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Magma Dragoon's Submissions MK-II

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Now inaugurating my new topic for the new forum!

Nobil
Nobil


Found out this one hadn't been uploaded before while I was updating the icons. Not sure why.

ASCENSION

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[Image: ASCENSION%20logo.gif]


[Image: Mockup.png]

What is Ascension? (Click to View)

For more info on gameplay, click here. Updates made periodically.

Graphics and Artwork (Click to View)








Thread Updates (Click to View)

How to use "Harmor" for chiptuning

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So a lot of people use famitracker 8-bit composition, which is really cool and I'm totally down with that
But some people have trouble wrapping their heads around it? Not that it's hard creating the tones but to make it sound audible can be a bit frightening to newcomers. this is where the brilliance of the Harmor VST from Image-Line comes in.

If you have FL studio, regardless of version (as long as it's somewhat recent) then you should already be set to go. If you can't find it or don't have it, you can either buy it from their website or find a free standalone .dll online ( I have one if needed :V )

SO basically harmor's really cool and user-friendly

This is basically the layout.

At first, it can be a bit scary. This is when you don't take into consideration that 90% of the modulation and automation tools in this VST aren't used all that much. All we really need to focus on is the top left, and the bottom half of the VST.

First, you should learn to play around with the waves. To switch from square/saw, use the little "mix" dial in-between the waveforms. You can have either-or, or a mix of the both. Put it at where you like, but for this short tutorial I'm just going to be using the default square wave (dial turned all the way to the right).

Next up are modulation envelopes. These are the coolest part of making the 8-bit sounds. Check it out.

[Image: j3DurQj.jpg]

The dropdown on the left is the the main envelopes, and you don't really need to use the other on the right, that's just for mapping to keyboard and other complicated stuff. What you should be focusing on is the knobs in the lower left corner of the modulation screen, that go by "Att", "Dec", "Sus", and 'Rel".

In order, these mean "Attack", "Duration", "Sustain", and "release". It's pretty straight forward, but honestly I almost never use these. you can click on the interactive surface to pinpoint where you want your x/y axis of the modulation dots to go, so don't even worry about it.

Another thing to take note of is the "Check" next to the knobs.

[Image: VbYFixj.png]

just incase you don't hear anything changing. the envelope check must be checked in order for it to be enabled! if it's not, you won't hear the changes you made.

My favorite envelope in the dropdown is the Volume tab (ofc) and the "Pitch Vibrato Depth", a bit lower on the same column. Let me tell you about the true power of Vibrato depth.

Bygone are the days of having to mark your pitch vibrato for every note, as it's now a full envelope and will be applied to each notes start and finish pattern!

You can play around with it and try and figure it out, but I'll just give you the basics. Pretty much the closer the highest modulation dot is to the beginning of the modulation screen, the earlier the pitch vibrato's going to come into play. With these you can get some awesome/spooky sounds from your chips.

(before you start modulating the envelope, take into consideration that the highest the modulation dot will go is in coordination with your vibrato depth knob, which can be found here)

[Image: 4ac6f6ec45.jpg]

That's pretty much it, tried to keep it short and sweet. Play around with this VST, you can get some really cool sounds out of it (and not only chiptune ones!)

Ey' there

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I'm sort of new here I guess? I used to lurk back in 2008-2010 but nothing more.
My whole deal is music and stuff so that's cool I guess
I mostly joined here because I can help out with projects/game development, since I'm pretty genre-fluid when it comes to making tunes. And I love to help, so that's a plus.

Here's some links/personal pages~~

tumblr - http://8bit-serenade.tumblr.com/

newgrounds - http://doctorappetitus.newgrounds.com/

bandcamp - http://doctorkid.bandcamp.com/album/bit-baristi-2014

And if you're a HUGE fan of my stuff, you can support me on patreon~

http://www.patreon.com/joeaquiare

That's about it! What's been up with you guys for the past 6 years?

SpriteCut - parsing, organizing and editing sprite sheets made easy!

