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#its like 2 pixels in the game
musubiki · 1 month
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balor + ponytail (feat my farmer isa)
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thehappiestgolucky · 2 months
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Pawndessa was so funny during the Phantom Oxcart quest first in freecam I caught her yawning whilst Arisen Fe'gahl was on the cart then she just strolls up and stands there at the gate guard scene whilst Mati and Andras stood back.
Girl you are so ready to throw hands at every opportunity-
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astro-inthestars · 1 year
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HEY. HEY GUYS
Remember Dream Trail? Awesome indie game made by just some fellas with awesome talent???? HAVE ANOTHER ONE!!!!!
If YOU like games that include a buncha different characters with funky personalities (all of which you can befriend) getting stuck in a situation where they can all DIE (just like Danganr- Your Turn To Die!! (it's actually inspired by that!)) and you have to solve puzzles to make it out alive, THEN YOU'RE IN LUCK!!!
THIS IS KENIKARI learn more and download HERE hi the DEMO IS OUT AND IT'S SO GOOD!!!! (watch the trailer that's on the site btw it's amazing and so silly) Here's the devblog too <;3 @thekenikaridevblog
Here are the characters you meet!!! (minus the characters in the art above <3)
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⁽ʰᵃʰᵃᵗᵒᵗᵃˡˡʸⁿᵒᵗᵒᵇᵛᶦᵒᵘˢʷʰᵒᵐʸᶠᵃᵛᵒʳᶦᵗᵉᶦˢ⁾
Shoutout to @sobredunia (CREATOR!!! BTW!! SHE'S AWESOME!!) and @chipistrate (fellow Kenikari brainrotter and whO GOT ME INTO IT!!! YOU!! 🫵)
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becca4leafclover · 8 months
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I could write an essay on how the MCRP community fundamentally screws over pixel skin artists
I hate sitting in like 4 different corners and feeling like NO ONE actually cares about my work
#once again thank you aphmau for normalizing stupid techniques within mcrp production#this is mostly about the overwhelming preference for HD skins within mcrp / mctv communities#and the assumption that pixel skins are 'lesser' to HD skins or only good for WIPs for HD later#but it does also apply to the fact that mcyt skin artist communites can barely get their own work recognized even when a cc wears it#people looooooveee block game but hate the art communities that keeps it going!#dont even get me started on the disrespect modders get when people offer to pay scammy forks for faster updates than the modmaker themself#im just tired of people saying that my 128x skins are overrated when theyre complimenting flat-shaded shaky-lineart HD skins#with a 64x hair base probably taken from planetminecraft#like the doublestandard is CRAAAAZZYYYY#its a catch 22 of the HD asset set monopoly default drives off potential new pixel skin artists from the mcrp/mctv community#but those skin artists cant find a place thats not being walked over in the broader mcyt community that needs skins way less often than mcrp#for the record this is from someone active in hermitcraft/empires/qsmp and was origins mcrp backstage and still helps with mcrp projects#and who makes both 64x64 and 128x128 skins and whos made HD skins in the past#hc/empires/qsmp fanbases not the actual backstage of those#this isnt brought about anything in particular except being in 2 mcrp production servers that only promote HD skins#and some of my personal experiences#becca rambles#minecraft skins#mcrp#mcyt#mctv
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makeitlookdecent · 8 months
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some drafts from 2023
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nomaishuttle · 1 year
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love this podcast but sometimes they do a segment and i disagree so heavily that i need to take a breather
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if theres 1 thing abt me its that if i find a bit of media w a toxic ship i eat that ship up. ‘its toxic/abusive u caant ship it’ well idc bcus i want 2 srry i love crazy shit in fiction. like idk ur problem u cant see a toxic relationship in like a tv show n say this could b interesting to think abt also theyd have crazy sex. 
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pc gaming seems like such a difficult thing to get into like i have never really experienced getting into it consciously (i was raised on it) but it feels so inaccessible? pc parts are expensive and you have to make your own build if you want something good and some parts dont work well with others and some games dont work well with some parts (i know ive had trouble with mass effect glitching because of my modern nvidia gpu which required a mod to fix) and even if you get prebuilt or a laptop youre not safe from the troubleshooting. the "can my pc run [game]". the bad pc ports.
and you know the worst part. most pc people are so removed from reality that they dont even realize you probably have no idea what amd and nvidia and intel even are. you dont know the difference between an ssd or a hdd. "how much ram do you want" when you dont know what that means. they start talking about the difference between a 4070 and a 3090 and all you can see is the fucking price tags.
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volfoss · 9 months
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the beautiful hq floor...
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tofupixel · 1 month
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🌿 How to draw simple grass for a game
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Thank you kind asker I will make a tutorial below for grass. I'll do shrubs and trees in another one, because it's a different method and it got pretty long.
