05-12-2010, 03:04 PM
Oh God, I remember that huge ass Bullet Bill at the end of the game. Awesome stuff!
Gussprint's Submissions - Take III
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05-12-2010, 03:04 PM
Oh God, I remember that huge ass Bullet Bill at the end of the game. Awesome stuff!
05-12-2010, 07:19 PM
(This post was last modified: 05-12-2010, 07:20 PM by Davy Jones.)
Quote:**"Solar Sect of Mystic Wisdom ~ NUCLEAR FUSION", Utsuho Reiuji's theme from "Touhou Chireiden/Subterrean Animism".http://www.youtube.com/watch?v=P3ALwKeSE...re=related And yeah, Th. music is too awesome By the way, the back of this critter looks a little bit unfinished~
05-12-2010, 07:21 PM
Both saved! Awesome job!
06-17-2010, 03:28 PM
Wow! The King Bill is awesome! I can't believe I missed it for so long, just now going back to see submissions from my favorites.
Anyway, I was wondering if you were ever going to rip Parker, from the Metal Slug series. He's that guy with the briefcase that tries to recruit people or something with a piece of paper, then you steal his briefcase as a pick-up item for extra points, then he jumps in surprise when he notices it's gone, blames, the person he's trying to recruit, and they usually run off. (He also turns out to be the final boss of Metal Slug 4 for some reason...either that or it's his twin brother cause they look exactly the same...)
06-17-2010, 04:57 PM
(06-17-2010, 03:28 PM)Carpaccio Wrote: Wow! The King Bill is awesome! I can't believe I missed it for so long, just now going back to see submissions from my favorites. Hmm... Well, maybe I can come up with something about that. Was planning to look for something to rip, anyways... And yeah, it's no big secret that Parker and Amadeus(Final boss of MS4) look exactly alike.
06-23-2010, 06:47 PM
Indeed, on close inspection of the sprites, Amadeus' only difference is that he wears a monocle and a stereotypical mad scientist's lab coat (Which is hard to see but using kawaks' shot factory lets you strip away pieces of the scene to see full sprites when needed.). Other than that I can't tell anything different about him. I think he even has the same palette!
On a related note, does any concept art of Amadeus exist? I found some of Parker, and some of a guy who looks kinda like him, but was apparently drawn several years before MS4's conception (It has the text 'OVER THE WORLD' atop it in very hard to read lettering.) I have found concept art of his machines but none of himself. If you know of any please let me know.
As far as I know, there's no concept art of the actual Amadeus at all. The closest thing possible may be that "Over the world" pic from MS1's concept art libraries(Which now that I think about it, maybe MEGA Enterprise took some cues from that and another MS1 concept art during MS4's production...), but apart from that, nothing else. Nisba. Tabula rasa.
In other news, GUESS WHO JUST HIT THE BIG 20'S TODAY!! WOO-HOO!!! ...Oh right, and also has a couple of new customs ready to be submi- ...Okay, make that "Long overdue to be submitted". Here's the ID cards, everybody. Eerie[Super Mario World] <-- And cue the "Yoshi sacrifice" jokes... Seriously, I wouldn't be surprised if someone brought up the whole "sacrificing Yoshi to get to an otherwise impossible to reach place" thing whenever those guys appeared. Anyway... These things, the "Eeries", they appeared in Super Mario World only, and were usually found in the ghost house stages. Nothing much to add, except this sheet contains pretty much everything you'd expect an Eerie to do... plus a little extra. Animations, in order of line, are as follows: Idle/Moving, Speed Up, Turning, Tongue Attack(They are supposed to be Yoshi ghosts, right?) and Appearing. Also includes master palette. And now, for sheet °2! Get ready, people! *Picks up a computerized stereo and activates it. "Floater Land"* starts playing in the background* LASER Drone[Super Mario Galaxy] <-- "WARNING. UNAUTHORIZED PRESENCE IN SECTOR K. PROCEEDING TO PURSUE AND DESTROY." (Animation not going at intended speed, BTW.) Another one that took much longer than it should. Was planning to submit it in occasion of Super Mario Galaxy 2's release in Europe, but of course my laziness already set in. Remember those bots from the first game? They'd stay in one spot, waiting for you to come, and as soon as you entered their attack range, they'd shoot a LASER beam that chased you until you'd either get out of their radius or jump on them, closing their hatches until you jumped off. You'll notice that the drone's lower segment sprites have a "spinning" animation of sorts. I imagined how it could attack if it was in an M&L game(Which also carried onto the animating process, what with all the stretching and squishing), so I started working on a suitable attack signal that determined what kind of attack the drone'd use. If the lower segment "spins" to the left(Clockwise), it goes with the LASER beam. If it "spins" to the right(Counter-clockwise), it will fire either a stream of projectiles or a single, guided projectile. And that's all there is to it. Click on the anims(Or check the first post) for the respective sheets. Hope you enjoy! *The name of the BGM that plays in the Buoy Base Galaxy in "Super Mario Galaxy". Thanked by: Ton
06-25-2010, 12:17 PM
Man, your customs are awesome.
09-15-2010, 02:22 PM
...Sheesh... It's been almost three months... Three flippin' months... since the last time I've submitted anything. What happened? I'll tell you what happened.
