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The VG Resource -
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    I have the files for most of the Clothes, Hats, Shoes, and Weapons. Not sure which ones to prepare first, or what ones people want uploaded. I submitted the school uniforms already because they were the first ones in the folder. If you want to help, I have a guide and the files in my other post. 
    [Image: 1533359658.png][Image: 1533359719.png]

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    I might have asked this several times months ago but since Miitomo had been shut down to continue milking Fire Emblem Heroes and Mario Run (that almost nobody plays BTW), it's no longer possible to rip the Mii models.

    POD files are expored with PVRGeoPOD and are imported into engines that nobody knows about (seriously). All of Miitomo's 3D assets are in this format and I searched the internet countless times to find a solution to convert them. I really want these models, I already have pretty much all of Miitomo's stuff here. I just want to know if somebody is experienced with this format and know how to convert it to OBJ or even DAE?

    I found this but this is just bare code and I don't know how to use it. And I don't know what format it's gonna be.

    Any help would be appreciated!

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    If I wanted to share a 3d scene I created, like this one:

    .png   Screen Shot 2018-08-09 at 8.20.18 PM.png (Size: 497.14 KB / Downloads: 6)

    Would it go in the "Other Creativity" folder? Since it involves 3d models, I'm a little uncertain, and I'd rather be safe and check with the admins before I put anything up.

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  • 08/09/18--18:19: new guy
  • hello new guy here

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  • 08/09/18--18:56: Open .brres on a Mac?
  • I've been trying to find a way to open .brres files on a Mac and I have some trouble.

    So I'm trying to rip Chibi Robo! Plug Into Action! and thanks to a Japanese Wii version, I have to deal with .brres files instead of some strange format, that I have no way of decompressing.
    I successfully extracted the files but I can't open the .brres files mainly because I have no software to convert them to a friendlier format, like .OBJ.
    I've been surfing the net to find a solution and I came up with some tutorial thath apparently would allow me to get Brawl Box on a Mac, but the only problem is that after following the steps nothing happens. I even downloaded XQuartz but it doesn0t work. Most of these tutorials are from 2005-2015. I'm using High Sierra.
    In another thread ( ) we were talking about Mac Ripping, I tried some ripping software and posted my results, and a user suggested that I should compile the original bmdview or other open source software on a Mac, however, I don't know anything about programming.
    I also tried Wiimms SZS tools, wich I succesfully installed, but I haven't figured out how to get a .brres into blender.
    I anyone knows a way to open those files on a mac, I would be vey happy. The only problem I have is that I don't have enough space for BootCamp, so unfortunately that's not an option.

    Thanks in advance

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    Expertise: Story Ideas, Storyboarding, Writing Dialogue, Giving Constructive Feedback, Minor Sprite Work (Recoloring, Patterning, Modification, Hybrids)
    Portfolio/Examples of relevant work: Complete production (Writing, Drawing, Animation, Voice Actor recruitment, Editing, etc.) of a 20-minute cartoon, did Pokémon Sprite Work 9-12 years ago and won a small contest. Always did some writing and entered contests, but never finished a big project or won a prize.
    Method of contact: PM (I'm getting E-Mail notifications), Discord: Lee#0873, Skype: rollen.wir.los

    Hello, my name is Lee!

    Even if you stumble upon this post months or years later, you can still contact me!

    Without trying to write down my entire life story, I am looking to provide some help to others. I was always fascinated by fan games, or rather creative things in general. I was active in the Pokémon scene about 12 years ago for a while, but as with so many things in my life, it kinda went nowhere. I did some Sprite Work back then. I am finally working on my writing with some private projects, but I'd love to provide some minor assistance to others as well. I'd say there are three things I'd be most willing to help out with:

    1) Creative input. Whether it's about your story, Gameplay elements or design choices, I think I can provide you with some great insight and feedback. I don't desire to have a leading role in that though, so think of me as some kind of "wall" to bounce ideas off of. I guess you could call this position "Co-Producer".

    2) Writing Dialogue. I like writing in general, but so far I think my expertise lies within natural or interesting dialogues. Which is why I prefer Scriptwriting instead of actual stories / fanfictions etc. 

    3) Minor Sprite Work. I don't have any examples saved, but if you are looking to fill up an entire Pokédex of custom creatures, or need some small enemies for a Jump'n'Run, or a bunch of different NPCs for a JRPG... I might be able to help out with a handful of "minor" ones. Recoloring, Patterning, slight modifications etc. are no problem at all, but I am willing to take on harder things, too. 

