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(12-13-2021, 11:07 PM)Kanbei Wrote: [ -> ]So with a little color here and there (took me a while.) I managed to make the sheet look detailed to that of the main game. Enjoy its a Wip planning to color correct his hit sparks soon too.

Hey, thanks a lot for your work! :D I went and started ripping sprites from this game on my own before knowing that there was a thread in here and that you were on the task XD

I was making the Kunoichi (here's a WIP, some of the colors are still wrong), and I was planning to make also the other main characters. Is it ok if I continue making them?
[Image: l7lER7O.png]

And again, thank you very much! ^^
See comments:
https://www.spriters-resource.com/ninten...ewarriors/
You should write Kanbei a PM, since he received the extracted sprites from RTB. Maybe he would like to split the work for sheeting the characters.
Thanks, I'll do that! :)

Since I need them for research, I'm making some animations from the Kunoichi anyways, so I'll be sharing them here.
[Image: KQkap3r.gif] [Image: zFwDcoZ.gif]

As it's all separated in pieces (hair, legs, body, etc) I had to check the exact pixel position for each piece frame by frame... That was such a pain XD
Also, (they look fantastic to me, but) I cannot believe how broken are some animations in the game! :O One of the frames of the walking animation has one pixel of separation between legs and body, you could see through that sprite if it wasn't by her long hair that covers it XD
Kanbei told me via PM that he is fine with me helping ^^ so I'll be making Kunoichi and Ninja (not sure if anything more).

A WIP (some colors are still wrong, I'll fix them soon):
[Image: cHlrf8r.gif]

Ninja's standing pose.
[Image: L0NPFq6.gif]

The colors applied to the textures of the NINJA surprised me. It looks like 6 colors from the sprites are merged into just 3, I'm not sure if that was intentional (to make the shading of the metal parts less smooth) or a palette bug that the devs hadn't time to solve (it could totally be that), but I find that pretty curious. Maybe I should make an alternate version with all the colors, so the color info is not lost in case somebody prefers it smoother, not sure (it's more work, so I don't know).
i think Unity Sprite is Usually a dds. but texture resources we get is png.
Some palette settings may be in the Alpha layer and lose color information due to png?
(06-17-2023, 10:50 AM)NOT_NOT_BM Wrote: [ -> ]i think Unity Sprite is Usually a dds. but texture resources we get is png.
Some palette settings may be in the Alpha layer and lose color information due to png?

Not sure if I understood. How can you store palette settings in the Alpha layer? Looks like an interesting technique, could you share some link with info about it? (I've searched for a while, but withouth any luck)

I think that the png files that we have (the greyscale ones) are the same ones that pixel artists made for the game (not sure though, since I don't know much about storing dds in Unity instead of png), the info I wasn't able to recover is the one that they used for changing the greyscale into colors (which they probably store in a custom shader).

The png files, even if they are in greyscale, have "more colors" than the sprites showed in game, so we should be fine anyways :)
i mean on page2 texture resources is png.the R/G/B layer is all greyscale.but how about the Alpha layer? if this just a pixel art Texture2D does not need Alpha layer they ues.
Some Unity will use R/G/B/A layer to save different effects on a dds.
What I'm trying to say is that it's possible that something is in the Alpha layer but since they are converted to png combined with Alpha layer lost
[Image: w1XzfWt.png]
This is the difference between Alpha layer and png.Alpha layer is brighter than png
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