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Displaying all comments.
| Posted | By | On | Comment |
|---|---|---|---|
| Aug 18, 2019 12:07 AM | nicolasquinteros3 | Game: Metal Slug 3 | it is called U-250 |
| Aug 18, 2019 12:02 AM | smedis2 | Asset: Portraits | THE BATTLE IS NOT ALWAYS TO THE STRONG |
| Aug 17, 2019 11:56 PM | nicolasquinteros3 | Asset: Slug Driver | im sure he was a PoW that was in a tank, u touch it and he was like Hykaro Taro, helps u kill enemies |
| Aug 17, 2019 11:44 PM | nicolasquinteros3 | Game: Metal Slug | https://www.spriters-resource.com/ds_dsi/metalslug7/sheet/16342/ for the Rebel Planes |
| Aug 17, 2019 11:28 PM | nicolasquinteros3 | Game: Metal Slug | i dont need more help for using alternate palette color |
| Aug 17, 2019 11:01 PM | Centrixe the Dodo | Update: Another Year Around the Sun | Today's update is p u r e (Happy early Birthday!) |
| Aug 17, 2019 9:37 PM | Kramlack | Asset: Sonic the Hedgehog (Ending) | These are pretty nifty! It's been a long time since I played Sonic Rush, but were the sprites used for loading screens? I was always disappointed how they switched to 3D models for the DS entries. EDIT: I see someone on another sheet asked and they're supposedly from the ending sequences. Interesting! |
| Aug 17, 2019 9:34 PM | Kramlack | Update: Another Year Around the Sun | The shout-out right in the update is much appreciated. Looking forward to finishing up Dragon Ball Z: Harukanaru Densetsu for the next update along with a few other Dragon Ball related things. |
| Aug 17, 2019 8:44 PM | Kramlack | Game: Dragon Ball Z: Harukanaru Goku Densetsu | Normally I'll include the artist credits in a tag on each submission, but I think it'd be much easier to list them here in case anyone wants to credit the actual talent. Yasuo Nozoe, Kiyohiko Takehisa, Kenta Yoshida, Kazuhiro Kimura, Jun Kiyomi, Ryuta Shoji, Ponkichi, Kentaro Maruta, YASUDA PIXEL ARTS, Osamu Yanase, Winds CO.LTD, Cattle Call CO.LTD, and STUDIO PEACOCK CO.LTD |
| Aug 17, 2019 8:28 PM | Doc von Schmeltwick | Asset: Palace Enemies | @MisterMike Which was translated by the incompetent Dark Horse, as shown by all the problems especially prominent with their overuse of fan wikis for Zelda Encyclopedia and Super Mario Encyclopedia. Suffice it to say, it's a far cry from a "reliable source." Anyways, "Stalfon" is ostensibly the same as Stalfos Knight according to JP name, probably a similar situation to how Ironknuckles and Wizards are essentially an identical replacement to Darknuts and Wizzrobes, respectively. |
| Aug 17, 2019 7:22 PM | Mystical Greninja | Asset: Joe Head Joe | this is amazing oh my god |
| Aug 17, 2019 5:36 PM | jRabuck | Asset: Health Icon | How did u get the sprites |
| Aug 17, 2019 3:59 PM | MisterMike | Asset: Palace Tilesets | @Murphmario Noted and fixed. |
| Aug 17, 2019 3:36 PM | MisterMike | Asset: Palace Enemies | @Doc von Schmeltwick Ohh, good catch! I didn't even notice that they were called that. The "Stalfos Knights" being called "Parutamu", on the other hand, is accurate according to the Arts & Artifacts book. Naturally, this is a romanization of their Japanese name "パルタム (Parutamu)", a name which doesn't seem to match with the one used for Stalfos Knights "スタルフォン (Sutarufon)" circa Link to the Past, which is ironically also used as the Japanese name for the standard Stalfos enemy in this game, rather than Stalfos "スタルフォス (Sutarufosu)" like in the first game. I'm still in agreement that it should've been called a Stalfos Knight, though. :/ |
| Aug 17, 2019 3:19 PM | MisterMike | Asset: Overworld Enemies | @Doc von Schmeltwick Thanks man. Nice to see you like it. Anyways, the "messed up" frames Moas have is actually their turning animation. The way this works is that the game pulls both of it's 8x16 sprites together for the first three frames, flips them, swaps them between eachother, and pushes it's sprites back to normal for the latter three frames. This gives the illusion of the Moa gently turning itself around. What's more, this doesn't require any additional sprites to do so, which saves on VRAM space. This same effect is used for Rebonack while he's on his horse. The only issue with the Moa's turning, and flaw that Rebonack lacks, is that the leftmost sprite is always layered over top of the rightmost sprite. This makes it so that when it's facing to the right, it's torso sprite is layered over it's face sprite, which I believe wasn't supposed to happen. Granted, it's barely noticeable during gameplay. Regarding the palettes, it's actually quite simple. The NES uses 4 sets of four colors: One for the background layer, and one for the sprite layer. The colors for each set changes whenever a new color is needed. I tried to organize these colors based on which ones are the most common, which is why the villager's red palettes are below the normal red palettes. The Villager's blue is in the upper row is simply for organization's sake. |