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🌿 How to draw grass tiles: step-by-step
Each box is 16x16, the same size Stardew Valley uses. Make it tile (how to do it depends on your software) so we can see if our edges match up nicely.
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Draw 1 simple blade of grass. Many options for shape but I like this one. Feel free to copy me directly
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2. Give it a shadow. Wow !!!
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3. Give it a highlight! OMG!
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4. Add another grass
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5. Do it over and over and over and over and over
Literally just do the same or similar blades of grass, give them all little shadows, highlight a few if you want and there you have it! So easy.
It looks really complicated like this, but its literally just a few steps, repeated over and over.
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Many games use this technique and it would be perfectly serviceable for a base grass tile.
Personally, I prefer lower contrast grass. This tile will likely be used for large areas, so ideally you don't want it to be too busy or eye-burning to distract from the character.
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🌿 I'll show you how to do a different type of grass now that is a little more complicated.
Midtone grass colour
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2. Add some lighter and darker patches touching each other (not too high contrast!)
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3. Use this shape (or your preferred, but this is how I did it) on the top edge of your patches. Colour them with the middle colour from each patch.
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4. Do it again a lot (this is very tedious)
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5. Add some highlights
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6. Add some fun extra stuff
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We're done! Have fun everyone, show me if you try it!
Pixel Art guide by me: link
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bixels · 10 months
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Portal 2 is still the perfect game to me. I hyperfixated on it like crazy in middle school. Would sing Want You Gone out loud cuz I had ADHD and no social awareness. Would make fan animations and pixel art. Would explain the ending spoilers and fan theories to anyone who'd listen. Would keep up with DeviantArt posts of the cores as humans. Would find and play community-made maps (Gelocity is insanely fun).
I still can't believe this game came out 12 years ago and it looks like THIS.
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Like Mirror's Edge, the timeless art style and economic yet atmospheric lighting means this game will never age. The decision not to include any visible humans (ideas of Doug Rattmann showing up or a human co-op partner were cut) is doing so much legroom too. And the idea to use geometric tileset-like level designs is so smart! I sincerely believe that, by design, no game with a "realistic art style" has looked better than Portal 2.
Do you guys remember when Nvidia released Portal with RTX at it looked like dogshit? Just the most airbrushed crap I've ever seen; completely erased the cold, dry, clinical feel of Aperture.
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So many breathtakingly pit-in-your-stomach moments I still think about too. And it's such a unique feeling; I'd describe at as... architectural existentialism? Experiencing the sublime under the shadow of manmade structures (Look up Giovanni Battista Piranesi's art if you're curious)? That scene where you're running from GLaDOS with Wheatley on a catwalk over a bottomless pit and––out of rage and desperation––GLaDOS silently begins tearing her facility apart and Wheatley cries 'She's bringing the whole place down!' and ENORMOUS apartment building-sized blocks begin groaning towards you on suspended rails and cement pillars crumble and sparks fly and the metal catwalk strains and bends and snaps under your feet. And when you finally make it to the safety of a work lift, you look back and watch the facility close its jaws behind you as it screams.
Or the horror of knowing you're already miles underground, and then Wheatley smashes you down an elevator shaft and you realize it goes deeper. That there's a hell under hell, and it's much, much older.
Or how about the moment when you finally claw your way out of Old Aperture, reaching the peak of this underground mountain, only to look up and discover an endless stone ceiling built above you. There's a service door connected to some stairs ahead, but surrounding you is this array of giant, building-sized springs that hold the entire facility up. They stretch on into the fog. You keep climbing.
I love that the facility itself is treated like an android zooid too, a colony of nano-machines and service cores and sentient panel arms and security cameras and more. And now, after thousands of years of neglect, the facility is festering with decomposition and microbes; deer, raccoons, birds. There are ghosts too. You're never alone, even when it's quiet. I wonder what you'd hear if you put your ear up against a test chamber's walls and listened. (I say that all contemplatively, but that's literally an easter egg in the game. You hear a voice.)
Also, a reminder that GLaDOS and Chell are not related and their relationship is meant to be psychosexual. There was a cut bit where GLaDOS would role-play as Chell's jealous housewife and accuse her of seeing other cores in between chambers. And their shared struggle for freedom and control? GLaDOS realizing, after remembering her past life, that she's become the abuser and deciding that she has the power to stop? That even if she can't be free, she can let Chell go because she hates her. And she loves her. Most people interpret GLaDOS "deleting Caroline in her brain" as an ominous sign, that she's forgetting her human roots and becoming "fully robot." But to me, it's a sign of hope for GLaDOS. She's relieving herself of the baggage that has defined her very existence, she's letting Caroline finally rest, and she's allowing herself to grow beyond what Cave and Aperture and the scientists defined her to be. The fact that GLaDOS still lets you go after deleting Caroline proves this. She doesn't double-back or change her mind like Wheatley did, she sticks to her word because she knows who she is. No one and nothing can influence her because she's in control. GLaDOS proves she's capable of empathy and mercy and change, human or not.