*Picks up a computerized stereo and activates it. "Trespasser"* starts playing in the background* Now then, I've been trying to get Kawaks to work as of late, but appearently McAfee doesn't seem to like it much. Every time I get Kawaks to work, the anti-virus program kicks in after a minute or less and closes it. As you might think this is quite irritating, as I can't rip from Arcade games for a while. On top of that, I did something stupid a few weeks ago and now my computer has a slight lag which slows my work down quite a bit. I've been trying to get rid of it, but so far nothing. Boy, what a summer, huh? With that said, submissions might come slower than usual until I can solve this thing. Speaking of which, I happen to have a fresh couple right here. Both sheets from "Metal Slug 7". Sled(Mission 6)[Metal Slug 7] <-- The only environmental object in the mission that is NOT part of the level map. What can I say here? This thing appears in the third area of Mission 6, and is pretty much the ONLY environmental object in the whole stage. Any other object is probably part of the stage's level map, which is not easy to rip at all. It's pretty much like the sliding log from MS4, except it loops at one point and is triggered automatically. Not much of a sheet, eh? Well, the next one is bigger than that, I assure you. Mission 1: Scrap Island - Environmental Objects[Metal Slug 7] (Just so you know, I haven't been able to make a image for the link. Maybe I'll come up with something later.) ...Yeah, even the first mission doesn't have much in terms of environmental objects. Ah well... First up is the falling pieces of garbage from Area 3(Also appear in the final mission, from Area 2 onwards) in both normal and big sizes, and the next thing... Well, not sure if the Junk Fortress(End of Area 1) can be counted as an environmental object, but I included it in the sheet for the heck of it. Includes every piece and animation in the data as per usual. By the way, I know there's already a sheet of the Junk Fortress on the site. It's just, some of the fort's tiles in that sheet were slightly(Just slightly, though) out of place, and the palette was different from the actual game. So I figured... ...I'll let you guys decide. So yeah, that's all I've got for now. Of course, these aren't the only rips I've been working on so far... As always, click on the anim/link or check the first post for the sheets. See ya around, fellas! *The name of the BGM that plays in the stage "Lost Colony" in "Sonic Adventure 2".
09-15-2010, 03:07 PM
Very cool.
10-18-2010, 10:21 AM
BUMP!! Hey, I've got a new MS7 sheet up here, people! Here, have some ID.
Rebel Walker[Metal Slug 7] <-- "So we've got a mortar, a blade, attachable rocket launchers, a plasma gun AND drone weapons... but does it have an MP3 player?" (...Yeah, that's me being stupid.) I've been working on this in between the previous sheets... and after a month of work, it's here. This droid, for those who are curious, appears in Area 2 of the final mission, and can attack you in various ways. Some come with rocket launchers mounted on the shoulder pads as well. Some of the poses in the sheet had to be slightly edited(Particularily the death animation, the shoulder pads were edited in the last few poses), but other than that, it's all animation and SFX ripped, primed and ready to go. Nothing much left to say here, so I'll be on my way now. As usual, click on the animation(Or check the first post) for the sheet. See ya!
12-01-2010, 01:40 PM
And it's a bump/double post combo, everybody! And there was mu- ...Naah, I'm not going there.
But seriously, I haven't got as much free time as usual lately, since I've pretty much got a bit of a job now(Yes, it finally happened). I did, however, manage to squeeze in an update for two spritesheets in the middle. Something to keep you guys busy until the next new sheet. But enough chit-chat, and let's check the IDs. The Kraken[Metal Slug 7] ...Wait, isn't the sheet complete already? Well, yeah, except for a tiny little screw-up. Turns out I missed a palette entry for the capsule bombs on the first run... So long story short, the sheet now features the fixed sprites and palette. And just for the heck of it, I've also included the background objects in the boss area(Floating chunks of metal, magma bubble, you name it, I got it) while at it. Rifle Soldier["Metal Slug" Series] Oh yeah, this... how long has it been again? Anyway, there was that cheering animation that these guys have at the end of MS2/MSX. Wonder why I skipped that one at first, since it was in MS7's tile data with the rest of the sprites... Ah well, I've fixed that discrepancy a while back, so it's all good. So yeah, that's all I've got for now. Click on the links for the respective sheets.
01-06-2011, 10:34 AM
Bump AND triple post, people. Hope you've all enjoyed the holidays and had a good New Year's eve... Anyway...
*Activates the computerized stereo. The World 1 map BGM from NEW Super Marisa Land starts playing in the background" Turns out it's going to take more than I thought for the next sheet, so I've arranged something to tide ya over. Let's roll the ID cards for this sucker, guys! Screw Submarine[Metal Slug 7] <-- WARNING: Prototype stuff ahead. ...Wait a minute. Where does THIS appear in the game? Answer: it doesn't. It's got "UNUSED" written all over it. Much like the other entries in the series, MS7 has its own share of unused graphics. This is just a small part of it. Should be all frames and SFX in the data... Special thanks to esreveR for the sub's palette. As for the... whatever it is it shoots out... the palette is completely custom(As in, I grabbed some colors from other MS sprites), so it's probably different from how it was supposed to be. ...And it's also edited from the actual data. Go figure. If anybody wants to see for him/herself, the sprites are in "chr_SCREWA.bin". And that's it for the first sprite rip of 2011, everybody. Click the animation or check the first post for the sheet. Peace out.
02-13-2011, 10:47 AM
Yet another bump... and that puts me to what, four posts in a row?
Anyway, there's an updated sheet up on the first post, for those who are curious. There's a bit of a story behind it though, so let me tell you the details about it... ...And 'cause I'm too much of a lazy S.O.B. to write it all up again, we're gonna get a quote from MSDB. Quote: <-- How long has it been since the original rip? Seriously? And that's all for now, ladies and gentlemen. Of course, this isn't all that happened in the meantime... Yup, that's what I'm working on at the moment. Status report: All tiles colored with the proper palettes. Now to assemble everything...
02-26-2011, 04:24 PM
That King Bill in NSMBW was SCAAAARYYYYYY when I first saw it... 0_0;
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