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Needing sprite artists for a game

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I'm in need of sprite sheets (like the ones you see in Spriters Resource) of my OCs in a style of Shovel Knight.


Greziel

Nephilim

Elixr

Icon Policy Update

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Hey everyone! Historically, we've always made icons an optional part of the submission process and while that isn't changing, how we address submissions without icons is.

For some background info, icons have traditionally been optional as there are some people who might not have the tools to make them properly. This was more relevant before the switch to our new icon style but still plays a part for those unable to or uncomfortable with working on transparent images. In the case of models, there are many times where it may be possible to extract a model without ever requiring 3D software which would mean that those without access to modeling software could still submit to the site even if they're unable to render a preview. We've always wanted to keep the submission process as simple as possible to encourage as many people as possible to submit and not wind up scaring people off with unnecessary requirements.

All of that said, we are often asked why it takes so long to approve new submissions and one of the major sources of delay is a lack of icons. While this is mostly true for models (which take much more time to create icons for, especially when submitted in bulk), it definitely also applies to sprites and textures where the extra time spent creating icons adds up over hundreds of submissions and really slows things down.

With all of this in mind, I just made a minor change to our submission queues. Starting today, all pending submissions will be sorted so that those with icons appear first. As always, staff is welcome to process those submissions in whatever order they choose but a visual priority will now be given to complete submissions in an effort to encourage those of you who can make icons to do so. On tMR, complete submissions will be listed first, then those with one or the other, and finally those with no icons at all and this obviously doesn't affect tSoR at all. The submission process itself will remain unchanged though - this is only for how the staff sees pending submissions.

If anyone has any questions or concerns, you're welcome to voice them here. Otherwise, thank you all for your continued support and have a great day!

[beta] Conquearth.org

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Hi my name is Jony and i just release beta version of my MMORTS game Conquearth.

Game priciples:
You can choose between three fraction in Conquearth. Each fraction has own advantages, 2 special units and 2 super-weapons.

You can build more than 30 type of buildings in each normal base and 2 super-weapons.

The map also occur conquerable bases. These bases can be picked by successful attack. But also we can lose them by same way. These bases, however, provide a strategic advantage. 

Army:
Army contains 25 units. Each unit has damage bonus against other unit(s). So you must combine your army right.
Infantry main advantage is that it can be rapidly produce in large quantities. Vehicles are ideal for combat. Thanks to speed and bonuses they are universal units.
Tanks are slow and have a high consumption, but they have the greatest attack and armor. 
Aircraft are the fastest units, but also with the highest consumption. 

Price:
Conquearth is completely Non-pay-to-win game. This game is free-to-play.
Game is non-profit project (total free).
Game has created the game just for fun.


Website: http://www.conquearth.org/

Evoland 2 help unpack .pak file

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I need help unpacking res.pak from Evoland 2?
Actually I was able to unpack it but all of the fbx files that I got from it are all corrupted

I used this script from here to unpack it: http://zenhax.com/viewtopic.php?t=1315

Hello, World of TheVGResource

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Guess I forgot to properly introduce myself. My name is MarioSonicU, and as you can tell from my username, I am a Canadian who loves Super Mario, Sonic the Hedgehog, fighting games such as Street Fighter, Dead or Alive, and Tekken, and crossover games. I normally love to rip voice clips and other sounds. I hope to have the best experience here, and I hope people will enjoy my sound rips.

Four Swords Adventures: Maps?

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Hey all, I've been trying to find a proper way to rip maps from the GCN game "The Legend of Zelda: Four Swords Adventures". So far I've found a map viewer, but for some reason it doesn't use the actual tilesets for the game, and there's no real way to export images of what it views. Said program is 'EFSadvent', if anyone is interested. I'm trying to rip the entire map of the Palace of Winds for a little project of mine, but so far I have no way of doing so.

New Brian turntable 1 (take 2)

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I'm redoing my model of Family Guy character New Brian. This is a work in progress. Let me know what needs to be improved. I am aware I haven't added in his nose, eyes or tongue.

If anyone likes, I can link the Blender file here.