That's my retrospective, I love this game to bits. I wish I could experience it for the first time again.
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delta-orionis · 5 months
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How Big are Iterators?
One thing Rain World does very well is portraying a sense of scale when it comes to iterators. They're massive superstructures large enough to have entire cities built on their roofs, and their processes are literally so powerful that they alter the natural environment around them.
I think in-game they're kind of meant to be unknowably huge, especially since the player character is literally a small animal who can't possibly fathom an iterator's entire extent. Despite this, I decided to try and figure out exactly how big they are.
Just a warning, this post is a bit long. I really fell down a rabbit hole here.
In-Game Clues
Five Pebbles and Looks to the Moon are the only iterators that the player can explore, but they're so huge that it's impossible to see exactly how big they are from so close. The only glimpse we get is from atop the big tree in Outer Expanse, where Five Pebbles' superstructure can be seen in the distance.
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He's so big that his entire can doesn't even fit on the screen.
(Ditto, minus the clouds)
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With nothing else close by to compare him to, it's almost impossible to tell exactly how big he is from this image.
However, we can see the entirety of other iterator cans in the distance from atop The Wall.
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Here's what they look like not obscured by clouds:
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The Speculation Zone
I made some assumptions about iterators to make my calculations easier.
An iterator's can (the large rectangular section) is 2 times as wide as it is tall.
Their legs are 1/2 the height of their can.
Their can is half obscured by a relatively uniform cloud layer.
These assumptions might not be entirely accurate, but they make the math easier.
Cloud Layer Height
At first I was tempted to try and estimate iterator height based on the cloud layer surrounding them, but I made the mistake of assuming the cloud layer is made up of rain-bearing nimbostratus clouds (which can reach up to 5km in height). This would make them literally taller than Mt. Everest. Iterators are big, but I don't think they're that big. I think it's safer to assume that the cloud layer is made up of low-lying stratus clouds that form a thick fog.
The way iterator rain functions could be an entirely different discussion, but I personally think it's caused by a sudden expulsion of large quantities of hot water vapor which very quickly condenses into rain clouds. A topic for another time, maybe. The takeaway is that I think the weather created by iterators doesn't have a clear analogue to real life weather, and it's misguided to assume that they function the same way.
Skyscraper Height
One thing that iterators have that can be compared to real life, however, is cities.
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The largest buildings in these cities can be seen at a distance.
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This in-game iterator sprite is 122 pixels tall, and the tallest building visible is 20 pixels tall. This means the top of this iterator's can is 5.6 times as tall as the tallest building on its roof.
We can compare these skyscrapers to the largest buildings on Earth. This requires some additional assumptions:
While the civilization that built the iterators is likely able to create skyscrapers much taller than the ones humans have created, I'm going to assume that the ones visible here are comparable in size.
I'm also going to assume that these skyscrapers are residential buildings, built to fit a high population density on top of an iterator. The tallest buildings on Earth tend to have very tall antenna spires which add to their overall height but are not inhabitable. Residential skyscrapers tend to be significantly shorter, so I'm going to use them as a comparison rather than the tallest skyscrapers on Earth in general.
According to Wikipedia, the current tallest residential skyscrapers range from about 300 meters to 475 meters tall. I'm going to assume the one in-game is 400 meters tall, as a nice even number.
5.6(400m) = 2240m
This would make an iterator's height, from ground level to the top of their can, about 2240 meters (2.24 kilometers, 1.4 miles).
Here's a diagram comparing that to the heights of some of the tallest free-standing manmade structures:
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And here's a size comparison between a typical iterator can and Mount Everest:
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Smaller than a mountain, but still huge.
Conclusions
Based on these estimates, I think typical iterator cans are about 2 kilometers (1.24 miles) in height.
This would make iterators significantly taller than anything created by humans, but I personally think an advanced society like the one that created the iterators would have no problem creating a structure this tall. (They canonically created thousands of iterators, after all.)
This estimate is also much shorter than my misguided original calculation, which made them taller than an entire mountain. While I do think iterators are meant to be unfathomably huge, I don't think there would be enough material on the planet to feasibly create thousands of identical mountain-sized superstructures. The player is also able to ascend from the ground to the top of Five Pebbles in just a few cycles (if they're quick), and I think it's much more feasible for an animal like a slugcat to be able to ascend a height of ~2km in a couple of days than to climb up an entire mountain. But again, this is pure speculation.
