#i just mess around with shaders its the part of the fun i think
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Hey! How are you? :3 I'd like to know if you're going to put the gshade/reshade preset in the public domain?
HIII, also Public DOMAIN? This sounds like a vampire LOL /jk. I don't know exactly what you mean, but I'll respond with the presets I use.
I recently converted to gshade:
I used Mango by Pearlean atm for my stylized cas edits, but I made some changes to it as well. I used the shader Faustus86 multilut and lut itself is neon. This i think contributes to a lot of the vibes. for gameplay, I use an edited version of starshaped!
Since they are not mine, I cannot make them available for download. I essentially simply make my "own" most of the time but I do get lazy and a lot of creators have great presets to use. In the future, I might create my own gshade for real, so stay tuned!!
#ask#anon#and im good!! playing in build mode for fun to see if i can build <3#i just mess around with shaders its the part of the fun i think#and i love editing and color grading and all the fun stuff#i remember it was way too hard to make shaders back in 3.0.8 reshade days but yeah i think it might be easier now so ill give it a go!
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Can you rank the Modern Sonic stages from Sonic Generations from your least favorite to your favorite?
I could have sworn I already did this, but I guess that was probably for Sonic Unleashed, come to think of it. Sure, I’ll give this a shot.
LEAST FAVORITE
Planet Wisp - So much of this level feels like it totally misunderstands the appeal of the original Planet Wisp. I don’t like the music, I don’t like riding the minecarts, it’s terrible as the last level, it goes on way too long, and it’s like 90% side scrolling 2D. The slower, fiddly, platforming-heavy bits of these modern games are always my least favorite.
Seaside Hill - This is one of the most head-scratching inclusions in this game, because Sonic Generations already had Green Hill Zone. Seaside Hill was created to evoke Green Hill; its presence in Sonic Generations is like the snake eating its own tail, nostalgia for nostalgia. I appreciate the stage’s size and how many alternate paths there are, but a lot of them also just aren’t very fun. The underwater section, platforming across turtles’ backs, the kart section… ehhh.
Green Hill - That’s right, I’m going there. Green Hill Zone in Sonic Generations kind of sucks! It has the unfortunate role of acting as the game’s tutorial level, but what this means is that it coddles you more than any other stage in the game. Every inch of this stage is covered in invisible walls, protecting you from even the barest minimum of danger. You can’t even look at a cracked stone wall without an invisible barrier pushing you away. Green Hill is the worst helicopter parent.
Sky Sanctuary - Like Green Hill, Sky Sanctuary has a lot of invisible walls trying to protect you from yourself, and some of them are so bad that you can’t even boost across tiny gaps out of fear you might not make it all the way across the two foot space. I also don’t like the part where you have to race the enemy to push a button (the controls can mess up and make you face the wrong way really easily), and, once again, it’s another level that starts to crumble around Sonic even though he isn’t actively causing damage?
Chemical Plant - Chemical Plant has one “holy cow!” moment, and it’s right at the start when you realize you can stop and jump across to the other roads, because most Sonic games would make that stuff off-limits (and it’s especially surprising after GHZ). The rest of the level… is… meh? The sliding box platforms can be finicky with their physics hacks, and it’s really weird to me that the stage just begins to self-destruct halfway through even though the game never tells us why. Does Sonic just emit destructive force? Also, this and Seaside Hill have the most framerate problems on PC thanks to bad shaders (something Dario said he could fix, but never did :p)
Speed Highway - This is up there with some of the most technical levels in Sonic Generations; it’s really easy to mess up a drift, or fudge an air boost, and throw a whole run in the garbage. That’s not really a complaint. I keep wishing they would have played up the sunrise aspect more – they fake it pretty well by hiding the skybox until the very end, but once you notice the illusion it kind of breaks. But at least they let you run on the highway itself with the cars.
Crisis City - This should honestly be lower on the list simply for the bizarre reason Sonic Team clearly doesn’t want to let Sonic 2006 go, even though Sega itself was trying to bury the game. Unfortunately it’s one of my favorite levels in Sonic Generations, and outside of Speed Highway, probably one of the few levels that comes closest to matching the Sonic Unleashed’s higher level of challenge. The 2D sections are awful (particularly the geyser stomping), but I think most of the 2D sections in Modern Sonic’s levels are awful.
Rooftop Run - I still think Sonic Unleashed’s original version of this level is a lot better, but this is no slouch, either. The addition of the hot air balloon festival is a nice touch, and the slower, more cozy town area at the start of the slow route is cute.