    If I feel like I'm not up for a task you need help with, I will let you know as soon as possible and not lead you on with excuses! I am doing this for fun, but I also realize that people might depend on me or take it a lot more seriously. So don't be afraid to contact me and see where things go from there!


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    Hi everyone,

    Longtime lurker on the Spriters Resource side of things here =) My two best friends have their birthdays in September, and every year I try to create something fun and silly to celebrate. On the rare occasions that we're able to get together, we love to play Lord of the Rings games, and our favourite (partly for riffing) is the Fellowship of the Ring game on PS2/PC/Xbox from 2002. This was the awkward action-adventure game based wholly on the book, rather than the movie. So, using my (very limited) Unity skills, I'm trying to create a sort of playable, in-joke laden parody for them.

    I have the three versions of the game, so I assumed that there would be a way for me to rip the models, textures, etc. from the game data. However, after a lot of research and frustration, this has proved impossible. The closest I got was this .bms script which does at least rip the models - they're just generally incomplete and broken (the script was only in beta):

    Now, I know almost nothing about this field (I'm much more familiar with 2D - and even then I don't know much about ripping) so there's no way I can do this myself. My goal is just to recreate a small area of Hobbiton, so I'm trying to get assets/textures from that area, along with Frodo and any other Hobbit characters.

    The file formats used in the game files are .DB, .MDU, .ODU, .TDU, .ADU, and .SDU. Fellowship was developed by Surreal Software, and my understanding is that The Suffering series and Drakan series of games both used similar file formats.

    This is probably a fools errand, and I don't want anyone to spend much of their time helping me (it's just a fun idea, after all), but I thought it was worth a shot and this was the only place I knew of that might have the answers! If anyone knows any programs that might be able to help, please let me know. I've already tried the basic version of Game Extractor, Ninja Ripper, 3D Ripper DX, etc.

    Thanks a lot for reading! Big Grin

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  • 08/10/18--18:13: My 3D VG art
  • Welcome, thread viewers.

    I'm a 3D computer artist, who uses a program called DAZ studio, and I pick up a lot of Models for my scenes at the models resource. Here are two of such 3d works of mine.

    .png   Screen Shot 2018-08-10 at 9.00.36 PM.png (Size: 282.23 KB / Downloads: 2)

    Mario Generations?

    .png   Screen Shot 2018-08-10 at 9.06.29 PM.png (Size: 483.16 KB / Downloads: 2)

    Link vs Agahnim (I know I should have used Classic Link but he's not completely rigged yet)

    If these prove popular, I may decide to show more (I have a lot of scenes done, but I'm trying to stick to the VG-related ones here.)

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    Hello, I am looking to rip some sprites from a game called 'Feeding Frenzy 2'

    The sprites for the characters in this game are packed in a .theora file, which to my knowledge is a video format. I am having trouble to rip it directly from that file as I am unable to open it directly, this is the problem I need help most with. Someone that has knowledge of the format that can help me rip it from the file.

    This is what the folder looks like, the alpha texture is stored out in the folder while the actual sprite is stored in the theora file:

    If anyone can help me, here's a sample of the .theora to work with:

    If possible, I am also looking to find a method to compile a set of sprites back to the .theora file where it can be read by the game. Modders seem to have a hard time finding a method to do this as well. So if anyone has an idea how to, please share.

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  • 08/10/18--22:01: Hello
  • Hello, I'm really brand-new. I'm a computer science major - just had first computer science class.  I want to go into video games. My dream is to make Pokemon games. I looked up making pokemon games on rpg maker on youtube, and found Thundaga's guide, and there was a link to the resource. I have an idea for a game, but it is too big and grand to say now, I'm afraid it would be too much.  Right now, my goal is to get everything organized and watch the videos. Um I downloaded just about all the Pokemon trainer game stuff for ds/dsi( Surprise that's a lot of stuff).   Um do I need to spilt any of it up? like the sprites of different pokemon? what do I do with the models? do I need to extract them?( yes I am a newbie). What is the best way to organize it all? I'd appreciate the help.

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    Using the Wario alt in Smash 64 as a base, here's Wario! There are no new actual textures, the nose is using pink shading in bewtween the yellow and purple, while the mouth uses the colors of his eye. I did this to be conservative of memory and so it would be the same amount of textures from the original, this makes true to the N64's limitations.

    .png   icon_large.png (Size: 120.16 KB / Downloads: 6)
    Tell me what you think!

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    Hey uh, this has been confusing me for a while. Does anyone perchance know the filename that includes the NILS Statue in the romfs of Splatoon 2's Octo Expansion?