| Aug 17, 2019 3:03 PM | MisterMike | Asset: Bosses | @Doc von Schmeltwick Laziness most likely. |
| Aug 17, 2019 2:44 PM | Bulba' Sprites | Asset: RAM Cartridge Error Screens | @EXEcutor-The-Bat That took me a bit to realize. |
| Aug 17, 2019 2:39 PM | Bulba' Sprites | Game: Sonic the Hedgehog CD (2011) | Dude, where are the GUI Sprites? |
| Aug 17, 2019 12:31 PM | Depressed Mario | Game: Blue's Clues: Blue's Alphabet Book | it's a shame that the game never left america, making it unaplayable for european and japanese players |
| Aug 17, 2019 8:17 AM | Kramlack | Asset: Vegeta (Super Vegeta) | Despite even the tiniest changes to the map sprites, Super Vegeta still reuses the portraits from Super Saiyan Vegeta. I was actually pretty miffed to discover this, as the game seems to pride itself on having a plethora of tiny alterations to all the character forms. |
| Aug 17, 2019 7:50 AM | JoltGanda | Asset: Sonic | @You Gotta be Joshing me No, if you scroll below, someone clearly stated there was a ring mechanic that acted like infinite speed shoes, these sprites are quite obviously used for that mechanic. |
| Aug 17, 2019 5:08 AM | TakeTwoAncy | Asset: Level Tiles | I actually didn't know what that eye pop was until i actually played Eversion, but i can assure you when i did it was hilarious. |
| Aug 17, 2019 3:21 AM | Dolphman | Asset: Sailor Uranus | @Doc von Schmeltwick I think Capcom's chibi design for Sakura in Puzzle Fighter suffers the worst for resembling a loli. Doesn't help that she gets all fanservice-y outfits either. |
| Aug 17, 2019 3:18 AM | Dolphman | Asset: Espio (Sonic 3-Style) | Hell yeah! Good to see this sheet finally here. |
| Aug 17, 2019 2:41 AM | Doc von Schmeltwick | Asset: Sailor Uranus | Well at least in her case, it fits her name. I personally don't think chibi-ing a character makes any difference, I mean technically speaking, chibi in general seems to owe much of its origin (or at least popularity) to how Betty Boop was stylized nearly 100 years ago. |
| Aug 17, 2019 2:39 AM | Doc von Schmeltwick | Asset: Daimon Portraits | Ya well I can guarantee that each of these freaks has some amount of fetish following |
| Aug 17, 2019 2:31 AM | Noyemi K | Asset: Sailor Uranus | Not sure if all the shoehorned-in upskirts are more or less creepy on chibis. |
| Aug 17, 2019 2:04 AM | Noyemi K | Game: Quiz Pretty Soldier Sailor Moon (JPN) | Great work, such a cute game. Maybe someday someone will translate it. |
| Aug 17, 2019 2:02 AM | Doc von Schmeltwick | Asset: Sally | @Asuhara Yup! |
| Aug 17, 2019 2:02 AM | Doc von Schmeltwick | Asset: Blargg (Super Mario Bros. 1 NES-Style) | That would be the same as underground, though TECHNICALLY, they'd all be red everywhere. |
| Aug 17, 2019 2:01 AM | Doc von Schmeltwick | Asset: Athens | Ya know, that background could potentially be used for a 16-bit Wet-Dry World (yes I know that's actually Casares, Spain, but still). |
| Aug 17, 2019 1:59 AM | Doc von Schmeltwick | Game: Mario is Missing! | @Kirby Pretty sure he's talk about the backgrounds and stuff. SMW's backgrounds were kinda atrocious IMO. But this game's foreground/background system works differently, so it's comparing apples with oranges. |
| Aug 17, 2019 1:19 AM | Noyemi K | Asset: Daimon Portraits | How to make a 90s Sailor Moon monster: take an object, animal or concept and turn it into a hot chick. Equal parts creepy and awesome. |
| Aug 17, 2019 1:18 AM | Mystical Greninja | Asset: Bouncing Ball | very spiky for a bouncing ball |
| Aug 17, 2019 1:16 AM | Mystical Greninja | Asset: Black Doom | rows 3 and 4 feels like a jojoke and I don't know why |
| Aug 17, 2019 1:13 AM | Mystical Greninja | Asset: Sally | I know this is from 2003, but damn this is bad |
| Aug 17, 2019 1:11 AM | Mystical Greninja | Asset: Tiles (Super Mario Bros. 1 NES-Style) | oh how the tables have turned |
| Aug 17, 2019 1:10 AM | Mystical Greninja | Asset: Visual Mode | sonic looks like he was run through a vaporwave filter |
| Aug 17, 2019 1:09 AM | Mystical Greninja | Asset: Bayonetta (Super Mario Maker-Style) | not gonna lie with you chief that's a lotta blank space |
| Aug 17, 2019 1:07 AM | Mystical Greninja | Asset: Peepa (Super Mario Bros. 1 NES-Style) | so I checked, it takes 10 8x8 tiles to make the first frame, so with a blank 8x8 tiles to cover extra space, 4 16x16 tiles. to make this one sprite while the smb1 boo from smm2 takes a 16x16 space, so I guess we can say they're a bit too big |