Quantcast
Channel: The VG Resource - All Forums
Viewing all 15798 articles
Browse latest View live

Super Mario: All-Star Attack! 2nd DEMO (Version 2.0.5)

$
0
0
Hello everyone, Mikeystar here to bring you some fantastic news!

Preface: First off, Super Mario World: All-Star Edition received a name change by Mikeystar (project head)
to "Super Mario: All-Star Attack!" to reflect the maturation phase this fan-game is undergoing.
We have come a long way since 5 years ago with an ever-evolving game with a clear sense of direction.

Secondly, you may remember out first demo, released on Mario Fan Games Galaxy on Oct 26, 2014 and was later
exhibited on the Nintendo Community Fangame Convention  days later. Unfortunately, the 18 levels featured in the first demo
were not a reflection of our true vision for this game. Over the course of 7-8 months, we have made extensive updates to
the game in order to provide a fuller experience with this demo.

What does this demo feature?
- 50 Levels, which has the entirety of World 1 complete along with various levels added on to later worlds.
- Addition of Luigi as a playable character.
- Updated additions to music, modifications to old stages, and many glitch fixes.
- Updated Graphics thanks to the efforts of Geoshi, Karate Cat, Mikeystar45, and Neweegee.
- Achievements such as stamps to be unlocked, as well as a level list, all located in the DMG Screen of the World Map.

World Order:
~ World 1 (Minty Plains, Grassland)
~ World 2 (Djanet Dunes, Desert, Sand Canyon)
~ World 3 (Overswell Ocean, Beach, Waterfall)
~ World 4 (Yoshi's Island, Various, Jungle)
~ World 5 (Windswept Canyon / Aerate Altitudes, Badlands, Sky)
~ World 6 (Gelide Glacier, Snowland, Mountain, Iceberg and Ocean)
~ World 7 (Bowser's Industries, Industry, Urban, Casino)
~ World 8 (Koopa Core, Forest, Darkland)
~ World 9 (Stardust Route, Space, Various)

Screenshots:

[Image: dk11pWR.png]
[Image: iopht7H.png][Image: mhmI3NI.png][Image: c5B4Bj0.png]
[Image: 9JNHurI.png][Image: Yutf7Cl.png][Image: YY0wE7e.png]
[Image: 2cm6Lcq.png][Image: 4DNrD93.png][Image: PV7DLGH.png]
[Image: uENTQWX.png][Image: 1o0SCM3.png][Image: kN3AWRI.png]
[Image: UebaRIr.png][Image: IFoG0Xl.png][Image: XUU9Wo5.png]

Videos:

Below is the Super Mario: All-Star Attack playlist, hosted on YouTube.
https://www.youtube.com/watch?v=rR3hxsct...ozT4TzUyVO

Download Link:


~~~~~~~~~~~~~~~~~~~~~~~~~~~~
SM: ASA Sound Skin Patches (6.25 MB)
https://www.mediafire.com/?yi9ytpfmw28ybni

SM: ASA File Download (125 MB, Readme Included)
https://www.mediafire.com/?bdrt0384t38hv4z
~~~~~~~~~~~~~~~~~~~~~~~~~~~~

As quoted by Mikeystar (me):

"I would like to apologize for the various forms of glitches that has appeared during the first demo. The first demo was a hard start: Having to get the transition
between worlds was a challenge while getting the levels able to be completed without a problem. I did not like how much effort I put in to the programming, only to
realize the slightest of glitches can be the downfall of being unable to complete the last demo, including the frequent crashing due to FMOD Sound usage for Windows 8
Users including myself. I am glad to note that I fixed the majority of those problems for this upcoming demo, not to mention having a new playable character, Luigi!
Finally, the Mario Bros. are united!
If there are any questions you would like to ask, contact me, Mikeystar, on Mario Fangames Galaxy or YouTube. Feel free to ask me questions." ~ Mikeystar Skors

Closing Statements: Without further ado, go ahead and play this game! Any other information is clarified by the game information inside the executable.
If you would like to livestream this game, do a playthrough, or an LP, you are free to do so, though for LP'ers and livestreamers,
it is preferred that you contact either me or StrikeForcer on what times you want to play this game so that we
can address problems you may come across.

