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SpppOOOoooOOky Movies

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Halloween is coming, and to be honest - I am running out of horror films to watch. Like, I'm not sure if any good ones are still out there.
So here's a topic to recommend scary films, and hopefully I might discover something new. 

So, my recommendations are:
  • The Babadook - Don't watch the trailer, makes it out to be a monster movie, which is isn't
  • Kill List - pretty weird film. Like Fight Club knowing anything about it ruins it, so go in blind
  • It Follows - a decent modern horror, has a couple of good jump scares
  • Evil Dead - no, not THE Evil Dead, but the kinda-reboot one. Honestly I enjoyed this film mostly because my girlfriend was terrified of it (even though she loves horror films, the original Friday the 13th scares her) to the point we had to take 3 breaks for her to calm down...
  • Jason X - because it's really dumb
  • A Nightmare on Elm Street - with this either the original or the remake. I think the original is better, but it has dated a bit so if that bothers you, watch the remake.
  • Backcountry - probably the only good animal horror film since... well, a very long time (does Jaws count?). It's also the only film that has made me feel pretty uneasy for a few hours after. Highly recommended.
  • Candyman - somehow managed to miss this for years, fantastic film. Girlfriend has a bee phobia - but even she highly recommends it.
  • Poltergeist - the remake sucked, the sequels sucked, but man, the original. The face scene is still disgusting even after all these years.
  • The Witch - I honestly cannot recommend this film. I have no idea if I like it or not, or even if it's a good movie. It's more o a historical documentary like thing than a horror but it's just so weird that you kind of have to see it, even if you don't like it...

How do ripping a model ?

Crash Bandicoot (Mario Maker)

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Heya!

Recently I've been working on a custom spritesheet (well, don't know if it qualifies as custom or not) for a Mario Maker styled Crash Bandicoot! It's still a WIP so it's not done yet, here's a small little sneak peek:

[Image: XsvD6BY.png]

There's still some Marios there because I was tracing over Mario as a reference. So, what do you think? Is it good? Does it suck? Please let me know.

-Multi

Gurumin A Monstrous Adventure UI editing

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Idk which category fit better for UI graphics so i let it be here.
So here is the problem
I want to make an translation of this game. Since a few weeks ago i repaired my psp and completed this game yesterday. It was really good actually. So i decided to lurk in game files and check what i can do
Finding ingame text wasn't that hard. It looks like all text is stored in "binc" folder. But i am not sure about cutscenes.
The real problem is ingame font. I have no idea how to get access to it and edit it (since as you can guess russian alphabet is different than english. Like Ы and Ь that dont have an equivalent in english) so i get here to get some help
I m not sure but looks like ingame font is stored in "font.dat" file. Because that is the only file that literally says "font" in his name.
Here is that file.

.zip   font.zip (Size: 333.4 KB / Downloads: 1)
Hope anyone helps.

Medal of Honor Infiltrator (GBA)

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Would anyone kindly help me rip the sprites, backgrounds etc from this game, It's not on the website and it's my all time fav gba game. I've no idea where to even begin with this :/

Amiga ripping?

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I recently downloaded some Amiga roms and want to rip Castlevania for the Amiga (maybe some other ones) but what is the best emulator to use?

I tried one called WinFellow (which seems to be the best one) but for some reason, all of the roms that I load take me to the anti-piracy screen. So either I need to know how to bypass the cracked screens or what other emulators can I use? (That are screenshot friendly and has bg layer disable)

Stencyl (Flash game making program) help and chat thread

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I look up stuff on Google, YouTube etc. and I need help with Haxe programming which is used in
Stencyl
which is a Flash game making program.





Code:
[code]/*
    Stencyl exclusively uses the Haxe programming language.
    Haxe is similar to ActionScript and JavaScript.
   
