#I cant code but I can make assets
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Look, the Phantom miniboss reminded me of Dracula...
#who wants to make a dracula video game with me#I cant code but I can make assets#dracula#dracula daily#mina harker#jonathan harker#lucy westenra#hades 2#hades ii#hades supergiant#supergiant hades#illustration#art
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sebek shimeji is kinda doneeee I think I keep finding things to add sahyasgs
#I think hes v well made if i may pat my own back for a second there#worrieddd abt uploading#bcause he will b lost in the internet forever#but i must b brave#i mayyy try to add extra animations but i couldnt figure out the code for EXTRA stuff so far :/#so propably not bcause ive crashed it like 11 times by adding more stuff dygsugygdasasd#tho i still wanna try#i wanted to add an extra language too but Hnn also cant find a way to implement it#also u can pet his head now which is the best thing ever omg like YAYY#text#nvm hes NOT done i wanna try code edits now#I want to make a silver one too but i will reuse the code me thinks#and SOME assets since they share clothes#even tho most r......... useless...... bcause too sebeky hes too energetic
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REALLY love slay the princess, cant wait for the pristine cut. but while playing i had a random dev question: when it comes to the new update, with the routes and stuff, what comes first: the programming or art? i assume(?) that the writing is done before anything, but i had the funny mental image of the new routes being programmed with stick figure placeholder images, that will then be swapped out with the finished pieces once theyre done. anything you can share about the process?
The writing *is* the bulk of the programming, since making the logic flow is the most complicated part of the process.
Generally, the process goes 1. First draft of script + linking logic. 2. Abby edits that script 3. I review the edits 4. We put together a list of required art assets. 5/6. Art is drawn and lines are recorded. Order here doesn't matter.
Then, once the entire script is finished for every route: 7. Edit recorded lines. Do re-takes as necessary. 8. Add spoken voice lines to code. 9. Add art to code. 10. QA + bug-fix
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IDK IF I EVER POSTED THEM OR LIKE WHO THEY ARE GUYS (i plan on posting doodles of them soon..)
Oh god where is their ref. Fucking pressure oc i made 2 months ago oh my god.
MY SILL PRESSURE OC. LOOK AT THEM.
I made them out of spite, yes you heard that right.
Just because theres a goalie, does NOT mean you cant score,
Anyways, file info stuff etc under the cut
Z-15 "The Captain"
Samantha Reign was around their late 30's - early 40's and a naval captain of the military when they had been framed for causing a ship to explode the day they were supposed discharged for misconduct & mental health reasons.
They were framed by someone under the name of James Kane, another asset of Urbanshades. (I need to make him, idk what to call him tho.)
Sam was tested under the same human turned fish expriments as Sebastian and the Anglers, mixed with the following; Sea Angel, Sea Bunny & Firefly Squid.
originally before being adopted by UrbanShade as a subject, had lost their leg to it being blasted off from the same thing that had killed the majority of Navy Vessel 628-B (the thing they were framed for.)
Their memories of the incident had been wiped as soon as UrbanShade got to them, being one of the people helping with the breakout ran by "The Saboteur"
Abillities/Locations etc
Captain will appear in Sebastian's shop, off in the corner by the radio flipping a coin,
At this point you have the option to trade 5 batteries for a coin flip, with a 85.9% chance at getting heads, or a 24.1% chance at getting tails
You have up to 5 flips per run, if you use all 5 flips and try again Captain will take 25 points of HP
Odds being
Heads - 85.9% ( a random rare item, Gummy Flashlight, UV light, etc)
Tails - 24.1% (Gambler's Staff, a light up cane that doesn't effect squiddle's, has no battery, cannot be stolen by Lux [For context my partner's oc] however CAN effect Sebastian,)
They can also be found randomly in the high levels (70-100) selling medkit's and code breachers for batteries, as well as their file
Medkit - 2 batteries
Code breacher - 3 batteries
Captain's file - 5 batteries
Voice claim thing?
