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snes asm to ips converter?

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I there an ASM to IPS converter for SNES on windows I have seen snescom but its for Linux is there a program like this on windows?

Posting my Scripts?

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Is there a certain area of the forum where I can list my scripts? I'd like to share them Smile

Struggle's Scripts

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Now, this isn't necessarily a game or a engine, but rather place for showing off my scripts to assist with a submission, or just adding a submission to your thread. Smile

For most of these, you'll need to have Python 2.7 installed. It allows the scripts to be run without being compiled and you guys can see the code if you need help with your own app. (and you can use it on a Mac or a Linux computer! Big Grin)

Scripts:

TGA to PNG Converter (Progress: 100% (Might add other formats to convert to!)) - Download
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Ever had a bunch of textures and wanted to submit them to the resource, but they're in the TGA format? Not to worry. This script allows you to convert a folder full of .tga files to the .png format. And it keeps the transparencies!

Thread-Submission Modifier (Progress: 100%) - Download
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This was previously a project in C# that I was working on, but now, it's a Python project. Basically this program asks you for a submission type, you put in the information it asks for, like the submission name and it spits out BBCode Cute

Icon Resizer (Progress: 50% - Working on the code to modify size, Plan to add in a image uploader to my server) - Not finished - No Download
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Ever had a bunch of renders of your rips and wanted to make big and small icons out of them? With this, it is very easy. You just put in if you want a big or small icon and then it creates it. Then you'll have the option to upload it to my server where it'll give you a direct link to the file Cute
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If you guys see anything in the code I overlooked or found some bug, post it here, please. This helps me to create better and better code, while helping you guys have a more convenient process. You can also modify the code and redistribute it as your own, as long as you give credit where credit is due (see the credits section!) Thanks to all who help by viewing the thread! Big Grin

Credits
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The guys at the Python Imaging Library: For creating a flexible and lightweight library for a lot these apps (Want to help? Go here to the GitHub source!)
DarkPika from Tcll5850: For helpful pointers, help, and just being a good friend (lul)
Someone else I missed?

My thanks to you!
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Double Dragon 2 Ninja edit

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[img]double dragon 2 ninja edit spritesheet[/img]

Here is my edit on the ninja from DD2, and since I can't released this on Spriter's Resource, I'm releasing this spritesheet on this website . ALSO Credit to Tomisarus who ripped the sprites.

(Yesterday, 12:55 AM)EternalFirebird Wrote:  [img]double dragon 2 ninja edit spritesheet[/img]

Here is my edit on the ninja from DD2, and since I can't released this on Spriter's Resource, I'm releasing this spritesheet on this website . ALSO Credit to Tomisarus who ripped the sprites.

darn it I messed up!

REDO: Double Dragon 2 Ninja edt

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.png   double dragon 2 ninja edit spritesheet.png (Size: 14.42 KB / Downloads: 20)
My edit on the Ninja enemy from Double Dragon 2. Also credit to Tomisarus, for the DD2 Enemy sprites, Ploaj, for the Regular Show sprites, and DudeSean for the Billy Mode A sprite.

Another UMC side-thread

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Short Description:
Universal Model Converter (UMC) is a simple tool for allowing noobs and hackers alike to write SMALL scripts for importing and exporting 3D model formats.
It's designed to help port models between programs while being much easier to write scripts for. Smile

more info here
^the OP is oudated

3.0a is the current version I'm working on which has been deemed as scrap.
(this version supports models, images, and compression)
^animation is not entirely possible in this build, though the interface-format CAN roughly support it.

