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Atomic Bomberman Sprites

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I love Atomic Bomberman, I have the original game and have been looking at some personal projects to port a similar clone to linux but need the sprites and figured as I rip them I may as well share my work with the community in case other people were interested in similar projects

Atomic Bomberman is a little different than some other systems- its sprites are locked in .ani files which are similar to animated icons but no animated icon viewers open the files- it seems to be a filetype specific to this game, but no matter- Atomic Bomberman has a built in editor called fredit.exe that of course only works on windows 98 so I powered up my virtual machine with windows 98 and got it up and running but the exporter that is supposed the export the frames as .tga files doesnt work as it complains about it not being a 24 bit direct color something or other which I'm going to guess is an incompatibility with the display driver, but again I can work around that too.

So my current method of attack short of hacking together my own .ani reader is to just take screenshots and work my magic in gimp.

I want to do it proper - the ideal way would be to dump the contents natively with the built in exporter but if the screenshot way is the only way to do it I guess I can work with that.

My main question is what is the best practise for building spritesheets? Atomic Bomberman ani files can have over a hundred frames per animation.

My current plan of attack is to crop out the frames from my screenshots then use a plugin in gimp to array them (like gmic or iglo) and then I don't know if want to split the pages by each .ani file from the game or make a giant spritesheet... I'm leaning toward one sheet per animation maybe. 

Thoughts and suggestions?

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