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Lightsaber Sound Effects

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Okay, now that I’ve made about 20 posts (finally), and that I’ve uploaded something for everybody to have, I would like to make a simple request. I’m a sound nut, particularly for Star Wars sounds. While ”Star Wars Video Game Sounds” was particularly helpful in acquiring and sharing the sound effects of several games with me and others, I was disappointed that he would not be doing anymore sound uploads from Star Wars games. There are a number of games that I would like have the sounds from, but if I have to make one choice, it would be Kinect Star Wars. Every hum, swing, slash, deflect, lockup and burn, activation and deactivation from that game, and maybe some blaster shots and ricochets to further the authentication of the sounds (I plan to add them into videos for lightsaber effects). I would appreciate any sounds that can be gathered.

Most frustrating game levels/moments/anythings?

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Post frustrating video-game levels, moments, parts, anything.
For me, the most frustrating video game level, has to be either Ridley's second fight from Super Metroid, and Quickman's stage from Megaman 2.
Quickman's stage is pretty obvious. It's just a pain in the neck, just because of the lack of checkpoints, and the LASERS!! 
Now, i'll talk about Ridley.
The only way i beat Ridley on his second fight was with Game Genie.
Either i'm really terrible at SM, or he's really, really hard to beat.
Seriously, he keeps using his tail as a pogo-stick, and you fight him at a small area with lava around it, and he keeps grabbing you when you are in the morph ball, and he keeps shooting fire at you, and if you aren't wearing the Gravity suit, you'll probably die in less than 15 seconds.
I know Super Metroid was suspossed to be challenging with all the puzzles, hidden stuff, and the bosses, Maridia, and all that, but for me, Ridley's second fight is too much.

So, in your opinion, what is/are the most frustrating video game moment(s), level(s), that you have saw?

[HELP] How can you make the models eye move?

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What the tittle says.

I started going back to unity and I used the sonic colors (sonic model), I added the bones in blender but can't seem to figure out how to make his eyes open?

Please Help Me And I Will Really appreciate it.

Sincerely,

Coolsonickirby

Twilight Legends (Zelda Twilight Princess sequel)

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[Image: Twilight.png]
The Legend of Zelda - Twilight Princess fan sequel

I've started this project back in 2010 with intention to extend the storyline of Twilight Princess. This resulted in a giant project, that already took 6 years. So far, there are tons of scripted features, but content-wise it is quite poor. If you're interested, you'll find a list of vacancies on the website. I'm posting progress reports every week there.
Also, help with ripping tools, like MaxBMD is needed, thus we are looking for reverse engineer.

Links:
Website
YouTube

Videos:






Wii U model ripping tutorial

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For helping Wii U models ripping,I have do an tutorial :

You must have :
*Windows 32/64 bit
*Pack : Pack (onedrive)
*3ds Max 2009 to newer
*Good computer (more of 1.5GHZ 2 cores processor and more of 2Go RAM)

1 - Decompress the pack and copy *.szs into the extracted folder with the programs
2 - Run SZSMULTIPLE, it extract the .szs (you can extract many SZS if you want, it batch the work)

.png   tuto1.PNG (Size: 23.97 KB / Downloads: 1)
3 - Run BFRESTEX, it extract the textures from the BFRES.

.png   tuto2.PNG (Size: 22.38 KB / Downloads: 0)
A folder with the BFRES name is created, copy the .gtx in it in the Convert folder.

.png   tuto3.png (Size: 165.04 KB / Downloads: 1)
4 - Run convertGTX, it convert the GTX files to DDS file.

.png   tuto4.PNG (Size: 31.85 KB / Downloads: 2)
5 - Start 3DS MAX, click on MAXScript and run BFRESScriptR4
Open BFRES file in the pack.
6 - You have your model with textures in 3ds MAX, you can do everything you want with it (export,modify...) !

Don't forget to thank ! Wink

Could someone rip some sprites for me?

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Hello. I am new to this forum so have no idea where to post this.  Tongue

Anyway I would like someone to rip the sprites from sega rally for GBA and put all the sprites into a zip file.

Thanks.

My crappy art dump... aka where sprites go to die

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I've done some crappy spriting. Put your suggestions below. I don't really care.... Blank
[img=32x32]file:///home/chronos/u-4d16d580fb5d5e4675217e0d4f1406ee6503c20d/Downloads/Warrior%20knight%20guy.png[/img]

Help!

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Hi I'm new to this site and I really just made an account to ask what do I open these 3D models on... like what program? I'm using them as drawing references so if anyone could help I'd be really thankful!

My crappy art dump... aka where sprites go to die

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I've done some crappy spriting. Put your suggestions below. I don't really care.... Blank
[img=32x32]file:///home/chronos/u-4d16d580fb5d5e4675217e0d4f1406ee6503c20d/Downloads/Warrior%20knight%20guy.png[/img]

[TUTORIAL] Rip Wii U textures

I don't really know where to post this

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So uh ... I made this thing. I don't really know what to call it, or if anyone other than me would get any actual use out of it ... but I figured I'd share it anyways because why the hell not.