    Want to use native code or make something reusable? Use the Extensions Framework instead.
    http://www.stencyl.com/help/view/engine-extensions/
   
    Learn more about Haxe and our APIs
    http://www.stencyl.com/help/view/haxe/
*/

package scripts;


//==========================================================
// Imports
//==========================================================

import com.stencyl.graphics.G;

import com.stencyl.behavior.Script;
import com.stencyl.behavior.Script.*;
import com.stencyl.behavior.ActorScript;
import com.stencyl.behavior.SceneScript;
import com.stencyl.behavior.TimedTask;

import com.stencyl.models.Actor;
import com.stencyl.models.GameModel;
import com.stencyl.models.actor.Animation;
import com.stencyl.models.actor.ActorType;
import com.stencyl.models.actor.Collision;
import com.stencyl.models.actor.Group;
import com.stencyl.models.Scene;
import com.stencyl.models.Sound;
import com.stencyl.models.Region;
import com.stencyl.models.Font;

import com.stencyl.Engine;
import com.stencyl.Input;
import com.stencyl.utils.Utils;

import nme.ui.Mouse;
import nme.display.Graphics;

import motion.Actuate;
import motion.easing.Back;
import motion.easing.Cubic;
import motion.easing.Elastic;
import motion.easing.Expo;
import motion.easing.Linear;
import motion.easing.Quad;
import motion.easing.Quart;
import motion.easing.Quint;
import motion.easing.Sine;

class Design_3_3_ extends ActorScript
{              
    //Expose your attributes like this:
    //@:attribute("id='1' name='Display Name' desc='An Attribute'")
    //public var attributeName:String;

    //Need further help? See: http://www.stencyl.com/help/view/code-mode/
    @:attribute("id='1' name='FavoriteNumber' desc='Add a number please' default='17'")
        public var _FavoriteNumber:Float;
    override public function init()
    {
    }
    
    public inline function update(elapsedTime:Float)
    {
    }
    
    public inline function draw(g:G)
    {
    }

        public inline function AddHere1(AddHere2:AddHere3)
        {
        }
    
    
    //==========================================================
    // Don't edit below unless you know what you're doing
    //==========================================================
    
    public function new(dummy:Int, actor:Actor, dummy2:Engine)
    {
        super(actor);
        nameMap.set("FavoriteNumber", "_FavoriteNumber");
                _FavoriteNumber = 17;
                nameMap.set("Actor", "actor");
        if ((_FavoriteNumber == 17))
        {
                  actor.setXVelocity(4);
        }
        addWhenUpdatedListener(null, onUpdate);
        addWhenDrawingListener(null, onDraw);
                Add Here
    }
    
    public function onUpdate(elapsedTime:Float, list:Array<Dynamic>)
    {
        if(wrapper.enabled)
        {
            update(elapsedTime);
        }
    }
    
    public function onDraw(g:G, x:Float, y:Float, list:Array<Dynamic>)
    {
        if(wrapper.enabled)
        {
            draw(g);
        }
    }
        public function AddHere4
        {
                if(wrapper.enabled)
                {
                       actor.setXVelocity(4);
                }
        }
}

^ Please read up above carefully, thank you.





If I want event (mentioned below) coded properly
what do I change all of the following 4
AddHere1
AddHere2
AddHere3
AddHere4
to?






A1: left arrow button held down

A2: Actor ID Kylee 17 is in region x: 17 y: 17

A3: Actor Kendra is in region x:28 y: 28

A4: up arrow button is released

A5: Do whichever after 14 seconds

A6: Alarm 0

A7: down arrow button is pressed

A8: If Sound sound_wave is playing
[/code]

What do you use spriters-resource sprites for (Please read all of first page's post)?

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spriters-resourceZ17819C57

^ I have up above post so that this way whenever someone types up above text
on Google or elsewhere he or she or they can easily find this thread and have all
spriters-resource.com/
concerns cleared up most especially legal concerns.


Every single website linked to on this thread is all of the following 4
completely legal to click on
completely legal to visit
completely safe to click on
completely safe to visit
.



https://www.spriters-resource.com/faq/


http://www.virustotal.com/
left click (press down left mouse button and then release [let go of] left mouse button) on URL
and type in website
and then left click on
Scan It!
if you wish to be sure website is safe.




Anyways I use spriters-resource sprites sometimes for a game
especially
Gobli's Adventure III
which I will start making approximately 16 from
the day this post started to exist.

