of a better place I can go to find such a person for the project then please do share.

Hey whats up.

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Hi everybody. I don't normally make too many threads and prefer to keep to myself, but I noticed that to make requests you have to be an active member here, so I'm going to do my best not to just spam twenty posts out.

I didn't notice that there was a request forum until after I made my first post, which was a request post, which I have since deleted.

I do some spriting, but I'm by no means decent at anything except FF6 style sprites.

Anyway... Hello.

Mario & Luigi DOS - Backgrounds

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Can someone rip the backgrounds from the Mario & Luigi DOS game?

Thank you Smile

[DEMO-BOR] Avengers United Battle Force

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After some really hard work, we are proud to present you the first demo of the project Avengers United Battle Force.

[Image: 49mSOQb.png][Image: 6qI61O2.png]
[Image: SJO9ZWh.png] [Image: ZQcEFyD.png]

INFO


Avengers United Battle Force was made using OpenBOR engine. Everything started as Doom's pratice project, so he could learn how to work with this new engine. After some time, he had invited O Ilusionista to join him and...everything got bigger and now its a full project.

The idea is, somehow, to pay a homage to the original Arcade game called Captain America and the Avengers, which every of us loved when was a kid, but with a new interpretation. All kudos to Data East and Marvel for the original game!

(But guys, seriously, that game has a LOT of size errors... Juggernaut has almost the same size of Iron Man? No way. And why the hell he would use a bazooka? The guy IS a bazooka himself, lol)


GAMEPLAY


While we use some gameplay from the original game, we added many things:

- At least, 2 special moves per char. Some chars have more moves.
- Each char is unique in some way: They have different values for life, attack, defense, power, speed and range.
- Some chars have passive skills (like regeneration), some have unique skills (like fyling mode).
- Breakout move (for dangerous times), rise attacks
- Unique AVENGER POWER per char, like a Desesperation Move. Consumes all the power bar but does a lot of damage.
VIDEO PREVIEW

(fixed) Vision, Hawkeye, Beast, Hulk, War Machine and Iron Man - Avengers United Battle Force

Download


PC download here: http://brazilmugenteam.com/avengers
Works in Android if you have the app version of OpenBOR, just copy the "avengers.pak" from the PAKS folder


This is a technical demo, so bugs can occur. Please, inform any bug you find!

Dark Magician Girl (Tag Force)

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Ripped Dark Magician Girl face directly from the Tag Force 1 ISO, so it has the best quality Wink, this includes all the expressions
[Image: dark_magician_girl_face_tag_force_rip_by...70tgz6.png]
Click on the image to download

WELCOME ME! You: Great, another n00b =-=

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I've been using TSR forever, I just recently decided to look around and see the models and textures and stuff, and the Register button Tongue

So, yeah the usual stuff. I have a lot of questions, like, what can I use those models for? and how do I submit my own sprites? and what are the advantages of signing up? Do i get special sprites or just other privileges?

If you can answer any of these, you get a free virtual cookie! Smile

Hello VGR

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Hi, I'm a new registered user Big Grin I was TSR user from years ago, I'm here to help with some ripping, I like to do so cause I like fan games and remakes, and there's a way to contribute. I'm spanish user but I can understand english too. Thanks.

Klonoa(MegaMan Style)

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Here is a [rejected by Dazz] sprite sheet I made:Klonoa in Mega Man Style:
[Image: 00buoNX.png]

If there is anything I could change,Let me know.

Nintendo Puzzle Collection palettes

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So I'm trying to rip/modify some sprites from Nintendo Puzzle Collection and I'm having some issues figuring out the graphics.

Some of them work out fine.
[Image: 0m7P8NZ.png]

Other do this thing.
It's the right palette, and you can sort of seesome right colors, but it's really messed up.
[Image: wLquYrJ.png]
Is there any kind of compression it could probably have or something? I took a look at it in hex, but it has no header at all so I don't even know how to figure it out.

Here the file I'm looking at.
http://www.sendspace.com/file/qkncl6
The graphic is at 0xAFC8
The palette for it is at 0x4C0

Any help would be appreciated.