I wrote this code partially to help me with a project I was doing, and partially just because I haven't coded anything in a long while and I was starting to get really rusty. I enjoy just messin' around with web code to make weird useless crap like this.

Anyways, basically what this does is it takes screenshots of 8-bit games, and quickly finds and returns all the unique 16x16 tiles. The point being to help you collect tilesets for games without you missing anything or having to "eyeball" which tiles are actually unique in an image.

Let me explain how it works.

Step 1: Create a bunch of screenshots for your game of choice. Make it easier on yourself by using an emulator that has a screenshot function built into it. For best results it should save the screenshots as PNGs.

Step 2: Upload a screenshot. You'll get a screen that looks something like this:

(I'm using Kirby's Dream Land 2 in these examples)

[Image: Demo1.png]

Step 3: Fiddle with the offsets until the tiles in the screenshot look correctly lined up in the squares.

[Image: Demo2.png]


Step 4: Press the "Process Image" button. The results will check each tile in the image against both all the rest of the tiles in the current image, as well as any tiles you may have already collected from other screenshots, and return which tiles it deems unique. It will look something like this:

[Image: Demo3.png]

You'll notice in my example, the door tiles and the solid white tiles were ignored. The reason is because I already obtained those tiles from a previous screenshot I processed.

Step 5: Click on any tiles you do not want to keep. Usually this means any tiles that are covered up by sprites, as well as the HUD. When clicked they will fade out like this:

[Image: Demo4.png]

Afterwards click "Keep Selected tiles". You can also click "Remove Image" if it turns out there is nothing of value.

Step 6: Unwanted tiles will be deleted, unique tiles will be added to your overall collection. You'll see a screen similar to this:

[Image: Demo5.png]

In this example you can see I already sorted some files from previous screenshots.

Now this is where things slow down a bit. Unfortunately, creating drag-and-drop forms is a bit outside my ability at the moment. If you want to move a tile onto the tilesheet, you have to click the tile you want to move, click the location you want to move it to, and click the "Swap Two Tiles" button. You can also swap two tiles within the sorted sheet itself this way.

Granted, you don't HAVE to do it this way. You could not use the sorter at all, and just keep collecting screenshots and screenshots worth of tiles into the Unsorted Tiles, then just take a screenshot and use an outside paint program to move them by hand. Though honestly I don't think doing it that way is really any faster, so it's just a matter of preference thing.

The "Clear All Unsorted Tiles" button deletes any tiles you have yet to sort. Useful if you accidentally saved some garbage that you didn't intend to.

Finally the "Convert Current Sheet to Image" button does just what it says. It turns your sorted tiles into a PNG image which you can save to your computer in the usual fashion. The final product looks something like this:

[Image: Demo6.png]

If this thing interests you at all, you can use it here:

http://www.jermungandr.net/experiments/8bit-tilechop/

If you want to see how I coded it, you can download the files here:

http://www.jermungandr.net/experiments/8...p/demo.rar

Feel free to copy it, improve it, upload it somewhere else, I don't care. If someone wants to make an offline java-or-whatever version of this, feel free. Just post it here so I can see it.

Please tell me if you run into any errors. I will also listen to any suggestions on how to improve it. Likewise if anyone has any suggestions for any future projects I would be happy to consider them. If people like stuff like this I'll probably use this topic to post more of my experiments like this.

Sprite Rip From Android Game

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I've been going at this for a hour now, and its getting annoying that I can't figure out how to get the sprites from this game. I've already changed the .apk file to zip., but most of the files are types I can't open.

The zip file is here: http://www.mediafire.com/download/s840jc6e0cabtyx/%E8%B5%B0%E3%82%8C%EF%BC%81%E3%81%AD%E3%81%93%E6%9D%BE%E3%81%95%E3%82%93_v1.1_apkpure.com.zip

I'm looking for sprite of literally anything. The brightly colored cats, the mouse enemies, heck, I'll take the background at this point. If someone could tell me what to do or do it for me and give me the images, it would be a blessing.

Samurai Pizza Cats Screenshot Revamp

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[Image: lmuxKip.gif]

No, this doesn't mean I'm ending 2ST. This is just something I threw together for the past few days.
If I WERE going to redo the game, I'd have it so that the alternate routes through stages led to different bosses with different cut scenes depending on which character you were playing and which path you took. Also, some of the colors got dulled out when I saved as a gif. ><

Know any "unrippable" games? I'm great at breaking things

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If theres a game that you know where the formats haven't been cracked, I can probably force characters into t-pose and use ninja ripper. I'm pretty good at breaking shit so it should be easy.

