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puggsoy's Bottomless Top Hat Of Sprites - Printable Version

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RE: puggsoy's Bottomless Top Hat Of Rips - puggsoy - 08-23-2012

I think I see what you mean. No they're already like that, just without the lines at the end, a new animation is indicated by a new "paragraph". The reason that these sheets are sort of wide is because they're originally squares, but I cut them into two, and can't make those two resulting sheets square without way too much work.

If you don't want them so wide though, I can see what I can do.


RE: puggsoy's Bottomless Top Hat Of Rips - Garamonde - 08-23-2012

Oh okay, my bad. I guess I have to try to pay more attention. Shocked
Well, the shrunken sheets you showed me before looked good... I just know you said you were having trouble with other sheets or something so I thought I'd suggest that. But yeah uh, as long as they're not 80k pixels wide or anything then I'm sure however you organize them is fine. So I'll just leave it at that I suppose. Sorry about my nonsensical jabbering.


RE: puggsoy's Bottomless Top Hat Of Rips - puggsoy - 08-24-2012

[Image: iG1On42S21NgV.png] [Image: ibgI8NRBrF6k7S.png] [Image: ilWALxOrTicfX.png] [Image: ibpk1IFnljDwY1.png] Rattle-tail Mechanical Pyth

I've made new icons for those who need them but otherwise you can just use the original ones. I can't be stuffed to do the rest right now but I'll upload them tomorrow.

I finally managed to organise the Ura sheet, just made the program export pieces of it and put it together manually. It's massive though, 17920x22605, which is way bigger than the original sheets because there's lots of empty space. This is because a few frames of some animations are large (like swiping a spear), making the animation boxes large. The "paragraph" technique also leaves lots of empty space. Therefore I'll probably split it into four sheets or so.
But anyway, I'll see to splitting it up tomorrow, and hopefully upload it along with the rest.


RE: puggsoy's Bottomless Top Hat Of Rips - Garamonde - 08-24-2012

All updated~


RE: puggsoy's Bottomless Top Hat Of Rips - puggsoy - 08-25-2012

Ura (Boss) [Enemy], Ura (Crossbow) [Enemy], Ura (Halberd) [Enemy], Ura (Rifle) [Enemy], Ura (Sword) [Enemy] - 25/8/2012

[Image: iSiIrtYcdhHLZ.png] [Image: i1CbEQbtRet4z.png] [Image: ibm3eUxCDemkKW.png] [Image: ib1RtaaeyU4txv.png] [Image: iiJc5GvKtbMr3.png]

Plus, the rest of the fixes:

[Image: id5DXyJFQwWmQ.png] [Image: iYOLsEgMFondr.png] Stinkeye

Now I decided to split the Ura into warrior types for a few reasons, the main one being that the complete sheet near well crashed GIMP, and splitting it up manually would have been laggy and painful. So I decided that instead, I'd just let the program organise each type individually (each animation name included the warrior type so this was possible) and just saved them in their own sheet. Not only did this allow each of them to be saved as a single sheet (so I didn't have to put pieces together), but it also allowed them to be square-ish (sort of), instead of being long strips. I probably would have ended up splitting the complete sheet into types anyway.
I'm glad I thought of doing this, it's really organised, it will make it easier for people to get the sprites they want.

By the way, I named the sheets as the enemies are named here (except for the Ura Boss, which isn't mentioned). Although the animations do name them similarly, they're stuff like "UraPolearm" and "UraFlintlock" (for Halberd and Rifle respectively), and although these are also correct (and arguably more "official") they're not names that would usually be used so using those might make it difficult for people to find them. They're not really that official anyway, they're named so in the game files but those are normally named like that during development and might change after release (like how the Rattle-tail is called "Mole"). If you want me to change them I can but I personally think the names on the Wiki are best, since I don't think the official names are anywhere.

Also, if you think that any of the sheets are too big (minus almost made Ura (Rifle) a BIN), I can split them up, but since the majority of the sheets are made up of a single animation, the change won't be massive. In any case only the dimensions are large, there's a lot of empty space, the biggest sheet's file size is only 8MB.

Anyway, I'm stoked about them in general, it's been real satisfying doing all of this Big Grin

Welp it's 2:15AM time to go to bed


RE: puggsoy's Bottomless Top Hat Of Rips - puggsoy - 09-01-2012

So I've been trying to get the player sprites for a while now. Obviously they were there for the taking but the whole organisation was a mission, I had to make a million changes to my program. One of the worst parts is that it was missing a frame of animation (the XML didn't specify a fourth frame for one of the animations, which meant either it missed it out or just skipped a number and the fifth is actually the fourth). Because of this I now have to let it go if it's missing a frame, which isn't that bad, but it makes it harder to root out future problems (like if the XML parses a frame incorrectly). Although hopefully I shouldn't come across many more of those.

Anyway, what I wanted to say was that this sheet (PlayerBase) includes both player animations and effects (dust, explosions, etc), some of which may or may not be specific to the player. So I wanted to know if you'd prefer that I include the effects along with the player animations, or if I should just separate them as a different sheet.

I think the latter is better, but either way it'd be hard to organise the effects, since there are also effect sprites in other sheets. I don't think it'd be easy to organise these, I mean it's not easy to see if an effect is only rendered for the player, or for an enemy, or for multiple enemies, or for the player and an enemy, or for the world and an enemy, or whatever.

So yeah. If you want me to just submit the player sprites without the effects I can do that, I'll just leave the effects for a later time.