City Escape - It really is a toss up between this and Rooftop Run. I think I might like this song better, and I think the overall level itself is one of the fastest in the game. If you hit your routes properly, you almost don’t have to slow down ever. Because of that, it’s also one of the shortest levels in Sonic Generations, unfortunately. I think I average around a minute and a half? But, man, what a good 90 seconds. Special shout out to the new and improved truck chase at the end - the sawblade arms are good and ridiculous, and the little wallrun bit with the billboard on the final turn is a great touch.
MOST FAVORITE
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Fall Anime 2017 Part 4: Screenshots don’t lie
Saturday’s a very busy day this season, and all the sequels are hitting too. Time to get to work!
Previously:
• Part 1: Maximum Something
• Part 2: The snooze cruise
• Part 3: Fooled again
Burendo Esu (Cat Balls the Animation)
Blend S is the story of schoolgirl Maika that has “mean eyes” (basically, she has tsurime in a tareme world), which prevents her from getting a job other than the one in a moe gimmick-themed café, where her duty is to make “mean eyes” at the customers. The other waitresses play a tsundere, an imouto, an idol and an onee-san. So yeah, that’s one way to get your standard moe show cast together. But wait! The twist here is that Maika is not actually mean! Quite the opposite actually! And that goes for all the other waitresses too! While girls getting forced into moe archetypes is a pretty amusing/scary concept, this is of course a Kirara manga, so they’re just different moe archetypes underneath. In short, the concept doesn’t amount to much. As far as Kiraralikes go, this isn’t a bad one though. It’s colorful, cute and a little funny, and splits the difference between a pure moefest like Knohana Kitan and the more structured comedy of a Working (obviously). Only the pervy Italian manager and his obsession with his blob underlings gets old pretty fast. If you’re down for a show like this, this is probably the one to watch, because unlike Konohana Kitan I didn’t wish for it to end.
Code: Realize - Sousei no Himegimi
While we’re on the topic of “best of the breed”, Code: Realize is an upmarket otome harem. I know, right. The setting is a basic steampunk universe, the bishounens are Arsène Lupin, Victor Frankenstein &c, and our bland heroine’s super special trait turns out to be killing everything she touches due to some jewels in “her heart”. I mean, who hasn’t been there. So everyone wants to “steal her heart” and Code: Realize is very keen to point out the double meaning of this constantly. Hey, we kinda did it in Katawa Shoujo so I can’t really complain. The thing is that Code: Realize is very obvious, but it’s also not all that bad – the fact that is has more going on than nothing at all already makes it the best otome harem since Akatsuki no Yona: It looks fairly pleasant, none of the main characters are tremendous assholes, and there seems to be some sort of story to go with the pretty boys. But it’s also not as hammy and ostentatious as, for example, Dance with Devils, so it’s caught in a middle ground where I can appreciate it not sucking tremendously, but I also don’t feel like watching it – because it’s too respectable.
Dynamic Chord
Dynamic Chord is another otome VN, this time about rock bands. Since this is 2017, apparently the production committee thought they could cut out the middleman, leave out the bland girl and just make a boyband anime instead, because those are all the rage right now. So it’s Tsukipro, apart from the bit where Tsukipro looks like a Ghibli movie next to this. Dynamic Chord is a production catastrophe that looks closer to a no-budget gag short of the Pikotarou Lullaby type (note: I mean “catastrophe” in the absolute sense, for all I know this could all be calculated perfectly and the producers are laughing all the way to the bank). The show consists almost entirely of two things: Long, quiet zooms and pans over stills, and montages, mostly of “performances”. Those performance themselves are really something else too. What if I told you that this is a show in 2017 that does not seem to feature ANY 3DCG? Turns out 3DCG actually costs money too, so when the band plays, they do paperdoll tweens of 2D artwork. Oh, and outside the performances lack of CG means you get the worst animated car since the QUALITYVAN. There’s also just baffling stuff like walk loops that don’t loop. Given that these montages are all endlessly long, you might think there’s not much space for a story. And you’d be right. Basically nothing happens, the singer of a band gets a bad case of the broods so some guy from another band has to substitute for him. That’s it. Would have easily fit into 3 minutes, but I have to say that by the end of this show’s 24 minutes, I was straight up laughing my ass off when the next montage of bad stills started right after the last one ended. That’s something, right?