SM3DW Luigi's Bros Sprites

$
0
0
Does anyone know how to view/convert the file: data/content/LuigiBros/texture2D_206.gsh ? The header is Gfx2
I think it is the Luigi Bros. sprites.

TexConv2 doesn't work.

My First Ever Pixel Art

$
0
0
it's a me mario
it's my first. tell me what u think

.png   mario.png (Size: 17.21 KB / Downloads: 50)

Super Bouncy Cat [finished]

$
0
0
INTRODUCING: SUPER BOUNCY CAT!

Neko and Princess return and team up with Bouncy Cat Mao to find and rescue the Moon Princess! Jump, bounce and propel yourself across 5 worlds to unravel a story 2 deep 4 u (it's a tad deeper than beat that guy, 'cause evil).
The controls are taken from Bouncy Cat Mao and improved upon. You still use just the mouse and a single mouse button! Hold it low to walk and run depending on the distance between the player and the crosshair, hold it high and release to jump, or go for MAX charge and perform a Jump Attack!

There's secret stuff too. Can you find them all?

Download the game >>> nya <<<

I wanted to upload this to sandbox.yoyogames.com, but it has become apparant (as I had to download GM8.1 from a third party as well) that YoYoGames hates hobbyist game makers.

Unleashed Animations

$
0
0
Does anybody know how to import the Sonic Unleashed animations to 3dsmax?

Anyone know how to rip Lost World Wii U Skeletons?

$
0
0
I have no problems at all ripping the Lost World models or textures, just wondering how to rip the skeletons.

Kingdom Hearts BBS ripping

$
0
0
I have the ISO BBS (PSP ver), i extracted it with rar, now what should i do? How to rip models from Kingdom Hearts Birth by sleep?

Help with PCSX2 and 3D Ripper DX?

$
0
0
Hullo! I'm sure that someone has brought this up before, but I can't find any matching threads so I apologize in advance for reposting. I've been trying to figure out how to rip PS2 models for a few hours, and I'm close to getting it working, but 3D Ripper DX is still having some problems. It's able to rip textures (which I don't need because Texmod works fine), but the .3dr and .obj files aren't being ripped, and the "ready to capture" label isn't showing. I've checked several times to make sure that DirectX 9 is working, but that doesn't seem to be the issue. Any ideas on what could be going wrong?

I've already read and tried o0DemonBoy0o's guide, but the game doesn't work with PCSX2 0.9.8. I've also read that the ability to capture models was removed in all later versions? If that's incorrect and it works with any others please do correct me on that.

Distorted Travesty 3 (advice wanted)

$
0
0
Hello there,

so there's a game currently in production called Distorted Travesty 3 which is pretty close to release. It's an action RPG platformer that pays homage to all the great games of our past that a lot of us grew up with as kids and enjoyed playing like Megaman, mario, Zelda or Metroid.

The website for this game can be found here:
http://distortedtravesty.blogspot.de/

In any case I do have some sort of small request for you guys. I don't want anything new to be ripped but rather ask you guys about any existing sprite for a certain attack.
We from the DT 3 dev team look for sprites for a certain boss attack.

The boss I'm talking about is Menace from Castlevania Dawn of Sorrow:
https://www.youtube.com/watch?v=ARaOvdQY4F4

Now look at this screenshot from Distorted Travesty 3:
http://fs2.directupload.net/images/150709/tc78j9wh.png

Instead of these rather ugly lava pillars we look for something else, as the boss is a giant skeleton like beast (not in the screenshot) we Look for some sort of giant skeletal sword or a steak or something fitting to a skeleton shooting out of the groundAny links to fitting sprites would be VERY welcome.

The sprite should be able to extend from the ground to the top of the room similiar to these lava geysirs in the screenshot, so it should be long. It could be something like a skeletal sword or a cool moving pointy spine, something that looks nice and could be an attack that fits to Menace.
The stakes that Menace is producing at the start of the fight in above video would not work for example as they are very thin and thus wouldn't fill out these spaces between the platforms as seen on the screenshot I posted you guys.

I didn't know where to ask and thought that this place might be my best bet for nice suggestion from you guys. You know a lot of tilesets and sprites, so it would be nice if you knew of a few sprites that might fit for this fight. Keep in mind though that it doesn not have to be a sprite from a Castlevania game as long as it fits the theme of the boss (skeletal), the graphical style and the proportions.

