#Definitely gonna draw this one cos it was in a pretty pencil art style too!
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Just had a dream
Just had a dream about a guy who woke up in the middle of the night and realised he wasn't in control of his body. he felt itchy and achy, like his skin was swollen, and for some reason his movements were odd and clumsy, like his body was out of practise. it walked him to his kitchen and made cereal, out and about through the fog and into tescos to browse, and into a park.
eventually it walked him home, plopped him back in his bed, then Something crawled OUT OF HIS SKIN and slipped out through a small cut on his shoulder. He was HELLA freaked out and got up to Google what it could have been, searching through a bunch of cryptid websites until he found what he was looking for. it was a creature called a Crawler.
they usually would look and act like a totally normal person, but over the years and years of them being shunned by humanity they've become out of practise and easily recognisable as inhuman once you spot them. at night or during foggy/stormy weather, they search for people who aren't paying attention and make a little opening somewhere on their back, then turn into their actual form (slimy thing), stretch it out with their long fingers, and crawl inside between the skin and muscles. they grip the body with their sensetive slimy body and wiggle around inside to move around. they explore for a bit inside people's skin, doing stuff and learning more about how people are, then slip back out again and head home.
people aren't usually conscious for that whole experience, which is why someone being "walked" by a crawler is often mistaken for a sleepwalker. this guy had seen all of it in all its uncomfortable, itchy, horrifying glory. he was pretty relieved to hear thta being walked doesn't often have adverse affects, and if anything does happen, you can GO AND FIND THE CRAWLER to talk about it. they're pescetarian and appreciate a snack before discussing being walked and such. dude was all like "oh so they're chill" and decided to find where the crawler lived so he could ask to please not be crawled inside again.
He looked up how to find a crawler's home, bought a salmon sandwich from tescos and went off to look for it. he lived close to some rocky, hilly countryside so he went there to wander into crevices and caves until he found something. on the third abandoned mine, he found a light and a neat little bucket with fish bones and other leftovers in it near the entrance. this was it.
he trotted in kind of shyly and was met with a freakishly tall skinny man with an orange bucket hat, messy brown hair, long fingers and sort of droopy eyes? with the rest of the face obscured by shadow and hair. it panicked a little and tried to hide but the guy was like
"hey we're chill man I got u a sandwich"
and the crawler was like
"oh my god I haven't had a sandwich in months. bangin"
and it ate it super quickly. the guy remembered reading online that when a crawler is underfed they tend to stretch out to try to compensate and this guy was practically inspector gadget so it didn't bode well for it.
so the crawler finished the sandwich and looked at the guy and was like
"sooooo what are ya here for? if you're not here to kill me yk"
and the guy said "ummmmm I was hoping to ask if you could. Please not walk me again. it was kind of uncomfortable"
the crawler was really surprised cos this was the first time that a person it had walked had been conscious for it, and it felt kind of awkward about it. it's like when someone walks out of the shops and catches you fawning over their cute dog. the guy was like "oh really it's ok it just freaked me out and it was a bit uncomfy and idk if I'll be awake the next time so" and the crawler was like "oh sure sure it's no problem" and then they talked for a lil bit about what made it uncomfy and how the crawler could make it. More Comfy. and less weird. if that's even possible.
then the crawler brought the guy into the next room of the cave and revealed that actually there were two other crawlers living with it. they were all a bit stretched but the other two were significantly more in-practise with human disguises than our big dude. big crawler introduced the other two to the guy, the first was its best friend who always came with it on walks, and the other was his ex who realised she was both a girl and a lesbian after walking a lady for the first time. but she and big crawler were on good terms so it was chill.
the guy was like
"uh this cave isn't exactly the safest place to live for u guys" and the lady crawler said
"tell me about it smh. we've been struggling to get any good food too since all the farmers round here are CONVINCED we eat people"
"well that's just a little bit rude don't they do their research"
"their research is Facebook"
"ah"
so the guy offered for them to come stay at his for a little while until they found their own spot and got better at being human (or however they wanted to be) and they were like YAY so they waited until the evening fog came in and all walked back to his house together. then there was a timeskip and it turns out they'd decided to come and live in my house?
