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Free sprites for the taking


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#476 Omegamatrix OFFLINE  

Omegamatrix

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Posted Thu Nov 5, 2015 9:21 PM

I'm not sure I understand your intentions. If you are just looking to display the art on the VCS as a full screen image then that is no problem. It's been possible to put 10 colors on a line for many years. (Just not in bB) https://www.youtube....h?v=Vo6sVgIZs7Y

Yep, there is no 1 color per line limit. You can also scroll 14 colors per line. ;)

 

http://atariage.com/...e/#entry2846868

 

 

Bus stuffing could do more then that as well...



#477 Lewis2907 OFFLINE  

Lewis2907

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Posted Wed Jan 13, 2016 8:59 AM

These are some nice threads on sprites. Does anyone know of another thread with sprites to download. I would like to see Contra, Sonic, Donkey Kong, IKARI Warriors etc. Or even some 32 by 32 playfields would be great. Still learning myself. 



#478 PAC-MAN-RED OFFLINE  

PAC-MAN-RED

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Posted Wed Jan 13, 2016 7:00 PM

These are some nice threads on sprites. Does anyone know of another thread with sprites to download. I would like to see Contra, Sonic, Donkey Kong, IKARI Warriors etc. Or even some 32 by 32 playfields would be great. Still learning myself. 

 

Contra starts here. There are 3 posts in total of Contra goodness. :D

 

illya



#479 Lewis2907 OFFLINE  

Lewis2907

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Posted Fri Jan 15, 2016 5:32 AM

 

Contra starts here. There are 3 posts in total of Contra goodness. :D

 

illya

Pac-Man-Red, thanks. Do you have anything for Sonic or 32 * 32 playfield examples. I'm still learning as I look at everyone's code. Thanks again for the sprites. 



#480 ZackAttack OFFLINE  

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Posted Fri Jan 15, 2016 1:53 PM

Pac-Man-Red, thanks. Do you have anything for Sonic or 32 * 32 playfield examples. I'm still learning as I look at everyone's code. Thanks again for the sprites. 

There were a bunch of nice sonic sprites in a different thread 



#481 Lewis2907 OFFLINE  

Lewis2907

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Posted Sat Jan 16, 2016 6:09 AM

There were a bunch of nice sonic sprites in a different thread 

Thanks for the link ZackAttack. 



#482 Lewis2907 OFFLINE  

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Posted Mon Feb 29, 2016 11:12 AM

Pacman Red, not sure your still doing challenges or sprites. I have always been a fan of Robotech hence my icon. Not sure where I can locate sprites that will fit in the image converter or some hints and tricks to reduce the grunt work as you stayed ealier in this thread. Thanks in advance for any info you can provide.

#483 PAC-MAN-RED OFFLINE  

PAC-MAN-RED

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Posted Mon Feb 29, 2016 12:20 PM

Pacman Red, not sure your still doing challenges or sprites. I have always been a fan of Robotech hence my icon. Not sure where I can locate sprites that will fit in the image converter or some hints and tricks to reduce the grunt work as you stayed ealier in this thread. Thanks in advance for any info you can provide.

 

Hi, which image converter are you referring to?

 

There were quite a few of what we outside of Japan would call Robotech games made for the Japanese market and yet almost none of them use the word "Robotech", they seem to all use the word "Macross":

https://en.wikipedia...oss_video_games

 

Even I did a internet search for "Robotech sprites" and the results were very low. Searching "Macross sprites" yielded far more results. For example, here are some sprites from the game Choujikuu Yousai Macross.

 

If you need anything else, just lemme know here, or PM me. :)

 

illya



#484 Lewis2907 OFFLINE  

Lewis2907

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Posted Mon Feb 29, 2016 1:56 PM

I am using the one the that comes with Batari Basic. I use snipping then try to use the image code to convert. Normally it comes out way too large. Robotech is also Macross. I would say the NES version is the closest that would yield sprites that can convert over to 2600. Robotech has 3 eras. Zentradi, Robotech Masters and Invid. Each Era has thier own unquie vehicles that convert/transform. My thought is DPC as I am learning the limitations there and it offers many possibilities with color schemes etc. Thanks again for any help you can provide.

#485 Lewis2907 OFFLINE  

Lewis2907

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Posted Mon Feb 29, 2016 1:58 PM

Forgot to add that each Era has thier own unique enemy vehicles and main chracters. If you google Robotech and phantasy start Rick Hunter some sprites will populate. I just can't quite figure out how to copy and covert those as a start.