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SpriteCut
Version 1.0 by dem0

Everyone who has worked with fan games and used sprite sheets by 3rd party probably has grown grey hairs while carefully cutting and pasting and aligning sprites because they weren't aligned at all or in some form that you didn't want to. I definitely have, and so I made this.Smile

SpriteCut is a application which makes creating organized sprite sheets from big messy collections easy!

Features:
  • Give your settings and create sprite sheets by just clicking at the wished sprites and they will be automatically parsed and organized into the sheet being created for you to edit according to your wishes! It's that easy! And they will be automatically aligned pixel by pixel so no more twitching in Paint because they weren't aligned and animation was messy.
  • Process the whole image or parts of it with just a press of a button! All sprites inside will be automatically processed.
  • Test animations
  • Edit sprites by mirroring, rotating, resizing or duplicating
  • Render final image as .bmp

This is a great tool for those who make sprite sheets for others to use, too! Wink

DL: (adf.ly)
http://adf.ly/qVGrd
Only for Windows! Might work with Wine, but haven't tested
IMPORTANT! THERE IS NO GUI YET SO READING README.txt IS ESSENTIAL! I AM WORKING ON BETTER DOCUMENTATION AND TUTORIAL AND I AM HAPPY TO ANSWER ALL QUESTIONS!Exclamation

Known bugs/issues:
- In some images parsing whole image misses some of the sprites, for reasons so far unknown to me, working on that. In this case, use auto parsing and click through the sprites, that works 100% of the time!
- While using grid, the output image goes off screen if too big
- Help dialog is out of screen if image too small


Coming features:
- GUI
- Proper documentation and maybe video tutorial
- Moving sprites in editing window


-----------------------
Pics:

Main window and selection box
https://dl.dropboxusercontent.com/u/7502...t/pic1.png
Settings
https://dl.dropboxusercontent.com/u/7502...t/pic2.png

-----------------------
Examples:

For example, just a press of a button and this:
https://dl.dropboxusercontent.com/u/7502...t/8728.png
turns to this
https://dl.dropboxusercontent.com/u/7502...ecut/2.png

or let's say you want the two top rows of this Mario sprite sheet into a gridded 30*30 sheet
https://dl.dropboxusercontent.com/u/7502...t/4230.png
well just enclose them in selection and press F10 or click one by one
https://dl.dropboxusercontent.com/u/7502...ecut/4.png
ta dah!

FIGHTING TITANS !!! EXTREME GAMEPLAY !!! SICK GRAPHICS !!! RADULAR CHARACTERS !!!

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yeah so it's a game Sketchasaurus was thinking of making and i decided to program it

so here are the updates in order from oldest to newest



so yeah i got the engine to work

and i even programmed the altitude properties
[Image: 3mmZ1Qw.gif]
i'm doing this in Haxe by the way, using the haxeflixel library



[Image: kmdrT8G.gif]
aaand here's some progress, did the hops on the knael character, and fully programmed the HUD
(its choppy because gifcam, dont worry the game runs better irl)



[Image: 4BZLto2.gif]
ok so there's the player/enemy collisions, with altitude in mind yet again
also the arena border collisions those weren't there before
the hurt animation (i can always make it shorter or longer or stuff, it works is all)
i did the name showing on the HUD btw (i lied in the last post i hadn't done that yet)
and probably lots of other small stuff here and there

see them fast updates man ?


ps: yes you can easily choose your character, same goes for the enemy
the reason i keep showing you guys kamekannon is because i love his smug face okay







okay yeah so ill make a better first post when i got the time for it
for now you get gifs and some update posts that you've already seen

btw im leaving for the whole month of august, ill be working on this but there'll be probably no updates till then


ok so there

Sketchasaurus feel free to post your stuff, i dont wanna be missing any graphics if im gonna be internet-less

Indie Games Roulette

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[Image: IGBanner.png]

So I made a thing.

