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Things About Games You Didn't Find Out About Until Later V2

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That thread where you talk about the things you learned about games you've played, that you didn't know before, makes a return.

My newest discovery was that Richard from the Legend of Zelda: Link's Awakening was actually from another game, Kaeru no Tame ni Kane wa Naru. The music for his villa was even a slight remix of the main theme here.

Impressions of the above user's avatar?

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From what I understand, this thread is not a forum game such as arbitrary counting, and it has plenty of discussion potential. (People change avatars like clothes, and constructive criticism appear of the avatar is a sprite the user did. Its better than a rating deal or something and has much more discussion potential. I also remember an avatar thread thing being in GD when SpamHaul was a thing. Probably not much help, but just an observation.

I can't really say anything else because I'm the first poster, soooo....

Animaniacs: A Gigantic Adventure

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Hello!
That game is rather old and I'm ripping sprites from it:
[Image: pAbb3WZ.png]

However, I want to know if there is a program which can rip sprites direct from the source image.

The method which I use is with screenget and sprite tracer to remove the colors which I don't want.

If ripping from the source was viable, then I could rip sprites which can't be captured normally.

It have both .res and .bres file formats.

Jappio's RPG Sprites

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A friend and I are working on an RPG. He's in charge of things like coding and the game itself. It's being made on RPG maker. I'm in charge of the sprites.

The perspective of the game is similar to Final Fantasy, with a side view of characters in battle. Each character will have 2 or so animations for basic battle actions: Attack and Magic/item.

Here is a very crude mock up of what things are going to kind of look like? (Not made in game engine, so this is very conceptual and janky. Here for basic idea, not actual game appearance)
https://www.youtube.com/watch?v=R5psTATW6zY

Newest Stuff:

[Image: ezimba14859497686500.gif]

This is Vargas, a mimic who likes to be flashy. This is his basic attack animation. I plan to add a frame at least between the first two, but not sure where else I might need an in between yet.

I also have some 'completed' animations below. I'll be sure to go back to them at some point, but probably not right away.

Other Sprites (Click to View)

TF2 Workshop Item: 8-bit badge

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Hi everyone! Dazz advised me to make a post here regarding a little project of mine: The 8-bit badge for Team Fortress 2!

About TF2

For anyone not familiar with Valve's "Team Fortress 2": It's the world's leading hat simulator, with an extensive hat-based economy mostly fueled by the creative minds of the community. Also it has some FPS elements, but nobody cares about those.

Creative players can submit their own item ideas to the TF2 Steam Workshop. Depending on the community feedback and depending on if Valve likes it, it has a chance of being included into the game in future updates. The creators get a split from the revenue created from Valve selling that item in their in-game store.

My Idea

My idea is fairly simple but I need a capable spriter in order to make it a reality: Create 8-bit sprites of all nine classes performing one of their taunts, create 3d models for the sprites and attach them to the class. Here is an example:

[Image: sw74f6.png]

What I Need

- nine 8-bit sprites: One for each class performing a taunt
- dimensions: 16x16 or 32x32 pixels
- sprites use only three 8-bit colors (not counting background color), just like regular NES sprites (use NES color palette)
- one of the three colors needs to be the team color (RED and BLU)

I'll send screenshots of the taunts I find to be the most fitting for this purpose, but you're free to make suggestions of course.

I know the limitations may make it too hard to make compelling 8-bit versions of the expressive classes but try to work with it anyway. There's a limitation for the complexity of the model after all and the above prototype (which is a 16x16 pixel sprite) already fills up about 500 triangles of the max 1400 triangles. So choose wisely if you want to make 16x16 or 32x32 sprites. You'd save me a lot of headaches if you can work with just 16x16 pixels though. Smile

Yes, you will only need to create the 8-bit sprites, I will make the models based on your sprites.

Monetary Compensation

This is an awkward question to answer, for one reason: I won't pay you directly, immediatly or at all. Before you call me a cheap ****, let me tell you that I instead offer you a 50/50 split of the revenue this item would create if it was accepted by Valve. This would mean that you could secure yourself a steady stream of big or small payments in the future by Valve if they include our item, but it also means that you could receive nothing at all for your hard work if the item simply doesn't get accepted. We will also not know if our item got accepted until after it got implemented into the game, which may take a while. Valve adds community items in large chunks, if our item gets accepted, it will most likely be added in the autumn update.

Because of the way the revenue can be split up, I would also need you to have a Steam account so I can allocate your part of the revenue to you. Ideally you should be a longtime member and have already spent some money on Steam, since I hear there are a lot of limitations with new and free users, like not being able to upload workshop entries, which may complicate things in the future.

Other Info

I plan to tackle this project in about six weeks since I have other obligations to take care of and a three-week vacation coming up soon, where I probably won't have a fast and steady internet connection most of the time.