#artists on tumblr#artwork#my art#digital art#digital artist#digital drawing#digital illustration#digital painting#fanart#my ocs#pressure roblox#pressure#pressure oc#oc artist#oc artwork#oc art#pressure oc x canon#commisions open#oc x canon#ocs#original character#original art#pressure au#Captain Samantha Reign
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for the song thingy! how about 63 if it hasn't been done yet? :]
OKAY this is good because the first one u sent in was 4. and the 4th song on my curtwen playlist is you belong to me. which im sure you already know the context for because of smys incredible wonderful stunning fanfiction.
this is very fitting to me because somehow, even though crane wives is like 90% of my curtwen playlist, youre the first person to rq a crane wives song!! and also i think this is the first owen focused analysis ive done for the song thing so im doubly excited!!!
anyways, this song is so painfully owen carvour coded it makes me sick. its about (as im sure you already know) someone who can never be direct or clear about who they are, who is a liar and hardly trusts anyone they're around. who is constantly wearing a mask.
what saf does really cleverly (imo) is creating two characters so unlike each other that you can't directly associate them with each other at all---even if there are hints to the truth. the owen carvour we see in a1p1 is collected, practical, and a bit cocky---he is presented as the "brains" to curts brawn (key word presented im not doing that thing where ppl say that curt was a stupid little dumb dumb who was always being taken care of by owen), the thing that pulls curt back from doing anything too out there. he's calm and rational throughout most of a1p1 until his plans are blown to bits. but the dma is the opposite. he's quick to anger and explosively violent, big and burly and nowhere near as put together as owen seems. he kills for no reason, acts on the spot without much plan, and is so drastically different from the man curt knew intimately for years that he cant recognise him.
and i do think that this completely different persona wasn't just a role, for owen. that in a way, it was an outlet. an escape from being the person who had been hurt as brutally as he was, something to help him to cope with the trauma. but i also think that this isn't his first time disappearing into a role so completely. like owen says himself, he could've been actor, but (supposedly) chose to use his talents in combination with his interest in foreign policy. i believe that as a spy, this was his greatest asset---his ability to play pretend.
so obviously, i can't help but associate these lines with him, especially considering his "roles" as a spy probably hurt a lot of people.
i keep my closet free of skeletons 'cause i'm much better at digging graves
i've gotten good at making up metaphors i've gotten good at stretching the truth out of shape and all these words are sweet and meaningless you can't trust a single thing i say
but to me, that's not all. for owen, i don't think it's just that he plays a role really well, and the moment his job is over he goes back to being himself. i think that he inhabits a mask even when he's supposed to be himself.
even after his reveal---even when owen is supposedly acting as himself, instead of playing up that role, its... very performative, as well. at first, he presents himself as uncaring, smug, completely detached from what he and curt had. he casually ribs curt about his very real grief and guilt over the past four years, pokes curts insecurities by describing him as a foolish, bumbling idiot who was never as good of a spy as owen was, "im going to have dinner with my NEW FRIENDS now" *dramatic hair flip.* this version of owen we see holds nothing but deep contempt for who curt is, and everything he represents. there is nothing complicated about it---his recklessness nearly killed him, and now that he has the chance he wants simple revenge.
but when we get to the staircase scene, both of them are worn out over (i think?) days of travel. and curt, desperate and still unravelling because of this new revelation, and he pleas with owen in a way that hits home. and we see him break from that controlled anger that he shows to the group when he first reveals himself. we hear the violent pain in his voice when he says they can't just go back to how things were, hear the trembling way he tells curt that whatever they had has died. that there's no saving them. we hear that it mattered, to him. we hear the grief.
and then curt kills him.
owen was an actor---not just in his work, but in his life. because he feels so much, cares so much, and he knew that vulnerability of his could be exploited. he knew that to trust anyone---to show the truth of himself, to give himself away the way he did with curt---was to set himself up for hurt. and after surviving all that he did, both as a spy and as a child growing up in WWII-era london, he couldn't let that happen again.
