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zaacoy · 2 years ago
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More of them yippee
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abisalli · 6 months ago
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Jason but he wears this helmet 😼
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horreurscopes · 5 days ago
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dude your intricate ritual just fucking bit me
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sp0o0kylights · 4 months ago
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Grass is green, water is wet, and Jonathan Byers does not like Steve Harrington.
These are known facts in the universe.
Computers were going to take over the world, a “mobile” phone was being invented, and Steve Harrington had lost most of his hearing.
These were unknown facts--rumors even, if you will. Eddie had never seen even a grain of truth to support any of them. 
(Well, maybe the computer thing, but only because Grant and Dustin both had made a couple of convincing arguments.) 
So he doesn’t think about it, when his freshman gang up on him. 
Doesn’t even factor the “can’t hear well” thing in, when he was tasked (demanded, whined, bitched and moaned at) with helping them explain to Steve why going to the release party of the new D&D box set, located at a hobby store only a mere 2 hour drive away, was important.
Eddie’s not even sure how the little shits got him to agree to do it until he’s standing in the parking lot in front of the former King himself. 
��The store’s leading up to the release with a handful of one-shots.” He’s explaining, unsure whether to pull out the bored act or play up his court jester persona, and thus mixing and matching on the fly. 
He does not care if Harrington doesn’t know what a one-shot is. 
“They’re releasing the set at midnight. You have to be there to get it though, you can’t have someone else pick it up for you because they only got a certain amount in.” 
Harrington’s frowning (no surprise) but it’s not until Eddie is well into his spiel about how his van is already full with the elder members of Hellfire, and thus has no room for the freshmen, that he realizes Steve isn’t quite looking at him. 
Is in fact, looking over his shoulder.
Eddie stops. Follows Harrington’s gaze.
Parked across from Steve’s Beemer, is Jonathan Byer’s barely working clunker car. 
A handful of steps in front of it, and thus nearly right behind Eddie, is the man himself.
His hands are still moving, mouth shaping words silent as he goes, his gaze locked not on Eddie or the kids--but on Steve. 
Who turns back around as Harrington’s eyes slide right back to him. 
“And this is taking place next Friday?” He says, in that sort of annoyed but resigned way parents aim at their children. “After school?” 
“I’d like to go during  school, but the freshmen insist you wouldn’t let them ditch out.” Eddie tells him. “They had two separate arguments about it.” 
Loud ones, that had interrupted the game and given Eddie a migraine. 
Once again Steve’s eyes slide away from him, to Jonathan. 
“They’re not skipping school.” He says suddenly, a glare forming and Jonathan makes an annoyed noise. 
“They argued about skipping, they’re not going to.” He says aloud, and finally steps up so that he’s next to Eddie instead of behind him. 
“Munson slow down, I can’t sign as fast as you’re talking.” He adds, in the hang-dog grumble he’s notorious for. 
Eddie stares at him. 
“Can he seriously not hear me?” 
“No.” Steve and Jonathan answer together. 
“I can kind of still hear,” Steve adds, gaze returning to Eddie’s face. “But its more loud music or noises. I can lip read, but you’re also talking too fast for that.” 
Without pausing, he turns back to Jonathan and says; “Why can’t you take them?”
“It’s Friday.” Byers deadpans. 
Eddie’s not an expert on sign language, but his hands somehow looked deadpan too. 
He’s not sure how Jonathan did that. 
“So?” Steve snarks back. 
What follows is an argument that Eddie is not, at all involved in, mostly because he’s too busy handling the fact that Jonathan Byers has learned sign language, for Steve Harrington, apparently, and given the tone the argument is taking they still don’t even like each other.  
Eventually the argument ends, Steve throwing his hands in the air and demanding that Jonathan owes him. 
(Eventually Eddie will corner the ever so quiet Will Byers and ask why the hell his brother learned sign language for someone he clearly fucking hates.
“Oh they don’t hate each other.” Baby Byers would say, in that shy, quiet way of his. “I think they’re actually friends now?” 
“You think?”
“Well--you’ve seen them.” Will shrugs. “I think being mean to each other is kinda their thing.” 
‘What the hell.’ Eddie would think, right up until he stumbled across one of the kids sign language books. 