3.0 is the future intended version which claims it's scripts are so easy to build, you need at least 73% less code than a Blender26 script.

anyways, not trying to advertize or anything, this is just a side development thread for anyone here who's interested in my project.
(no hastle or stress from having to post over at SB or my forum) Wink


the documentation for building scripts for UMC can be found here: (it's still very much unfinished and only lists the functions supplied by the interface)
http://tcll5850.proboards.com/thread/182/layout
make sure JS is enabled, everything visual is done via forum-plugins

regarding trackers and blocked web content, all I have is harmless tracking and advertising done by google and PB (my forum's host)
(I'm not one to do malicious acts or provide malicious content)


what can UMC do currently?

here's a few images showing off a few things for the next update to 3.0a Smile

my favorite star from Kirby Air-Ride:
[Image: Screenshot%2520from%25202014-11-06%25202...253A54.png]
my favorite fighter from SSBM:
[Image: Screenshot%2520from%25202014-11-23%25201...253A52.png]
^ignore the lines, those will be removed on the release
here's a better image: (older)
[Image: Screenshot%2520from%25202014-11-03%25201...253A55.png]
^not sure what's causing the texture problem, though it will be found Wink

SSBM Bump maps: (WIP)
[Image: Screenshot%2520from%25202014-11-07%25201...253A19.png]
^NOTE: SSBB does not have this

I've described the HAL-DAT format pretty well here:
http://wiki.tockdom.com/wiki/HAL_DAT_(File_Format)

my best fighter from Brawl:
[Image: Screenshot%2520from%25202014-11-23%25201...253A18.png]
^again, ignore the lines Tongue

PNG images: (and ~50 other formats)
[Image: Screenshot%2520from%25202014-11-13%25201...253A40.png]


the displayed import buttons and scrollbars currently do nothing.
(the GUI is a piece of trash in this build, partly because of SDL)
the top panel is the only thing with working widgets.

Ctrl+I to import and Ctrl+E to export

I'm sorry this update doesn't do more.
the viewer can't be easily made to support animation w/o a major update to the internal format. (I was a noob when I wrote it)
3.0 aims to fix alot of the stuff that plain can't be done w/o alot of hastle in 3.0a

but 3.0 won't be out for quite a while as I'm learning new tricks every day.
so 3.0a is just to give everyone a solid interface to work with until 3.0's release Smile


I hope UMC will really make a place here as it's designed for both noobs and pros for 3D hacking/programming.

Boredom and curiosity.

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.png   bowser equals.png (Size: 6.01 KB / Downloads: 33)
So its been over four years since I've posted anything new on this site. Right now I'm working on designing my own game from composing the music, programming it, to creating the pixel art. I'm usually hard at work but sometimes I get side tracked and try to sprite something that's irrelevant to my games creation. I randomly decided to re-create an old sprite of mine and I was curious to see what people might think. If something like this happens again I'll post it here.

Megaman Music

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Does this sound like anything from a Megaman game? https://db.tt/hBKOFHdg
I transcribed it into WarioWare DIY from some sheet music that they showed in the Worlds Collide comic crossover between Sonic and Megaman when some robots (Sonic's friends turned into robot masters) appeared.

Also, in case I got it wrong, here's the original panels:
[Image: 024-3.png]

Well, I found the song (at 4:46) but I still don't know what the song is. Does anyone know the name of the song?
EDIT: Nevermind. Found it. It's Protoman's theme from Megaman 3.

mario dream team 3d model ripping help

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I need help how do I rip mario dream team 3d models? and textures?

Hi, I'm BACK!

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I'm BACK!
It's good to be here, I haven't been here in a while.
I hope to see you all around.
Smile

Welcome Me!

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For I am... Cold Spike Tongue

I'm a writer, gamer, game developer (still loading there...), and all around... person. Blank What's up?

Oh... reason for me joining? I figured this place could help me gain some skills in sprite making that isn't just altering what's already there. Working on a solo game project can be a daunting task, especially when you can't do much sprite making of your own. I also hope to get a better understanding of the current industry and gaming trends. I am way behind, I barely use Twitter... okay I don't use Twitter.

Happy birthday Peardian!

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You do a great job working on the Models section of this site, and you've really helped me understand the rights and wrongs with my model submissions.

Hope you have a great birthday!

M&L Bowser inside story Data

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I am discoving the M&L Bowser inside story Data so I can make an editor so anybody can make there own battles,Other
BMap is the background and background effects and lighting and background movement and colors of the battles.
more info coming soon.