Thanks in advance.

Project Time (WIP name)

$
0
0
Project Time is a 2D platfromer-shooter hybrid that stars cute cuddly cats in a rather dangerous situations.

This has been an Indie project of mine for awhile (It's actually been near the 1st anniversary of the game). Sadly, most of it has been getting flash optimization and the engine properly working. Although, I am not proud of it.

Why, you ask? The fact I'm using a programming language that isn't my favorite, as I used Stencyl. Which in short, is more of an educational tool than a game making tool. Sure, some decent flash and indie games are made on it. But what brings me down is that is has an issue similar to game maker, you have to pay all these crazy fees if you want more than flash publication and proper user-hardware based game support (Which even GM has for free, I think)

In short, I'm thinking of doing a re-code on a more proper programming software. As I can max out more optimization than Flash could any day and time.

Anyways..

Screenshots

[Image: ReuxkIn.png]

[Image: hyR8WDi.png]

2-player co-op is planned, but I may cut it out since split-screen is slowing the game down to a crawling FPS of 30-25, rather than 60.

[Image: QyoIBUK.png]

Here's a link to a demo flash. Although, there is no full-screen for the game, sadly. Since it runs worse than split-screen on full-screen.

Click here

Controls:

WASD - Move/jump

S - Interact with objects

R - Swap weapon

Q - Swap fire mode

P - Pause

Click to shoot, mouse to aim.

Ctrl + 1 - Opens command console

Criticism is welcomed.

How do I get a specific set of sprites from a sprite sheet?

$
0
0
Hi, I'm a strawberry flavored Oreo. I hope this is the right place to post this.

So, I'm working on a fanmade Pokemon game in RPGXP/Pokemon Essentials. I was looking up overworld sprites for the trainer class "Hex Maniac" because they're not in Essentials and I need them for a specific part of my game. 

After a while of searching, I found Spriters Resource, which has a sprite sheet of all the overworld sprites for every NPC in RSE. I was happy to find this, because it's the only place I've seen with the Hex Maniac overworld sprites. 

This is where I need help, because I have no experience with computer art or photo editing. In order to use them in Essentials, I'd need a sprite sheet of their overworld sprites on a transparent background. How do I take just the Hex Maniac sprites specifically from this photo, and make the background transparent? (Credit for the sprites will be given as requested by the photo)

[Image: 8329.png]

Sonic Lost World .model Ripping Help

$
0
0
Uhh hey guys,
Well you guys know Lost World ripping is pretty possible at the moment, and getting the .model files is so easy. But modelfbx tool doesn't get the skins and bones at all, but I want to get the skins as well. Is there a Lost World model importer script for 3DS Max like Generations model importer script? I really need it, because modelfbx just gets the model.

Rhythm Game Sound Submission

$
0
0
I'm wondering what the policy is in terms of submitting sound effects from rhythm games. For example, some games like Sequence just use music tracks for the rhythmic sections, which is simple and shouldn't be included. However, other games like BIT.TRIP RUNNER and 140 construct their music using sound effects within the gameplay. The thing is, it isn't exactly like a MIDI sequence that just uses instruments.

For instance, in RUNNER (and its sequel) the level has a background beat, and it plays a note whenever you jump over, slide under, or kick an obstacle. However the note is often random, and you can sometimes take different paths in the same level that would have different obstacles and hence different notes. Therefore, even though the game does have "songs", they aren't really concrete and the soundtrack doesn't include them (although the soundtrack does include songs made using those instruments). I'm not sure about 140 since I haven't played it but I think it has a similar situation.

So, what do? Should the instruments in these kind of games be allowed on TSoR or not?

Digimon Decode and .res files

$
0
0
So I've gotten my hands on the files from Digimon World: Re: Digitize: Decode, and it's filled with .res files. Anyone know how to use them?

There's several folders, including Digimon, Tamer & Map.
Also, i'm presuming the "tx" folder is for textures, but it's filled with .img files. 
Not sure how to open those...

Can anyone please help (with finding something that can open res files)?

Hello world!