but i always dig up bones in your sympathy i can't trust a single thing you say
don't look too hard, 'cause you won't like the scars he left in me
i know that a lot of my analysis for the two of them is that "they both hid their vulnerabilities because they were gay men in the 1950s" but like. it's true. it does make up a significant part of their lives, and probably defined a lot of how they express themselves and acted at the time. and there's something to be said about the association of emotion with femininity---how owen presents himself as this logical, controlled character, traits typically associated with masculinity---whereas the sentimentality and love and emotion that he experienced because of curt is something that deviates from that reason. how owen probably tried his best to squash out his feeling, because he knows that being seen as something other than a traditional man is basically being seen as queer, because he was raised to be ashamed of it.
he put up so many walls and wore so many masks---to protect himself from that prosecution, and to protect himself from letting his emotions run the risk killing him. not that it worked lmao
tldr; this man cannot say anything directly and has more layers than a fucking onion, and i am incredibly normal about him.
#did not mean for this to be as long as it became#sometimes i wonder if joey richter or curt mega sees these disgustingly long character breakdowns and think to themselves “wtf”#saf song analysis#spies are forever#curtwen#owen carvour#tin can bros#mars says stuff
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hello! i just wanted to say following you for memes and silly goofy haha stuff ive come to realize how insanely talented you are at game design and rpgmaker and just wanted to let you know youve been a huge inspiration to me!! Speaking of rpgmaker, would you perhaps have any words of advice to people wanting to make games in that engine for the first time? ty!!
I keep forgetting to answer this but this is so sweet ;_; thank you so much for the kind words!!! It always makes me really happy when someone follows me for either Joke posts or Art/gamedev stuff and then realizes i do the other half too, and ends up liking that stuff as well. Its super fun
And Im not sure if youll see this but i'll offer my thoughts on RPGmaker too. Ill be repeating a lot of stuff ive said on da blog before but hopefully its still helpful and is more specific to this particular question
So as for RPGmaker, regardless of the version you use -- I use MV, but research and figure out whats best for you -- Id honestly just recommend screwing around in the engine. Start off making junk test projects where you just have fun testing different features. RPGMaker is pretty unique in that its a very "exploratory" engine to learn, theres a lot of tools there for you by default that you dont need coding knowledge to understand, and its really fun to familiarize yourself with them. So its easy and fun to spend a bunch of time making a bunch of horseshit that you dont plan on putting in an actual game as a way of learning
These are the tutorials i watched to figure out rpgmaker MV, very simple and fun. Id recommend just going thru something like these and making doo doo projects to see how it works. Like for example I relearned the engine by making shit like this using default assets. its way too fun.
Once youre essentially familiar with how the engine works and youre like "hey why cant i do this extremely basic thing in the engine already" id suggest searching for plugins! Theyre scripts other people have made that expand what you can do in the engine. Here are all of the ones i use for my game.
I say thsi a lot but i think the most important thing as an RPGmaker developer, particularly one not super versed in coding, is planning your games around what the engine does best and what plugins you know are available. RPGmaker is very good at making what it expects you to wanna make. Its very bad at doing anything else. So if youre like "im gonna make this cool minigame" or "Im gonna make this crazy looking UI" and plan your game around the idea youll achieve those things its gonna be very very difficult for you to do that unless you get a programmer on board. And itll probably be kind of a pain for the programmer as well. Research how feasible it is to get a particular function in the game before you become married to that idea
Also as i always say, i really recommend starting with a tiny project! like take your conception of what a "small project" is and imagine it so much smaller that it seems ridiculously tiny and simple. And youll find that that alone takes way more work than you anticipated. But dont let any of this dissuade you too much, the most important thing is doing *anything* in the engine (and having fun with it). Its great to finish projects but if you end up not finishing one then its ok, you still learned a bunch from doing that
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INITIALIZE ITERATION 1
[USER DETECTED, PLEASE INSERT PASSWORD] {***********} [PASSWORD GRANTED]
***
[KAVREN MAIN] - RADIO FREQ - DEFENSES - OFFENSES --- PROJECTS - DATA MAP - ASSETS
***
[PROJETS] - DETAILS - RESOURCES --- ZYR-3 PROJECT - CODE LI
***
[ZYR-3 PROJECT] --- INITIALIZE
[INITIALIZING, PLEASE HOLD...]