Byers the Elder, he decides, isn’t the only person who should learn sign language to chew out Harrington properly.
The pay off is immediate. 
Or at least, the pay off of watching Steve’s shocked face the first time Eddie signs something vulgar at him is, anyway.)
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blacktabbygames · 7 months ago
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We're thrilled to announce that we've wrapped principal development work on Slay the Princess — The Pristine Cut. We'll be releasing it this Fall (date TBD) so we can simultaneous ship the update with both the game's console release (surprise!) as well as official subtitling support for 11 new languages, all with the help of our wonderful new partners at Serenity Forge (who you might know from their publishing work on Doki Doki Literature Club Plus!)
There's a lot for us to share about The Pristine Cut, but before we get into the details, please check out our new trailer!
Here's what we've got coming for you: Content
For those of you who are just now hearing about The Pristine Cut, it's an entirely free director's cut of the game that adds about 35% more content on top of the initial release.
This includes massive expansions to The Den, The Apotheosis, and The Fury routes, each of which is over three times bigger than their release versions, with tons of variations to discover across multiple playthroughs.
On top of this, we're adding three brand new chapter three routes that will add even more depth to your stories with The Damsel, The Prisoner, and The Spectre.
And we're adding a new ending.
All in all, these additions come to over 2,500 new voice lines, over 1,200 new hand-drawn illustrations, and over 15 new tracks of music.
We're also adding an extensive CG gallery with over 400 unlocks to help all you completionists track your progress, complete with cryptic hints to help you discover some of the game's more obscure and buried interactions.
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Languages
And all of this is coming with a giant wave of localization support, covering the following languages: Simplified and Traditional Chinese, Korean, Japanese, French, German, Russian, Spanish (Latin American), Brazilian Portuguese, Italian, and Polish. These localizations are just going to cover subtitles, so we can be as thorough as possible about maintaining the quality of Jonny and Nichole's performances.
Consoles, Physical Release and New Merch
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With the help of Serenity Forge, we’re bringing Slay the Princess — The Pristine Cut to every major current console — Nintendo Switch, PS4 + 5, and Xbox.
And these won’t just be available as digital downloads. You’ll also be able to pick up a physical edition for the Switch and PS5, with an exclusive sticker sheet and a download code for the game’s soundtrack.
And if that’s not enough we’re also doing a Collector’s Edition, complete with a 7 inch statue of the Princess, a mirror with a lenticular lens, an acrylic standee, and more.
And finally (for now), we’re launching the first wave of new line of sticker sheets, featuring chibi art of the Princesses as seen in The Pristine Cut’s new gallery. Pre-order them now at Topatoco!
Alongside these developments, we've also launched a new website for the game: check out slaytheprincess.com where you can order the physical editions, check out merch, and more!
Thank you so much for your patience while we've worked to make The Pristine Cut the definitive version of Slay the Princess. We can't wait to share all of the game's new stories with you this Fall.
Until then, we're back to working full-time on the next Episode of Scarlet Hollow (and have been for about a few weeks now!)
Best, Abby and Tony
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moisthairyfarts · 1 year ago
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*Coughs really loudly*
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quicksilversnails · 13 days ago
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Took some notes from the Wild Life retrospective episode of the Imp & Skizz podcast featuring Grian because I thought the behind the scenes info was really interesting!
(3:15) The wild cards were all kept totally secret from the players (apart from Grian), with the exception of the superpowers and finale (as they required the players to set keybinds)
(3:45) The players were given files containing the required mods each week, which were named things like "creeper rain" to throw them off
(4:12) Wild cards were a combination of data packs and mods
(4:38) Grian told them not to read the folder name to avoid spoilers (which is kind of impossible), so everyone fully believed there would be creeper rain lol. Grian was saying it in jest but everyone took it seriously and were apologetic about having seen it, to which Grian told them not to worry
(6:58) Grian originally contacted a data pack dev called Brace for help with programming the wild cards. Some, like the shrinking/growing could be achieved with minecraft attributes, but the snails were too janky and unusable. Grian still liked the idea though, so he reached out to mod developers Henkelmax and Breadloaf, who designed the pathfinding/behaviour from scratch
(8:49) They had a debugging mode used to test the pathfinding of the snails, shown in the podcast and in Grian's credits
(10:09) Grian wants most of the credit to go to the development team and artists, as he was mostly in charge of ideas & organization!