I've been working on a site for a while now to promote indie games and now it's out in beta!

http://www.indiegamesroulette.com

The idea is to give the users short 1 minute videos and information on games as a way for people to find cool games to play and a way for developers to promote their games and get them out there! So far there's a collection of indie games I adore that I added in, but also a lot from developers who have just submitted their games.

I've also got a system in place where you can "upvote games" to give them a higher chance of being rolled. You don't have to be the developer either, if you like a game, you can upvote it yourself to promote the game and it's creators.

Pretty much got this idea as a sort of chat roulette for indie games. I would love to hear some suggestions/feedback. Big Grin

hey sup

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sup doods
i'm Miggle, a dude who sprites pretty irregularly and is just lame in general. been looking at tsr for who knows how long, thought it's time to nut up and join another spiriting community.

i hope i can keep you dudes interested in my works and help me with all forms of criticisms and comments!

Mobile Game Ripping Help Please?

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I started a game on mobile... Dragonvale. I just want to know how to go about ripping a mobile game... probably should've thought about that before Unimpressed ... I'm new to the site, so could anyone tell me how to rip mobile game things(and ripping in general)?Ouch!

Heart Forth, Alicia

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http://www.alonsomartin.mx/hfa/

In case no one here has ever heard of it, this is an in development indie game that's looking fantastic. It's got incredible pixel work, as well as aiming to be a Metroidvania/RPG experience, which totally screams Castlevania: Symphony of the Night like gameplay. Something to keep your eyes on.

lady bow mlss style

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Hello there I'm doing lady bow in mlss style now

[Image: ELIoGmb.png]

This is what I currently have Smile

Hello Mario Engine v6.0.3

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[Image: uyjj4.png]

The Hello Mario Engine is an open source engine for Game Maker Studio containing features from a variety of different 2D Mario games. This engine features tons of different powerups, over a hundred different enemies, and much, much more!





Downloads/Bug Reports

What's new in v6.0?
Code Rewrite: Newer, cleaner, fully commented code.
High Resolution Filtering: Choose between HQ4X, HQ2X, and no filtering.
Better Checkpoints: Supports infinite checkpoints per level.
New Powerups: Propeller and Boomerang Mario.
New Features: Mechakoopas, green bricks, triple wide question mark blocks, and more!
Many Changes to Existing Features: Better world map level blocking, keyhole animation, convex corner support for wall triangles, and more!

Dragon Ball Z: Attack of the Saiyans

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This is my first Sprite Sheets for vg-resource.
A lot of the time it took me all Mugshots were collected.
I'm sorry for my poor english ...


[Image: 3682.png]


[Image: 3683.png]

The Devil May Cry Thread

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Yo, this is my first foray into sharing models on this site, so I'm not exactly sure how things work (still reading up on the rules).

Anyhoo, I'm a huge Devil May Cry fan, and I noticed there was a severe lack of DMC3 characters out there, only Dante and Vergil from what I saw, so I am embarking on a quest to rip most of the characters.

I've really been into the whole porting to XNALara lately, and so far I've been porting the DMC3 weapons and I did a Lady, as shown below
[Image: dmc3_lady_by_riccochet2005-d7oszew.png]

These are the other ones I have ripped so far, but haven't rigged.
[Image: anyone_wanna_take_a_shot_at_these__by_ri...7qzjp3.jpg]

I also have both versions of the DMC1 costume (Coat and Coatless), as well as Jester and Nelo Angelo.

I saw the old rule said that obj files are preferred, so I could upload them in that format if anyone wants them.

Some more samples.
So if anyone else wants to contribute anything else give a shoutout.

Also, how would I go about uploading these models to the model resource site?

Riccochet's Random Model Rips

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Heya, these are some of the models I've ripped, lemme know if you guys would like me to upload them.