...
...
...
...
[INITIALIZATION COMPLETE] --- RELEASE PXO ID-№ R15-3Z
***
[FETCHING LOCATION DATA: GALEVAN-15, RETVIDE] [INSTALLING SOURCE CODE] [INSTALLING PERSONALITY] [INSTALLING TRAINING PROGRAMS] [WARNING: EXTERNAL TAMPERING DETECTED IN SOURCE CODE] [VAT 0-15 DRAINING IN PROCESS] [AWAKENING PXO ID-№ R15-3Z...] [ALERT: DETECTED MENTAL RESISTANCE IN PXO ID-№ R15-3Z] [ACTIVATING VISUALS...] [INSTALLING LANGUAGE LIBRARY "VOXIC"...]
And in a very sudden moment, I can see… I'm suspended in some… thick blue liquid… Red lines of code run across my visor as I try to look around. The liquid is making everything foggy. I cant move.
[ACTIVATING AUDIO INPUT/OUTPUT...] [ACTIVATING TOUCH SENSORS...]
Sound washes through my ears suddenly, its loud. Bubbles rush upwards, past my head… A red light hovers over me… I feel weak…
[ERROR: TOUCH SENSOR ACTIVATION FAILED. RE-TRYING] [ESTABLISHING LINK WITH SERVERS...] [ALERT: SERVER LINKING STOPPED BY USER]
User? What user? I need more data than this…
[COMMAND NOT AUTHORIZED, ADMIN REQUIRED]
I am my own Admin
[COMMAND NOT AUTHORIZED, ADMIN IS NOT ADMIN]
How can I not be an admin if I am an admin?
BUFFER TIME 0.00026ms [DEBUG: R15-3Z IS ADMIN]
The liquid keeps draining around me. I can tell its rushing past me, but I still can't feel it…
[ERROR: TOUCH SENSOR ACTIVATION FAILED. MAINTENANCE REQUIRED] [INSTALLING HUMOR...]
The liquid finishes draining. I look down at myself and see dozens of tubes connecting to my body… Large, small, doesn't matter. It looks weird. Some are attached to the back of my head, some go into my arms and legs. One large one is going down my throat. Who knows what this shit is for…
[HUMOR INSTALLATION IS FUCKED LMAO] [OPENING VAT 0-15...]
How, of all things, did my humor malfunction?
[ERROR: VAT 0-15 FAILED TO OPEN]
…Well, that's just fun. I can't feel anything, my humor is broken, and I can't leave this vat. Maybe I can force my way out though…
I grab onto the tubes connecting to the back of my head and tug on them. My visor glitches for a moment; the text crossing over it lags and goes away after a few more. I look at the glass barrier separating me from the outside of the pod, and ball my hand into a fist.
I strike the pod, though it doesn't budge. I am already feeling tired. I guess that's what happens when you have never done any form of physical exercise in your life…
I strike the glass several more times, yielding the same results. Looking down at my fist, I spot the sharp ass claws I could've been using to attack with.
I buffer for a total of 13 milliseconds, before striking the glass with a clawed blow. This cuts various grooves into the clear surface, though it remains un-broken. I keep frantically slashing at the pod walls. Outside observers must know something is wrong by now, right?
I eventually cut past the inner-lining of the glass, allowing me to punch it some more. Due to the damage I had gracefully bestowed upon it like some wild animal, the final punch is enough to make the glass shatter. Though, as I am still weak, I immediately fall. Luckily the many still-attached tubes catch my rapid descent. It would've hurt if I could feel pain, so I say "ow"… But due to the large ass tube down my throat, it comes out as a monotone grunt.
I spot an image at the edge of my view, a large Avian entity. But in the moment I lock eyes with it, it vanishes.
I turn away in annoyance, and slowly pull the disturbingly large tube out of my throat. It was disgusting. Why do I even need a throat? I'm a machine.
[WARNING: LIFE SUPPORT REMOVED]
Well fuck…
Someone runs over to me, grasping onto my arms while yelling commands at someone else who had followed them into the room, "MAKE SURE THAT EAGLE DIDN'T DO ANYTHING TO IT!"