they all looked a bit more human-y now except for the best friend who decided he wanted to be sky blue. be urself for ur pride ig
there was a muntjac deer and an aardvark living in my living room floor and they would occasionally pop out and wander around, but they were a lil scared of people so we didn't get to see them up close. the big crawler decided it wanted to see them better but we didn't have a spare aardvark or muntjac lying around so it made its own skin out of random stuff around my house (we have a lot of faux fur and fabric.)
it worked! somehow! and the crawler hung out with the aardvark for a bit until we called it back saying we were about to go out. For some reason I had hair extensions. the guy from before, my parents, my sisters and my older sister's gf were there and we were discussing where we were going. I walked out to the van and the three crawlers were in there chatting with eachother, and I said we were deciding where we were going. then everyone came out of the house to get in the van and that's when I woke up.
#dream#dreams#sausagedreams#sausagedream#horror#cryptid#scifi#body horror tw#body horror#this one was WEIRDDDDD#the charcaters were so fun tho.#Definitely gonna draw this one cos it was in a pretty pencil art style too!
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Superman #85 (January 1994)
Cat Grant in... "DARK RETRIBUTION"! Which is like normal retribution, but somehow darker. On the receiving end of Cat's darktribution is Winslow Schott, the Toyman, who suddenly changed his MO from "pestering Superman with wacky robots" to "murdering children" back on Superman #84, with one of his victims being Cat's young son Adam. Now Cat has a gun and intends to sneak it into prison to use it on Toyman. She's also pretty pissed at Superman for taking so long to find Toyman after Adam’s death (to be fair, Superman did lose several days being frozen in time by an S&M demon, as seen in Man of Steel #29).
So how did Superman find Toyman anyway? Basically, by spying on like 25% of Metropolis. After finding out from Inspector Turpin that the kids were killed near the docks, Superman goes there and focuses all of his super-senses to get "a quick glimpse of every person" until he sees a bald, robed man sitting on a giant crib, and goes "hmmm, yeah, that looks like someone who murders children." At first, Superman doesn't understand why Toyman would do such a horrible thing, but then Schott starts talking to his mommy in his head and the answer becomes clear: he watched Psycho too many times (or Dan Jurgens did, anyway).
Immediately after wondering why no one buys his toys, Toyman makes some machine guns spring out of his giant crib. I don't know, man, maybe it's because they're all full of explosives and stuff? Anyway, Toyman throws a bunch of exploding toys at Superman, including a robot duplicate of himself, but of course they do nothing. Superman takes him to jail so he can get the help he needs -- which, according to Cat, is a bullet to the face. Or so it seems, until she gets in front of him, pulls the trigger, and...
PSYCHE! It was one of those classic joke guns I’ve only ever seen in comics! Cat says she DID plan to bring a real gun, but then she saw one of these at a toy store and just couldn't resist. Superman, who was watching the whole thing, tells Cat she could get in trouble for this stunt, but he won't tell anyone because she's already been through enough. Then he asks her if she needs help getting home and she says no, because she wants to be more self-sufficient.
I think that's supposed to be an inspiring ending, but I don't know... Adam's eerie face floating in the background there makes me think she's gonna shave her head and climb into a giant crib any day, too. THE END!
Character-Watch:
Cat did become more self-sufficient after this, though. Up to now, all of her storylines seemed to revolve around other people: her ex-husband, Morgan Edge, José Delgado, Vinnie Edge, and finally Toyman. After this, I feel like there was a clear effort to turn her into a character that works by herself. I actually like what they did with Cat in the coming years, though I still don’t think they had to kill her poor kid to do that -- they could have sent him off to boarding school, or maybe to live with his dad. Or with José Delgado, over at Power of Shazam! I bet Jerry Ordway would have taken good care of him.
Plotline-Watch:
Wait, so can Superman just find anyone in Metropolis any time he wants? Not really: this is part of the ongoing storyline about his powers getting boosted after he came back from the dead, which sounds pretty useful now but is about to get very inconvenient.