Super Mario Run Unity3d help

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I'm trying to rip the data from what I assume are models from Super Mario Run. They are compressed.stir.unity3d files and.bytes files. I've uploaded a few on mega.nz /#!HJZxETaJ!jfdlmjeEcdPVz4CfJc2Z_S7UOLS05-b9KoWvORHSnJg I've tried using unity studio, but it didn't work. If anyone has any information, please let me know.

Inaccessible sprites in SWF files

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There are some flash games that I would like to rip from, but for some reason the assets are "encrypted" in the file. I tried converting to ZLIB but I could find no exe files that would extract the assets, I tried talking over in the Discord but nobody I know seems to have a clue of how to do it.

Serious Sam 2

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Hello there, I would like to request some models from a SUPER SERIOUS GAME called Serious Sam 2... Lets get serious.
I would like the models of:
*Sam stone (the one in the white shirt with the bomb logo)
*Mental mate (multiplayer model, the version of Sam in a black shirt)
*Kamikaze (the one with the bomb for a head)(and the screaming sound effect)
* and the fat Chinese guy (Forgot his name)(LOOK AT THE PICTURES TO FIND HIM)
I'm going to use them for testing and making Serious Sam 2 mods for games.

I also would like to request a custom model (If I am not allowed to request custom models don't lock this or ban me oh mighty admins!)
I would like custom models of:
* Enid and Wyddfa from Snowdon mountain railway (Use the pictures I supplied, I would also like the funnel and boiler at an angle like in the pics)
*Plus some tracks because they use rack railway tracks
I'm going to use them for a map in my game.

.jpg   Serious_Sam_II_-_US_Windows_box_cover_-_Croteam.jpg (Size: 170.44 KB / Downloads: 3)

.jpg   0.jpg (Size: 15.74 KB / Downloads: 4)

.jpg   Wyddfa.jpg (Size: 141.71 KB / Downloads: 5)

.jpg   4912d5dbae5742ede98577c7ed272636.jpg (Size: 61.45 KB / Downloads: 4)

.jpg   hqdefault.jpg (Size: 5.23 KB / Downloads: 3)

.jpg   0E4F73AF8A2ADC5AAD8959CF1D8EBB0E135F9321.jpg (Size: 35.61 KB / Downloads: 3)

Teaching an old dog new tricks

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Hey people,

So as you know - I've been ripping and capturing sprites for some years now, but I've always kept to the older stuff like NES, SNES, Genesis and the occasional Arcade game.

I think it's about time I got into ripping more modern stuff. Once I get things down I'm pretty damn quick at doing things but well, I'm pretty crap at figuring the initial things out and, sadly, have found little use of the online tutorials I've seen.

So basically, I want to learn how to rip DS and 3DS games. At the moment I'm looking at Aliens: Infestation (by Wayforward, heard someone had made a program specifically to rip Wayforward games - but not sure if this is specifically for PC games) for the DS and Blaster Master Zero on the 3DS.

In both cases I'm met with .bin files which I basically have no idea what I'm doing with. So if you fancy helping me out it would be much appreciated and would no doubt lead to many future submissions from myself.

Cheers.

NES Sprites: How to rip each frame from the ROM

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Greetings t'ya! It is I, the great MorningFlash, and today I will be giving a proper tutorial on how to rip every sprite from an NES Rom as part of the NES complete library project.

The following tools will be needed: Anyways, onto the tutorial!

VirtuaNES


Once you have the aforementioned tools downloaded, open VirtuaNES, then load the ROM you want to rip from. I'll be using the game Baseball as an example.

Immediately, you will want to the "Tool" setting. Select "Viewer". Then select "Pattern Viewer"

After that is selected, you will see a series of tiles that look like this:

[img]file:///C:/Users/amflash1/Pictures/Sprites/Nintendo%20Sports%20Series/NES/Baseball/bandicam%202017-02-27%2016-23-01-473.png[/img]

This shows everything that is currently in use within the game's files, as well as its associated palletes. Clicking on the viewer will change the pallete.
Now, open your screen capturing software.