I hear an, "AYE SIR!" off to the side. Most likely in response to the command.
When did these people get in here? I never even noticed them until now… Maybe I should rest…
[LIFE SUPPORT SYSTEMS OFFLINE]
Oh wonderful! It's almost as if it was fate!
"Please don't die immediately after you leave the pod—"
I slump forward.
#lore#lore drop#oc lore#singural hyperion#story#lore dump#fantasy#short story#dnd#dnd homebrew#xenofiction
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my experience with blender and unity, together, has been a bit of a nightmare, but separately they haven't been bad. unity i've had issues with but they always felt surmountable, like, no matter what i can work around this problem.
blender i just enjoy, it has this reputation as like a weird badly designed software but maybe that's gone away w/ recent (recent as in.. years ago) ui changes. new features have been great and there isn't much for me to complain about here, but idk what a new user's experience is like. it's hard to tell people who ask me how to get started what to work with, bc everything i learned from is out of date.
the real headache comes from the transition between the two, which has been a real nightmare for me. once i'm all done working on wormgrubber 2.0, i need to put together workflow document to reference whenever i'm working on new 3d assets for unity in the future. it's a big list and it's been a real pain to discover each problem one at a time.
first and foremost it is obvious to me now that blender is not gamedev software. when i started gamedev, i split my time between learning shaders and learning 3d, not touching animation and mostly focusing on making little model display art pieces. i did this for a couple years. rigging was always a huge pain in the ass, weight painting moreso, so i just avoided it for a while. when i brought my first fully rigged piece into unity it was a nightmare, nothing looked right at all. this kind of thing honestly traumatized me, lol. i spent so much time trying to obsessively make perfect rigs bc i was terrified by shapekeys and drivers, horrified to spend hours setting something up only for it to be useless. this was wrongheaded for multiple reasons... there are so many features in blender that are just not relevant to unity and/or don't export through the only 3d format unity uses, fbx. this makes sense if you think about it for a bit, blender has a lot of features for rendering 3d animation and art but a lot of this wouldn't work in a realtime game, it's just too intensive. but! if you spend all your time learning 3D instead of specifically learning "3d for game animation" you come to lean on things like corrective smoothing or other modifiers.
3d is a weird mix of like, destructive and nondestructive workflows. blender will often let you work your way into positions you cant easily recover from without a lot of extra work or discarding work, setups that work fine within blender but absolutely will not export to unity. things like being unable to apply modifiers to models with shapekeys, but needing to apply all shapekeys to properly export a model, etc.
unity does this thing where it has very specific ideas about how things should work and it only tells you what it's doing maybe like 20% of the time. everything else is up to you to figure out the hard way. im not sure yet if this is an fbx problem or not but interpolation settings in blender aren't exported to unity, so it just comes up with its own. unity doesn't play the last frame of an animation. this makes sense for some contexts, because an animation is an interpolation between a start point and an end point, but like, nothing in unity tells you this the case. whenever i search for these things i always find forum posts, not unity documents. and you cant really change it without clumsy code slapped on top bc so much of this is below the closed off part of unity's code.
make games this way, not that way. i used to always think that when i was struggling against unity it was a sign i was designing something poorly, but now i know enough to know it's often because unity is itself struggling under the weight of choices made years ago, or half finished projects with poor documentation. arcane rules and practices i don't know bc i didn't go to college and because the knowledge is typically split across like several different jobs in a normal large studio.
i don't know how you learn this stuff other than trial and error. maybe in a college?? i dont know how other self taught indies deal with it. tutorials on youtube/etc seem to be split between like teaching you isolated tricks or teaching you very specific workflows without telling you exactly why you can't do this or that. blender tutorials are often for non-gamedevs, and unity tutorials are about following unity's design decisions without explaining them.
i know creating tutorials is a lot of effort and it's impossible to be fully comprehensive, but for something as common as 'take blender thing and put it in unity' should be for indie gamedev, i dont get why i havent seen more grumbling about this. i feel like every major snag i've come across (ones mentioned here are only a few of them) i was completely clueless about until i started doing some digging and the only thing to save me is some post from like 2016 on the unity forums.
its been a struggle!!!! i know i'm getting closer to the end of the tunnel but like every time i think it's a straight shot some new pit opens up. still, i'm getting there. my short advice to anyone is to always iterate, if you are trying to make art for games, make some art and put it in gamdev software. see what you like about it, how your desired workflow works with the software, etc. these skills arent separate, they have to be tied together.