I made a ton of assumptions and rounded a bunch of numbers, so I could be completely wrong. There's probably other ways you could try to estimate an iterator's height that I haven't explored here. Let me know what you think; I love hearing about other people's ideas and theories.
Thank you for reading!
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eliciana · 6 months
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Reverse SAGAU: The Weird Door At My Café
Chapter 1 | Chapter 2(here) | Chapter 3 | ...
Masterlist
Blog Navigation
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____________________________________
Tw: Reverse!Isekai!Sagau, Normal Au, Café Au, a bit of cussing like this bit 🤏.
Reader: Gn!Reader, Adult!Reader, Café Owner!Reader
Characters: Reader, Paimon, Traveler
Note: Restaurant to Another World animanga inspired au. You can slide into my dms if you ever want to be tagged in my works just tell me what series you want to be tagged in or all of them. thank you <3. Also, I may say that the characters other than the reader may be a bit OOC cause it's been a long time since I played genshin and I'm just finishing all of my works with my knowledge left from playing the game. So sorry about it 🙏🙏.
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You stood, motionless, your eyes fixed in disbelief upon the distant scene before you. As the wind cut through the air, a shiver ran down your spine, leaving goosebumps in its wake. The purity of the air surrounded you, carrying with it an intoxicating scent that smelled pure. The warm touch of the sun's rays caressing your skin affirmed that this experience couldn't possibly be a figment of your imagination. A fleeting thought of doubt crept in, but you quickly dismissed it; after all, you had never dabbled in any kind of drugs. This moment, as unbelievable as it seems, had to be undeniably real.
With careful fingers, you gently retrieved your fallen shoe/heel/slipper from the bed of plush, emerald-green grass. As you slipped it back onto your foot, your eyes instinctively wandered upward, transfixed by the expansive stretch of blue sky above you. It was quite unlike the very bright pixelated one you see on your screen. Everything that you see within the door was real and not a nightmare.
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After composing yourself, you went inside your cafe, close the door, drag a chair nearest to the door, took a seat on the chair you placed infront of the door, and contemplated life. A deep heavy sigh got out your mouth as you continue looking the the strange thing infront of you. "What now? What do I do? Should I just lock it?" you asked yourself and looked at the door. Welp, well, there goes your master plan. Suprise suprise there's no keyhole and having a key would not make any difference. "Ugh."
You sat up and opened the door again, only to be baffled to see a different scenery other than the distant City of Mondstadt. The door was now currently in the Liyue Harbor. You closed the door and opened it again, you were now in Inazuma. Close, open, and now in Sumeru. Once again, you are now in Fontaine.
"Yeah bye." you closed the door again and returned the chair from where it once was. Contemplating what you should do next, your feet carried you around the whole café. You went to the counter and decided to make yourself something to help with calming yourself first in order to think clearly. It was a good thing that you had brought all of the materials and ingredients you needed in the café because you had thought of opening the café tomorrow. But with how things are now, you don't know what to do.
Teyvat is filled with many dangerous beings such as hilichurls, slimes, etc. You are but a normal human being with no experience in fighting and fighting your baby cousins was not enough of an experience to be able to fight toe to toe with monsters you have only seen through a screen. Yes, a gun would probably best to use but you don't have a permit for that and you don't want to be in jail when you have just barely open your dream café. But nobody had to know, right? What if-
A deep sigh fell from your lips once again. The stress is really getting in to you, huh? The bitter/sweet aroma of (coffee/tea/juice) filled your sense of smell. You were making your favorite, (your choice of coffee/tea/juice). After some time of finishing your drink, you took it along with a (pastry of your choice) that you had in your car, in which you had thought of eating to celebrate the opening, and sat in a chair facing the door. Taking your time in eating/drinking, many thoughts come and go in your head to solve the predicament you are in now. You had even thought of postponing the opening of the café until you had thought of a way on what to do with the door.
Of course you read the fanfics circulating all around the genshin fandom and one of the those that you have read was SAGAU where you might be the imposter or the creator of teyvat or you become a villain or anything in between. The most common of them was being an imposter. What if you were to become the said imposter if one day a person will open the door to your café? What if they kill you? What if-
*creak......*
Your rambling came to a stop as you looked at the door horrified. Oh no no no no no no NO NO NO! YOU JINXED YOURSELF DIDN'T YOU?! THIS DAMNED FATE-
'Oh dear God, Buddha, Allah, Deities, whoever higher being there is, pls help me...' you thought as you clasp your hands, praying to higher beings. Before you could even feel it, tears cascaded down you face to the table. "I'm nOt ReAdy tO dIE yeT... Ughhhhhhhh" you sobbed into your hands loudly like a child lost in a mall.
"Hello?" a person peaked from behind the door.
Fuck.