How do you rip sprites from an uncompressed gba game

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There's a game that is for gba called Jackie Chan Adventures and is uncompressed. The game has weird arrangements of the game tiles, and they are large and the OAM viewer splits single sprites into too many different images. Also the tiles seem to be arranged logically in some areas, and almost randomly in others. I was wondering if there was a different way to rip them than using the OAM viewer or Tile Molester Alternative. Also I should probably mention I am not that skilled with tile editors, so if there is a tip anyone has that I may know that would help. Also I know I posted another post about the game, but that was for specifics on the game, this is for general purpose, I just used that game as an example. Also if someone has a link or idea to how to use Tile Molester Alternative with GBA games could they post it.

[Program] TFR: Scratch Edition

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Hello, everyone.  I don't have much to post about right now, but here are a few short videos.  Everything is a wip, so don't worry if things look weird.  I'll post more when I have more coherent info....Actually while you're here, it'd be nice if someone made some Graphic effects like smoke puffs, hit FX, or explosions, etc. Oh, and some SFX.








I need your help to find a font

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The one used at the bottom of the screen, where it says "Play various modes blah-blah"

I need it in True Type for my fan-game.

.jpg   zlCfzSnTBIYI1kqxVS.jpg (Size: 135.37 KB / Downloads: 7)

Using "Free" Sprites in Commercial Games

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So, I've been developing my game for the last five months or so. Overtime I've learned quite a bit about programming, it's GML so more related to the syntax of Java than anything, but it's something! Which is more than I can say before this. The most programming I had ever did was drag and drop stuff way back when Gamemaker Studio was Gamemaker 6. It's funny looking back, I kept telling myself that this is the perfect solution and I'll never have to learn how to write code.  Blank

Of course, had I known how easy it was to learn code I would have just tried to learn that. Coding isn't always easy and I'm still way behind since I often use if statements and timers more than anything, but so far I haven't ran into too many issues.

Anyway, before this becomes a rant let me just ask what I wanted to. I've been building a 2D Platformer for a while now, it started off as a Metroidvania like game, however I'm not sure if I can do a project like this considering it's just me so far. I've had to make a few compromises with what I want, this includes art. I'm not much of an artist (I used to 3D model, but that didn't 'take'). For most of my project I've been using free sprites that are either public domain or licensed under creative common. I've altered them and learned a bit, but most of my time (lately) is used building the levels and programming in new ideas. It's far more convenient to simply look up what I want, make sure the licenses is proper for commercial projects and then I can use or alter it for my game.

Anyone who wants to make a game all strive to be better programmers, artists, sound designers etc... I was just wondering does anyone here think using other sprites, instead of designing my own custom ones would be, eventually, holding myself back? Is it too unprofessional, or is it fine? Making this game has been a hugely time consuming process and I feel if I took the time to learn sprite art then my game might never be finished. I guess my overall question would be: Is this a good idea? Each sprite I use, by the way, would be credited with a link to their license. I'm more asking peoples opinions, would it bother you if you played a game that didn't use custom sprites?

Story: Omega Bio-Android WIP

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I just had an imagination rush and am trying out writing. What do you think?

Omega Bio-Android
The Beginning (introduction)


It is the year 20xx, and the earth and its inhabitants are in a dire situation. During the past several years, humans have been discovering various scientific advancements in the way technology is implemented into our day to day lives. There have been major improvements to transportation, house life, robotics, and medical services. Human equality was being discussed between nations and they formed an agreement where the people of the earth, no matter their ethnicity, were to be able to transcend different national borders and be able to live wherever they desired to freely. It was decided that all humans were brethren, and should act accordingly. The nations formed a unit to make sure that they would be able to create peace and happiness amongst people. They named this unit, “Generation of Peace” (GOP). The unit excelled at helping people and their needs with the technology of the age and they persevered at creating a truly peaceful world that was free from war, hunger, discord, extremism, and hatred. The limitations set by mankind. However, as history teaches us, creating a truly peaceful world is little more than a dream…