TPL CMPR multiple files decoding

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Hi everyone,

A few months ago I've created this thread, but since then I got further. I'm trying to get MySims Kingdom Wii's texture files that are stored in compressed archive-like files called packages, used by many Sims games but are different from a game to an another. Thanks to S3PE software (it's the only package editor able to open almost every MySims packages) I got into a MySims Kingdom package, but it only let me export files from package because the software is not designed for this kind of package. When extracted, I got the unreadable image file, and thanks to Dolphin's texture compression format detector I know the game uses CMPR (or DXT1), very likely TPL files because it's the format used by other MySims games.

I have tried many software to decode texture files but none is working. However TplMii gives an interesting idea of how files could work. When importing a file, it says: "Tpl's containing more than one Texture are not supported!". I know the game uses a texture + black and white counterpart used for transparency I think, so a single TPL file could contains two textures, however it's only speculation, but it seems logical.

User TGE created a script that let us extract models from specific packages from an another MySims game and it also extracts the package's TPLs, even if package format is different and does not work for MySims Kingdom's packages I'm pretty sure that texture compression is identical so the maxscript could contains useful informations:

Code:
gc()
enableSceneRedraw()
clearlistener()

global globalStartTime = timestamp()
global globalImportedFilePath = ""
global globalBoolApplyNormals = false
global globalBoolApplySkinning = false


-- Structs

struct PakEntryInfoStruct
(
  unk1,     -- u32
  unk2,     -- u32
  offset,     -- u32
  size,        -- u32
  type        -- procedural, u32
)

struct VertDescriptorStruct
(
  gxAttr                 = 0, -- byte
  stride                 = 0, -- byte
  unk                     = 0, -- 4 bytes
  vertArrayOffset     = 0  -- u32
)


-- General helper functions

fn GetOpenFile =
(
  clearlistener()
  local fname = getOpenFileName \
  caption:"Open Model" \
  types:"Package file (*.package)|*.package" \
  historyCategory:"PACKAGEWII Object Presets"
  if (fname == undefined) then
  (
      return undefined
  )
  else
  (
      globalImportedFilePath = fname
      local f = fopen fname "rb"
      return f
  )
)

-- Reading functions

fn ReadBEShort fstream =
(
  return bit.swapBytes (ReadShort fstream #unsigned) 1 2
)

fn ReadBELong fstream =
(
  return bit.swapBytes (bit.swapBytes (ReadLong fstream #unsigned) 1 4) 2 3
)

fn ReadBEFloat fstream =
(
  return bit.intAsFloat (bit.swapBytes (bit.swapBytes (ReadLong fstream #unsigned) 1 4) 2 3)
)

fn ReadBEVector3 fstream =
(
  return [(ReadBEFloat fstream), (ReadBEFloat fstream), (ReadBEFloat fstream)]
)

fn ReadBEVector4 fstream =
(
  return [(ReadBEFloat fstream), (ReadBEFloat fstream), (ReadBEFloat fstream), (ReadBEFloat fstream)]
)

fn ReadBEMatrix44 fstream =
(
  return matrix3 (ReadBEVector4 fstream) (ReadBEVector4 fstream) (ReadBEVector4 fstream) (ReadBEVector4 fstream)
)

fn WriteBELong fstream val =
(
  WriteLong fstream (bit.swapBytes (bit.swapBytes val 1 4) 2 3)
)

fn WriteBEShort fstream val =
(
  WriteShort fstream (bit.swapBytes val 1 2)
)

fn GetEntryType fstream offset =
(
  local startPos = ftell fstream

Like said in my previous thread, this is the error I get in S3PE when trying to get a preview of the image file, it could be also useful:

Code:
Error reading resource 0x00B2D882-0x00000000-0xBA6D3A63FDA1EED7
Front-end Distribution: 14-0222-1852
Library Distribution: 14-0222-1852

Source: mscorlib
Assembly: mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
----
Stack trace:
 à System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
 à System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
 à System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark)
 à System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes)
 à System.Activator.CreateInstance(Type type, Object[] args)
 à S3PIDemoFE.ABuiltInValueControl.<>c__DisplayClassd.<Lookup>b__a(KeyValuePair`2 x)
 à System.Linq.Enumerable.WhereSelectListIterator`2.MoveNext()
 à System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext()
 à System.Linq.Enumerable.FirstOrDefault[TSource](IEnumerable`1 source)
 à S3PIDemoFE.MainForm.getPreviewControl()
----