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The Traveler, along with Paimon, was doing their daily quests until they saw something shining in the far distance. Their curiousity made them want to investigate it.
"Hm. Why is a door in the middle of the forest with no support or whatsoever?" Paimon mumbled as the door came into their view. The Traveler also had the same thought.
"Is it perhaps a magic door of some kind? I think w-"
*creak*
The Traveler stopped speaking as the door opened but from where they are right now, they couldn't see who opened the door and couldn't get to ask since the door closed with a loud bang when they were going to get closer.
"Well... that was something..." Paimon looked at the Traveler. "Traveler? What's wrong? BREATHE! YOU'RE GOING TO DIE AT THIS RATE!" Paimon brought tons of fried egg out of the Traveler's bag and smacked it into the Traveler's mouth and forced them to chew the egg.
After confirming the Traveler is back into top condition, Paimon asked them what the hell happened to them.
"I-I don't know. I suddenly felt something when whoever opened that door and the air around me became heavy that it became hard to breathe..." The Traveler shooked their head gently and sighed. "I also felt something strange. The energy of whoever is beyond that door, excluded an aura that is very familiar to me, but I don't know who or what it is."
"Hm. Paimon thinks that we should open that door and see whoever that and see if they truly are familiar to you or maybe perhaps this connection that you feel is related to your sibling!" Paimon twirled around the air, exaggerating her words with her actions.
For once, Traveler thought it was a good idea at first but there is also a flaw in that idea. A flaw that might cause their life if whoever is beyond that door is hostile and will kill them. It is better to be cautious then to be 6ft underground before finding their sibling.
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Taglist:
@udretlnea
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if-whats-new · 1 month
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What's New In IF? Issue 17 (2024)
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By Erika, Marjorie, Axelle, and Noi
Now Available!
Itch.io. - Keep Reading below
Note: Due to the links limit per post (100), some links included in the zine won't appear in this version. It is, however, on both the PDF and .txt versions on itch.
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~ EDITORIAL ~
Another Milestone!
This week, we were surprised to see we passed a few milestones! Our reader base grew quite drastically, ever since we started this zine four months ago. It is being shared in places we didn't even know discussed IF!
We are very grateful for your unwavering support! It means so much to see people cheering for us, and most remarkably helping us!
Without you all, this zine wouldn't exist!
On to the zine!!
We had a wonderful discussion with Barbara Truelove this week, who let us bombard her inbox with many many questions!
In our exchanges we learned some really neat stuff about her work and her trajectory as a creator. And if you want to know what we learned... check out our interview with Barbara Truelove on Small Talk...
We hope you enjoy this extra long issue!
ERIKA, MARJORIE, AXELLE, AND NOI
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~ BE PART OF THE ZINE ~
WHAT'S NEW IN IF? HAS EXPANDED!
Since the release of issue #14, we've enacted some changes with the zine. It is now expanded with interviews of creators from all around the IF world, as well as direct contributions from you, our readers!
THIS ZINE ONLY HAPPENS WITH YOU!
Want to write 1-2 pages about a neat topic, or deep-dive into a game and review it in details? Share personal experiences or get all academic?
WRITE FOR THE COLUMN!
Prefer to be more low-key but still have something to share? Send us a Zine Letter or share a game title for Highlight on…!
WE WANT TO HEAR FROM YOU!
Excited as we are about next week's interview and have questions for our guest? Or want to see a certain author answer questions next? Message us!
SMALL TALK... IS WAITING!
Came across something interesting? Know a release or an update announced? Saw an event happening? Whether it's a game, an article, a podcast… Add any IF-related content to our mini-database!
EVERY LITTLE BIT COUNTS!
Contact us through Tumblr asks, Forum DMs, or even by email! And thank you for your help!!
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~ EVENT SPOTLIGHT : Bitsy Jam ~
Tiny bites of games, with a retro feel…
The Bitsy Jam is a series of short unranked game jams, focusing on the use of the bitsy program and its forks (e.g. mosi, bipsi, ...). The jam is organized by Adam Le Doux, the creator of bitsy.
Happening monthly, based on a previously voted theme (follow Ledoux!), the Bitsy Jam brings together creators from all corners of the game development world for two weeks, to create itsy bitsy games.
Bitsy is a program to create interactive and visual short games, with a retro-pixel feel on a 2D format. Allowing for short and linear stories, as well as lengthy puzzly branching games, bitsy is a great starting point for tiny interactive fiction and pixel art.
Bisty was used in many prominent creators like cecile richard, dreamingamaris, christine mi and @cerberus-writes. A fork was used in the 2023 ECTOCOMP winning game InGirum.
The current edition (#82) is ending in two days, with the theme INTENTIONALLY BAD!
~ ENDED ~
If you like “murderboys”, the 72h Murderboys Mayhem Jam ended last weekend, with 15 entries. Check them out!