(10:39) Grian's only regret with the snails was that they were too fast in session 3, leading to unexpectedly many deaths. They were apparently not so difficult to get away from during testing, but perhaps the testers were more used to them than the players were
(11:44) Grian: "We did develop to the lowest common denominator" ie. prioritizing how players would struggle over how worrying about if players would do too well
(12:56) Oli's voice for the snails was iconic. It cost Impulse a life because he intentionally stayed closer to it to hear the voice lol
(13:42) Danny was in charge of the snail models and animations
(14:11) During testing, the snails just sounded like Oli, which made it feel weird. They pitched up his voice so that it'd be less immediately recognizable
(15:18) The snails' jumping attack was meant to be clearly telegraphed: they would stop, wiggle, make a "ooeee" sound before jumping. Many players had their friendly creatures volume turned very low/off (as cows and other mobs are loud), which made this attack much less obvious for them
(16:57) The growing/shrinking had the least testing done for it, as it was the simplest conceptually and to program. This meant that the falling off of blocks due to the shrinking hitboxes wasn't anticipated
(17:55) Before the 1st session, Grian told them that he didn't think anyone would die to the wild card. Pearl's death made Grian pretty nervous, as he didn't want everyone dying too early in the season
(19:29) 6 lives were given, knowing that many of the death to the wild cards were unexpected/unfair. The intent was for ~3 lives to be allocated for wild cards, and ~3 for PvP.
(21:13) The developers were all fans of the Life Series!
(22:43) The shrinking/growing was intentionally pretty simple to ease players/viewers into the concept and build up toward more dramatic wild cards like the snails
(25:38) In the hunger episode, Grian didn't know which foods would be good
(25:58) Grian thinks that "it's unfair that Grian already knows everything" is valid criticism, but that it's important for him to be involved with the ideas. Having someone else do that is like having someone else record his videos: Life Series is his brainchild
(26:35) Well before the season began, while they were still developing the concept, Grian asked the other players for wild card ideas that would meet a few criteria. All of them ended up being unused for one reason or another. Impulse thinks his ideas were very "inside the box" because he was viewing things through what was possible in vanilla Minecraft. His idea was to have a scavenger hunt where the players would search to find a relic. The first person to find it would get a buff. Skizz's idea was for every player to turn into a random passive mob for every given interval of time. They would have to find every other player of the same mob type as them or else the whole group loses a life.
(29:44) The food qualities were weighted by the rarity of the item, so very common blocks like dirt and cobblestone would never give anything good. The other items were randomly selected
(30:23) Regular blocks/items cannot be made edible normally, so they had to circumvent that and custom code a fix for items not stacking correctly
(32:41) While a lot of players do want to win, the main priority is creating entertainment, which prioritizes playing recklessly
(33:20) The food wild card wasn't included in the finale because it would've felt like "too much". There was a higher risk of technical issues since it changed the data values of items, and Grian didn't want someone's last death to be because they ate their sword. In his mind, it was a good and fun wild card, but didn't need to be repeated in the finale. Impulse points out that they all would have collected more rare items by that point, removing the incentive to search for blocks to eat
(33:46) The wild cards in the finale were nerfed from their original sessions. The shrinking/growing had a smaller height range, the snails moved slower, etc.
(36:21) The personalized snail skins were a late addition by Danny, who made 18 skins very quickly
(36:49) Grian did not anticipate the snails becoming as popular with fans as they were. After the session released, they had the idea to release the snail merchandise, which directly funded the rest of the season
(39:20) Grian spent what "felt like every day" testing with the developers. They'd record the sessions on Tuesdays, meet up with the dev team, talk about what need to be done, testing, bugs, etc, edit and upload on Saturday, and would get a few days grace before starting again
(40:01) After the snail session, Grian was worried that the season would be very short due to all the deaths. They were considering toning down the later wild cards but ultimately didn't change them too much
(40:36) The time wild card was carefully balanced. If it had gone even a little faster, many players likely would have died because they wouldn't have time to react to threats like baby zombies or creepers.
