#LOTS of behind the scenes
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kogarashi-art · 9 months ago
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It's the last previews for Falling Into Darkness!
Important note before I go into some details on the pictures: I will, in general, not be doing this for other fanfics I post. The main reason I did this series of illustrations was as something of a treat for finally crossposting this 10-20-year-old story to my AO3 account. I don't really plan to draw a ton of illustrations for other fics I do.
That being said, I may do occasional images that will be posted with future stories on AO3 (I have a quick one for the first chapter of the next fic I plan on posting, for one), and if I do other fanart, related to a fic or not, I still plan to post art here.
But I'm glad for all the kind comments and everyone enjoying this series of illustrations with me. :D You guys are awesome.
With that, description-stuff (including more behind-the-scenes than usual) below the cut. 'Tis long; be forewarned.
First up, arguably the easiest illustration to do in the whole set. It's a silhouette, so the foreground wasn't really an issue (other than trying to get the edge glow just right, and I still don't think I quite managed but I'm definitely telling myself not to mess with it any further). The background was already painted for the second illustration in the whole set:
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I just fixed up the paths and the treetops and added a little lookout stand to the building on the right, now that Sonic and Sally weren't blocking those spots. After all, it's supposed to be the same view anyway, so I figured I'd make it easy on myself and not have to completely repaint the scene.
The second image employs some little cheats here and there. Here's the original sketch from my sketchbook for comparison:
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Very loose, lacking detail. Straight lines are more like suggestions. The robots are spiky blobs. I have a literal note next to a stick figure and a hollow shape telling me to get some references. There's the barest hint of the alcoves the robots are standing in.
I didn't show this level of behind-the-scenes off with other illustrations in this series (though I suppose if anyone's ever interested, I could do a process post about how I worked on these), but one of the first things I did with this series of illustrations was sift through the roughly fifty individual sketches I'd drawn to illustrate various parts of the story (not counting redraws of portions), ranging from vague shapes to much more detailed drawings, to narrow it down to the ones I was actually going to finish for this project. I ended up with 27 total images, including the two I'm previewing today, focusing on having at least one but no more than three images per chapter.
Once I'd determined which sketches, like the above, were going to become a finished piece, I then went through each and every one of them in Photoshop with a sketch pencil brush and filled out the sketches to a point where I could reliably ink them. That meant things like swapping out figures that didn't work with redraws of them or making size adjustments, like so:
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The first image is the second illustration, and you can see I redid Sonic because his initial pose didn't work. The redraw was actually a pose of him I did to draw his post-Mobianization robotic elements from the end of the story, but the stance was actually good for what I needed, so I Photoshopped it in and then sketched the rest of the replacement drawing digitally. The second image is Sally watching Knuckles walk away, and you can see that I changed her left arm, and also reproportioned her body prior to inking (bigger head, smaller body).
And for pieces like the final one in this illustration series, I sketched in all the details that were missing from the initial sketch (which, as I said, was pretty barebones; in my defense, it was the last one I drew, and by that point I was pretty tired of drawing robot hedgehogs so Sonic was something of a stick figure in most of the last chapters' sketches).
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And here's where one of the cheats comes into play. I drew one robot hedgehog. Specifically the one you see the most of, near the tip of Robotnik's cape by the drafting table. I drew it on its own layer in Potoshop, then copied and pasted it into all of the other holding bays, erasing parts that wouldn't be visible as I went along. I also went and found those references I needed for Robotnik and Snively and drew the two of them properly.
And then, because I much prefer physical pen-to-paper inking over digital (my tablet is not one of the fancy screen ones, and I've yet to really get comfortable digitally inking with it, despite owning it for nigh on twenty years), I colored all of the sketches red, assembled them in groups on letter-sized images, and printed them out onto cardstock (my preferred medium when I'm going to be traditionally inking). I inked them with my various inking pens (some Sakura Microns, some Faber-Castell PITT pens), scanned each sheet back into my computer, and cleaned up the lines in Photoshop (the reason for the red printout was to make it a bit smoother removing the sketch from the inked lines, though it wasn't as clean as I would've liked; oh well).
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That left us with the above. Because I inked them each by hand individually, the robots don't look copy-pasted, because it was the underlying sketch that had been, not the ink work. The tables and holding bays also have straighter lines thanks to using a proper ruler for those (though I didn't concern myself too much with things like perspective and right angles), and after drawing the straight line, I went back freehand over spots to give them a bit of that hand-inked wobble.
From there it was a matter of laying down the flats in Photoshop, then shading, adding effects, etc. I like the cold yellow light I've got on the robots, and the overall shading on the yellow cape. Also that sense of satisfaction when I called this one done, because it was the last one. Huzzah.
I'll see you on Monday for the last chapter!
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poorly-drawn-mdzs · 10 months ago
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You keep telling yourself that Namari.
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originalartblog · 6 months ago
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Unforeseen learning opportunity!