Currently in closed voting, the Ukrainian Visual Novel Jam saw 49 entries submitted last weekend. Come show your support before the results!
~ ONGOING (VOTING) ~
You can now check out the entries submitted to the IntroComp and vote for your favorite demo!
~ ONGOING (SUBMITTING) ~
If you are looking for a challenge, the yearly Velox Fabula just started! For the next ten days, this ranked jam is looking for visual novel submissions around a theme: “You Shouldn't Be Here”.
If you still want thrills but in a chiller way, the Tales to Thrill Jam also just started. Take your pick from the three themes and try your best at emulating the creepy campfire vibes!
For those who created an intent to participate at the IFComp, you have until the end of the month to submit a full game… or wait for next year! (Or you can look our for beta-openings, create an account to vote when the games are released, or offer prizes!) @ifcomp
Less than a week left to create a short game with only One Choice, for the Single Choice Jam!
For the francophones, the French IF community is organizing a summer-long camp to create parsers. Join the Confiture de Parser if you're interested!
Ending at the end of August, is the summer-long unranked SuNoFes Jam (Summer Novel Festival), where you can only submit one IF/VN game!
On the CoG Forum, Halloween is already there! Until Oct 31st, submit to the Halloween Jam - it has funky themes!
Looking for motivation to try your hands at Visual Novels? The Phantasia Jam just started, and will run until Halloween! Three months to create a fantasy VN, with the theme of “Hidden Magic”.
Do you understand or write Ukrainian? Until the end of the year, the Ukrainian IF Festival is happening on itch.io!
~ OTHER ~
Over on the IntFiction Forum, the Review-a-thon is continuing its initiative to get more reviews for games. Check out this post by Tabitha if you want to participate! It ends on the 30th. This is also a sponsored event, aiming to raise funds for one of the Forum members.
The Interactive Fiction Showcase is still running! If you have completed an IF piece this year, consider submitting it! It is happening only on itch!
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SMALL TALK…
WITH BARBARA TRUELOE (@barbwritesstuff - Web)
Joining us today is werewolf enthusiast, IF creator and author: Barbara Truelove - Author of the “Blood Moon”, “Thicker Than” and more!
Links included in this interview were not included due to the Tumblr links limits. Please download the itch.io version!
⟶ Welcome Barbara on Small Talk…!
Happy to be here!
⟶ Let’s jump right in! Who are you and how did you find IF?
The line I usually use is: I'm an Australian writer, game developer, and a werewolf enthusiast. I think that sums me up pretty well. I've been writing since I was little (my mum has the scrappy, incomprehensible notebooks to prove it) and have always had a particular soft spot for stories about monsters.
My journey to IF was a bit meandering. Compressing things as much as I can: In 2018 I wrote a book [Crying Wolf]. It was about werewolves in prison and I ended up selling it in 2019 to a small, independent publisher. I was editing it throughout the later half of 2019. Unfortunately, in hindsight, I don't think the editor and I were very well suited for each other. The process left me feeling really insecure about my writing. So insecure that I actually stopped writing for a while.
In 2020, I moved to South Korea. Covid arrived in the country only a couple of weeks before I did. The pandemic made it much harder for me to make friends, so I ended up playing more games and stumbled across IF. I've always liked interactive stories (I had an unhealthy love for Dragon Age: Origins back in the day) and in October 2020 I decided to try and write my own. I used ChoiceScript, because it seemed like the easiest coding language to learn, and almost gave up half a dozen times that first night. But, I was having fun writing again which was amazing.
A month later, I posted the first couple of chapters of Blood Moon which is my first Interactive Fiction project. About half a dozen people messaged me telling me they loved it and encouraging me to continue, and so I did. It might seem corny and cliche, but I'll be forever grateful for this community. IF made me enjoy writing again. Writing interactive stories is so stupidly fun, and it was wonderful having a creative outlet and a little online community during the pandemic.
⟶ Anything about IF you’d like to nerd about to start?
IF is in such a weird, odd space in the market. Is it a book? Is it a game? Is it both? Is it neither? When I'm talking about it in person I always find myself saying stuff along the lines of: “It's like those old choose-your-own-adventure books from the 90s but on your phone”. This hazy definition makes it hard in some ways. For example, the Hugo awards are happening very soon [tomorrow]. There is an interactive fiction/game category, which is awesome, but the nominations are things like Baldur's Gate 3. Obviously, that's a game. A very gamey game. IFs like the kind made in ChoiceScript or Twine aren't going to compete.
I hope IF grows in popularity and we start to see a distinct niche for it in mainstream pop culture and media. I think that would be nice. Not saying we have to get our own Hugo Award... but I'm not not saying that either. Shoot for the moon and all that.