(40:57) While sessions normally run for a variable amount of time, session 4 was hardcoded at 2 hours. Grian ended the session ~10 minutes early, just after they hit max speed, because he felt like things were getting dicey
(42:46) When the wild card first activates, it looks a lot like the server had frozen or crashed. Grian told the players before the session started that it would look like the game was broken, but that it isn't broken. Skizz tabbed out anyway and missed the beginning 😔
(43:30) Having the rain start just as the wild card began was a good visual indicator of time slowing down. This was a suggestion from the dev team (probably Brace)
(44:41) Impulse and Grian "cheesed" the end of the session by going branch mining. Grian wanted players to take advantage of the wild cards (eg. mining quickly, helping to kill someone), and not have them just be an annoyance.
(45:30) Keeping the client and server-side time stay in sync was challenging. The sky's motion was changed to be smoother on client-side. The players were also not as fast as the server (around 2x faster), the server was going faster than that, and the time of day was even faster
(46:56) The sounds were pitched up/down based on the speed to add to the effect
(27:46) In testing, if the players were made 7x faster, it would be basically unplayable, which was why it was capped at 2x speed. This made mobs very dangerous, as they were now faster than players and could catch up to you and kill you easily
(49:01) On several occasions, they had to extend the fuse duration of creepers to make them more fair. In the time session, their speed was only increased by ~10%
(49:39) Usually, Grian was the one to test the wild cards and notice when things like creeper speed would be an issue, since he was the one with experience making videos
(50:50) A challenge with balancing wild cards is accounting for the playstyles of so many players: reckless players like Scar and Skizz, "kind and gentle" players like Bigb who would stay off to the sides, and "the sweat squad" (Scott, Impulse) who play very cautiously
(52:48) Trivia Bot was the only wild card that was not planned in advance. Grian was struggling to come up with a wild card for that episode, and wanted to have a wild card available that could give people lives in case many people died to early wild cards without it feeling cheap.
(53:33) Trivia seemed a little boring on its face, so presentation was essential
(54:34) This one made Grian the most stressed due to all the moving parts involved in making it (coding and pathfinding mostly by Henkelmax, visuals by Hoffen, audio/music, questions)
(55:08) Trivia Bot's design was based on Grumbot and Mettaton from Undertale. Hoffen drew concept art shown in the video
(58:32) They show Trivia Bot's custom animation for becoming a snail and it's really cool
(59:12) The music was the most stressful part of the project. Grian spent 2-3 days looking through Epidemic Sounds for a Trivia Bot theme song and couldn't find anything good. He commissioned Zera @hopepetal for a theme song, which is played in the podcast. However, Grian realized he needed a full audio package, so he commissioned Oli late in development, who created the final soundtrack and many audio variations
(1:01:38) Grian wants to send appreciation for everyone who worked on the project, even if their work ultimately went unused
(1:02:58) Skizz was happy to give back however he could by staying on standby in the final episode as a zombie, as the players were able to "reap all the benefits" of the hard work of the development team
(1:05:21) Grian didn't know any of the trivia questions beforehand, which were done by fans of the series. The goal was for ~50% of the questions to be answered correctly, which was approximately met
(1:07:11) Players couldn't get questions about themselves because it would be too easy. This would encourage players to leave their bot, allowing other players to mess with them
(1:07:57) Grian felt a little left out from the discovery element of the wild cards, and decided to mess with Scar by hiding his bot. He wasn't expecting Scar to die from it, and could tell that he was genuinely a little upset by it. Grian felt bad about it, which led to a genuine in-game alliance between them
(1:12:32) Grian was very close to letting Trivia Bot give lives as rewards, but decided it would feel too cheap
(1:14:38) Mob swap was slightly toned down, with more camels and sniffers spawning
(1:15:07) Evokers didn't drop totems anymore. Instead, there was a minuscule chance a warden or wither would spawn, which would drop a totem if killed. Grian was a little disappointed that the warden got cheesed in the end
(1:17:45) Having the mobs start passive and turn hostile was mostly for the presentation, building anticipation, and so players could predict where mobs would spawn and react accordingly, making things feel less unfair
(1:20:32) There was no superpower made for Skizz (or Mumbo presumably)
(1:20:38) The superpowers were another late addition. There was a large design doc where Grian created all the powers, which were handed over to Henkelmax and completed over 4 days
(1:21:42) Grian avoided superpowers involving strength, that could cause someone to die easily. Most of the powers were social or movement-based, which couldn't be used for offence as easily
(1:22:25) Some powers were randomly assigned, others weren't. Impulse's was random. Cleo's, Bigb's, Lizzie's, Grian's were assigned.
