Cerulean Carmouth
[Enemies & Bosses], Crusta-Sean
[Enemies & Bosses], Dominic
[Enemies & Bosses] 19/06/2015
Monster Summer Game (PC/Computer)
More
By the way I'll be adding RTB as a submitter, since his rips are way more convenient to use than my method.
Cutscenes
[Miscellaneous], Character Select
[Miscellaneous], World & Level Select
[Miscellaneous] - 7/08/2015
Bit.Trip Presents Runner2: Future Legend of Rhythm Alien (PC/Computer)
Been playing this again. As I said a lot of the main gameplay is textures, but the menus and stuff use really neat 2D assets that I felt needed to be ripped.
Dansky
[Enemies & Bosses], Dire Frog
[Enemies & Bosses], Gold Helm
[Enemies & Bosses], Sigmond
[Enemies & Bosses], Z-Lo
[Enemies & Bosses] - 8/08/2015
Monster Summer Game (PC/Computer)
Decided to do the rest of the bosses from this
Also, my sheet count is now exactly 250, that's a quarter of the way to one thousand!
After getting some help from Matt Bush (one of the Dustforce developers), I managed to do this. This sheet is just the sort of "source" sheet, the hardest part will be using all the bits that make up this to construct the individual sprites. If I do manage it then they should be in the same format as the sprites that are already on the site which, with luck, will also mean that they can be used for modding
City Enemies
[Enemies], Forest Enemies
[Enemies], Laboratory Enemies
[Enemies], Mansion Enemies
[Enemies] - 4/9/2015
Dustforce (PC/Computer)
So after eventually managing to make a program to get the sprites, it turns out it isn't actually possible to extract them in a format usable for modding (or at least not in the same way the originals are). However, they just gave the the original sprites straight up (which apparently had been linked to on a reddit thread for ages; not sure how I missed that). So I'll just be using those now.
Still, it has been interesting deconstructing the format, and it's definitely a blast to discuss it with Matt (and even peek at some of the game's code!). If anybody's interested, my program's code is on
GitHub; I've tried to comment it decently, so even if you don't know Haxe it might be worth a read. If you're into this kind of stuff, that is.
In any case, enjoy the sprites!
By the way, I've moved the "bosses" into Playable Characters because technically, they actually are. They're counterparts to the original characters in multiplayer mode, and never actually appear in-game as actual enemies. So I figured this probably makes more sense in terms of sprite organisation.
Intro
[Miscellaneous], Level Start
[Miscellaneous] - 20/9/2015
Dustforce (PC/Computer)
Interestingly, the intro is 100% made up just of images, the actual frames of the intro sequence (as opposed to animated programmatically or stored as a video). As a result it's pretty huge, a good 70MB, but oh well.
The level start stuff is pretty neat, I really like the portraits and they're one of the reasons I wanted to rip this in the first place.
Interesting, "Turbo Pug"? Never even heard of this.
NPCs
[Other Characters], Enemies
[Other Characters], Spaceship Minigame
[Miscellaneous], Cutscenes
[Miscellaneous] - 11/6/2016
Out There Somewhere (PC/Computer)
Some more stuff from this. I would've liked to put the cutscenes into a sheet but they're a bit big so they went in a ZIP. I was thinking about doing the same with the spaceship minigame but I think it works as a sheet.
Raptor
[Playable Characters] - 11/9/2016
Lethal League (PC / Computer)
Here's Raptor as a test run. Would appreciate any critique or comments, and if all's good then I'll continue doing the rest in a similar fashion. I'll probably leave the boss character until I've actually encountered him in the game myself (which may take a while, this game's hard), but hopefully I should have everybody else up by the end of the week, provided I don't get completely swamped by uni work.
Since there are
heaps of alternative palettes per character I'm going to put those in completely separate sheets, I think I've figured out a good way to present them.
Also portraits may have to go in a ZIP since they're I feel they're a bit big for the site. Fortunately they use the same palettes as the sprites so I can just make a note of that on the alt palette sheets.
The way you assembled him is just right. Good job, man =)
Thanks Davy; it's a bit weird for a staff member to ask for critique on sheets but it's been a while and I just want to make sure I'm not too rusty.
However I realised there are a couple of things wrong with the sheet. First off I seem to have completely missed out the crouching frames, and Swing Up is supposed to be Bunt.
This also means Bunt isn't actually the bunting frame, and I don't know what it is. Turns out I forgot to include the frame at all;
here it is though. I'll try figure it out but if anybody knows what that frame is used for that would be helpful.