You will also want to select "Name Table Viewer", which shows the background elements currently in use. They usually look like this:
[img]file:///C:/Users/amflash1/Pictures/Sprites/Nintendo%20Sports%20Series/NES/Baseball/Baseball%20Stadium%20(Outer).png[/img]

Take a screenshot of both the Pattern Viewing window and the Nametable Viewing window. MAKE SURE YOU GET EVERY PALLETE!!!

Once you have everything, you can close VirtuaNES.

There. Now step one is done and over with. You now have just about every sprite from within the game. We can't just leave it as a bunch of tiles, though. No one would know how to assemble them.
Fortunately, you have this tutorial that shall explain how.

Dismantling the Pattern

As stated above, we can't just leave each sprite as a cluster of tiles. So, how are we going to assemble each sprite?

That's when things get a little difficult.

First, open Paint.net with your pattern snapshot. You don't need to open the Name Table snapshot, as they are usually pre-assembled.

I'd recommend dividing the pattern into sections, based on the series of sprites (Usually, each tile for a sprite flows together nicely) that should look similar to this:
[img]file:///C:/Users/amflash1/Pictures/Sprites/Nintendo%20Sports%20Series/NES/Baseball/playertiles2.png[/img]

To divide into sections, you will need to locate the series of tiles that correspond to each sprite. Use the select tool to encompass those tiles, then crop to that selection.
After you've finished dividing each section, you'll want to name said sections based on the sprites they represent (I.E. playertiles)

Now comes the hard part. After separating each section, you will need to divide each section even further into individual tiles. How do we know the area of each tile, though? Well, they don't call 8-bit
consoles "8-bit" for nothing, because each tile has an area of 8x8 pixels.

Use the select tool on the very first tile in the top left corner, making sure it is 8x8 pixels. Continue to do this by moving the square (using the "Move Selection tool") to each tile afterwards, until every tile is individualized, as shown here:

[img]file:///C:/Users/amflash1/Pictures/Sprites/Nintendo%20Sports%20Series/NES/Baseball/Player%20Tile%201.png[/img]

Woohoo! We've just sepperated each tile! Now we can assemble them without any trouble.

Assembling the Sprites

This is probably the hardest part of NES ripping, so I'm gonna be very precise with this one.

Open a new file in Paint.net

Layer the file with the tiles you want to assemble into a full sprite. The tiles usually all go together, so you can layer, say, tiles 1-5.

Use the "Move Selected Pixels" tool to move each tile in each layer, making sure the sprite looks correct.



Once the sprite looks complete, crop to the assembled sprite.

Flatten the image using the "merge layer down" option in the layers window until it is a flat image.

In most NES sprites, a black or white background will encompass the sprite in tile form. Select around the black background using the "Union" setting in the select toolbar.

Erase the background.

AAAAAAAAAAAANNNNNNDDDDDDDD We're done! Continue to do this with each tile, and you'll have ripped your first NES game!

CastleVania: Order of Shadows Large Sprites

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Hey, can someone please rip the rest of the sprites from the "large" version of CastleVania: Order of Shadows? I noticed that Desmond is already ripped, but I really want the rest of the large sprites. If you don't want to, or can't, then it's cool

Pls Can Someone help me with Rip/Extract DoA5LR 3D Model?

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Hello all, I've been stuck trying to rip DoA5LR-PC model for the last few days, so I'm asking if any of you could help me out. 
I used NinjaRipper but it doesn't seem to work at all (I'm using Windows 10), the game launched successfully but when I pressed the Capture Hotkey, nothing happen. I tried a few TMC Tools that can extract the textures but I can never extract the mesh/model from the game. 

For some reason, Noesis won't open my TMC files either even though I have the plugin in it.


I just want to extract a few model that had mod on top of them because I don't know how to go from Mods to 3d model.
For example, these mods...http://huchi001.deviantart.com/gallery/
Or maybe there's a way to just turn those Mods files into mesh? 

I know there's LOTS of DoA Models out there so I know it's possible to rip them for sure, I just don't know how to find the right tool (obviously). If anyone could help point me to the right direction and the right tool... I'll really appreciate it.