Hiya! Newgamingspies here

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Hey everyone! I'm Newgamingspies, an animator looking for some SFX to be added to my animation. This is my first time animating game characters and I believe it would be a good learning process. I'm a HUGE! fan of Bayonetta tho I've NEVER played the game(...third world country... Africa), so if you get your hands on Bayonetta 1 and 2's SFX, please let me know, and I'll acknowledge you in my animation, lol. Thanks, all! Have a good one! And Cheers!

About fighting games development process

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Hello, everybody!
As you all probably can see, I'm a new member, so I apologize in advance if I make any mistakes.  
 
I'd like to introduce myself briefly, beforehand. I suggest you to skip this and the next paragraphs, if you're not in a very patient mood, 'cause I feel like this will be a long post and what I'm going to write won't add too much to the discussion. Anyway, so, I've always been interested in the process of making games and, for about six years, I've always had this desire of making my own fan-project. I'm still quite young, only 20 years old, and my 14 years old self wasn't aware of how much work is put into making a merely decent game. And money.
 
Now, I'm quite aware that, currently, it's impossible to start any project, for I lack experience and, especially, money. However, I still want to, eventually, when I find myself in better conditions, do my own projects, but with more realistic ambitions. Instead of doing full games, I'd be more than happy with making a few MUGEN characters, for example. For now, I'm asking purely out of curiosity.
 
So, finally, moving to what matters, the particular case I'd like to bring up as an example is the Skullgirls development cost. This is an old subject, but I couldn't find any thread about it. If the question has been discussed in a previous occasion, I'd be happy to read all about it. Anyway, when I first saw that the average cost per character was above 150.000USD, I got naturally shocked. 
 
Even though some other AAA game companies said that this was cheap, Skullgirls is remarkably expensive for an indie game: The characters were made from scratch; they used traditional 2D techniques, instead of rotoscoping 3D models; the sprites are enormous etc.
As I plan to use already existing characters, many of these issues would be alleviated. And I don't want to get too ahead of myself, so I'll focus here on The Staff and Animation Contracting. Those two alone make up for 78.000USD, more than half of the overall cost. That's obviously a huge amount. 
 
I'm particularly curious about the following aspects: How much do you, spriters, charge for you work? Is it per frame or per hour? How much should I be willing to pay to have a small-sized, but polished spritesheet? This last question would depend on too many factors, such as the sprite size, style and all that stuff, so imagine “Capcom vs SNK 2/Garou: Mark of the Wolves” style just as a model.
 
Well, that’s it. I look forward for your answers and wish everyone a nice day!

Mortal Kombat X Rips

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Hey Gang,

I'm new to the ripping of game models. I have had great success with using Ninja Ripper on a few of my games. The one I'm having issues with is Mortal Kombat X. I was able to launch Ninja Ripper in the game and extract rip files. My issue is all the rips files are collapsed to a single point. Anybody have any ideas how to correct this. When I check the point statistics in 3DS Max it says it has 6000 points. any suggestions would be great. Thanks.

Need For Speed: Underground 2 Rip...

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So, I saw there was no listing of NFSU2 on PC, and I thought I would go and rip the textures and vinyls from the game, as there are some pretty cool designs. So, how would I go about opening and/or converting the .bin files, and what should I do regarding each repeated vinyl for each vehicle?

Important files for Sonic Generations ripping

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I have compiled all the archive files for Sonic Generations with 4 very neat tools
The file is just over 6GB.
http://tinyurl.com/SGripping

Contents:
bb - Contains: Action Common, Chemical plant Zone, Death Egg Boss, Perfect Chaos Boss, bne(?), blb(?), City Escape, Green Hill Zone, Speed Highway, Sky Sanctuary Zone, Languages and Packed level files
bb2 - Contains: Collection, Install, Hint, Item, Languages, Loading, Loading Hint, Packed level files, reddog (I have no clue what that is), Voices, Silver rival battle, Metal Sonic rival battle, Shadow rival battle, Casino Night Zone DLC, Crisis City, Enemies, Rooftop Run, evt (I have no clue what that is either(might be event?)), Mission common, HUB world, Phantom Rocket (rocket wisp?), Planet Wisp, Stage Select(?), Seaside Hill, Title screen, All NPC's, Figures.
bb3 - Application, Sonic, Sonic Action Command, Sonic Classic, Super Sonic, Autosave, Metal Sonic, Notice Board, SEGA logo (japan version too), Shader Debug, Sonic and Classic Sonic animations (?),

Tools included:

DDS Converter - Converts DDS textures to PNG, JPG, ect.
SonicGLVL - Old version because of the .model to .dae converter (Comes with objects like MissionRollingFloor (From City Escape Mission) and CscBreakRoad
CpkredirInst - Decompiles CPK files
GenArcEd - Opens Ar files

Have fun, and Happy ripping
-roket333

Faust

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