RE: puggsoy's Bottomless Top Hat Of Rips - Garamonde - 09-01-2012

It's hard to say since I've never played the game. I'd normally say to include the effects to be on the safe side but I also wonder if it would be better to have an overall effects sheet.
Maybe you could do the latter and label which effects are from which character/enemy if they have those effects included in their files, even if they appear to be the same.


RE: puggsoy's Bottomless Top Hat Of Rips - puggsoy - 09-01-2012

The Kid [Playable Character] - 1/9/2012

[Image: iUIJ415OjVVQZ.png]

I think in this case it'd be better to have a separate effect sheet (or sheets), since I think I recall seeing some of the effects elsewhere. For now I'll leave them, but if I ever manage to organise them then I'll put them together. I think that's probably better on the whole anyway.

Anyway, glad I finally got this done. I was hesitant at first because I thought some the Kid's animations might be spread throughout other packages, but as far as I can tell they're all here. Even so automating the organisation took lots of code changes, which was a bit difficult. One thing I'm proud that I did was managed to get all of those individual frames sorted, those single images that I mentioned earlier, I now I got them to merge with the sheet, which is awesome. I still have no idea why they're even there, though.

In any case this is a nice sheet, all the Kid's base animations organised, feels really good to submit it Smile


RE: puggsoy's Bottomless Top Hat Of Rips - Garamonde - 09-05-2012

Got 'em. Wink


RE: puggsoy's Bottomless Top Hat Of Rips - Dazz - 09-05-2012

Just curious, you have separate legs at the bottom, but I don't see any separate bodies?


RE: puggsoy's Bottomless Top Hat Of Rips - puggsoy - 09-05-2012

Oh yeah I forgot to explain those. Some weapons (e.g. revolvers) allow you to strife in any direction while staying aimed, their frames are just the top half without legs, in which case these legs will be used.


RE: puggsoy's Bottomless Top Hat Of Rips - puggsoy - 09-06-2012

I've been wondering, would you want English rips of this (and also this and this)? I've been listening to Professor Layton music recently so I felt like ripping it again, thought I may as well start with this.
The English versions are actually the same, but without words covering the correct/incorrect frame. Also, the original background colour of the images are black (i.e. it's actually part of the sprite), but would you like a different background colour for the actual sheet?

By the way, that makes me wonder: how do multiple language games work? I mean most rips I see are from the US versions from games, but suppose someone wanted some Japanese text, like the sheets I mentioned just now? Or sprites from a feature only available in the European version of a game? Or if a character has different versions across game versions?


RE: puggsoy's Bottomless Top Hat Of Rips - Garamonde - 09-06-2012

Well uhh, if the black BG didn't ruin SuperAj3's sprites you could just edit his sheets and add the English versions on. That's what we normally do with multi-language stuff.


RE: puggsoy's Bottomless Top Hat Of Rips - puggsoy - 09-06-2012

I'll do that then, the background is fine since it's black anyway, and I'm pretty sure all the sprites are fine. I'll probably just leave the sheet as is an add the other sprites, but I have an idea that I'll show that might be preferred.
Anyway I'll do tomorrow since it's real late now Tongue


RE: puggsoy's Bottomless Top Hat Of Rips - Yawackhary - 09-07-2012

(09-06-2012, 05:40 PM)puggsoy Wrote: By the way, that makes me wonder: how do multiple language games work? I mean most rips I see are from the US versions from games, but suppose someone wanted some Japanese text, like the sheets I mentioned just now? Or sprites from a feature only available in the European version of a game? Or if a character has different versions across game versions?

In the case of really old games, they are usually one version for around the world. As in the Japanese version, the American version and the European version are the same or mostly the same and if there were any changes they would be minor like copyright information. There are some exceptions like text adventure games or some RPGs usually or if a game is made for exclusively for that market. Depending on the game, there might be some censorship that most of the time does have noticable changes whether it is Japanese to US or US to Europe or even most of Europe to Germany. Sometimes games get released later so they might be some graphic changes whether it is cultural or an improvement. More recently the changes are larger due to that game companies do care about Europe a bit more than in the past so there are localisation differences like games in the UK (and I'm guessing places like New Zealand too?) use British English instead of always using the American English (it was either Sega or Namco out of the Japanese companies started using British English first, Nintendo did it much later on) even though sometimes some American spellings still pop up. Like in the past might be either completely in English (the same as the US version), or English/French/German or English/French/German/Spanish/Italian versions but now for some games each country gets its own version (especially if Microsoft or Sony publish the game) so it can be up to 20 versions of a game but most of the time, it is just text differences but you never know.

I'll try if available rip from all 3 (or more) versions of the game if there are noticable differences and some people on the site actually do rip from all versions of the game. The main problem is that online in general seems to be more American focused (there is a reason why I say Genesis every time I post a submission instead of using Mega Drive that I'm used to) so stuff like Japanese text is a lower priority since I don't even know if any Japanese people go on tSR and the ones who do rip Japanese language stuff are usually into RPGs/visual novels/anime games or really into the Japanese culture and know a little bit about the language (however the graphics have a much much higher demand). European, Korean and even Chinese versions have the lowest demand by comparison. Also some versions are still not dumped yet or very hard to find especially the Korean versions or that the European version is compressed to squeeze the languages in while the US version is easier to rip since it isn't like that. In the case of some games they might not know the language and go for the version that they can understand; the US, the English or a English fan-translated version is usually the go to one.

Sorry it's a bit long but tSR does accept other versions of games happily.