#486 PAC-MAN-RED OFFLINE  

PAC-MAN-RED

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Posted Wed Mar 2, 2016 11:26 PM

Here's a trick I use sometimes:

 

1X Macross x1.PNG 2X Macross x2.PNG

 

1) Get the sprite you want to convert.
2) Select entire sprite and squish it in half(ex. 16px wide sprite becomes 8px wide).
3) Select sprite again and stretch it back to it's original size.
4) Split the sprite into two halves.
5) Select each half, copy it, flip it horizontally, and place it next to the first half.
6) Edit the the sprites to make them look as close to the original sprite as possible, or when you are happy with it.
7) Edit the sprites to conform to the Atari 2600's -one color per horizontal line- format or one single color(could require additional editing).

 

illya



#487 Lewis2907 OFFLINE  

Lewis2907

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Posted Fri Mar 4, 2016 6:41 AM

Pac Man Red,

 

Thanks. I will try this and see if I fully understand what you are doing. I am just Googling the sprite I want. Use Snipping. Then paint to shrink it down. Then open it with ImgtoCode. Stuff for the playfield works somewhat, but the sprite is much harder to accomplish. That is great sprite for the shock trooper. Hopefully I can get it working they way you are able to make sprite, thanks. 



#488 PAC-MAN-RED OFFLINE  

PAC-MAN-RED

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Posted Fri Mar 4, 2016 10:31 AM

I just tried to use the ImgtoCode program to turn the Shock Trooper sprite into code... and it didn't work... Well I mean it worked, but it wasn't perfect. When opening the sprite data for editing inside VisualbB there was an additional line of code that appeared at the top above the sprite, and approx. half of the bottom part had it's color inverted. :( Not sure what's going on there, but if your using the sprite editor in VisualbB then you might want to try drawing the sprite manually.

 

illya



#489 Lewis2907 OFFLINE  

Lewis2907

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Posted Fri Mar 4, 2016 10:54 AM

Okay,

 

Thanks. I will play with it some more. Maybe I will figure something out. 



#490 PAC-MAN-RED OFFLINE  

PAC-MAN-RED

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Posted Sun Jun 5, 2016 1:46 PM

1875333.jpg

 

Inspired by a novel published in 1984 by Scott Siegel - Beat the Devil was written targetting kids to warn against videogame
addiction. I read the book as a kid and I never forgot it because it was about my favorite past time - Videogames.

Summary:
"Doug is a video game fanatic, and his best friend Warren and girlfriend Maura are not too thrilled to hear that Doug's dad
has bought a computer. Will they ever see Doug again, or will he spend every minute of free time closeted in his dad's
computer room? Unfortunately, it's worse than Warren and Maura think-Doug has purchased a game called "Beat the Devil" from a
mysterious store he'd never noticed before. The graphics are incredible: a pure white heart is battling pitchforks and fires
from hell. If the heart survives long enough, the devil himself will appear to battle the heart, and only if the heart shoots
a white lightning bolt into each of the devil's eyes, can the heart win! Doug becomes obsessed with winning this difficult
game! Soon Doug is acting strangely-picking fights, staying up all night to play the game, missing dates with Maura. When
Warren visits a fortune teller, she warns him that he will soon have to risk his life for his friend, who is being consumed
by the devil. Warren launches into action, bringing Maura to Doug's house to help him. They see that every time Doug plays
"Beat the Devil" and loses, he loses a little more of himself to the devil. Can Warren and Maura help Doug beat the game and
stop the evil force that is devouring his soul?"

 

And without further ado, I present to you the conceptual sprites, animations and mockup gameplay screen I created.

 

Spritesheet:

There are alternate versions of The Devils hand, Hellfire and The Cross.

Beat the Devil Sprites.GIF Mockup Screenshot: Beat The Devil Mockup.GIF

 

Blue Demon: blue demon laughing x4.gif Pure Heart: White Heart x4.gif White Heart Break x4.gif Pitchfork: Pitchfork x2.gif Unholy Smoke: Unholy Smoke x4.gif

Hellfire: Hell Fire x2.gif The Devils Fangs: The Devils Fangs x4.gif Explosion: Blue Demon Explodes x4.gif The Devils Hand: Devils Hand x4.gif Evil Eye: Evil Eye x4.gif

The Cross: The Cross x4.gif The Devil breathing fire: Devil FireBreath.gif The Devils eye exploding: Devils Eye Explodes.gif

 

 

illya

 

P.S. - If any programmers wish to create this game for real, I would be more than happy to assist with such an endeavor.