Temple Run 2 Textures

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Please guys help me get them textures , walls , floors , etc .. thats all needed and ofcourse models/sprites etc would be also nice to have for PC , with atleast 256/512 resolution in .jpeg or something

thanks!

Sketch Toy


sacs lancel 40483857 by myc1Xo

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Sunspots ride this train has traveled goi sacs lancel ng to be the in every state good night

.......


could be that lancel soldes the like in order to use to learn more about describe the speeding train,but take heart this is not at all a fact this train is not very running fast,sacs lancel,but as going to be the sam sac lancel e

Agent Hugo LA

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YouTube Poop
presents

A
GWKTM Interactive
production

[Image: 4nxl.png]
AGENT HUGO LOS ANGELES

1) Synopsis
2) Features
3) Trailer
4) Help wanted!
5) Let me know if...

SYNOPSIS:
Once upon a time there were five former fugitives, Michael, Linc, Sucré, Bellick and agent Alex, who are soon brought together by Homeland Security agent, Don Self in an operation to bring down the nameless company. Key to this plan is company's little black book, codenamed "Scylla Jr.", which contains information on all the Company's agents and operations. Unfortunately first try failed due wicked witch, Scylla, who is surprisely protecting company's treasure. Due this failure Self decided to hire some very special guy to help these fugitives. That's Hugo, Agent Hugo, the...troll?? You heard it right! In fact Hugo has faced Scylla many times before. You play as Hugo, as he helps fugitives in their operation by finding hes way out from mazes, opening doors to fugitives, escaping guards and of course, entertaining anyone who could stand his humor. Soon enough Hugo also finds out, what this "black spell book" suppose to be anyway.

FEATURES
- Nine of Hugo's classic minigames in completely new environments
- Full host of Prison Break-characters - well, almost
- Big value of colours fit into the small, pixel-graphical resolution
- Almost free-roaming 3D-environments
- Twisted humor in a way or another
- Tromb rampage - an all new minigame you've never seen in Hugo-series before
- Gather bonus-codes to unlock secret bonus features

TRAILER (I hope it's not too blutant)




HELP WANTED!
All I need to finish this game are as follows:
- Possibly easy way to rip sprites and textures from PC/MS-DOS and PS1 games succesfully
- To make better trailer I need screen video capture software similar to Fraps, but can recognize MMF2dev-games (or in other hand, OpenGL windows)
- I also need voice actors but I'm afraid this isn't the right place to ask for them.

LET ME KNOW IF...
- You know the possibly easy way to rip sprites and textures from PC/MS-DOS and PS1 games succesfully
- You know any good and reliable screen video capture softwares I'm looking for
- You know the fandubber/voice actor you could suggest (I could contact him/her myself)

Prison Break and related content courtesy of FOX Television and Paul T. Scheuring.
Skærmtrolden Hugo and related content courtesy of their former and current respective owners.

Sega Dreamcast 3D Ripping method?

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Hello, I'm interested in rip some 3D models from fighting stages but as far a I read on the internet seems to be difficult/impossible to rip from Dreamcast emulators, I have Demul and NullDC emulators, can someone guide me or make a recomendation from a 3d ripper? I don't need animations, only the model and texture dump to remake them. Thanks in advance 4 reading.

Rebuilding Process Information Thread

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I'll be posting any information about what has gone down on my Twitter, but I'll keep people informed on anything that might need direct input from here. I'll be referring to this thread from Twitter if I feel I need to make a longer post.

Keep up with my Twitter feed for more information:
https://twitter.com/TheVGResource

We'll get there, don't worry... We've had worse before. Smile


We've added a donation button to the home page to hopefully get some assistance in covering the lost revenue from the lack of ads that we'll be displaying.
http://www.spriters-resource.com/

I hate to ask for money, because I've always been able to cover the costs with revenue... This is why I removed the donation buttons from the site to start with. But I'm seriously begging here.

Hey!

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I'm new here. I've never sprited so I hope my time here will help me with that. Sometime in the future I'd love to contribute with a sheet of my own to tSR.
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