⟶ Could you tell us a bit more about your interactive work?
My IF projects are:
Blood Moon - A ChoiceScript game about dating werewolves and fighting vampires.
Thicker Than - Another ChoiceScript game and sequel to Blood Moon. It's about surviving vampire politics as a young fledgling. Currently in development.
Something A Little Super - A game I made in Ren'py, free on itch.io. It's about raising a super powered child. A love letter to my favourite superhero: Martha Kent.
A Fairy Tale - A Visual Novel made in Ren'py, also free on itch.io. You play as a young fairy noble seeking an advantageous marriage. It's very silly. Murder is optional.
Drown With Me - A dark mermaid tale made with Ren'py. Development on his game is currently on hold.
⟶ Your ChoiceScript games are pretty chunky and inter-connected. How do you manage creating such intricate stories and keep track of everything?
I'm a VERY bad planner. I write in Choicescript and use CSIDE. I have a thousand little notebooks filled with badly scribbled ideas. I usually have a rough idea about where a story is going but I won't know 100% how it'll happen until I'm writing it. Editing is my best friend. I also just use a lot of variables and (when in doubt) go back and look at my variable list to remember what I was doing and what different choices players may have made.
Variables are still a tricky thing to keep track of! I don't have a good system for it, honestly. I just use my brain which sometimes makes mistakes or forgets about certain choices, and the variable list. But that's what editing is for. I try not to be too hard on myself if my first draft isn't perfect. I'm really grateful for readers who send me discrepancies or things they've encountered that don't make sense in my demos and WIPs.
⟶ When you started Blood Moon, did you ever think it would end up being published under Hosted Games?
When I started Blood Moon, I didn't know what I was doing. I had no idea if I'd be able to finish it, let alone get it published. The whole thing was a learning process. Hosted Games is very upfront about the requirements of publication. I followed those and submitted the game when it was finished. They reviewed my submission, asked for a few minor edits, and then gave me a publication date. Overall, I think the whole process went very smoothly.
⟶ What about Thicker Than? When did you know you wanted to write a sequel?
I didn't think there would be a sequel, just because I didn't think I would be able to do that much writing again. But then the idea of flipping the script and telling a story from a vampire's perspective happened and I just couldn't hold myself back. 😅 This happened after I'd finished writing Blood Moon, but before Blood Moon came out. I wrote a short demo for Thicker Than, but didn't start work in earnest until after Blood Moon's release.
⟶ Blood Moon is told from the perspective of werewolves, while Thicker Than is from the vampire's. How was changing that perspective between the different titles?
It was so fun!
The werewolves are very modern and have a strong rough 'n tumble found family vibe. They'd go to hell and back for each other, that they're not afraid to have distinct and loud personalities, and that they're low-key epic. They don't realise how scary they are because they're used to being the biggest, meanest thing around.
The vampires are shady, sneaky, and old fashioned, both in the way they talk and the way they do business. The most powerful vampires are really powerful, but the average vampire is much more humble and blending in is how they survive. They've also hilariously bad at team work.
The fact that these two monsters are so different makes them so fun to write. They really are the opposite sides of the same coin. Two types of paranormal monster living in the same city, but with very different struggles, cultures, and experiences. I really wanted to show that difference and give the vampires (who were very unsympathetic in Blood Moon) their due... without taking away their darkness.
⟶ You are really passionate about werewolves. What's so cool about them?
Werewolves are fun! They're my go-to monster. But I like all kinds of monsters. Vampires, fairies, evil robots. I'm a fan of stories that explore humanity through the inhuman.
I think inhuman characters are fun because they can reflect us (our thoughts, our feelings, our experiences) in unique and sometimes fantastical ways. So, for example, in Blood Moon, a major theme was family. But, rather than write about humans with families, I'm writing about werewolves with packs. It makes those themes pop. But also, monsters are fun! It's fun to imagine the world as seen through the eyes of a werewolf, or a vampire, or a robot, or an alien, or a god.
⟶ Are there other themes you'd like to explore in future projects?
I never know what I'm writing about until I'm writing it, and sometimes not even then. I process my life through my writing, so the themes often reflect what I'm thinking about and feeling at the time. I can't really predict exactly what it is I'm going to zero in on and explore until I'm already doing it.
⟶ Then, what inspires and influences your creative process?
Inspiration can come from anywhere. From books I've read, to places I've been, to people I've met. I can never predict what will spark the next idea.
Blood Moon has some obvious inspirations. The city setting is inspired by Seoul. When I wrote Blood Moon I was trying to make the city setting feel generic enough that it could be any city. I wanted players to be able to imagine it was taking place in their hometown, which is why I never named the city the characters were in. But, in my mind, the inspiration for the city is Seoul. Seoul is both a remarkably beautiful and remarkably ugly place. It's polluted, built up, and bathed in neon lights with tiny traditional alleyways twisting through the modern buildings. Magical and sinister and wonderful all at once. The perfect city for vampires and werewolves.
