#Mechanical Tutorials
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lucybellwood · 2 years ago
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A while ago Falynn K. asked this question on Twitter:
"So on a tall sailing ship you have the mast, and you have the yards across it--is the yard/spar actually attached to the mast, by like i dunno, a pin or something, or is it strictly roped/lashed to it?"
This is a totally reasonable question! A lot of folks who haven't sailed square riggers might think that the yard stays put, but in fact it needs to move up and down the mast so the sails can be fully set. (Y'know how everyone's always talking about halyards? They literally haul the yard up. You're welcome.)
So to answer the question: yards are held loosely to the mast by a looped line strung with large wooden beads called a parrel. The beads roll up the mast as the yard is raised and lowered. Here's a drawover that hopefully clarifies a little:
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Once you start explaining things about tall ship anatomy it's hard to stop, so there's a bit more context for how the sails work:
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(These are pages from my comic A Week at Sea with OHP, which you can read online here or grab as a print minicomic here.)
Hope this is helpful!
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secretsimpleness · 1 year ago
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I figured this out somewhere along the second-to-last act. Octavia, the Baroness / Pathfinder Kingmaker (c) Owlcat Games
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legionofpotatoes · 3 months ago
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star wars outlaws
#star wars outlaws#kay vess#nix#did a brief detour into this game it isn't bad! but certainly lacks in polish for core loops. tutorialization pipelines are ass also#performance - also ass. had to play quality on ps5 for it to have any clarity at all. but the open world is gorgeous#and it certainly nails the very narrow target of horse girl star wars fantasy (ripping across tatooine on a speeder with a little Guy)#nix is everything I love him. modern star wars rarely captivates me but they do know how to do lil guys real well#my photos#star wars#also-also. would be remiss not to mention. never played a game with unregulated scope creep this noticeable before. it's baffling#I KNOW people crunched on this it's in the walls in the floorboards it's everywhere. unmitigated hodge podge of mechanics and pillars#and those pillars are often unbalanced between each other. storytelling payloads are an issue too. there's pre-rendered in-engine cutscenes#real-time in-engine cutscenes. and digic-produced full CG cutscenes. and their placement and prioritization feels insane and inscrutable#like three different teams were working on the game at the same time and never in congress or coordination#it also suffers from the open world 4th and 5th priority narrative payload issues - many secondary and sometimes even primary questgiving#and expository dialogues are in-game zoomed camera lipsync exchanges. or flavor text#on the other hand - surprisingly deft mission design itself? side quests reward either cosmetics or actual unlockable deployable skills#it has fleeting genes of a metroidvania spread across a wide open world in that sense. but only fleeting. the rep system is a smokescreen#and progression in general has a very open and unsatisfying end to it. this game needed less scope and maybe no space stuff at all#the resulting resource allocation adjustment would truly make for a captivating open world adventure. as it stands it feels like#a product of overworked people misusing mismanaged budgets and managing to sprinkle some love into it regardless#games should never be good on the merit of their perceivable seasoning of overwork and passion. that really only bakes a sadness cake
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jaedoesart · 5 months ago
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Stickmin Space Resort but it's a tycoon game...
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thegreatyin · 1 month ago
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oh hang on these are actually pretty cool
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aenderlara · 3 months ago
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Quick look on how I been rigging this cables with Blender3D
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fishmech · 7 months ago
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also people don't talk about it enough but it is funny that space war crimes general Obama gets put in full bottom storage and also that you can fuck with him by just deliberately waiting at him
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the-final-high-noon-rings · 6 months ago
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they've got a qpr-type deal. to me
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raisengen · 9 months ago
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Design of Strife's design is a real mystery to me.
After thinking about it, I think the intention is:
You play it like reverse CC: fight a hard enemy while helped by a large number of buffs, then whittle down the buffs until you're fighting them au naturel. This then unlocks the next difficulty, rinse and repeat.
Within battle, you're meant to exploit the lava fissures by deploying operators on top of them, managing the burn damage in exchange for bonus damage against enemies.
The thing is, the game is absolutely terrible at conveying this. There's no effort to make sure you know about the buff system, and there's no effort to make sure you know how lava fissures work.
The most the tutorial has to say is "if you use buffs you can't unlock the next set of stages". OK? The buff system isn't even available at the time they say that. It's not even unlocked until you lose a run at that rank (and even then it's relatively easy to miss). And besides, all I've been told is that I shouldn't use them, and since they're off by default maybe I should just ignore them.