Feel free to write to me if you have any questions or suggestions for this project.

P.S.: You'll get bonus points if you can manage to make the sprite for the spy look like the crab enemies from the Mario Bros. arcade. Smile

Final Fantasy V iOS

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Hi, I'm from the Final Fantasy Wiki, and I was just wondering how one would go about ripping the sprites from the Final Fantasy V app on iOS? It's been done using Final Fantasy VI before, but we don't know how to do it for V. If anyone can help, I'd appreciate it.

Jamuk's Sprite Thread

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Hello again tSR, long time no post.

So I've been working on a load of top-down Zelda-inspired stuff recently, looking for some constructive criticism on them and I'd be interested to hear any thoughts.
Mainly I'm thinking the player looks a bit odd from the side, but also I'm having some trouble time-wise; this style takes a long time to do, so if anyone has any tips to speed up work, I'd be grateful. Smile

Player:
[Image: 6T5QUQW.gif] [Image: uTpN6eP.gif] [Image: e1W9h8D.gif] [Image: wnZytVt.gif] [Image: w4T79G6.gif]

[Image: 2BPnGTb.gif] [Image: 7Kh1ifQ.gif] [Image: LeXIrfe.gif]

Sword swing (to be overlaid onto player):
[Image: Cc5mAvV.gif]

Items:
[Image: B1miD5V.png]

Effects:
[Image: 49vmWN3.gif] [Image: p28xptl.gif]

Tiles:
[Image: ynR7KEf.png]
[Image: nEd8WNg.gif] [Image: dxM6PDF.gif]
[Image: Sg3Lupu.png]

Mockups:
[Image: 6pW16An.png]
[Image: QRkvmNN.png]

Deathbringer's Den of Despair


Best Emulators

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Which emulators would suit best for ripping sprites from:

Arcade
Sega Genesis
Game Boy/Game Boy Color
Game Boy Advance

Viewing Models and Textures Together

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How do you view models and textures together and what program do you use to view them together?

Sprites and whatnot

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Hi. I was notified by someone that I can get help here and stuff related to spriting. Was wondering if anyone can give me some pointers and tips on the following image:
[Image: WIPWIP.png]

I think my main issue is lineart and AA but I honestly don't know how to fix the issue. I'd love it for someone to tell me what I'm doing wrong Sick

EDIT: I also sort of don't get shading. @-@

Streaming with Pixel Art on Twitch!

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Heyo, long time user of Spriters Resource, but never really bothered making an account. Well... truth be told I never truly had anything of interest to show until I started streaming on twitch. I'm a big fan of the retro pixelated look for my channel and you can see with my intro, brb, and ending screens for my channel. I also use a pixel layout for streaming non-hd games! Truth be told, I'm not sure if this is the place to put such a thing (since it's not like a gallery), but my channel is twitch.tv/retroactivej and here are some of my works here:

YouTube video for a commissioned follow notification (couldn't really be posted as an image):
http://t.co/pqkgymlk7h

My new intro screen (animated wouldn't upload to photobucket):
[Image: legendofjesselive_zpsd3eb2dac.png]

My new ending screen:
[Image: ThanksForWatching_zps42823780.gif]

An intro screen for a Streamer friend know as CrimeFox (it's technically supposed to be two images so he can put his camera behind the ribbon part):
[Image: CrimeFox_zpsa3c69745.png]

Aside from the stuff displayed, you'll see I use sprites for my social networking icons such as twitter, youtube, and facebook. I've also, streamed doing the pixel art one night Tongue

Edit: Feel free to just call me Jesse Cute

jitter(Possibly playable char)

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someone deleted my sprite topic...
well its already 2 months since i registered so.
i have the idle already
[Image: oa54OMG.png]

c+c apreciated
im thinking to change the sword but yeah nope

Hello guys did you heard new fan made Pokemon MMORPG game Pokemon Pets ?

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It just started at 9 th July 2014

I am posting this since some people like to get early user id in the games Big Grin

The game is 100% free (no donation, no premium etc.)

home page :
register page :
gameplay screenshots page:
2 Screenshots :

[Image: pokemon-mmo-rpg-game-PokemonPets-battlin...enshot.png] [Image: pokemon-mmo-rpg-game-PokemonPets-pokemon...enshot.png]

Road Runner's Death Valley Rally: Wile E. Coyote Down Shot

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I have this downshot sheet that I'm working on:
[Image: rrdvr_downshot.png]

So far, I have the canyon and the dust cloud. (I plan to add the Earth's Orbit later on.)

But the only thing I'm missing is the Wile E. Coyote Downshot pose. Sad It was hard for me to try and get it cause of how fast Wile E. was going down, no matter how many frames I saved.

Can anyone help?

New Feature: Editing and Canceling of Pending Submissions

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Good news everyone!