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  • 08/07/18--00:03: zelda clone sprites (WIP)
  • [Image: tumblr_pd2wvteKSF1ukkfd6o1_1280.png]
    (not actual size)

    this is something fun i started a few days ago. the colors are currently not accurate to 8-bit NES, but eventually i wanna make it look that way. i'm curious to start playing around with Zelda Classic and making my own quest. there's certainly a lot to learn about it but i *think* i can handle it lol. anyway, the first two columns are basic two-frame movement a la Zelda 1, the third is for a sword.

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    Mega Man's render pose in Smash Ultimate looked fantastic to me and made me think what it would of looked like in the original NES style,
    So I made it! Tell me what you think! The head is edited from the Mega Man 6 opening, but the rest was hand drawn.

    .png   megaman_ultimate.png (Size: 2.33 KB / Downloads: 6)

    .png   megaman_reference.png (Size: 22.59 KB / Downloads: 5)

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  • 08/07/18--08:39: Error in Double Dribble
  • I noticed an error in user Paul's Double Dribble sprites.

    New York has WHITE jerseys, not green.
    Los Angeles has BLUE jerseys, not white.
    Boston has GREEN jerseys, not blue.

    The only correct team was Chicago in their red jerseys.

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    Hi there! Do you want to make the tileviewers of konami arcade games in MAME easier, well then check this tutorial. I think this will be helpful for you to rip konami arcade sprites. This maybe not the best tutorial, but it can be helpful for some.
    Suppose I want to rip of the playable characters (in this case Max) in Metamorphic Force. I go to the tileviewer, and everything seems complicated a first, but after a while, you might seem to get the hang of it. Note that some games have organized tileviewers, so you won't need to worry about those.
    This is what it looks like in the tileviewer of MAME:
    [Image: image.png]
    1st: Expand the area (includes width) and then seperate the 2nd horizontal tiles, it looks like this:
    [Image: image.png?dl=1]
    2nd: Connect the 2nd vertical tiles, when you do, it looks like this:
    [Image: image.png]
    3rd: Connect the vertical tiles to eachother, it looks like this when you get it:
    [Image: image.png]
    Last: Just like you did next time, the connect the vertical tiles, the result is this:
    [Image: image.png]
    Remember, this not the best tutorial, but it can helpful for some people. In the future, maybe, someone will have a better solution to ripping Konami arcade games.

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    [Image: uASj3Eg.png]

    [Image: WHaggQa.png]

    Latest version: 08/08/2018 - v1.4.2

    Gatete Mario Engine: Anniversary Edition is a open-source Mario Engine for Game Maker Studio 1.4 which contains features from various official 2D and 3D Mario titles.

    This is the result of 10 years of active engine development.

    The engine features the following stuff

    • Multiple Character Support.
    • Over 200 enemy AIs.
    • Star Medals
    • World Map + Inventory.
    • Customizable Controls + Gamepad Support
    • 16 different powerups (Incluiding 3 never seen on any previously release of this series).
    • Support for multiple targets. (HTML5 is not supported, sorry).
    • 4 different Yoshi + Kuribo Shoes.

    Need help with the engine, no problem. Join the official Discord server to get complete support for the engine.

    You can also check the official GitHub repository and get a hold of the new updates made to the engine.

    I hope you enjoy this engine as much we enjoyed programming it.

    and finally, here's a handy-dandy download link.

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    I've been working at making some new stuff for idk how long but I made a new character, hand drew him, downscaled him and gave him limited could work better with shading and stuff.

    .png   idle.png (Size: 964 bytes / Downloads: 41)

    .gif   bucky walk sample.gif (Size: 1.89 KB / Downloads: 40)

    .png   dash.png (Size: 976 bytes / Downloads: 41)

    .png   jump.png (Size: 971 bytes / Downloads: 41)

    .gif   bucky slash sample.gif (Size: 3.05 KB / Downloads: 6) (this one is broken you have to click on it)

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  • 08/12/18--19:08: Ethan's drawings and stuff
  • I'll start by showing you a drawing that came out of my brain and onto the page after listening to the Buster Busts Loose OST and binge watching 4 episodes of Tiny Toon Adventures in a row:

    Don't ask, I just want to hear you guys's feedback.

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    I am trying desperately to extract the audio from the Return of the King on PC. Game extractor can open the games .scw files but the files are a scrambled mess of .sono and .shoc files. Running MFAudio on the .scw files allows me to hear the grunts of the characters perfectly clear, but actual dialogue and music is so hideously compressed that you can only just about make it out.

    If anybody has any advice on how I can go about getting the audio out of this game I would be very appreciative!

    I have included a link to one .scw file (for the Black gate) for reference -!ArXMmzOtC8DfiVHuuJD_hs4uMemb