Thank you.

[Tutorial] NES Sprite Capturing and Ripping

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Pretty sure I've posted these before (they are really damn old) but with the NES project under way could be of use to people.
One video covers capturing while the other covers ripping with tiles. They aren't advance as other techniques but they are definitely the easiest ways I know of.

Capturing





Ripping




Lego Batman 3: Beyond Gotham CBX audio files

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I have managed to rip the files of Lego Batman 3 for the PC and my results on the audio is half .ogg and .wav with .cbx files. Here are some somaples which I found from another site: https://mega.nz/#!74gkXbqR!PAt2R7DzcT1Ow...RCw467tWVs

Anybody know how to convert these to playable sound files like .MP3?

River City Ransom Underground

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After ripping Mode B Abobo for Double Dragon on the NES, I decided it might be fun to rip Abobo's sprites from the newly-released awesome brawler River City Ransom Underground.

I've already submitted this sheet, so I need no help for Abobo (unless you spot a missing sprite or some kind of error on the ones I submitted, in which case I'll gladly re-submit and credit you for the fix).

However, as you can see, in spite of its NES aesthetic, this game has quite complex animations for all its characters. There's no way I can find the time to rip every single character for this game (although I plan to contribute some more in the future). So this thread can be used to coordinate rips of the game for anyone else interested in contributing.

This game features 46 playable characters, most of which have multiple skins, as well as several dozen NPCs, not to mention a variety of backgrounds.

I'll start by listing each fighter in this post and the status of their rips, and I'll update this post every time I or someone else submits a sheet. I'll add information about NPCs as those come in. Obviously if you haven't played this game yet (you should!), spoilers ahead.

Fighters
Story Characters
Glen - Wanted
Paul - Wanted
Provie - Wanted
Bruno - Wanted
Mike - Wanted
Rudy - Wanted
Chris - Wanted
Wes - Wanted

Arena Characters

Agents - Wanted
Backers - Wanted
Bombers - Wanted
Luchas - Wanted
Nerds - Wanted
Rich Kids - Wanted
Roids - Wanted
Vixens - Wanted
Squids - Wanted
Cowboys - Wanted
The Plague - Wanted
Warlocks - Wanted
Abobo - Full Rip
Ivan - Wanted
Otis - Wanted
Tex - Wanted
Dragon Twins - Wanted
Simon - Wanted
Adam - Wanted
Alexis - Wanted
Calvin - Wanted
Coach Otis - Wanted
Dr. D - Wanted
Ether - Wanted
Me (bully) - Wanted
Pink Bee - Wanted
Purple Bee - Wanted
Proto - Wanted
Slick - Wanted
Sentinel - Wanted

Other
Street Thugs - Wanted
Dr. D Final Form - Wanted

Rockbot (Megaman classic lookalike)

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I am the developer of Rockbot, a game inspirated from Capcom's Megaman 8-bit series of games.
It uses a custom engine, made in C++ with SDL library for easier multi-platform support. It currently have ports for several systems such as Windows, Linux, Playstation 2, PSP and Android. In Windows/Linux, it also have an editor made in C++ with Qt library, that can edit stages, characters and most of the game's details.

I am currently developing the second version of the game, and I am looking for original Megaman tilesets. I saw there is a lot of unfinished or abandone projects in this sense, and I would like to ask if anyone who owns such assets could allow it to be used in my game. For example, I got permission from megaman 4k (look in deviant art for Average-Hanzo) author to use his tilesets of this abandone project.

If anyone wants to contribute to the project, let me know. Thanks.

Here are some images from the game:
[Image: foreground_layer.png]

[Image: castle_01.png]

[Image: phantom_mansion_001.png]

[Image: editor_gear_002.png]

[Image: stage_select.png]

Hello, I'm Paynamia

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Hi. I'm Paynamia. I like video games, and I like to modify video games, and sometimes I even manage to finish something I start.

Dark Orange EX

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I watched a video for the battle with Dark Orange EX in Megadimension Neptunia VII, and I noticed there are some voice clips that aren't in the folder provided by sammyrms1. Anyone know why that is?
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