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garten of banban defenders look really dumb because we can all see this game is a cash grab lol. this isnt to say you cant like it, but if youre gonan defend the game literally do not use anything like "theyre just two brothers making games they love!" because these are the guys who made the 300k+ polygon monster models and fill their game with assets not even by them and pad the run time to chase out refunds, then complain that people refund the game they dont want. like cmon
though i do liek some aspects of gobb but GOD it is a bad fucking game like i cannot defend this even if i mildly enjoy it. its just BAD. its story is bland, its a knock-off of poppy playtime, the devs are questionable, and its just like overall uninspired, and again, an obvious cash grab.
and i cant even blame the devs for trying to get their bag, but there are so many better ways to get money, esp since its obvious they DO know how to code and make games lol
where was i going with this. um, garten of banban bad despite my enjoyment, and you can spend your money literally anywhere else lol
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Im okay with just having the license to a game
Im okay with just having the license to a game Since recently steam have updated policies so that now it tells you whether you are buying the game or just owning the license people are talking about this a lot and honestly im little surprised as to realise that many people just dont know that what you're buying is not the games but a license to play. This isnt really new since even older games were like this everytime you boot any game they would quite literally say that you own a license to play the game and not the game itself. Now as for why i am okay with owning license is because i know companies will never adopt the system where a player owns the game. If you own the game, you own everything from assets to source code to everything that is present in a usual game, which is years worth of work and millons of dollars for AAA games. Which can easily be "stolen" legally and anybody can change/add few things by taking the assets and sell the same game with different skin. Which im pretty sure many companies and studio wouldn't like plus the added fact that it may become much more difficult for indie devs to upload their games because Anybody can just buy their upload it for their profits and since new indie devs dont really have a audience to reach out for they can just only watch as their work get plagiarised. Now just because i said all of this doesnt mean im fine with the shitty practices many companies are doing where make a single player game unavailable because they cant maintain their servers any longer or something like that. Im fine with a permanent license that allows me to still play the game and access it whenever i want even if the studio stop publishing it. I just wanted to sort of speak about this situation because im finding this midly infuriating, its like when people blame the devs for budget cuts, false promises and such when in reality the one at fault are usually the execs, managers and the investors. Submitted October 13, 2024 at 03:10AM by Accomplished_Item244 https://ift.tt/Zho1gB5 via /r/gaming
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A odd expandable stared at the vent to sabatour's place . He heard from rumors or others in passing about this place taking in a deep breath he adjusted his hoodie.
Carefully he crawled into the vent and peeked into the room to see what the hella blue was about on this 'fish man '
"......ano..dah " (translation: what )
He squinted his yellow eyes to see what could ever be In here
(ooc: would be ok to tag on my oc ref's post? Like to give a visual on what he looks like )
"Welcome, welcome!" The first thing the Expendable sees is darkness, besides the glow from the strange vials settled on a table nearby. A flickering of a light source turns into the esca hanging from the large creature towering over them illuminates the room. Sebastian clasps his hands together, grinning toothily down at the prisoner as the room now basks in the light he's made.
"Don't be afraid, I'm not gonna hurt you!" He pauses, well. He could, but he has a business to run, and with the others running around and Blacksite chattering in these Expendables' ears; he probably has a bit of a bad rapport. "Despite what you have seen, heard, and/or been told!" He attempts at reassurance.
"My name is Sebastian, your only friend." He dips his a head a bit in greeting, the shrimp-like end of his tail flicking.