(wikitionary to explain the scar)
(bonus)
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glassesanddisasters · 5 days ago
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Thought it would be rude not to show you all this Ianthe sketch.
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skycowboys · 1 year ago
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Ask and ye shall receive.
Been doing lots of work on the graphic novel behind the scenes! Apologies to this blog and to my Patreons for the dry spell but not to worry, the Discord is pretty active :)
Discord | Patreon | Art Prints
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quicksilversnails · 21 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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shopwitchvamp · 6 months ago
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I mean this gently but I have to say somethin' here- I've been getting so much "make your skirts cheaper" "I love this but why are they soooo expensive" etc lately and like look, I know a lot of this is because times are hard.. (otherwise why would I be hearing this more & more this year when prices haven't changed compared to last year) but I just wanna say that one of the only ways I could lower prices (if I was ruthless and didn't care) would be to cut sizing options. Like idk how to word what I'm trying to say, but just know when you shout stuff like this at other brands & they decide they need to find a way to cut costs to lower prices, being size inclusive is gonna be one of the first things to go. I have no plans to do this myself, but for example, a D Size Skater costs me almost twice as much (talking about only the direct from the manu cost, there are other factors too such as that they weigh more so that adds more shipping costs as well) as an A Size Skater. Say I cut D Size altogether.. and many companies would have by now while also not even lowering the price.. I could increase my profit margins significantly right away. Now lets say I cut both C and D and become a shop that only offers the standard range of SM-XL. Wow! Suddenly profits are up so much!! Or maybe going not full corporate greed, I could handle lowering skater prices by like $10 (random number not based on real math idk what things would actually work out to because I'm not gonna do it). But now no one over a size XL can order from me. I fear none of what I'm trying to get across is getting across but I just mean to say, in order to offer what I offer, the prices need to be what they are. They aren't set arbitrarily high & lowering them would mean needing to make choices that I will not make (becoming less size inclusive or making my business unsustainable in the sense that it would not survive long).
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boar-cry · 2 months ago
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Gear Station is not haunted. No, Gear Station is alive and well.
A bit of an explanation below the cut:
I had this idea at the end of September, and it has had me in a death grip ever since.
I've always had a fascination with stories about haunted houses, of which aren't haunted by ghosts or demons or monsters, but are instead deemed haunted because the House itself is Alive. The Haunting of Hill House by Shirley Jackson, Anatomy by KittyHorrorShow, House of Leaves by Mark Z. Danielewski, just to name a few.
But after a while, it got me thinking; if a House could be Haunted, then what else could? What about other feats of architecture? How about ships or stations?
And if Houses learn to hate because they are abandoned by humanity, can other places learn to love because they are loved by humanity?
Anyways, this is a very VERY long-winded way to say that two of my special interests have combined into the idea of Gear Station itself being Alive and watching over the twins and its other inhabitants. Hopefully nothing bad happens after realizing an eldritch Being is possessing your workplace, and I hope nothing bad further happens after realizing it Knows you! 🫶 surely nothing can go wrong!
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demaparbat-hp · 4 months ago
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Oh, Lala...
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leopardmuffinxo · 28 days ago
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so touch me again; i feel my shadow dissolving
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herewegobebe · 2 months ago
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TAEMIN | 'ETERNAL' MUSIC SHOW - Behind The Scenes [x]
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qiuing · 7 months ago
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Secrets
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poorly-drawn-mdzs · 4 months ago
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Ghouls night out
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#poorly drawn mdzs#mdzs#wei wuxian#lan wangji#Scopophobia#Don't be mean Lan Wangji - the dead girl aesthetic is a curated one. Support women's rights to look dead!#I have been waiting for this scene for ages...the ghost girl entourage is such a good look for WWX.#And by gods does the audio drama actually do something interesting with one of them.#Namely that we actually get to see WWX talk with them and learn about who they were and what they left behind.#I love necromancer characters but it's way too common for them to be like “Go! Ghost no.145!” like they're a pokemon#and not...you know...someone who had a whole life that they left behind.#I love me a necromancer who has an awareness to whose soul/body they are using. It adds a lot of flavour!#MDZS is a little hit or miss with this. I think the fans do a lot of the work with making Mo Xuanyu a bigger character.#Yi City has this in spades. Even though we don't individually get character backstories#We get many painful reminders about how these 'corpses' were people.#We also get a few lines about how WWX used whatever corpses he could get his hands on (including grandparents - Woof!)#MDZS often (but not always) likes to remind us that every sacrifice and every ghost was a person.#It is so close to nailing the landing regarding the deconstruction of the necromancer character.#Anyhow. You may have noticed the uptick in quality in the last two comics. Rule of three means next one is going to be a treat B*)#See you all very soon!
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dailybloopy · 2 months ago
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liauditore · 8 months ago
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i forgot what his ingame name was and had to scrub thru a bunch of videos looking for him like a cryptid and i think that's incredibly joe hills of him
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fredbydawn · 11 months ago
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I’m sorry but their impressions of each other are everything to me
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