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Displaying all comments.
| Posted | By | On | Comment |
|---|---|---|---|
| Aug 8, 2026 12:04 PM | TheUltranerd | Asset: The Roaring Knight | prompt_suggestion The clash sprites are kinda already here, the only thing missing is the yellow pixel representing one of flowery's seeds on the knights shoulder. |
| Aug 8, 2026 11:55 AM | MG64 | Game: Dragon Quest (JPN) | Is this from the Satellaview BS Dragon Quest? or is it from DQ 1-2? |
| Aug 8, 2026 11:32 AM | TheRe4lWinter | Asset: Sewer Tileset (NES Style) | prompt_suggestion i mean ig it's a matter of semantics |
| Aug 8, 2026 11:31 AM | MadeKillaSam | Asset: Sewer Tileset (NES Style) | prompt_suggestion there are still many art styles on the NES tho |
| Aug 8, 2026 11:20 AM | TheRe4lWinter | Asset: Sewer Tileset (NES Style) | prompt_suggestion smb3 was on the nes |
| Aug 8, 2026 11:04 AM | LeoALICE26 | Asset: Pac-Mania | Sue is not angry, she's smugs. |
| Aug 8, 2026 10:58 AM | LeoALICE26 | Asset: Kinzo (Pac-Mania, ZX Spectrum Style) | This doesn't appear yet. |
| Aug 8, 2026 10:56 AM | LeoALICE26 | Asset: Clyde | BIG CHUNGUS. |
| Aug 8, 2026 10:55 AM | TheGuyWith8Hens | Asset: Noelle (Chapter 5) | prompt_suggestion not ralsei |
| Aug 8, 2026 10:52 AM | LeoALICE26 | Asset: Kinky and Clones | prompt_suggestion Spunky?? |
| Aug 8, 2026 10:45 AM | ch3wit | Asset: PaRappa (Full Tank) | WHAT HAVE WE DONE TO PAPPY RAPPY |
| Aug 8, 2026 10:42 AM | ch3wit | Game: PaRappa the Rapper | will he believe |
| Aug 8, 2026 10:04 AM | Asya the Hedgehog | Asset: Sonic the Hedgehog | prompt_suggestion Bob (Thats a motobug) |
| Aug 8, 2026 9:51 AM | Asya the Hedgehog | Asset: Edd | He looks so silly |
| Aug 8, 2026 9:31 AM | FridayFunkGaming291 | Game: Spotify | prompt_suggestion js wait till he does that too |
| Aug 8, 2026 9:24 AM | Eggroll27 | Asset: Newsletter Sprites | gonna try adding the new sprites |
| Aug 8, 2026 9:03 AM | MadeKillaSam | Game: Spotify | DoogToons64 the kinda guy to rip from the Google Calendar app |
| Aug 8, 2026 8:52 AM | DogToon64 | Game: Spotify | prompt_suggestion You're welcome. ;) |
| Aug 8, 2026 8:27 AM | Hermanni | Game: Rakugaki Showtime (JPN) | prompt_suggestion That's because the sprites are rendered in such a complex way. Some characters have separated parts of the body (usually the head from the body) on top of how the crayon animation is entirely done through the CLUT / palette changing in real time, it'd take a massive effort to rip the sprites of the playable characters and would result in such a massive sprite sheet that you're forced to download it. I can at least see Daddy and Cho Suke being the easiest to rip as from my recollection they don't have any extra moving parts, each frame of theirs is one whole. |
| Aug 8, 2026 7:51 AM | DogToon64 | Asset: Hoop Trundling (All Versions) | A little note: The reason all of the Hoop Trundling sprites are in a single submission is because the "main" sheet is shared between all three variants of said rhythm game. |
| Aug 8, 2026 7:47 AM | Random Talking Bush | Game: Deltarune | prompt_suggestion Stop spamming, unless you want another warning. |
| Aug 8, 2026 7:18 AM | wuvo | Asset: Brontus | ROBOT CHICKEN |
| Aug 8, 2026 7:15 AM * | Starlequin | Asset: Psycho Sigma | prompt_suggestion What's the point to X4 having a complex design for Sigma, only for it to never be seen properly in sprite art? What does resolution have to do with anything? The SNES games are also at a low resolution, but there's a difference between X1 Sigma, who's pretty artwork-accurate and decently animated, and the final X3 Sigma, which either tries to match X's sprites (something the SNES boss sprites rarely have) or is just in a different style from the rest of the game, and is both hastily detailed and poorly animated at that. Like X4 Sigma, who glides across the air and suddenly stops in the same frame to throw his