Gussprint's Submissions - Take III - 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: Submissions (https://www.vg-resource.com/forum-34.html) +------ Thread: Gussprint's Submissions - Take III (/thread-9048.html) |
RE: Gussprint's Submissions - Take III - Gussprint - 01-13-2012 Hey-YO!! There's a new sheet on the horizon, mates! Drop the anchor! *Activates the computerized stereo. "Rooftop Run"* plays in the background* Hope you fellas had a good New Year's Eve and had fun flipping 2011 off... As I said earlier, I've got a new spritesheet here. Here's the ID! Environmental Objects [Metroid: ZERO Mission] <-- "If Mr. Resetti pops outta dat thing, I'm bailin'." (That glass dome is my own addition, by the way.) I promised ya machinery last time, so here it is. Pretty much all the technologic stuff(Data recording, sector-exclusive stuff, you name it) installed throughout Zebes is included in this sheet. In the following order, we have: Save Station(Normal): Speaks for itself. Also includes its flashing palette and those... tubes with green domes... in the rooms' ceilings. Sector Map Terminal: Always a blessing if you get lost. Slightly edited, but not by much. Zip Line Power Generator: Exclusive to Kraid's den, this activates the Zip Lines scattered around. Includes the Morph Ball's glowing SFX when placed on the generator's carving. Save Station(Chozodia): Exclusive to the Chozo Ruins and installed en masse around the Space Pirates' mothership, this model also replenishes your health. Appearently this one has THREE palettes instead of two. At least, according to VBA's tile viewer. Morph Ball Launcher: Remember those glowing sockets found in Other M? You saw the concept here first. By the way, that yellow palette? I stumbled upon it while shifting through palette entries in the tile viewer. Thought it looked nice, so I included it as a secondary palette. Also included in the sheet are the area-border hatches(Both versions) and, just 'cause I'm a completionist, ALL types of breakable blocks in the game. Consider it a bonus. And that's it for the first sheet of 2012. Frankly, I would've gotten this submitted before the new year, but you know me. I'm a monument to procrastination. Well, see ya later! *Originated from "Sonic: Unleashed", the version I'm playing is the Classic mix from "Sonic Generations". If you haven't listened to it yet, DO IT NOW. RE: Gussprint's Submissions - Take III - Garamonde - 01-22-2012 Aaaaaaand it's up! Woooooo! RE: Gussprint's Submissions - Take III - Gussprint - 01-31-2012 And it's a double-play, ladies and gentlemen! What do I mean? Simple... Environmental Objects [Metroid: Fusion] <-- Talk about state-of-the-art technology. Nothing much to say here, really. It's ALL interactive machinery from the B.S.L. research station, from start to finish. Includes as follows: Navigation Booth: This is where you'll get any general info on your mission. Also doubles as the Map Terminal for this game. Save Station: Speaks for itself, again. Also includes the bottom piece(Funny, it's a BG tile). Recharge Station: DEFINITELY a blessing if you're dangerously low on HP and ammo. Trust me on this. Included in the tiles was some unused material... Appearently at one point they considered making separate recharge units for HP and missiles, ala Super Metroid. Data Room Terminal: The secondary way for Samus to get her abilities in this game. Also includes the version after one passing Core-X's tampering. Security Room Terminal: Simply put, interacting with this console will unlock certain areas of the B.S.L.. Includes the palettes for the varying security levels. Also included in the sheet are two console models each seen in specific moments of the game, along with the area-border hatches(With EVERY palette cycle for EACH type) and of course, all breakable blocks in the game. And that's it for today. Now if you'll excuse me, I'll go back at working on something that I've put off for far too long. Later, yo~! RE: Gussprint's Submissions - Take III - Miles07 - 02-01-2012 Guss, you rule. RE: Gussprint's Submissions - Take III - Gussprint - 05-09-2012 *Checks last post's date* ...Yeah, I'm not even gonna bother coming up with an excuse this time. How's it hangin', guys? I won't lie, I've had a bit of a busy time lately. Intern work, personal stuff and of course, plenty of world news to rage at. And I keep asking myself why I stopped reading the newspapers... ...But let's not dwell