Garo - Vanishing Line
I’ve seen Garo before, but last time I didn’t know it was a tokusatsu meta-franchise, the anime versions of which really only share that there’s a gothick looking motherfucker fighting horrors called Horrors. So this has little to do with the last ones: different crew, different studio, different setting. Because this version of Garo is most definitely set IN AMERICA: The main character is a gothick looking motherfucker called "Sword” that charitably resembles Hellboy, and less charitably resembles a Leifeld original. He rides a big hawg around a Big Apple, eats big bloody steaks and looks at big boobies a lot because you know, setting. It’s charming in its idiocy, and this is MAPPA so you get a lot of fights with very nice animation too. I could watch this simply for the action, but I won’t because there’s a Murrica-sized caveat here: The fights take place at night, are edited very rapidly and most importantly their idea of an impact frame is to do an extreme camera shake effect with intense motion blur. And there is a lot of impact frames – believe me, that might have been the easiest screenshot to find for an article yet, and I highly suspect I could have found worse ones if this wouldn’t bring the point across already. I simply can’t tell what the fuck is going on because everything is an incomprehensible mess, no matter how nice the frames beneath the effects are. It’s pretty infuriating because this show is one mouse click away from being a good time, simply disable your After Effects layer with the shake on it. But I can’t do that for them, so Vanishing Line ends up being a bad time instead. And even if you are interested in some big, zany action in the ol’ Gotham, there’s a little something that makes Vanishing Line instantly obsolete:
Kekkai Sensen (Blood Blockade Battlefront) & Beyond
Yeah boiiiiiiii, Kekkai Sensen is back. I had forgotten how fun this show can be, and we’ll discuss the reasons shortly. A lot has happened since 2015, and I have a good reference point for it now: Kekkai Sensen is basically One-Punch Man without The Joke. It’s an universe full of all sorts of crazy nonsense and a bunch of cool dudes that try to keep thing under control, usually in an explosive manner. The one really important thing that Beyond changes is that it’s not directed by Rie Matsumoto. Shigehito Takayanagi is taking over, and while that guy is a noted jobber of little distinction (previous credits: TWGOK, Dagashi Kashi and uh... Toyko ESP...), he’s at least enough of a craftsman to imitate Matsumoto’s style very well. I only found out about this after the fact, and wouldn’t have noticed the difference otherwise. It is noticeable if you look for it though: this episode has all of the stylish action antics, but none of the more moody content that Matsumoto’s original character (do not steal) White brought to the show. I liked most of White’s scenes with Leo and they gave season 1 some welcome emotional grounding, but to be quite honest, it’s not what I watched Kekkai Sensen for. I can definitely accept losing it if this time the show isn’t consumed by White’s subplot and doesn’t culminate in an ending that not only is all about her, but also comes out a season after everyone stopped caring because auteurs can’t manage a production. With Kyousougiga and Kekkai Sensen S1, Matsumoto has shown a 100% track record of donking her endings, so I’m not complaining she got replaced with someone who just gets the job done. Especially if it’s still Bones relying on Yutapon for action cuts; when shit hits the fan, it looks straight up incredible and makes me question why I slummed it with My Hero Academia for three seasons when I can get the same amount of awesome fights in a single episode of this. And hey, White is still in the ending, so maybe we will get the less crazy end of it covered as well. Just keep the priorities straight this time around, please.
Houseki no Kuni (Land of the Lustrous)
Houseki no Kuni is a manga about gijinka gems of indeterminate gender that takes the amusing step of Mohs hardness directly translating into Shounen Powerlevel™. Apart from that, there’s not much content in this episode 1: We get to know the characters and a glimpse and how a society of a bunch of brittle gems in makeup works. What makes this interesting is that the setting is intriguingly vague and very pretty (think: Haibane Renmei), and the characters seem to be fairly strong and likeable. Not exciting, but I could see myself watching this just for the atmosphere. The big downside of it is that it’s a 3DCG show, and not one of those fancy mocapped ones either. The animation is, in a word, bad: robotic and clumsy, as usual. I’ll readily admit that in screencaps it looks great, especially the crystal shaders that would be difficult to pull off in 2D animation. Houseki no Kuni seems very okay, but it has a hard time on this crowded Saturday so I don’t think I’ll bother with it right now. If it delivers in the long run, I’ll readily admit it to my backlog though.
Love Live! Sunshine!! S2!!!