Don Sparrow points out: "It is interesting that as Superman tries to capture Schott, he at one point instead captures a robot decoy, particularly knowing what Geoff Johns will retroactively do to this storyline in years to come, in Action Comics #865, as we mentioned in our review of Superman #84." Johns also explained that the robot thought he was hearing his mother's voice due to the real Toyman trying to contact him via radio, which I prefer to the "psycho talks to his dead mom" cliche.
Superman says "I never thought he'd get to the point where he'd KILL anyone -- especially children!" Agreed about the children part but, uh, did Superman already forget that Toyman murdered a whole bunch people on his very first appearance, in Superman #13? Or does Superman not count greedy toy company owners as people? Understandable, I guess.
There's a sequence about Cat starting a fire in a paper basket at the prison to sneak past the metal detector, but why do that if she had a toy gun all long? Other than to prevent smartass readers like us from saying "How did she get the gun into the prison?!" before the plot twist, that is.
Patreon-Watch:
Shout out to our patient Patreon patrons, Aaron, Murray Qualie, Chris “Ace” Hendrix, britneyspearsatemyshorts, Patrick D. Ryall, Bheki Latha, Mark Syp, Ryan Bush, Raphael Fischer, Dave Shevlin, and Kit! The latest Patreon-only article was about another episode of the 1988 Superman cartoon written by Marv Wolfman, this one co-starring Wonder Woman (to Lois' frustration).
Another Patreon perk is getting to read Don Sparrow's section early, because he usually finishes his side of these posts long before I do (he ALREADY finished the next one, for instance). But now this one can be posted in public! Take it away, Don:
Art-Watch (by @donsparrow):
We begin with the cover, and it’s a good one— an ultra tight close up for Cat Grant firing a .38 calibre gun, with the titular Superman soaring in, perhaps too late. An interesting thing to notice in this issue (and especially on the cover) is that the paper stock that DC used for their comics changed, so slightly more realistic shading was possible. While it’s nowhere near the sophistication or gloss of the Image Comics stock of the time, there is an attempt at more realistic, airbrushy type shading in the colour. It works well in places, like the muzzle flash, on on Cat Grant’s cheeks and knuckles, but less so in her hair, where the shadow looks a browny green on my copy.
The interior pages open with a pretty good bit of near-silent storytelling. We are deftly shown, and not told the story—there are condolence cards and headlines, and the looming presence of a liquor bottle, until we are shown on the next page splash the real heart of the story, a revolver held aloft by Catherine Grant, bereaved mother, with her targeting in her mind the grim visage of the Toyman.
While their first few issues together meshed pretty well, it’s around this issue that the pencil/inks team of Jurgens and Rubinstein starts to look a little rushed in places. A few inkers who worked with Jurgens that I’ve spoken to have hinted that his pencils can vary in their level of detail, from very finished to pretty loose, and in the latter case, it’s up to the inker to embellish where there’s a lack of detail. Some inkers, like Brett Breeding, really lay down a heavier hand, where there’s quite a bit of actual drawing work in addition to adding value and weight to the lines. I suspect some of the looseness in the figures, as well as empty backgrounds reveals that these pencils were less detailed than we often see from Jurgens.
There’s some weird body language in the tense exchange between Superman and Cat as she angrily confronts him about his lack of progress in capturing her son’s killer—Superman looks a little too dynamic and pleased with himself for someone ostensibly apologizing. Superman taking flight to hunt down Toyman is classic Jurgens, though.
Another example of art weirdness comes on page 7, where Superman gets filled in on the progress of the Adam Morgan investigation. Apparently Suicide Slum has some San Francisco-like hills, as that is one very steep sidewalk separating Superman and Turpin from some central-casting looking punks.
The sequence of Superman concentrating his sight and hearing on the waterfront area is well-drawn, and it’s always nice to see novel uses of his powers. Tyler Hoechlin’s Superman does a similar trick quite often on the excellent first season of Superman & Lois. The full-bleed splash of Superman breaking through the wall to capture Toyman is definitely panel-of-the-week material, as we really feel Superman’s rage and desperation to catch this child-killer.