on the negative. You're here for the sprite rips, aren't you? Have some ID. Mission 1 (Area 2: Cliffside/Area 3: Ruins) [Metal Slug Advance] Surprise, surprise, background rips from Metal Slug Advance! Considering most of the sprites in the game have been ripped already(Both here and elsewhere), I thought I'd try my hand at the mission maps themselves. ...Which, if my instincts are correct, is going to leave me sizzling with mental pain by the time I finish Mission 3. Oh well, I already threw my mental sanity away numerous times, didn't I? Coming next, Mission 2... and maybe a teaser on what will come afterwards. Then you'll know I've officially lost it for good. RE: Gussprint's Submissions - Take III - Magma MK-II - 05-10-2012 This is madness! RE: Gussprint's Submissions - Take III - Ton - 05-11-2012 Got 'em! RE: Gussprint's Submissions - Take III - Gussprint - 05-21-2012 And we're back with more MSA backgrounds! Have some ID. Mission 2 (Area 1: Mountain Path/Area 2: Treetop Village) [Metal Slug Advance] The first area kinda gave me some trouble, because of the vertical scrolling. I've decided to include the secret area and the boss area in the second sheet since they'd make pretty small sheets by themselves. Next on the agenda, Mission 3... That's so going to give me problems all over, I'm calling it right now. RE: Gussprint's Submissions - Take III - Garamonde - 05-24-2012 They're both up, and ready for my next update soon! RE: Gussprint's Submissions - Take III - Gussprint - 11-02-2012 *Checks last post's date... again* ...Good gravy I am so pushing it. But then again, I really have to stop taking so much time with stuff. Anyway, hi folks! Hope you don't mind me dropping a couple of new rips here after- ...Wait, it's been SIX MONTHS!? Jeebus. I think I just broke my previous record. ...But seriously, here's the new sheet's ID. Mission 3 (Area 1 - Subterranean Ruins) [Metal Slug Advance] <-- Let the mental strain begin. What, you thought I totally forgot about this? I'm lazy, not forgetful. But yeah, finally resumed ripping the level maps from MSA. There's a reason why I took my sweet time with Mission 3(Aside from general laziness, of course), by the way... Here's the rundown: Some of the areas in Mission 3 are usually closed off to access, unless you collect a number of specific cards found exclusively in the Dungeon stage. For the first area, you need cards #050(Weird Ruins) and #054(Ancient Soul) so you can explore the upper levels. In the second area(Which I'll tackle in a bit) you need card #053(Cave Maze) to enter two previously sealed off tunnels. Of course, once you collect those cards the blocks will disappear. And since I already got them by the time I started rippin', I'll be approaching this stage from two separate "campaigns"*. And now for sheet °2. Take it away, fellas. Mission 1 (SECRET AREA)/Mission 3 Intro Cutscene [Metal Slug Advance] Yup, got around doing this too. And as a bonus, I've added the intro BG to Mission 3. It's basically the same map from the boss fight with Formor(Minus the crumbling ground, and BG's different) so I figured what the heck. Seeing how big the level maps are getting, I'll be submitting the rest one at a time. Now if you'll excuse me... *Gotta love savestates. RE: Gussprint's Submissions - Take III - Ton - 11-02-2012 Both saved and up! RE: Gussprint's Submissions - Take III - Garamonde - 11-02-2012 Tonberry9k RE: Gussprint's Submissions - Take III - Ton - 11-02-2012 Vegeta, etc. RE: Gussprint's Submissions - Take III - Gussprint - 11-06-2012 Area 2 is up and ready! Have some ID. Mission 3 (Area 2 - Cavern) [Metal Slug Advance] Nothing much to say here, really. It's the second area from Mission 3, complete with those hidden alcoves and the like. Couple of things to note: 1. Some of the tiling in the level map was a little dodgy, so I edited where needed to make it look a bit cleaner. Whether it worked or not I don't know, but at least you won't have to worry about abruptly cutoff tiles anymore. 2. Forgot to say it in the sheet, but the poison gas disappears upon collecting card #051(Pandora). Again, gotta love savestates. And that's that. Now on to Area 3, and I can tell right now it's gonna take a while. Wish me luck, yo~. And I close(For now, anyway) by leaving you with this. <-- Guess what I've been doing in the meantime. STILL A W.I.P.!! RE: Gussprint's Submissions - Take III - Dazz - 11-11-2012 And it's up! Love these level rips |