Sunshine’s back as well, and finds itself in an awkward spot right away. This first episode has a lot of things to get out of the way: Tying up the last season properly because the final episode of S1 fumbled that, reminding the audience of the characters, and setting up a new drama arc. In practice, that means it ends up feeling a lot more like the lost E1S13 than the S2E1 it is, because the other two aspects are pretty pointless: Reintroducing the characters just means they all shoot off their catchphrase in turn, and the brand new conflict is (hold on to your seats for this one) that the school is getting closed and there’s a new Love Live. With all these things going on and none of them being all that interesting, the episode feels very rushed and just accomplishes establishing that yes, it’s a Love Live show. I guess that is exactly what it was meant to do and I can say that at least they have it out of the way now. Well, the last time I said Sunshine had gotten something out of the way, it was the obsession with µ’s in episode 1, the getting out of the way of which ended up lasting 10 episodes. It’s gone now (thankfully), but maybe I shouldn’t assume too much here. So yeah, fairly weak first episode, but it’s not like I wasn’t going to watch this to the end and even at its most rushed and pointless it’s still Love Live: a polished Five Guys hamburger of a show that doesn’t exactly need to be great to be a joy to watch.
Two Car
I expected Two Car to be That Show: the one where a schoolgirl discovers her sudden love for Thing and goes on to experience Thing with the help of her friends. Two Car isn’t in the K-ON/Bakuon/etc mould however, it’s much more similar to the sports show style of Girls und Panzer, wacky sport with themed teams of contenders in a world where everyone seems to care about it a little too much. It helps that real sidecar racing is already weird as hell (looking forward to the breathless Anime Now article about how it’s a thing that actually exists) and is less motorcycle racing and more Twister on a fast-moving platform. Quite coincidentally, Two Car is also tremendously gay, as you’d expect from a show about two-girl teams in very tight leather crawling over each other competitively. The main girls aren’t even so blatant (and shown to have a crush on their male instructor, who has taken off to the aptly named Isle of Man), but the opponents are all some sort of standard yuri pairing. So yeah, the setting is a goofy blast, but I’m sad to report that episode 1 has tremendous structural problems. All the team introductions are very clumsy and intercut with an equally clumsy introduction of the setting, the sport and the main girl’s extensive backstory. I will give this more chances because the setup has a lot of potential, but I really hope this shapes up on the storytelling front or I won’t make it very far in.
#Love Live! Sunshine!!#Blend S#Code Realize#Dynamic Chord#Vanishing Line#garo#Kekkai Sensen#Houseki no Kuni#Two Car#blood blockade battlefront#anime#impressions#fall2017
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Warmind thots
Better if only by a bit
I understand that Vicarious Visions made this expansion, a fact that is a little troubling if you ask me and my pessimistic tendencies. Even with that information, I almost forgot another developer had taken care of this expansion because it was very much along the lines of Bungie’s typical format. I still feel that these thoughts and feelings are relevant and still perfectly appropriate despite Bungie doing this a little differently this time around. The fact remains: nothing is going in the game that doesn’t have Bungie’s approval. Hell, as far as we know Vicarious merely did what Bungie would’ve done anyway, following a template that was explicitly written by Bungie. From what I understand they did design the Raid Lair but I doubt they were given such liberties with dlc given what we have is reported to have been lined up for a while. Regardless, the overall message of this is that the Warmind dlc is an improvement. The subtext is that such an accomplishment means fuck-all in the face of what can only be described as a huge flop for both Bungie and Activision. Despite what the financial reports may say. Changes to exotics are great and give us something to grind that improves our favorite guns. Escalation Protocol is a challenge that takes coordination but is still a great idea at its core. Nodes are another means of grind that again give guardians a reason to come back. Curse of Osiris was a low bar to step over, but at least they did it and did it fairly well.
“Dress-tiny”
Good god how is it that the dlc adds blander armors. I think the focus on armor is all wrong and centered way too much around looks but since it’s here; the least they could do is stand out. Hunters get straight up screwed with some of the least impressive and lazy designs I’ve ever seen. Literally solid color sleeves and a slightly different glove design. Titans are clearly the character type that inspires the artists the most because from the looks to the functionality they have it the best hands down in my opinion. My preferred class, Warlock, sits somewhere in the middle. With armor pieces that work like a dream in the field, some that are beyond useless and those are just the exotics. The legendary pieces rarely vary in any significant way beyond a couple points this way or that way between the whopping three stats you have to manage. So looks are really all that is left, and there isn’t anything definitive about a lot of these “legendary” pieces of armor. The shader situation is an absolute trash fire, hopefully, the Warmind dlc was gonna add some interesting tweaks to the color scheme...imagine my surprise when the color pallets are few and far between as far as anything really distinguishable. I put on four shaders on some pants and they all looked exactly the same. That’s one of Destiny’s many problems, it’s only half in with all of its ideas.