Pretty much all the pages with Cat Grant confronting Winslow Schott are well-done and tensely paced. While sometimes I think the pupil-less flare of the eye-glasses is a cop-out, it does lend an opaqueness and mystery to what Toyman is thinking. Speaking of cop-outs, the gag gun twist ending really didn’t work for me. I was glad that Cat didn’t lower herself to Schott’s level and become a killer, even for revenge, but the prank gun just felt too silly of a tonal shift for a storyline with this much gravitas. The breakneck denouement that Cat is now depending only on herself didn’t get quite enough breathing room either.
While I appreciated that the ending of this issue avoided an overly simplistic, Death Wish style of justice, this issue extends this troubling but brief era of Superman comics. The casual chalk outlines of yet two more dead children continues the high body count of the previous handful of issues, and the tone remains jarring to me. The issue is also self-aware enough to point out, again, that Schott is generally an ally of children, and not someone who historically wishes them harm, but that doesn’t stop the story from going there, in the most violent of terms. In addition to being a radical change to the Toyman character, it’s handled in a fashion more glib than we’re used to seeing in these pages. The mental health cliché of a matriarchal obsession, a la Norman Bates doesn’t elevate it either. So, another rare misstep from Jurgens the writer, in my opinion. STRAY OBSERVATIONS:
I had thought for sure that Romanove Vodka was a sly reference to a certain Russian Spy turned Marvel superhero, but it turns out there actually is a Russian Vodka called that, minus the “E”, produced not in Russia, as one might think from the Czarist name, but rather, India.
While it made for an awkward exchange, I was glad that Cat pointed out how her tragedy more or less sat on the shelf while Superman dealt with the "Spilled Blood" storyline. A lesser book might not have acknowledged any time had passed. Though I did find it odd for Superman to opine that he wanted to find her son’s murderer even more than she wanted him to. Huh? How so?
I love the detail that Toyman hears the noise of Superman soaring to capture him, likening it to a train coming.
I quibble, but there’s so much I don’t understand about the “new” Toyman. If he’s truly regressing mentally, to an infant-like state, why does he wear this phantom of the opera style long cloak while he sits in his baby crib? Why not go all the way, and wear footie pajamas, like the lost souls on TLC specials about “adult babies”?
I get that Cat Grant is in steely determination mode, but it seemed a little out of place that she had almost no reaction to the taunting she faced from her child’s killer. She doesn’t shed a single tear in the entire issue, and no matter how focused she is on vengeance, that doesn’t seem realistic to me. [Max: That's because this is not just retribution, Don. It's dark retribution. We’ve been over this!]
#superman#dan jurgens#joe rubinstein#cat grant#adam morgan#toyman#dan turpin#joke guns that only exist in comics#cat grant the dark retributor#coming soon to image comics
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2020 July Update
Things have gone slowly... again.
The good news is that the game is now submitted to the console "authority" and it's entirely off my hands. Once it gets through the console "checking" process, it can get a release date and we can sprint towards release. Until then, it'd be at least a month's wait or more until I hear anything. Understandably, their checking process is impacted by Corona, so wait times are increased.
On my end, I was also slow to submit the game. I submitted it late late June, since I ended up spending 7 weeks fixing bugs (and not 2-3 weeks like I estimated in the last blog post). There were just SO many bugs - now squished, thankfully. Since this is a blog post, I'll talk about what kind of bugs I've been fixing.
The other thing that slowed down the submission process was simply due to unfamiliarity with how these submissions proceed. There were pages and pages of stuff to read, guidelines to follow, and legalese to wade through. It really made me wish I had a publisher to guide me through the process. But I was able to clear it with a couple days work. I had an impression that the submission process went like A->B->C->D, with no room for concurrency. Turns out I could have done steps B & C at the same time and sped things up by 2 weeks... So that's that. I'm taking that as a lesson for next time.