Short Peace Ranko Tsukigime's Longest Day
[Image: 9V4hgC6.jpg]
[Image: dA7sKE1.jpg]
[Image: vtn3uoq.jpg]
[Image: fhVY4py.jpg]
[Image: EwobF0H.jpg]
[Image: PsmwxJo.jpg]


Spider-man : Shattered Dimensions
[Image: pffFnKG.jpg]
[Image: Zji5rou.jpg]
[Image: bZ5TaLl.jpg]
[Image: UiLHEtW.jpg]
[Image: ggmpJS5.jpg]
[Image: m0Ct21g.jpg]
[Image: zHPeBx5.jpg]

Blood Knights
[Image: XhQa5dr.jpg]

The Witcher 2
[Image: Nlbz5QY.jpg]

TMNT - Out of the Shadows
[Image: OSo9xiv.jpg]

All models are in obj format.

Mystie's Model Depot

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All righty, time to bring back my model thread! I've got a whole lotta new models to share with y'all in this update, check 'em out!


Crash Bandicoot: Wrath of Cortex
Coco Bandicoot
Coco Bandicoot
Crystal
Crystal



JSRF: Jet Set Radio Future
Corn
Corn
Potts (Normal)
Potts (Normal)



Legend of Zelda: Phantom Hourglass
Link
Link



Legend of Zelda: Wind Waker
Link
Link



Sega Superstars Tennis (NDS)
Beat
Beat
Gum
Gum




Bayonetta was (finally) going to be included in this update, but apparently Peardian said that something's going wrong with her hand rigging (even though I didn't experience a single problem with them). Expect to see her next update instead.

Anyway, enjoy!

Hi

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Hello. I'm CrysFuwayaZero, and I like Nintendo stuff. I'm coming here to check on you guys. For one thing, I'm a fan of Super Smash Bros.

Meta Knight in KRTDL

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is there a way to find extra textures and the eyes for Meta Knight from Kirby's Return to Dreamland? I just can't find it.

3DSMax users, please gimme a hand

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Okay, so, I was so close to getting You-Know-Who onto TMR. Unfortunately, Peardian told me that there is a problem with the hands, as posing her in 3DSMax causes her hands to move away from her body. Since I only use Blender (I don't have the money for 3DSMax, it's faaaaaaaarrrr too expensive), I had no idea about this until he told me, because in Blender the hands stay put unless I choose to pose the hands.

Since everyone else on here seems to use 3DSMax, I thought maybe you guys could take a look at the model and help me out. Here is the model: https://www.dropbox.com/s/ou6inrrn9jpspv...ult%29.zip


Thank you for your time.

[INDEV]Neo Magiko 2 - Inertial Space Arena SHMUP

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[Image: title.png]

Gameplay:
Neo Magiko is an arena shooter with a focus on inertia in space combat.

[Image: nm_screen01.png]
Specifically, you can't move directly, but instead can move only by firing your weapon! If you hold the button, you'll charge your weapon while also firing off some brakes to slow you to a stop: releasing a fully charged shot will also have increased firepower and movement strength.

[Image: nm_screen02.png]
Each level, you fight incoming waves of one type of enemies and a boss, then move on to the next, where you might run into members of previously defeated enemy types.

[Image: nm_screen03.png]
If you get hit, you'll lose your shield, and if you get hit again before your shields regenerate, you're dead! However, as long as you still have one of your three lives left, your progress in that level won't be lost.


Planned Features:
+ More enemy types and bosses
+ Switchable player weapons
+ Player scoring
+ An endgame
+ SECRETS lol

Videos:

Downloads:
+ Here's a WIP version. Controls are the mouse to aim and the left mouse button to fire.
You can press escape to return to the menu/exit the game, F4 to toggle between fullscreen and windowed modes, Z to pause/unpause, and N to continue to the next level after beating the boss.
+ https://dl.dropboxusercontent.com/u/7134...242014.zip

Development Details:
+ Game Maker Studio Professional
+ Credits:
- Kitsu: Programming, game design, animation
- Zac: Pixel art
- Gorsal: Music (old music from the original game)

Original Game:
+ The original game this one is based off can be found here: http://www.vg-resource.com/thread-17527.html

[Image: icon_nm.png]
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