#491 Lewis2907 OFFLINE  

Lewis2907

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Posted Mon Oct 17, 2016 12:27 PM

attachicon.gifBBLogo.PNG

The final installment of Bubble Bobble Sprites... Yes, I know there are more sprites in the game, but like Nintendo... I'm gonna leave a few things out. icon_biggrinwink.gif

Again, the Original Sprites on the Left and the Atari 2600 ones on the Right.. you'll know the difference. icon_smile.gif There's only one exception to the "All Arcade sprites" and that's
the Drunk. (China Warrior for the TurboGrafx-16 had a drunk guy too, but he was probably portraying Zui Quan. One of the very few drunks in a game... Drinking in a video
game... who knew?) I borrowed the design from the NES version of the Drunk because it was much easier to adapt him.

Bubblin and Bobblin have a Still frame, a two frame walk cycle, and a blowing bubble frame for a total of Four frames each. The enemies only have two frames each.
I'm hoping the rest of the picture is self-explanatory.


attachicon.gifBubble Bobble Character & Weapon Sprites.PNG

attachicon.gifBubble Bobble Character & Weapon Sprites.zip

Enjoy,

Illya

PAC-MAN-RED,

 

I am trying to use your Bubble Bobble sprites and I am unable to load them. I have used your sprites before. Maybe I am doing something different or wrong because its been a while since I have used your sprites. I know that I am using a new laptop. I will try tonight to use my old laptop. May be an issue with my laptops not sure. I am planning on making something called Bubble Burst. I want to see how far I can get with it. I am still working and learning from the Pac_Man Eat-N-Run game. Thanks again for the sprite you have posted and make. Lastly are you up to a Robotech Challenge or Final Fantasy I challenge?

 

It's my new computer. I may reinstall Bb to see if that will fix it. Are you up to a "Robotech Challenge or Final Fantasy I challenge?", thanks.


Edited by Lewis2907, Tue Oct 18, 2016 10:05 AM.


#492 SpiceWare OFFLINE  

SpiceWare

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Posted Mon Oct 17, 2016 12:47 PM

I'm working up a simple RPG demo using a new BUS Stuffing kernel that currently creates a 12x16 tiled display.  Each tile is 8x12, and each line in the tile is independently colored. I've worked up a few for testing, but if anybody has something better (and more images, say a castle/city/village drawn using multiple tiles, such as 6 tiles in a 3x2 arrangement) I'd appreciate it.

Screenshot of what I'm currently using so you can "see" the graphics:
Screen Shot 2016-10-17 at 1.40.57 PM.png
 
The data:
Grass_ID = (*-Tiles)/24
    .byte %10101010, GREEN+4        ; 0
    .byte %01010101, YELLOW_GREEN+4 ; 1
    .byte %10101010, GREEN+4        ; 2
    .byte %01010101, CYAN+4         ; 3
    .byte %10101010, YELLOW_GREEN+4 ; 4
    .byte %01010101, GREEN+4        ; 5
    .byte %10101010, YELLOW_GREEN+4 ; 6
    .byte %01010101, CYAN+4         ; 7
    .byte %10101010, GREEN+4        ; 8
    .byte %01010101, YELLOW_GREEN+4 ; 9
    .byte %10101010, GREEN+4        ;10
    .byte %01010101, CYAN+4         ;11
    
Dirt_ID = (*-Tiles)/24
    .byte %11011111, OCHRE+4  ; 0
    .byte %11111111, OCHRE+4  ; 1
    .byte %11111011, OCHRE+4  ; 2
    .byte %11101111, OCHRE+4  ; 3
    .byte %11111111, OCHRE+4  ; 4
    .byte %10111101, OCHRE+4  ; 5
    .byte %11111111, OCHRE+4  ; 6
    .byte %11111101, OCHRE+4  ; 7
    .byte %01111111, OCHRE+4  ; 8
    .byte %11111111, OCHRE+4  ; 9
    .byte %11111101, OCHRE+4  ;10
    .byte %11111111, OCHRE+4  ;11
    
Swamp_ID = (*-Tiles)/24
    .byte %11111111, OCHRE_GREEN+4  ; 0
    .byte %11011111, OCHRE_GREEN+4  ; 1
    .byte %10101111, OCHRE+4  ; 2
    .byte %11011111, OCHRE_GREEN+4  ; 3
    .byte %11111011, OCHRE_GREEN+4  ; 4
    .byte %11110101, OCHRE+4  ; 5
    .byte %11111011, OCHRE_GREEN+4  ; 6
    .byte %11111111, OCHRE_GREEN+4  ; 7
    .byte %11111111, OCHRE+4  ; 8
    .byte %10111111, OCHRE_GREEN+4  ; 9
    .byte %01011111, OCHRE_GREEN+4  ;10
    .byte %10111111, OCHRE+4  ;11    
    