The Console Revealed
What is this console that I talk about so stealthily? So that this blog update isn't completely unexciting, I'll reveal which console I've been working on until now. Drumroll please!
It's Switch!
We actually got the Switch dev kit in late 2017. From my understanding, around this time in the USA, the Switch kit was quite hard to get for indies as it was just starting out and high in demand. So I was surprised that my application got approved. I didn't know it then, but the game would still need a few more years of development...
Tweaking performance and fixing bugs
Here you can see my "expert" playtest setup. Since the Switch is more powerful while docked, I needed to playtest it in handheld mode, so I could catch and profile any problem areas where the framerate was unsteady. The most common thing that caused framerate drops were areas that went overboard with lighting. For these areas, I'd tweak or swap out the lights with alternatives that looked similar while also being less computationally intensive. Maintaining 60 FPS is a must!
An old camera (Nikon D3100) trained at the screen recorded my playthrough and would let me rewind to any moment a bug occurred. It could only record in 10 minute chunks, so I'd have to repeatedly repress the record button. On the plus side, because it's so old the movie file sizes were small and convenient.
The number one bug that I tracked and fixed in the past two months was what I dub the "Gear Ring De-equip" bug. The Gear Ring functions as customizable shortcut keys for the player to map items and tools (see an old video demonstration HERE). Through regular use of the inventory, somehow the equipped items on the Gear Ring would be de-equipped. It was an elusive bug since the de-equip event would happen very quietly and you would only suspect something had gone wrong much later. By then, the trail had gone cold and you weren't sure if a de-equip had actually occurred or if the player had simply de-equipped the item themselves. Two other playtesters noted that something left the Gear Ring in their playthrough, but I dismissed them. "Are you sure you didn't just de-equip it yourself?" It was a bug that bred mistrust and discord. I didn't truly believe it until it happened to me...
Luckily, with the camera setup, I was finally able to track it. In the literal 67th video, I caught a live instance of the bug occurring. After which, it was all too easy to recreate the exact same inventory and gear ring setup and replicate it.
(With this exact item layout, combine the 2nd item with the 14th item... and viola! Gear Ring de-equip!)
After fixing this bug, I then proceeded to fix it 5 more times. Every time I fixed it, it would later reappear through a different mechanism.
Why do bugs like this happen? Underneath, there are two lists of items. Tools on the right and items on the left. Items can occur multiple times because they're consumable. Both lists start counting their indexes with the value 0. However, both items and tools co-exist on the gear ring. So to uniquely identify an entry you need both the item ID and the data index. Failure to check both data types resulted in bugs like the Gear Ring de-equip. Now throw in a bunch of item operations that can confuse the system. You can split items, combine items, swap items, or discard items. The more freedom you allow, the more ways there are for the system to trip up.
If you didn't get all that, that's alright. It was needlessly complicated. Imagine doing more and better and with less code and less bugs! Such a thing is possible if you start with the right design. I'm definitely taking notes here on how to design inventory systems for next time. In the meanwhile, I'm very confident I've squished all inventory related bugs.
Other bugs squashed and features implemented in the past 2 months include the end game arts not unlocking properly, collection percentages climbing beyond 100, stray doors floating in the sky, low HP sfx blaring when loading different files, balance tweaks on bosses, a max HP display when the menu is open - too many to count really! It was only after I fixed them all that I was confident enough to move forward with submitting the game. I apologize for the delay this will cause!
PC version back in progress
You may recall in the March 2020 update I talk about how in pursuing the Switch version, I unwittingly ruined the PC version. Well, since the game is "done" now and I'm waiting for it to go through the checking process, I've started working to reclaim the PC version.
And there is some good news to report. The PC version can compile again! Of course, it will need to have some work done, since it was late 2017 when I last had a functioning PC build.
The opening menu is broken, the underlying save file system needs to be updated, and the controls... oh Lord, the controls. Controls were probably the #1 factor in pushing me to pursue a console version first. There are just so many controller options. Even just the usual suspects are numerous: Xbox, Nintendo, Sony, Logitech, Hori, 8Bitdo, Steam...
