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DS Vania Rip Project
Whether it is or isn't it'd be hard to locate the palette for such a 256 color image.

The easiest way would be to rip it via screenshot.
God is good.  Big Grin


An old fart who sits on a chair, giving animation and pixeling advice,... and calls everyone son...
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Well that is what I'm asking for really, just the screenshot of the ending, there really wouldn't be ripping required per-se.

Sorry if I'm a bother ;p.
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Nah, just don't count on me doing it. I ended my ripping a while back. Doubt I'll ever get back to it.
God is good.  Big Grin


An old fart who sits on a chair, giving animation and pixeling advice,... and calls everyone son...
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SmithyGCN Wrote:Anyway, Paddy, it seems to me that you're the only one ripping Dawn so you may as well be the one to rip the ret of it. <=/ You are doing an outstanding job, by the way.
I've actually only been ripping Dawn of Sorrow because it's the only one I've played.

Finished Devil and Hell Boar.
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That's fine. Besides, you're pretty much almost done. Just wish some people would pitch in and help you or start on Portrait of Ruin or... something.
God is good.  Big Grin


An old fart who sits on a chair, giving animation and pixeling advice,... and calls everyone son...
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Finished Skelerang and Lilith/Succubus.

For the life of me I can't figure out what the thing in the bottom row of the Skelrang sheet is meant to be.
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It's the Spittle Bone from Symphony of the Night, I don't remember if it was used in Dawn or Portrait.
Doofenshmirtz: This is a little bit awkward but have you seen my escape jet keys? (Perry nods) What, you have? Well that's great! So where are they? (Perry looks away) You won't tell me? Is this because you don't speak or are you just being a jerk?
~Phineas and Ferb, "One Good Scare Ought to Do It!" (2008)
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It was used in Portrait of Ruin. I noticed that a lot of Symphony enemies are in the game's data files, but are never used. Seems a waste.

Anyway, one thing I was meaning to do for a long time was to assemble Dracula's sheet from Ecclesia, but I never got around to it. I'm thinking about taking it down as it's becoming an eyesore. :/
God is good.  Big Grin


An old fart who sits on a chair, giving animation and pixeling advice,... and calls everyone son...
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I wouldn't take down the Dracula Sheet unless there's something to replace it. It really just takes a bit of tidying up.

Finished Slogra and Dead Crusader.
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There we are, uploaded your last four sheets, Paddy. Sorry I neglected them. :/

Anyway, as far as Dracula's concerned, I don't think I'll be assembling him as I can't, for the life of me, assemble things I didn't make. :/
God is good.  Big Grin


An old fart who sits on a chair, giving animation and pixeling advice,... and calls everyone son...
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Hello, respected sprite rippers! I have a question regarding your policy toward assembling sprite tiles.

(10-22-2008, 04:05 PM)SmithyGCN Wrote: The tiles can be left as is found in the data files. There's no need to assemble unless for an example. This is because this is mainly for those who would make fan games. If we left the sprites whole, then it'd put a strain on their programming system to incorporate complex collision detection parameters.

If anyone DOES want to assemble any tiles previously ripped, feel free to, but only if the tiles sheet is up as well.

I'm an intermediate user of Game Maker, and in this program, you are able to define the 'collision detection' zone that a whole sprite has. In other words, you can determine the exact size of its hitbox. For example:

[Image: shanoaexamplefo3.gif]

You can decide whether the collison zone is composed of the entire sprite, just the opaque pixels, or just a small region.

In my experience with Game Maker, it is much better to work with whole sprites than to spawn fragments at the right times. Sure - it does come in handy for a few rare occasions, but it's a hassle for common simple things like simple animations.

A lot of the sprite sheets I'm seeing here aren't very useful for actual game implementation because the standard method among amateur game designers is to use whole sprites; using fragments and tiles is exceedingly difficult and impractical, except in rare cases, such as enemy limbs that rotate.

But all of that aside, I have a question to ask.

Who here would be willing to convert the Shanoa sprite sheet to an assembled sprite sheet? How much time and labor would it take? I imagine it would be meticulous - but it would be very useful for anyone planning on making practical use of Shanoa's sprites (myself included). If there is anyone here up to the task, I would appreciate it immensely.
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(11-26-2008, 02:35 AM)EvaXephon Wrote: Who here would be willing to convert the Shanoa sprite sheet to an assembled sprite sheet? How much time and labor would it take? I imagine it would be meticulous - but it would be very useful for anyone planning on making practical use of Shanoa's sprites (myself included). If there is anyone here up to the task, I would appreciate it immensely.

Me, too, along with Albus and Dracula. ):
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Nobody's going to do it. Anyone who wants to use them can piece them together easily enough.
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(11-26-2008, 12:31 PM)Tonberry2k Wrote: Nobody's going to do it. Anyone who wants to use them can piece them together easily enough.

I spent a good 3 hours just trying to figure out which part of Albus goes to the other. It's like putting together a puzzle blindfolded.

I think it was Albus, anyway... I deleted the sheet because it was pretty much useless to me but now I can't find it in this thread.
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(11-26-2008, 12:31 PM)Tonberry2k Wrote: Anyone who wants to use them can piece them together easily enough.

That kind of begs the question...if it's so easy, then why doesn't a spriter do it?

I think that the difficulty of such an undertaking varies from sheet to sheet. Some sprites have around 4 frames of walking animation and attack animation, where the torso and head never change and only the limbs move. For those sheets, assembling the sprites takes a few minutes at most. However, the Shanoa sheet is the opposite extreme end of the spectrum - it would take hours, if not days to compile all of those fragmented sprites into every solid frame of an animation.

If someone has designed a game and requires sprites to use (either repurposed as placeholders or as final sprites), they're not looking for a giant disorganized sheet of fragmented sprites; they're looking for a sheet of organized, solid, assembled sprites.

A sprite layman would have no idea how to put together that Shanoa sheet. At this point, any fan-made game involving Shanoa would require the maker to assemble those sprites. Wouldn't you rather have the sprites all nice and compiled so that loads of people don't have to assemble Shanoa themselves ? If one spriter does the job, that saves dozens of other people the work. I think it makes much more sense for the spriter assembling the sheet to take care of that in the first place.

I'm not ungrateful for the work that spriters do, nor unappreciative for the time and effort that all of you have put into the project thus far...

But, giving someone fragmented sprites and telling them "Here, I have given you a sprite sheet, use it to animate a character!" is like giving someone car parts and saying "Here, I have given you a car, use it to drive places!"

It's not that simple unless someone has the time and knowledge to put together a car.
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