Source: DDSPanel
Assembly: DDSPanel, Version=1402.22.1843.33690, Culture=neutral, PublicKeyToken=null
DDS Magic Number invalid.  Got 0x4901FE14, expected 0x20534444 ('DDS ').  At 0x00000004.
----
Stack trace:
 à System.Drawing.Dds.DdsHeader..ctor(Stream s)
 à System.Drawing.Dds..ctor(Stream s)
 à System.Drawing.DdsFile.Load(Stream input, Boolean supportHSV)
 à System.Windows.Forms.DDSPanel.DDSLoad(Stream stream, Boolean supportHSV)
 à S3PIDemoFE.DDSControl..ctor(Stream s)
----

What do you think guys? Is someone able to get something from the file I have attached? In this archive, the first file is a random texture extracted from a package. The other file is a whole (light) package containing exactly two image files in case the file I extracted is broken and/or someone wants to create a program or something that could extracts readable textures directly from the package. I have not tested Wimgt from Wiimms SZS tools because for an unknown reason my computer doesn't want to install it. However this software seems to be the most complete one for this use so it's likely it can decode the files. Help is truly appreciated, thanks a lot.

.zip   MSK files.zip (Size: 265.25 KB / Downloads: 1)

Ripping from PS3 ISO

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Til now I've been using PSound to rip from my PS2 ISOs but I heard that won't work for ISOs from PS3 games so is there an alternate method I can use?

Duelyst (PC/Computer)

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Hello everyone! This is my first post here and I'm very happy about that. Smile
So, as the title said, this post will mainly focus about Duelyst, a PC free game. Currently, there are some sprites submitted to the website, but there are missing many of them (for example, the generals of Abyssian and Magmar). I've ripped most of the sprites and elements of the game (I didn't rip for now last added cards in the new version released yesterday), but there are totally messy.

For example, take a look for the bloodspell of Vanar's General:
[Image: vanar_bloodspell_by_darmaninigo-dammqk3.png]
On the left there are the sprites exactly as when I've ripped them. On the right there are organized as his animation ingame. And here is the main problem: if I want to post them, I will need to organize them in the sheets. There are more than 500 sheets, and I don't have enough time to correct them. I can organize them, but the submission will be progressively slow. So, I want to ask if someone can help me to organize them.
For now, my priority would be to add the Generals, his Bloodspells and card's desings. Next will be artifacts, spells and minions, not in a specific order.

Thanks for reading this! Big Grin

texture issues

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I am trying to rip the Ocean logo from Witrix (N64) and I'm having troubles getting the texture to render with the obj. I'm using blender on a windows 7 pc and am using OMV's obj model viewer to view the obj models.

.zip   oceanlogo.zip (Size: 14.83 KB / Downloads: 0)

Zelda3ds/N64 Rips because other posts are inactive/slow.

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I'm ripping Ocarina of Time(Majora's soon) with custom user requests.
Post any request, and I may add it to the post.
WARNING: Models May Cone In With Misplaced Eyes.
Yeah.. I'm gonna fix that
In some posts, I may post ones that need fixing, while later posting the model's eyes fixed.

Majora's Mask is coming soon Wink
Because let's be honest,
That's really what we
want. Smug

.jpg   lonkreallynigga.jpg (Size: 20.46 KB / Downloads: 4)

Smash 4 Font?

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Can anyone make this into a .ttf file?
Not sure how to do it.
[Image: 75113.png]

Woody Woodpecker(new design)

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i'm was editing woody woodpecker from "as ferias frustradas do pica-pau", some time ago, may i continue with it?
[Image: woody_woodpecker_by_mmaker45-damrs9d.png]

New Nintendo 3DS vs New Nintendo 3DS XL- which to buy?

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Hello,

I acknowledge that this is not a very important topic to discuss, but recently I came around this two consoles at a prettty good offer. I need one of them in order to simplify some of my projects regarding the 3DS, and do some streams.

Here I will display some info for comparison.
Both prices I found are in the country's currency, but I will change to an average rate of € to make it easy for you.