$
0
0
Hey there! I'm Crasher!  Big Grin
Nice to meet you!
I'm here for a lot of reasons, one of them to learn to rip images.
I hope i get along here and sorry if i have a bad english.  Gonna Puke

Help with username

$
0
0
Hi, I registered nearly 4 years ago and i want to change my username because it's too long.
Is it possible? Thanks in advance

Latest Rips

$
0
0
All credit goes to RTB for extracting from the file system.
Anyways.
Wii U - Kirby and the Rainbow Curse (Yay!)
Diary - [Image: Diary.png]
Whispy Woods Battleground - [Image: Whispy_Battleground.png]
And the hero himself, Kirby! - [Image: Kirby.png] (Not a lot to look at, right  ?)
Wii U - Super Smash Bros. for Wii U (Finally!) Since these have alts, I'm only going to post the 1st and 2nd versions (For the big characters.)
Kirby - [Image: Kirby.png]
Lucina - [Image: Lucina.png]
Pikachu - [Image: mjlbo6.png]
The sizes of these photos were greatly reduced due to size matter. The photos you see are about 1.5x size.

resource files android

$
0
0
Does anyone know how to open resource files on android? There is a .dat file and hundreds of .fe files

Shantae: Half-Genie Hero Demo

$
0
0
I am new to ripping, and this is my first post.

Being a backer of Shantae: Half-Genie Hero, I was given a code to the early access demo on Steam. Seeing that the data is held in .pak files, I used a program I got from from Xentax and saw that the sprites are stored in the .anb format. I then used Daxar's program wfLZEx and got all the sprites. I submitted them, but they were rejected because "These sprites have been incorrectly ripped and each sprite has additional pixels duplicated on each edge of the image." What exactly did I do wrong?

reverse engineering Sm4sh-related formats

$
0
0
I've actually got 2 things I want to talk about regarding NUD and NUT files

for NUD, all I need is a little information about the PolySize in RTB's script or what I've called the FacepointAttributes in my script...
what is the promitive type when the PolySize/FacepointAttributes is 0??
Code:
# dummy-line (stupid l-strip)

                if case( 0x00 ): # Tri-Strips??
                    # not sure what to do here
                    print "You've found a model using the missing format"
                    '''
                    FaceCount = FacepointCount
                    FaceStart = ugeGetFileOffset()
                    VerStart = (FaceCount * 2) + FaceStart

                    StartDirection = 1
                    f1 = u16(big=big) + 1
                    f2 = u16(big=big) + 1  
                    FaceDirection = StartDirection
                    while ugeGetFileOffset() != VerStart:
                        f3 = u16(big=big)
                        if f3==0xFFFF:
                            f1 = u16(big=big) + 1
                            f2 = u16(big=big) + 1
                            FaceDirection = StartDirection
                        else:
                            f3 += 1
                            FaceDirection *= -1
                            if (f1!=f2)and(f2!=f3)and(f3!=f1): Face_array.append( [f3,f2,f1] if FaceDirection > 0 else [f2,f3,f1] )
                            f1 = f2
                            f2 = f3
                    '''

and for the NUT files...
the QuickBMS scripting language is giving me a headache trying to understand it due to poor documentation...
and the NUT script seems to just re-write data rather than actually convert it...

as far as the script itself goes, the variable names are very undescriptive and extremely generalized,
so it's a little hard to make out what does what other than just figuring out what value links to what...

so in the script:
OFFSET1 is by no doubt the pixel data offset
OFFSET2 is still unknown
OFFSET3 is not handled correctly, but the first image's OFFSET3 points to a structure at the end of the last pixel data of size 0x80

how the rest are handled in the script is done by adding 0x80 to the initial OFFSET3.

the problem I'm seeing here is, in the NUT I'm working with, the first 3 images have the same OFFSET3,
while the 4th image has a different OFFSET3 which is 0x20 greater than the first 3

the pattern seems to continue with a few having the same while the next is 0x20 higher.


so what I'd like to know is
does anyone have any info on these structures, and are they hierarchical structured??
(I say hierarchical due to the OFFSET3 being the same for some images)
^this clearly means there's more than what there should be

also, how is the pixel data handled??
from what I'm seeing, the data looks like it could be CMPR (S3TC), but for some images, the format doesn't match the data structure...
for example, the data looks like CMPR, but the format says 2 meaning (I think) I8, which is clearly wrong or the data size would be 8x smaller for the pixel size.

can anyone help me out here?? :/

anything will do
Viewing all 15798 articles
Browse latest View live




Latest Images