The VG Resource
Sprite Ripping Project 4: 2-D Fighting Games - Printable Version

+- The VG Resource (https://www.vg-resource.com)
+-- Forum: Archive (https://www.vg-resource.com/forum-65.html)
+--- Forum: July 2014 Archive (https://www.vg-resource.com/forum-139.html)
+---- Forum: The Resource (https://www.vg-resource.com/forum-85.html)
+----- Forum: The Spriters Resource (https://www.vg-resource.com/forum-5.html)
+------ Forum: Ripping Projects (https://www.vg-resource.com/forum-33.html)
+------ Thread: Sprite Ripping Project 4: 2-D Fighting Games (/thread-16920.html)



RE: Sprite Ripping Project 4: 2-D Fighting Games - Ton - 04-06-2011

Sorry I've been slacking, guys! I'll do something new soon, I promise!


RE: Sprite Ripping Project 4: 2-D Fighting Games - Deathbringer - 04-06-2011

(04-05-2011, 12:33 AM)Tonberry2k Wrote: I love you guys right now. Fantastic work! I might have to look to the Genesis for now to rip something. Too much black on SNES.
And Mr. C, a lot of those characters unused in 63 1/3 were in the Sculptor's Cut. All but Hobocop, I believe.
It's possible Hobocop is still in the game itself, just dummied out. If his name plate was still there, what else of his may still be there?




RE: Sprite Ripping Project 4: 2-D Fighting Games - TomGuycott - 04-06-2011

I'm mad right now because I missed ONE frame of Dragonzord AGAIN, and not only that, I found out that characters can get FROZEN by this ONE character. Very Sad Although one frame is just a palette change, the other is legitimately different for each character. :< Reposting soon!


RE: Sprite Ripping Project 4: 2-D Fighting Games - Maxim - 04-07-2011

I proudly present: Sumo Santa, in his obese glory!
[Image: th_Sumo_Santa_Icon.png]

He should be almost complete. I just wasn't able to perform his Claytality Moves, so it's not 100 percent perfect. Let me know, if there is anything else missing.


RE: Sprite Ripping Project 4: 2-D Fighting Games - Random Talking Bush - 04-07-2011

Okay, if two people have ripped from ClayFighter 63 1/3 now, then surely it can't be too hard. I call EarthWorm Jim and Boogerman!


RE: Sprite Ripping Project 4: 2-D Fighting Games - A.J. Nitro - 04-07-2011

Can't wait!

Also, nice Sumo Santa sheet.


RE: Sprite Ripping Project 4: 2-D Fighting Games - Ton - 04-08-2011

Awesome! You guys make me happy. Off tomorrow, so I'll hopefully crank something out.


RE: Sprite Ripping Project 4: 2-D Fighting Games - Maxim - 04-08-2011

Small update on Sumo Santa, added a few poses. Please re-download.

Sumo Santa (updated)


RE: Sprite Ripping Project 4: 2-D Fighting Games - Random Talking Bush - 04-08-2011

Oh, god... ClayFighter: Sculptor's Cut has completely different sprites than the ones used in ClayFighter 63 1/3. Why...? Sick

[Image: ClayFighter63_EarthwormJimIdle.png]

[Image: ClayFighterSC_EarthwormJimIdle.png]

ClayFighter 63 1/3's sprites are on the top, and Sculptor's Cut's are on the bottom. So... which version did you rip Sumo Santa from, Maxim? Sculptor's Cut?


RE: Sprite Ripping Project 4: 2-D Fighting Games - Ton - 04-08-2011

Oh. That's disappointing.


RE: Sprite Ripping Project 4: 2-D Fighting Games - Random Talking Bush - 04-08-2011

So, yeah. The sprites from Sculptor's Cut are going to need to be put in a separate section on tSR, not under the original ClayFighter 63 1/3.

On that note, I'm leaving the Sculptor's Cut sprites until later, and ripping Jim's 63 1/3 sprites first.


RE: Sprite Ripping Project 4: 2-D Fighting Games - Maxim - 04-08-2011

(04-08-2011, 10:27 AM)Random Talking Bush Wrote: ClayFighter 63 1/3's sprites are on the top, and Sculptor's Cut's are on the bottom. So... which version did you rip Sumo Santa from, Maxim? Sculptor's Cut?

The Sumo Santa sprites were ripped from the Sculptor's Cut.

There's one thing i noticed: All currently ripped Clayfighter sprites from the Nintendo 64 have a lot of anti-aliasing on the outlines, which makes them difficult, if not impossible to use in Game Engines like Mugen. Why? Because Mugen uses the Background Color for transparency and Clayfighters' anti-aliased sprites will blend with the Background. The Transparency Effect will result in something like this:
[Image: image1-2.png]

This is really frustrating, because after all this work, i'm wondering now if these sprites are even useful for anything at all.


RE: Sprite Ripping Project 4: 2-D Fighting Games - adriano gt - 04-08-2011

I also work with mugen ... xD

You can fix it in photoshop .... There are resources to replace these colors (magenta) for the color white. Any questions, you can warn me. ..


RE: Sprite Ripping Project 4: 2-D Fighting Games - Ton - 04-08-2011

Damn. How do we fix that?


RE: Sprite Ripping Project 4: 2-D Fighting Games - Random Talking Bush - 04-08-2011

(04-08-2011, 03:27 PM)Maxim Wrote: This is really frustrating, because after all this work, i'm wondering now if these sprites are even useful for anything at all.
Wasn't MUGEN supposed to get a new sprite format that basically works with PNGs, transparency and all? I think it was SFFv2, or something like that. (It's been a while since I've done anything with MUGEN.)

But yeah, the anti-aliasing is part of the sprites, and that's the way it is. They'll have to be modified to remove the anti-aliasing, if someone wants to use 'em for MUGEN.

Take the Earthworm Jim sprites I showed a bit earlier. Either this:

[Image: ClayFighter63_EarthwormJimEdit1.png]
(removing anything that's < 100% opacity)

or this:

[Image: ClayFighter63_EarthwormJimEdit2.png]
(forcing 100% opacity on everything)


will work. The latter seems to look better. But then there's the fact that one sprite has hundreds of colours... Sick