scythe, which looks bad in spite of him having frames for a landing animation after, or how his boomerang attack reuses frames from his intro animation and just has them pop up again with a flash. How Psycho Sigma moves resembles X1 Sigma, and both have frames before they begin dashing. Both only have one frame for moving across the screen - the reason why it looks weirder in X5 is because he moves slower, which was done for balancing reasons. Moreover, subdued animations have the benefit of implying weight between different actions. And as such, X5 Sigma's attacks are smoothly animated for what they are. The shockwave attack feels heavy due to quickly going through a decent amount of frames, contrasting with the weaker-feeling sparks. Even during said spark attack, there are details like him clutching his other fist as he releases them. He also has the best cape toss animation, which manages to feel appropriately floaty. If we're going to call any Sigma "just a bald man standing", what does X4 have when the laser attack has his arms just rapidly shift positions as vector beams fire out of his eyes? I guess it looks more dynamic, but the sprite in isolation is just bald man standing with arms spread. |
| Aug 8, 2026 6:33 AM | Mr. C | Asset: Main Menu & Controls Screens (Volume 1 & 3) | Demo CD 2 is exclusive to PC, for those wondering. |
| Aug 8, 2026 5:28 AM | Unoriginal_Fox | Asset: Title Screen | THERE'S TWO OF THEM |
| Aug 8, 2026 5:26 AM | Unoriginal_Fox | Asset: Text | man why is it that they got the lame font and we get the cool one usually it's the other way around |
| Aug 8, 2026 5:16 AM | wuvo | Asset: Doors2 | So, this is really just a single sprite. The uploader appears to have just eliminated it pixel by pixel. So technically speaking it is highly likely this sprite doesnt exist in the game other than its full form. I could be wrong on this but... I believe these just slide. In the GBA and other hardware/software comboes you simply slide the sprite under another sprite with a higher z-level. In the GBA this was accomplished with OAM attributes (0x07000000) for the sprite pictured here... ATTR1 for x position (to 511... ATTR0 for y coord. But on the plus side this a more versatile sprite sheet than a single door tile. |
| Aug 8, 2026 5:08 AM * | Random Talking Bush | Asset: Chao Garden | Added the localized sprites and the missing numbers for the "Chao Count" total (only the "MAX" was included previously). |
| Aug 8, 2026 4:44 AM | Jurmash | Asset: Executable Icon | Bubal |
| Aug 8, 2026 4:41 AM | Random Talking Bush | Asset: HUD | Added the two Multiplayer layouts and the Chao icons from the Single-Pak mode (middle-right section). |
| Aug 8, 2026 4:35 AM | Random Talking Bush | Asset: Multiplayer | Added the localized sprites, missing "Draw" and "Incomplete Battle" (?) graphics and all of the elements regarding Single-Pak mode. |
| Aug 8, 2026 4:33 AM | spongebob-baseball | Asset: Labyrinth Zone & Scrap Brain Zone Act 3 Objects | green woter |
| Aug 8, 2026 4:19 AM | Pixel9Bit | Asset: Cape Mario and Luigi (Mario & Luigi: Superstar Saga-Style) | These are amazing. Love them. |
| Aug 8, 2026 4:17 AM | novabear0 | Asset: Ironclad | wait doesnt this kinda look like Duelist Di from shovel knight |
| Aug 8, 2026 3:46 AM | Mister Ton | Asset: Poochy (Pokémon Generation 1 & 2-Style) | Best boy. |
| Aug 8, 2026 3:30 AM | sanick1008 | Asset: SpongeBob SquarePants | the fact that these are used to make so many sprite sheets for the bob |
| Aug 8, 2026 3:22 AM | Unoriginal_Fox | Asset: Characters (PICO-8 Style) | prompt_suggestion I second this |
| Aug 8, 2026 3:12 AM | alexstuf | Game: The Flintstones Customs | GRAND DAD?! FLEENSTONES!? |
| Aug 8, 2026 2:56 AM | MadeKillaSam | Asset: Sonic the Hedgehog | i love these sprites, even if they are VERY inconsistent |
| Aug 8, 2026 2:48 AM | MadeKillaSam | Game: Aikatsu! Series Customs | Oops! All Layla-style |