“Remember whoo you areee”
Lion King reference aside, I can’t be any more serious. *snaps fingers repeatedly* Hello Bungie, wake up! You are squandering all the goodwill built up in your past successes. I understand this is far from the team that brought us Halo: CE but I would’ve thought they would be fighting in its memory. The ambition is there, I commend and respect that much. The effort and execution, however, has been wildly lackluster. I can forgive a large amount of D1′s problems, it’s an ambitious idea that was gonna have some kinks and issues in it.
Company’s like Ubisoft and Capcom are giving away the occasional free update to games like The Divison and Monster Hunter World respectively. For Destiny 2 to become essentially the biggest flop of this generation and offer no respite or token of gratitude to the fanbase that stayed is miraculously idiotic. Oh what’s that? They gave us the broken Prometheus Lens? Aw, that’d be nice if it wasn’t the only gesture Bungie has made, and it released so broken it singlehandedly turned the Crucible into laser tag. Yes, that was fun, but it wasn’t even something Bungie did, it was an accident. That accident for a short period of time was the most exciting and engaging thing that has happened in D2 for a while now. The initial concept of Destiny is very promising, especially when you find out it’s in the hands of Bungie. I can’t help but feel that somewhere along the way they realized that the idea was better than the actual physical manifestation of it. Now that they’re in way too deep, all they can do is press on through the self-made muck and mire. Doing what they want to expand the franchise rather than improve it; coming from a developer I once revered it’s both infuriating and deeply saddening. Please Bungie, get it together for your sake, not ours. I’m not buying D3 and I have a funny feeling a decent amount of people won’t either, you aren’t an indie dev with no experience. Why are you acting like it?
Copy and paste
Warmind’s loot pool is vastly more interesting and enticing than that of Osiris. The sharp geometric shapes, as well as the sounds and skills associated with the guns, are very distinct and dare I say enjoyable. They don’t drop quite as often, Destiny has reverted back to its old ways in that sense and I’m not against it at all. If we get everything in the first week what’s the point of paying so much/ what’s keeping us here? My issue is the recurring problem of both reskins and returning exotics. Osiris was fairly wrought with reskins and even worse with poor and just unsavory perks, these guns rained from the sky I practically had to set up a direct deposit to my trash bin. Even better, these weapons seem to be tiered and earned with different kinds of currency. Now getting that new auto rifle or sub-machine gun feels good when it drops and not repetitive. The bringing back of D1 exotics is nice, there’s no reason in the world why some of these guns can’t and shouldn’t exist in this game. When two of the four guns are D1 guns, that’s when I get peeved. There needs to be more, I’m not talking truckloads but half the guns shouldn’t be D1 guns not for dlc we paid for. Honestly, how hard is it to design a new gun, what are you guys saving it for D3? Why not put out as much as you can to satisfy a fanbase that is struggling in the here and now? Seriously would it kill you guys to throw us a bone beyond fixing the issues we shouldn’t be dealing with at all? I know I can come off as entitled, but realize that this is a game with so much money behind it that I’m genuinely uncomfortable with the figure itself. This money could’ve gone to like... help people. Bungie got $500 million for the franchise as a whole, let’s say it broke up evenly which is about $166,666,666. Where the fuck did that money go? Destiny 2 is essentially one massive asset flip and when players like me were told D2 would progress the series, it’s done almost nothing but regress. So maybe as a paying customer who has been deceived and lied to since day one of this game, maybe in this instance entitlement is a little understandable.
Change ‘Gon Come
The exotic changes are good, this is a big step in the right direction. Destiny beat its dick to no end about being a power fantasy, then D2 came around and took away the power. These guns are starting to feel exponentially better, really living up to the “exotic” term. Escalation Protocol is brutal, I’m worried it is more difficult than any random group of guardians can handle. The most I’ve done a run with is four or five and I’m suspecting it may take somewhere up to seven. Hard isn’t bad but it’s crushing to the point where I can see players avoiding the event entirely to go complete something they actually have a chance of achieving. The title of this segment is two parts, change is coming to Destiny in the form of the development end. Changes to the game that are efforts in the right direction to give this game a sense of life and purpose. We’ll see what E3 holds, this “Comet” expansion is gonna be featured due to their “brand new game mode” or whatever, something that’s “never been done before int he genre of FPS”. I have no idea what that means but it sounds like th same high aiming that got us in this mess to begin with, we will see. The other half is the changes in the form of who plays Destiny/ how many people will be playing Destiny. I said it earlier and I’ll say it again. Four years is too long for a big name dev like Bungie to say “sorry guys, making games is hard”. You signed up for this, you had time to prepare. No one asked for Destiny, and though making games is no doubt very difficult; I don’t see how you can use that as an excuse in a case of sheer negligence and outright maliciousness by Bungie. Change ‘gon come, one way or another.
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