(1:24:25) Grian gave himself the mimic because it could easily backfire (like in Grian's fall damage death), and because it would've been confusing for a player who wasn't aware of the other powers. They likely would've spent the episode just figuring out how everything worked and not actually using the power to its best ability
Lots of discussion about the superpowers and how they interacted in the episode itself, go watch if you're interested :)
(1:33:38) Talk on how the series "standard" rules evolved since 3rd Life. There was no keep inventory, and no restrictions on enchanting levels or potions, which created slow or unbalanced fights
(1:36:23) 3rd Life was designed to be an experimental series, which made Grian eager to improve it. For example, some people just weren't dying in 3L, leading to the boogeyman in LL, and so on
(1:37:17) The goal with the seasons isn't to one-up the previous one, but to create a different experience every time, which keeps things engaging for the creators
(1:38:31) At the end of each session, Grian would ask the group if they had fun and how they felt about the wild cards. According the Skizz, the answer was "a resounding yes"
(1:39:08) Grian had moments throughout the season where he personally felt like things didn't go well for him, and was anxious for the rest of the group's episodes. Things worked out while editing the raw footage, though. His issues were never with the wild cards themselves, but his own actions (traps not working, spending too long branch mining), but would always find funny moments in his footage
(1:43:41) Everyone in the Life Series cast genuinely likes and genuinely respects everybody else in the group. This allows them to make the show and get mad at each other, because they know it's all just in-character
(1:44:50) It'd be hard to top Wild Life in spectacle, and Grian doesn't want to start an arms race with himself. The next season could potentially be closer to 3rd Life, but Grian's not sure yet. For Grian, Wild Life was the most enjoyable
(1:45:20) Grian: "As long as people keep enjoying [the Life Series] then I'd love to keep doing it"
(1:49:35) With the finale, Grian knew how the wild cards played out the previous sessions and was able to adjust them
(1:49:56) Grian's goal was to create safe chaos where everyone knew what was happening and wouldn't die to them, which didn't go entirely to plan. The snails were 60% of their original speed and people still died
(1:51:03) Grian made a precise timeline of when each wild card would start/stop, it wasn't randomized.
(1:54:16) All the superpowers were randomized, with Bdubs' power being removed from circulation because it didn't have much use in a finale setting
(1:56:10) It was important for Grian that in the final moments, the wild cards were removed, so there were no interruptions. The timing worked out well because there were a few people left and it ended within ~10 minutes (this implies that the change wasn't based on # of players alive, as people had speculated based on Gem's death)
(1:58:48) The players all randomly switched to zombie skins throughout the session to mess with people on NameMC. Well-played :)
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ca-3 · 4 months ago
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🎶 Is it that sweet? I guess so 🎶
Back at it again, drawing random tweets that I see ♡
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alistair-blackwood · 4 months ago
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It's interesting how Laios struggles to remember Kabru's name right away, yet is able to recall the feeling of his grip well enough to immediately understand that something isn't right (Kabru being cuffed)
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turtleblogatlast · 7 months ago
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I think a lot about Leo standing up for his brothers in the things that really matter to them.
Like- Leo is the one who immediately pushes Mikey and Donnie into finding Raph the second it’s clear that their oldest brother is missing because he knows Raph can’t handle being separated like that.
Leo is the one who stands up for Mikey when Mikey wants to go on a solo mission, actively vouching for him and being the one to convince Raph into letting Mikey go, because being independent and proving himself just as capable of standing on his own two feet as everyone else means so much to Mikey.
And Leo defends Donnie’s honor in particular when his brothers’ intelligence is insulted because Leo is well aware of how important Donnie’s smarts are to him - and how important having those smarts valued and acknowledged is as well.
All this goes right into just how well Leo knows his brothers. For as much as he’ll tease or fight with them, he knows them, and he loves them.
