Welp, I already submitted a custom sprite sheet to the site, so why not expand on that by proving that I am capable of ripping sprites?
Originally, I wanted to rip some of the sprites from Mario & Luigi: Bowser's Inside Story, but considering that two certain users who… Weren't very pleasant to me for years ended up ripping a lot of them and leaving me without my mark on it, I decided to instead invest my time taking sprites from another Alpha Dream masterpiece that has barely been touched.
So far, I ripped as many sprites as I can from the first few scenes from the game (I would rip the intro, but that has already been done). So far, 1/4 of the character naming screen has been ripped (I say 1/4 because there are four characters to name in the game) and I ripped most of the intro cutscene. I am not certain if I ripped the adorable Tomato guy properly because he was in front of a black screen, which caused his outline to blend. The thing about the outlines in this game are that they are a little dodgy because they are a little "stepped" and jaggy if you know what I mean. As a result, it is total guesswork at how the actual outline looks in respect to the game's style. Also, there is the matter I might might have missed a few poses.
The other challenging part of this is the stage where the Tomato Baby King demonstrates his ray weapon. Not only was the audience a little hard to rip (they moved too fast an randomly for me to get all their poses), but I also had some trouble ripping the gun when it was shooting out sparks. Regardless, I did my best.
By the way, in case your'e wondering why I have so many text boxes lying about, it is due to the fact that I am attempting to rip the font from the game. Since I cannot speak/read Japanese, I had to rip these boxes and save them for when I compare the symbols and compile a list of them. Understandably, this would be the hardest part of the project.
Besides ripping complete sheets, the other thing I intend to do is expand upon the sheets already there (such as the ones ripped by Solink) by adding my own additions. The only unusual thing is that when I rip from the emulator I am using (an OpenEmu since I use a MacBook Pro), the sprites are displayed in a completely different palette than the one used in the already ripped sprites. With this in mind, what needs to be done about that?
Anyway, with that said, I would like this to become a ripping project. As I mentioned before, I cannot understand Japanese, so ripping from this will be harder than it would be if this was translated from the start. In short, I could use some help gathering the sprites that are a little more tricky to obtain. Thankfully, though, I could rip the backgrounds and several characters with ease, but the ones that require had to trigger events and are too fast to capture would prove troublesome. This is made even more difficult because of the emulator I am using. Considering that the OpenEmu has some basic functions, I would have a hard time getting all the sprites that would require me to toggle layers/slow down time. As I currently do it, all I have to rely on are save states, the master pause button (which freezes the entire game), and Grab (the screen capturing application for Mac).
What do you think, guys?
Originally, I wanted to rip some of the sprites from Mario & Luigi: Bowser's Inside Story, but considering that two certain users who… Weren't very pleasant to me for years ended up ripping a lot of them and leaving me without my mark on it, I decided to instead invest my time taking sprites from another Alpha Dream masterpiece that has barely been touched.
So far, I ripped as many sprites as I can from the first few scenes from the game (I would rip the intro, but that has already been done). So far, 1/4 of the character naming screen has been ripped (I say 1/4 because there are four characters to name in the game) and I ripped most of the intro cutscene. I am not certain if I ripped the adorable Tomato guy properly because he was in front of a black screen, which caused his outline to blend. The thing about the outlines in this game are that they are a little dodgy because they are a little "stepped" and jaggy if you know what I mean. As a result, it is total guesswork at how the actual outline looks in respect to the game's style. Also, there is the matter I might might have missed a few poses.
The other challenging part of this is the stage where the Tomato Baby King demonstrates his ray weapon. Not only was the audience a little hard to rip (they moved too fast an randomly for me to get all their poses), but I also had some trouble ripping the gun when it was shooting out sparks. Regardless, I did my best.
By the way, in case your'e wondering why I have so many text boxes lying about, it is due to the fact that I am attempting to rip the font from the game. Since I cannot speak/read Japanese, I had to rip these boxes and save them for when I compare the symbols and compile a list of them. Understandably, this would be the hardest part of the project.
Besides ripping complete sheets, the other thing I intend to do is expand upon the sheets already there (such as the ones ripped by Solink) by adding my own additions. The only unusual thing is that when I rip from the emulator I am using (an OpenEmu since I use a MacBook Pro), the sprites are displayed in a completely different palette than the one used in the already ripped sprites. With this in mind, what needs to be done about that?
Anyway, with that said, I would like this to become a ripping project. As I mentioned before, I cannot understand Japanese, so ripping from this will be harder than it would be if this was translated from the start. In short, I could use some help gathering the sprites that are a little more tricky to obtain. Thankfully, though, I could rip the backgrounds and several characters with ease, but the ones that require had to trigger events and are too fast to capture would prove troublesome. This is made even more difficult because of the emulator I am using. Considering that the OpenEmu has some basic functions, I would have a hard time getting all the sprites that would require me to toggle layers/slow down time. As I currently do it, all I have to rely on are save states, the master pause button (which freezes the entire game), and Grab (the screen capturing application for Mac).
What do you think, guys?