You can now edit and cancel your own pending submissions! This is a feature that many of you have been requesting for a while so I'm happy to finally be able to provide it. Simply go to your pending sheets page (by clicking the number next to "Pending Submissions") in the user box area of the header) and click on the appropriate button. Dazz and I just tested this pretty thoroughly but as always, please leave any bug reports, comments, suggestions, or anything else regarding this new feature here.

And of course, this means that you can help us get to your submissions faster by providing icons for them now so if you feel like helping out, make some icons and add them to your pending items!

Happy editing!

Gamedev Lounge 0020

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New gamdev lounge.

Quote:Don't be the "idea guy"
"Idea guys" are like the guys who make Pokemon splices or edit Megaman sprites. That means nobody wants to hear about your "Legend of Angry Pokemoncraft Bros. 2 Deluxe: Kirby's Revenge" game idea. If you want to be taken seriously then take game design and development seriously.

EDIT: oops i forgot to actually include programming stuff...

here have some code from a rock paper scissors game i made a while back with love2d

Video Game Sound Converter

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Video Game Sound Converter (a.k.a VGS Converter or just VGSC) is a program that basically has the ability to convert a range of different video game audio formats into .wav files. It can do multiple files at once, and it can be a mixture of formats.
The program uses a library called vgmstream, which does that actual converting. The range of file formats is quite large, and will hopefully include what people here wish to convert.

Details on how vgmstream is used by my program (Click to View)

How to use
There are two ways to use this. The first and most straightforward way is to just open VGSC.exe, you'll see this:

[Image: ibs8D9k9KtpRZS.png]

A file opening dialog will come up. Navigate to and select the files you want to convert. Now a folder selection dialog will appear; use that to select the folder you want the converted files to be saved in (note: the folder must exist beforehand). You'll see a bunch of text come up, similar to this:

[Image: ihiK3VucM23xC.png]

This is just information about the files it's converting. You'll notice that files aren't compatible if you see "failed opening".
The other way you can run it is just through the command-line, either using the command prompt or writing a .bat file. This is the usage:

Code:
VGSC inDir outDir
    inDir: Path to directory containing files to convert
    outDir: Path to directory where converted files will be saved

I'm planning to add extra optional arguments in the future that affect how the files are converted. For now however, this is probably not the option most people will use.

Compatability
Here is a list of the currently supported files according to the vgmstream readme (you can find the readme itself in the vgmstream subfolder of the application). I can't guarantee that all or most of these will work, I've only tested a few of them. However I believe that as long as you got the file from the console associated with its extension below (e.g. a .ss2 file from a PSX game), it should probably work.

Compatability List (Click to View)
The compatibility list doesn't update very often, even when the program does, and this is because no major formats or features have been added, but there have been slight fixes and tweaks, which you can view on the vgmstream SourceForge changelog. The changes made are mostly relatively small and only matter for specific situations and thus I'm not going to update VGSC for each revision, only when I update VGSC itself or if significant changes have been made to vgmstream. However, if you want me to update VGSC to a new revision for a specific purpose, feel free to say so.


Download
You can download the latest version, v2.0, here. The program is only available for Windows.

History log

Version 2.0 (Latest version)
-Rewritten in Haxe
-Better stability
-No installer required
-No runtime required, runs natively
-Updated vgmstream to r1024

Version 1.2 (Download)
-Implemented file adding/removing system
-Allowed dragging files into window
-Allowed adding of folders and their subfolders
-Made the window resizable
-The application now remembers the last folder you added files from
-Updated vgmstream to r1007

Version 1.1 (Download)
-Added save location options.
-Updated vgmstream to r979

Version 1.0 (Download)
Initial release. Uses vgmstream r975.



If you find any bugs, have any questions, or think the compatibility list is wrong, please post here. Comments on how awesome you think this is are also welcome, of course Wink

Mit (PLAYER?)

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I dunno if I'm important enough to the community to warrant a slot, but I'm gonna work on a sheet anyway and see how far I get with that.
[Image: 6f8c9f46e6.png]
stats out of 15 *s:
Health: ***
Attack: ***
Defense: ***
Speed: ***
Jump: ***

if there isn't one already, Mit would be the "Mario" of the game, with all-around even stats. if there is, then I'll tweak the stats accordingly

Games are hard.

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The last thread was archived, or something, I dunno. This thing is still happening, however.

Just as last time, if anyone would like to help, these are being used in a game, in which I'm currently designing, spriting, programming, etc, so all manpower is appreciated. Any crits and edits are wholeheartedly accepted!

All of these are completely custom, with the exception of the player sprite, which is heavily edited versions ofLink's sprites from the GBC Zelda games.

Player and Enemies:
[Image: sprites_zps10aef7d1.png]

Tiles:
[Image: Tiles_zps7120a460.png]

Tiles in use:
[Image: building_zps05e892f6.png]
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