New 3DS- 300RON- 60€
New 3DS XL- 500 RON- 100€

If you don't know the specs, look it up. 
N3DS has swappable faceplates (can be made of interesting types of materias, great if you drop it and has some scratches), sharper imagery, higher portability, Super Famicom-like buttons for XABY, stable hinge when open/close, cheaper price tag.
The N3DS XL has bigger screen (great for me and other people's eyes), a more mature look and nicer material, bigger battery life, big size, great for my large hands and future usage of the ZL/ZR buttons.

(I don't know which one of them I would get will have a TN- consumes less battery, image is a bit smudgy, or an IPS screen - clear image contrast on any angle, great for super stable 3D, at the price of battery life. I don't care that much as long as I can play the games normally and I can do my suff. Do you guys care that much which is which?)

So, what do you guys think? I could get the normal N3DS right now as I have the money, and my birthay is coming close, or I could wait and gather a bit more for the N3DS XL one, getting it possibly on Christmas. Either one, I would mostly choose black. The sooner the response, the better, the stocks are limited!

Regards,
//✩drot

Steven's Stuff

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Heya everyone. I figured I'd make a dedicated art topic for my stuff as opposed to clogging up the Doodles and Finished Pieces topic. This topic is/will be dedicated to posting my own work and creations surrounding 'Ghost Gumshoes' and others, so I don't think I'll be posting any of my fanart in this topic.

I've only recently gotten the hang of the basics of digital art. I work using Paint Tool SAI, Microsoft Paint and Photoshop and I'm still expirimenting with a lot of things. My goal as an artist is to make all sorts of arts, befriend other artist and hopefully encourage and inspire people to make and post their own work.

As a rule of thumb you are 100% absolutely free to give whatever feedback you desire in whatever way you prefer to. Furthermore if you feel I'm being too defensive you're also free to call me out on that. I might, however, not edit works already posted. This doesn't mean I am ignoring your feedback or anything so please don't take it personal if I do that, it's just that I occasionally prefer to leave an idea/drawing as is and go on to the next. I always keep all the feedback I get in mind though.

With that out of the way, let's go;

Paper Gumshoes: Thinner Gumshoes, Bigger Adventure
[Image: H6cOK3x.png]

Pirate Jet
[Image: RGmYa0P.png]

/aROund_thE_WOrlD/
[Image: aNPISPw.png]

Not your kind of people
[Image: L3MsryV.png]

This is Halloween
[Image: A4dBDNA.png]


Misc. links:
Twitter: https://twitter.com/StevenEggplant
Tumblr: http://studiostevenb.tumblr.com/
DeviantArt: http://damian2841.deviantart.com/

Help with UV...

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I ripped a stage from the 3ds game "project mirai dx" and a lot of stages have this ptoblem.
Basically the shadow textures replace all the right tex, if you just swap that the uv becomes messed up, and i don't know how to fix this.
So, my question is if someone can ifx for me some of these stages or teach me...
here is an example
http://imgur.com/a/ZfvDz
I am using Every File Explorer, but with Ohana3ds it's the same.

Miracle Girls Festival (PS Vita)

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I've been trying to rip the models from "Miracle Girls Festival" (a rhythm game that uses the same engine as Project Diva series), I managed to extract the .farc files from the data.psarc, but now I don't know how to open them... Any help?

I've already figured out how to extract the files using QuickBMS. Now I have .fw2d, .aec, .aei, .spi and .spr files.

GND Remix

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You've most likely seen that I've updated some of my old GND stuff from years ago. Well, the funny thing is: I'm tired of looking at all of my old work and would rather people use stuff that isn't hard to look at, so I went ahead and redid some (so far). You may critique these to make these even better! I want to give people something WORTH using from my GND days!
Also, you may make suggestions as to what you want me to update sooner than later.
Does this mean 2ST is done and over? No, I just felt like taking a break for now.

7th Saga
F. Witch
Ghoul
Reaper

Mario
Bullet Bill & Bill Blaster
Boo
Chuckya

NOTE: I didn't go with my original redesign of the Bill Blaster because I felt that I was trying too hard to be edgy. So, I went with a more traditional look.
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