Forest_ID = (*-Tiles)/24
    .byte %00000000, GREEN+4  ; 0
    .byte %00010000, GREEN+4  ; 1
    .byte %00111000, GREEN+6  ; 2
    .byte %00111000, GREEN+4  ; 3
    .byte %01111100, GREEN+4  ; 4
    .byte %01111100, GREEN+6  ; 5
    .byte %11111110, GREEN+4  ; 6
    .byte %11111110, GREEN+4  ; 7
    .byte %00111000, GREEN+6  ; 8
    .byte %00010000, OCHRE+4  ; 9
    .byte %00010000, OCHRE+4  ;10
    .byte %00010000, OCHRE+4  ;11  
    
Mountain_ID = (*-Tiles)/24
    .byte %00000000, WHITE  ; 0
    .byte %00001000, WHITE  ; 1
    .byte %00011000, WHITE  ; 2
    .byte %00111100, WHITE  ; 3
    .byte %00111100, WHITE  ; 4
    .byte %00111100, OCHRE+12 ; 5
    .byte %01111110, OCHRE+10 ; 6
    .byte %01111110, OCHRE+8  ; 7
    .byte %01111110, OCHRE+6; 8
    .byte %11111111, OCHRE+4 ; 9
    .byte %11111111, OCHRE+2  ;10
    .byte %11111111, OCHRE  ;11
    
Road_ID = (*-Tiles)/24
    .byte %11111111, GREY+4  ; 0
    .byte %11111111, GREY+4  ; 1
    .byte %11111111, GREY+4  ; 2
    .byte %11111111, GREY+4  ; 3
    .byte %11111111, GREY+4  ; 4
    .byte %11111111, GREY+4  ; 5
    .byte %11111111, GREY+4  ; 6
    .byte %11111111, GREY+4  ; 7
    .byte %11111111, GREY+4  ; 8
    .byte %11111111, GREY+4  ; 9
    .byte %11111111, GREY+4  ;10
    .byte %11111111, GREY+4  ;11    
    
    
Hero_ID = (*-Tiles)/24
    .byte %00000000, BLACK  ; 0
    .byte %00011100, RED+10 ; 1
    .byte %00011100, RED+10 ; 2
    .byte %00001000, RED+10 ; 3
    .byte %01111111, BLUE+8  ; 4
    .byte %01011101, BLUE+8  ; 5
    .byte %01011101, BLUE+8  ; 6
    .byte %01011101, BLUE+8  ; 7
    .byte %00010100, GREY+4  ; 8
    .byte %00010100, GREY+4  ; 9
    .byte %00010100, GREY+4  ;10
    .byte %00110110, GREY+4  ;11    


#493 SpiceWare OFFLINE  

SpiceWare

    Draconian

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Posted Wed Oct 19, 2016 2:18 PM

I'm working up a simple RPG demo using a new BUS Stuffing kernel that currently creates a 12x16 tiled display.  Each tile is 8x12, and each line in the tile is independently colored.


Still have a glitch to figure out, but thought y'all might like a sneak peak on how this is progressing:
Screen Shot 2016-10-19 at 3.05.04 PM.png

IMG_7687.jpg

#494 SpiceWare OFFLINE  

SpiceWare

    Draconian

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Posted Wed Oct 19, 2016 3:45 PM

Figured it out, the player/color updates were reversed so the color value was being used for the graphics and vice versa. Also added a water tile:

Screen Shot 2016-10-19 at 4.14.08 PM.png

IMG_7688.jpg

#495 Random Terrain ONLINE  

Random Terrain

    Visual batari Basic User

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    Nonlinear
  • Location:North Carolina (USA)

Posted Wed Oct 19, 2016 10:58 PM

Figured it out, the player/color updates were reversed so the color value was being used for the graphics and vice versa. Also added a water tile:

 

That's the kind of thing I've been hoping for. Maybe someone will find the time to add that capability to bB one of these days. I'd like to make a game that has elements from Civilization 2 and similar games. The part I'm interested in is random terrain that I can explore and find resources and treasure.



#496 piders7 OFFLINE  

piders7

    Space Invader

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Posted Thu Dec 8, 2016 10:55 PM

Sprite request:


Edited by piders7, Thu Dec 8, 2016 10:56 PM.


#497 Lewis2907 OFFLINE  

Lewis2907

    Chopper Commander

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Posted Fri Dec 9, 2016 8:23 PM

Robotech is also my request 😆

#498 Mountain King OFFLINE  

Mountain King

    Dragonstomper

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  • Location:Philadelphia, PA

Posted Sat Dec 17, 2016 8:00 PM

Requesting food items. Nuts, Berries, Fruit, Bacon. Just curious to see what people come up with.






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