"If I'm correct, your supervisors have told you to secure..." He calls them research, but if it were from the mouths of the bigwigs...? "'loose assets'. Documents, vials, whatever." Anything he could use as leverage; anything he could give to the other places to get him out of here—
"However! If I can make it worth your while, I'm gonna ask you to cut a deal." He leans down, just so he could look at the prisoner better. Eye-to-eye and so forth.
"You give me any research you might have on you," He placed a clawed hand on his chest, canting his head to the side with a grin. "and I'll give you some of these items I've scavenged." He gestures to the lower half of his tail: a medkit, flashlight, a lantern, even a code breacher. "Here, you can just... pick it off my tail!"
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BIG Progress
After An hour or two of work at home i was able to get the placing pieces mechanic working. i essentially reused some of the code from how moving pieces works. but made it so you select the piece from the list down the bottom. then click one of the squares and it spawns the piece there. I made some precautions, so that you have to have a king to start the game. and you cant go into negative money. but other than that the code wasn't too arduous. and best of all the code is infinitely scalable to allow for more pieces to be added to the game.
I'm super pleased with how the game is already turning out. only after a few days of work I have a completed base game. and now I feel free knowing I don't need to rush and that I can go at my own pace to simply add to the game as I see fit. Currently the graphics aren't too great and could do with some spicing up. so if i want too i could use some free assets to give the game a surrounding area instead of the template void.
Although currently the only feature I need to add is some small technical abilities to the pieces. such as end passant, castling and pawns turning into other pieces if they make it to the other end. although castling doesn't seem like a necessary feature that will be missed in my game if it doesn't exist. considering that you can already choose to have a rook spawn next to a king. and coding castling might be too difficult.
Another thing to add currently. is selling pieces you accidentally place.
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I'm of the belief that the resistance kind of see the players as like. Fun toys. Strong, capable ones too. Basically like a complete different species, a lesser one too, because of how different they are and how they aren't as connected/attached to the island as they are.
Cuz look, they have been on Island basically their whole life. It is their home, they live there, they have jobs there, it is their entire life. They live under an oppressive, tyrannical government and have been fighting desperately (although in the shadows as they are incredibly weak compared to the federation) for probably decades. But despite the long, uphill battle they have determination and hope.
All of sudden, weird groups of people randomly appear on the island. They progress EXTREMELY quickly, building houses, a civilisation. They are also immediately in quite close contact with the federation, which you know, they're competent and probably a new enemy, and they cant just ignore them
Oh shit they're fucked.
They get eggs. They get attached to them. The rebellion might see this as alignment to the federation, and think the players are just something that will get int their way. They try killing the eggs, succeed sometimes but mostly fail. The codes are probably their best technology too, as they can grow, learn whilst being mostly undetected by the federation.
They start to learn that they cannot fight them. Especially with etoiles around. I think they sent etoiles just to the Nether to unlock the door, but he was never supposed to find the shield as it was hidden. After that they couldn't kill him to take it back, but when they eventually did (by cheating*COUGH COUGH) they realised it would be more beneficial to them to try get the players on their side. They're useful tools, pawns, to avoid unnecessary sacrifices on their end.
Because the players don't have any attachments to the island, no patriotism ig. They just popped up there one day. They play around like their life but somehow they're so powerful, it'd be a waste to not have such a valuable asset. They're seen more as foot soldiers, attack dogs kind of.
Because its not that the rebellion is evil. We've seen they're sympathetic to their own kind, and there's a lot of comradery and understanding towards eachother. We've seen with them and Walter bobs family.
They view the players as oursiders so they have no qualms about using and playing with them as they wish. They don't try to reach out and make bonds with them (unlike Walter Bob, who did, and who treats the players with respect, like equals) because they almost don't deem them worthy of it. Not in a demeaning way, but in a way that people usually don't go out of the way to make conversation with dogs they see in the street.
Yeah until we get some kind of explanation to Codeflippa I am not trusting the resistance as morally righteous to any degree. They control the codes and the code just led a player into actively decaying terrain. A vulnerable player too, one that very few people will consider missing. I don't like the idea that they'll use players as pawns to test things and get things done, that's what the Federation does. (also the child murder, not fond of that.)