#rottmnt#rise of the teenage mutant ninja turtles#rottmnt leo#rottmnt headcanons#rise leo#listen Leo loves his family SO MUCH#and like it’s no accident that Leo is consistently the one to give pep talks that#very notably#are less ‘everyone as a group’ and more ‘all of you individually’#it’s heartening to see honestly and like#it works with how he is as both a person and as a fighter#he knows people he knows them so well he knows how they work what they’re like#which is SO USEFUL for subterfuge AND portal/teleportation strategy#my guy is charming his charisma comes from his understanding of people at an individual level#when he wants to be he is very very good at that#he’s still a teen who is too cocky for his own good at times but that does not negate his stellar other moments#he can be selfish he can be mean he can be rude but when push comes to shove he is so quick to stand up for his family#Mikey’s statement at the end of the movie about how Leo NEVER gave up on THEM is so important because it’s not JUST about the movie!!#that’s Leo as a whole he will never give up on his bros#portal jacked is telling of this too because although it has a lot of comedic moments#never once does Leo stop looking for a way to get his bros back#they’re everything to him#he’s the face man he’s a people person and he’s the number 1 pet turtle which I will discuss the implications of in this essay-#Will also say that when Leo does these moments of standing up for his bros he’s never expecting praise for it#he’s just glad they find Raph he just smiles when Mikey tells him he loves him he never mentions defending Donnie#leo has a tendency to show off fancy glittery moves but his real actions and feelings are sooo much more lowkey#that you have to be actively looking for them to catch them all#and I really really like that about him it’s so interesting HE is so interesting
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kagooleo · 7 months ago
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even the biggest beasts need a little love and care when they've evolved (watch your head!)
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humming-fly · 5 days ago
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I feel like growing up with someone with some sort of severe autoimmune disorder shadow of all people would be good about wearing masks
(given the sonic movies take place on modern-day earth with all the trappings that entails I kinda wanted to see if you could put a mask on one of these guys and ngl much easier than I expected lol)
also consider: matching
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bugeyedfreaks · 7 months ago
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POV youre jjust a little hater
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And?
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shalom-iamcominghome · 6 months ago
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"We need more diverse queer representation!"
You cannot even handle queer jews.
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marigraphia · 1 month ago
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I've had this pose ref saved for a while and the Superman set photos just gave off the same energy 👉🏻👈🏻
The reference is this photo of Katharine Hepburn as Antiope and Colin Keith-Johnston as Theseus in the 1932 play 'The Warrior's Husband' (and I'd love for people to turn into a draw your otp meme pls pls pls this pose is so good)
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And also, of course, the Superman (2025) set photos
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#superfamilyweek#superman#dcu#clois#lois lane#clark kent#i was actually gonna post this a few days ago but then i found out about the superfamily week#it wasn't made for it but i hope you can accept this humble offering even if it doesn't really fit the prompts#art#digital#fanart#live-action#dc#regular#final#colour#this actually from june when the set photos came out and i just got completely obsessed and went into a clois haze#it all looks so good though!! the whole thing!!!! i'm vibrating with excitement just thinking about it!!!!!!!#if this film isn't good i'm gonna be sooo disappointed you guys have no idea how much i'm looking forward to it#but anyway. ART RAMBLES: as i mentioned on the tags of my last drawing this piece gave me SUCH a headache#i think it's probably cos it was just supposed to be a quick sketch so i used a more stable pencil brush#but then i really liked it so i decided to properly colour it instead of just doing the watercolour thing i usually do for sketches#but with finished pieces i like the lineart to be kinda messy and the sketch to even show through bit#and since i used the more stable brush for the sketch it ended up looking WAY too clean. not like my stuff at all.#so i just started throwing stuff at the wall to see what could make it more interesting. full background! actual lineart! texture layers!#and this here is what i was the happiest with. i don't... love it though. it should be looking way more interesting given the pose#and then i also did the purge girl halfway through this and it looked SO good right out of the bat (pun intended)#so i went a bit into a spiral. did some realistic stuff i'll post soon. and now am trying out a thick black lineart style.#(i'll definitely still use the coloured lines for the sketchy watercolour stuff though. it just looks way too cute)
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solardrake · 1 year ago
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airplane dragons from the front
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