One of the number one complaints received regarding the flash game (which was keyboard primarily) was that I didn't allow controller rebinding to start. It was then that I learned of the vast array of different keyboard types.
(Ever heard of an Azerty keyboard?)
I shan't make the same mistake twice! One of the things I'll definitely tackle is the Right/Left face button feud when it comes to which should one should be 'confirm' and which one is 'cancel'. I want to allow the player to choose which is their "YES" and "NO" preference and allow that to overlap other actions like Attack or Jump.
Even after control bindings are taken care of, some things just won't translate well. The right control stick is currently used to access the gear ring and for fishing. Keyboards have no right stick. Aiming the crossbow with a full 360 degrees of range is done with the left control stick - if keyboard only, would the crossbow simply be locked to the 8 cardinal directions? What about those tutorial prompts with button graphics (e.g. "Press 'B' to Jump"). If using the playstation controller, it'd need to be the CROSS symbol. How many button graphics are we gonna load into the text module? What if the player, mid-playthrough, decides to swap out controllers? Indeed, there are many issues to tackle where controls are concerned...
Perhaps I'm overthinking it because even some AAA games get this wrong (Dark Souls has 'B' as 'Yes' on Switch, and it's not remappable, which I find quite annoying). I've seen games on consoles where the controls wouldn't mention the console's controller at all but instead mention a mouse and keyboard. Or, if you remapped the controls, the tutorial prompts still showed the old control bindings, making for a confusing experience. I definitely want to do the controls justice, so this will take some time.
Phoenotopia DISCORD Channels
Ryan and Firana have been running a Phoenotopia discord since late 2017, which I promoted on this blog once. It's been a couple years and it turns out that the old discord link I promoted expired. It's long overdue, but their channel could use another shoutout. Here's their channel : https://discord.gg/cnjrYST
Also, Khalid recently reached out to me about creating a Phoenotopia discord as well. I see no reason why we can't have 2 or more discords, so he has created that one with my blessing as well. You can find his discord here : https://discord.gg/cfnsCwy
I personally don't use Discords, since I'm very busy and there's too much new tech to keep up with. I hear there's a Tik Tok now? Should I create a Tik Tok for Phoenotopia? Hmmm...
Anyway, if you'd like to chat with other people who are similarly enthused for Phoenotopia, do check them out!
Fan Arts
We have five new fanart submissions this time around from regulars and new alike.
Cody G. returns with this pair of sketches of Gail. One seeks to answer the question, "how is Gail so strong?" Cody's answer is that under her sleeves she's actually really buff! This might be the most ripped rendition of Gail yet. Also, in the right drawing, the letter 'E' kinda melds with her bat, making it look like a keyblade!
What if Gale was a Shrek character? A new artist, Samu Kajin, from tumblr answers that question with a rendition of Gail sporting ogre style antennae. Samu Kajin says she can be called "Gaek" or "Shrale". I like the poncho!
Shafiyahh returns with a pretty portrait of Gail. Unlike their previous digital pieces, this one was made with color pencils! I like how her hair blends pink and purple colors together, and this pattern is also present in the eyes. Reminds me of a certain character. And the eyes are so sparkly despite using color pencils! Major props!
Negativus Core also returns with this relevant image of Gail, masked and running, presumably from Corona. It gave me quite a chuckle! I like the angle and tilt of this run pose because you can see the sole of her foot - that's how you know she's at full sprint! A skillful blur localized to her left foot show's just the right amount of motion. Gotta love the robot's expression too!
A rare 3D art has emerged. Dany Q crafted this adorable figure of Gail that is as cute as a button! I like how well it translates the pixel character over to 3D, capturing the 3 stitches on her shirt and even catching her stray strand of hair. It kinda reminds me of a Wallace and Gromit character, so I can picture it moving and animating in that unique claymation style.
Next Time
I'm ~80% confident we can clear the Switch console checking process and drop the trailer with a release date before the next blog post. But once again, if things go slowly, you'll hear from us in 2 months...
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