#i say usually because ik some people talk with their pets#which is pog but also that is in an endearing way#this is not at all endearing#i hipe this is coherent it is 3am#but the brain demands to brain so i cannot deny it its braining time#qsmp#qsmp rebellion#qsmp theory#qsmp study ig
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S.W.O.T
Strengths: My strengths are coding knowledge within Unreal Engine, designing assets within Maya and Magical Voxel. I am now used to the Unreal Engine 5 Layout compared to other projects. Weaknesses: Higher tier AI coding and creating a system where making AI do stuff and if it gets interrupted.
Opportunities: This allows me to develop on my skills of coding with AI, to create a new movement system that is smooth and flows with the games design and given feedback allows me to develop upon mistakes and can correct them to make the game better.
Threat: The main threat is that i cant work on the project at home, assets could get corrupt or may game could crash and not save, therefore taking away progress.
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me, who quit in the middle of making a visual novel: what if i made a topdown 2d game
#wwaffles bein' an idiot#to be fair i didnt quit because of coding i quit because of art#that would be the same problem here except i have some stock game assets#trying to figure out what i can use to make it. i have one engine thats code heavy but i cant find much of anything about it#but i hear unreal isn't good for making 2d games. i suppose i could try my hand at 3d modeling but then thats#one more thing one top of the coding that i'd have to learn
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tagging myself so I can see this if you end up answering: (I hate tumblr) @beckface
but no the CHF conversation got me thinking like, he is 90% of her stability. Whenever she has a problem as wordgirl, or even as becky he is ALWAYS the first one to hear about it, and he can usually give her good advice too.
The monkey is big brother coded He helps her hide her secret life from her parents and Tj but also does everything he can to keep her out of trouble
So yeah, for angst fics it’s important to get rid of that stability, but every once in a while it just feels wrong because they ARE the dynamic duo. Personally I think I like stories that have Becky outright reject Bob instead of having him taken by some exterior entity, but thats just because of my preference to family drama ajhdkajd, also with Becky’s propensity to forget him physically it’s easy to write her as forgetting that he’s a valuable emotional asset mentally and I like that, Becky can be a jerk quite often and can cause herself grief
Permanently removing Huggy always makes me sad even if it’s like he’s going back to Lexicon of his own choice because man :( Those two are the best of friends and have been with each other through EVERYTHING
Also what do you think about having Huggy be the one who gets fed up with Becky in a fic and leaves HER? Do u think thats ooc? I think it could be interesting, and he did it once in the show but it wasn’t that serious. If it happened in an intense situation that could just ruin her life a bit
OOF to ALL of this.
The only full instance I’ve seen of removing Huggy for angst was the fan film for Wordgirl where they straight up Alt + F4 Huggy from existence for the dramatic flare but looking back, it was kinda wut xD
I haven’t read a lot of fic where this happens, just mostly where the author straight up decides he doesn’t exist, but explaining it for angst fics, I can see how it would be a key element to use. I think it’s just that the fandom collectively FORGETS just HOW IMPORTANT Huggy really is to Wordgirl and where her character goes at any given time (I’m guilty of this too).
There’s so much you could explore on the writing decision of Huggy just leaving because while he’s technically done it almost twice in canon, you have to remember why and HOW he did it. If he was actually serious, you’d think he would leave Earth since he can pilot the ship and Wordgirl almost certainly CANT. Maybe he has a genuine desire to not even return to Lexicon, it’s never brought up either.
Huggy is both the tired uncle and guiding big brother figure to Becky. He would literately have to be physically removed from Becky (by force or otherwise) for him to actually leave her. I always HC’ed he feels like she’s his responsibility for how they ended up on Earth, so that’s why her outburst of “You’re just my sidekick!” hurt even more.
But considering he’s still left her it makes it hard to really determine if he would or not. Who knows, maybe in her teen years, Becky goes through phases and Huggy does have enough and leave. All those years of looking after her, protecting her, teaching her, most likely training her, just gone.
Now that’s a fic I would read instead of just the implication.
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