Compare to CC, where you have to pass through the contract selection screen every time you start the stage.
The lava fissures have no tutorial at all, forcing you to rely on the poorly-worded tooltips. (Did you know you can long-press on special tiles to bring up a notification explaining them?) And you're unlikely to intuit their interactions, either; the lava only hurts friendlies, unless you put an operator on top, in which case they can scoop up some of the eruption and throw it on your enemies. Of course. They didn't even get a good animation, since they appear to only hit low tiles, but still deal damage to high tiles.
Compare to... pretty much any event with a stage mechanic, where they have dedicated tutorial stages focused on the interaction.
If these are (well, were) meant to be the experiments for new high-end content, then surely you should want players to be able to engage with it as intended, right?
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randomizedtoxin87 · 2 months ago
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thekimspoblog · 3 months ago
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Is the video game really subverting its genre? Are you sure it's not just doing clever things within its genre, because otherwise the game would be boring and unchallenging and say nothing interesting? I'm just saying, it's cool and all that the internet allows horror game fandoms to overflow into eachother, but not EVERY 2 hour video essay needs to be spent breathlessly sucking off the devs. Sometimes a game is just REGULAR difficult and REGULAR high-quality.
Besides RPGs made over a decade ago, what is the thing supposedly subverting? Clearly not other contemporary indie horror games, because there is clearly a convergent ethos forming of cosmic horror and beginners' traps; that's just what the genre looks like nowadays.
#pathologic#fear and hunger#inscryption#in general I just hate overly reverent video essays; you guys ruined Airbender for me#this is NOT me hating on Pathologic!#Icepick is a good studio; their story is interesting their characters are well written#introducing needs decay mechanics into a first-person adventure game is a good idea; I just wouldn't call it “subversive”#this IS me hating a little bit on Patho fans just because I think hyperbole about the game's difficulty is tedious#and distracts from an equally valid conversation about what you get if you approach the game like a sandbox#I get it the algorithm incentivizes youtubers to talk about every new game like it's a complete departure from what came before#but if everything is special nothing is#and i swear if one more person tries to read me HP Lovecraft's wikipedia page like i was born yesterday im going to scream#Just saying; if fucking with the player's expectations is all it takes to be “subversive” then Stick of Truth is “subverting its genre”#except... no... Stick of Truth is a bog standard RPG just with a quirky tutorial#and creative integration of its off-beat story and mechanics RIGHT??#my point is Patho and F&H aren't actually much different; they still play like RPGs still handle like RPGs#the fact that you die more than you would in COD or Skyrim or whatever doesn't make it the “anti-RPG”#anymore than Seinfeld was the “anti-sitcom”#“subversiveness” is just a basic bitch way to analyze things; and I think “How does the art take ADVANTAGE of its genre?” is better#media criticism
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erebus0dora · 1 month ago
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since i got tired of synchronising subtitles manually, here cometh an explanation of an art project i am currently making with automatically synchronised subs
contains my accent, a bit of spite, and a fleeting Keanu Reeves
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static pic kinda shows how out of control the current prank is
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itsslivernotsilver · 7 months ago
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i started in stars and time and i apologize for how annoying i’m gonna be about this game once i finish it cause oh my god
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How to draw Spaceships
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Credit: Etherington Brothers
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guys-in-distress-database · 1 month ago
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I’m playing A Plague Tale: Requiem and I think it takes the cake for the dumbest plot convenience escape I’ve ever seen.
Because not only did the villains not restrain Amicia and Lucas, they also just so happened to take all their stuff EXCEPT the one item Lucas could use to escape.
Lazy writing! Drives me nuts. I don’t care if you’re a video game and need a way to progress gameplay; write a solution that makes sense, not the easiest one.
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theellipelli · 1 year ago
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You are tempting me into starting Star Rail but I don't know if my soul can take another Hoyo Game (<- Chained to the Genshin lifestyle)
OOOOOOH AJ YOU WANNA GET HONKAI SO BAAAD YOU WANNA PLAY HONKAI STAR RAIL SOOOOOOOOO BAD ooooooooooh you wanna play it so bad soooo soso bad. think about it. we just got an increased resin cap. we have 240 resin catz can you imagine the grinding. can you IMAGINE the grinding
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