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Here are some of them that escaped my extractor's first pass
"FBUnicorn"
http://i6.minus.com/i0rcfXkOe6RAM.png
"Door_blue"
http://i.minus.com/iqHSAxkaUQa6r.png
"CosmicOwl_DS" (Looks like they resized the 3DS cosmic owl for DS specifically?)
"GunterTube"
http://i.minus.com/ilJPajYc0UuiH.png
"GarbagePrincess4"
http://i.minus.com/idAqQMPf3ynrp.png
Thanks for being understanding of my concerns btw.
There may even be more. In the couple videos I've seen there are a lot of LSP sprites that I didn't see in the file.
As for sheet sizes, we've got much bigger, so I'm not too worried about that.
EDIT: All of the sheets labeled "FB" look stretched. It may be a change in gameplay to a sidescrolling shooter? I'm not sure.
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
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12-08-2012, 12:30 AM
(This post was last modified: 12-08-2012, 01:45 AM by Greiga Master.)
Umm, wow apologies but it looks like I was interpreting the alpha values incorrectly and missing 1 more texture format the game uses
X
Should be more correct, but be careful if you're working in paint or anything because sprites could potentially have alpha transparent areas such as the impact effect with the cosmic owl's comets and sprites can potentially use pure white now. This wouldn't be a big deal but the game actually uses these alpha transparent textures to do sort of shading on the main sprite so I would just re upload everything.
Based on videos I've seen I assume FB means Final boss since sprites that involve that are used in the final boss fight. based on the count of files with .anim there are only 3 archives missing here.
EDIT: agh nevermind im still wokring on it.
EDIT 2: Yes now it looks correct truly this is the definitive version
http://ge.tt/3zjRJ9T/v/0?c
However, just as i initially suspected all the sprites use alpha transparency as a form of anti aliasing so removing transparency from them now is completely out of the question. But this fixes all the oddities noticed before. Sorry I didn't realize this before, it would help if I had actually played the game.
Whoever sets them up better use a program with transparency, then. So glad we're gonna have these~
(12-08-2012, 08:37 AM)Mighty Jetaku Wrote: Whoever sets them up better use a program with transparency, then. So glad we're gonna have these~
Well, I'm out, then.
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
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Aww, I only say that to make sure the sprites stay safe.
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(12-08-2012, 12:16 PM)A.J. Nitro Wrote: Is this one supposed to be blurry?
http://spriters-resource.com/ds/adventur...heet/52256
Yeah the graphics for that part get pretty bad, it does look nicer in the latest zip i provided though
http://i3.minus.com/ibyMTbntCxpLbM.png
I watched a video and in that sequence, LSP is literally stretched and made bigger, so... it may not be as far off as you think. Granted, I haven't seen the new sheet.
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
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I'm not entirely sure where the verdict stands for making sheets for the game, but how about like this:
It keeps the transparency of each of the sprites, and separates each of the sprites into their boxes (based off of 4x4 tiles). Just thought I'd try to help.
Currently working on: moving
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Yeah the same concept from before could easily still apply
Just without the arbitrary spacing.
Since the sprites require transparency anyway, I vote for this arrangement. This is actually similar to what I imagined it should be done all along but I didn't know what was going on so I didn't say anything heh...
That seems like a great solution; and one that I somewhat used during arrangement on Battle Moon Wars, though the spacing was random (as that is how they were stored)
Anybody up for arranging these into sheets? I know nothing of the series
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Leave behind anything paper
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Don't you think we should also organize the sheets a little instead of having them all on one line?
Well, I was thinking we could separate each line having a different animation, and maybe including the npcs and such with less animations on larger sheets (like candy kingdom npcs, rock enemies, etc.).
Currently working on: moving
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