Although GOP’s efforts were successful, many things happened that severely hindered their progress. A group of scientists, technicians and engineers called “Team Alpha”, which was an organization specialized in creating advanced weaponry and robotics, disliked the peace brought by GOP. The lack of war was dealing their economical status a severe blow. The decrease in conflict meant that they could no longer continue to gain income by selling weapons of mass destruction. The members of Team Alpha were of very high status. The actions of GOP had already tainted their image. Being of high status, they could have achieved what GOP had with less effort, but they were more focused on their income rather than the well being of the people, and now, they were nearing bankruptcy. They decided to take action. They decided to end this peace and, with the vast knowledge of machinery and weapons, reign supreme. Team Alpha created robots of high caliber to wreak havoc on the earth so that they may rule over all things known to man. These robots, however obedient they may seem, knew better than to be puppets that belonged to humans.

These robots had a conscience of their own and, seeing the sheer avarice of Team Alpha, decided to take advantage of the window of opportunity provided to them. The Alpha Bots, as they called themselves, waged war against all of mankind to take control of the Seat of Power, the position of the sole representative and leader of the earth’s strongest nation, Ethura, so as to make a robotic utopia and wipe out the human race. The overwhelming strength and cunning of the Alpha Bots allowed them to seize power. They completely annihilated the major nations and head leaders of them all. They took over all of the earth and destroyed all who got in their way, starting from GOP and Team Alpha. At this time the last remaining members of Team Alpha sought revenge against the Alpha Bots. They fled the areas controlled by them and made a resistance base deep within the wilderness both for themselves and for the remaining people of the earth. There, the scientists gathered to make what they called “the greatest project ever”. Their plan was to make robots that, not only think for themselves, but to also feel emotion, pain, pleasure, suffering… they wished to create robots that contain human souls and have exteriors akin to flesh and bone. They named this great project, “Project Omega”.

After many years of tried and failed attempts, they finally completed their project. They finally created what they came to call, “Bio-Androids”. These Bio-Androids however, needed to be thoroughly tested for reliability and functionality, which unfortunately, they could not complete during their lifetime. Fortunately enough, they had far since planned for this situation and made a system where by it, their project would be fulfilled one hundred percent. They had finished their work and could now rest in peace knowing that one day, Bio-Androids crafted by human hands would one day solve the conflict that humans could not. They hoped that one day, Bio-Androids would save humans from the unknown enemy that held overwhelming power and had lead to them slowly destroy the planet along with a majority of the life it contained. They hoped that Bio-Androids would one day save humanity from their ultimate enemy… themselves.

Today, the Alpha Bots continue to destroy resistance bases made by people in an effort to protect and fight against them, whilst recruiting robots into their tyranny. The human population is dropping rapidly and if left alone, the humans will vanish from existence and be nothing more than history, left forever in the memory of time. Today however is a turning point for the earth. Today is the day that the final Bio-Android made by Team Alpha is awakened to give life to his brethren to save humanity. They named this Bio-Android “Spero” a.k.a. the Omega BA, their final effort.

Your Initial Difficulty Choice?

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Relevant video.






But really, when you first play a game, what difficulty setting do you start with, if you're given a choice?

If it's a series I'm totally new to, I'll always start on Normal, since as a game developer myself, I know that Normal represents the intended learning and difficulty curve set by the developers.  If I'm already familiar with a series, like Puyo Puyo, Mario, or Zelda, I'll always start on the hardest difficulty setting, because I won't be challenged otherwise, and will get bored.


There are games that totally mock the player for playing on anything easier than Normal.  There are also games that totally deny access to content on easier settings.  I can understand the latter, and have played a few games that end prematurely on the easier settings.  I'm okay with that, since those aren't the difficulty curves the developers intended to reward with the shiny things.  The former, I just find hilarious when they get creative with it.

A 3DS Model Request!

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I'll keep this short, as I don't know if it's even feasible yet, but thought I'd put it out there anyway. I'm looking to obtain the model of Erutus Profiteur from Bravely Default. Anyone know how to get such a thing?
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