The various characters are all pieces of myself and/or people I've met. The vampires and werewolves have been informed by all the vampires and werewolves I read and watched growing up. I drew inspiration from: Underworld, Interview with the Vampire, Twilight, Vampire the Masquerade, and (of course) Dracula. These things are what helped shape my idea of what werewolves and vampires could be throughout my teen years.
⟶ Is there anything you wished you’d known before starting creating IF or using ChoiceScript?
I chronically underestimate how much work writing IF is. When I first started Blood Moon I naively thought I would be able to finish it in 8ish months (ha! It took about 2 years.). IFs are big. Much bigger than novels. They take a lot of work and a lot of time to write. It's also hard sometimes just holding all the different narrative threads in my brain and weaving them together in fun and satisfying ways. I want the different routes to feel unique and dynamic while also not overwhelming myself with too many variations and options. That balancing act is a skill I'm still learning and developing to this day. I think I often bite off more than I can chew and have to slow things down for a while as I try to untangle and work through it all.
⟶ Are there things you wish you’d done differently with Blood Moon?
Blood Moon is not a perfect game, but I did the best I could at the time, so I'm not going to be too harsh on myself when it comes to things I could've done better.
⟶ Then, let’s focus on the positive. Do you have a favorite scene from all your games?
I don't think I could choose a favourite scene. 😅 There's a few oddballs I'm very fond of. Marco's 'octopuses' rant in Blood Moon is so weird and wonderful, I can't help but think of it. The flashback scene in Something A Little Super is exactly my brand of corny. I'm also thinking of some more epic things I've written that I really enjoyed bringing to life. There's some moments like that in my book Of Monsters and Mainframes that'll be coming out next year.
⟶ What about a scene that was particularly challenging to put together, but satisfying to complete?
The scene I worked the hardest on was probably the final showdown in Blood Moon. I really wanted it to feel satisfying, challenging, and impactful. There's this moment (spoilers!) where the player's character gets to go toe-to-toe with the BBEG [Big Bad Evil Guy/Gal], who just so happens to be a vampire. Werewolves vs Vampires! It's an iconic match up. I wanted to write something worthy of it. I couldn't really figure out a way to make it special. Originally, it was going to be outside, in the snow. That way I'd get the dramatic visual of red blood splattering on white snow. But it also felt a little cliche. Then I saw a Say Yes To The Dress clip somewhere online and suddenly I'm writing this scene not in a snowy street but in a bridal boutique. Blood splattering on white lace felt brutal and messy and visceral in all the right ways. It really made that final showdown work. I think that flash of inspiration really rescued that scene. The early drafts of it aren't half as good.
⟶ Having branches can be hard to balance. Have you ever struggled with choices for which you can’t write a path? How do you handle it?
Some stories want to branch a lot. Some stories don't. I write the stories that don't want to branch as novels. However, sometimes I'll stumble across a section of an IF that I'm struggling to give interesting branches/stories to. In those moments, I do a faux pas and don't give the player a choice. I think it's better to have a few good/exciting choices than a lot of boring choices. And, if my brain doesn't want to write a certain choice outcome, that means that outcome probably won't be fun or rewarding for the reader either. I really hope that makes sense.
⟶ Last year, you branched out, and created 3 Visual Novels in Ren’Py. What was the driver behind this switch up?
I just wanted to challenge myself and see if I could figure out a different coding style. I'm really proud of my Ren’Py games. They're short, silly, and strange, but I learnt so much doing them. Also it allowed me to experiment with shorter interactive stories.
And I might do it again! It was a lot of fun. I'm just so overloaded with writing projects right now that I can't promise anything. 😅
⟶ Since two of these are text-only, why the choice of Ren'Py over other more traditional choice-based programs like Twine?
I don’t know why, but my brain doesn't like Twine. Totally subjective opinion! I've seen other writers do amazing things with it. I just have never been able to make it go.
Ren’Py is a really powerful tool and works in a way that is easy for me to understand. I love the built in features like the menu and save functions.
⟶ Unlike your other works, Something A Little Super is more of a slice-of-life first and foremost. What inspired you to write this story?
My mum! I wanted to tell a superhero story with a twist. Something A Little Super is inspired by Superman and Martha Kent, but the main focus of the story isn't flying around, saving the world. It's about the choices that parents make while raising their kids.
I've never been a parent, so I used my mum as my main inspiration. My mum was (and still is) a superhero.
I also really wanted to explore how different parenting choices can have a big impact on who a child grows up to be. I tried to write the game in such a way that there weren't any ‘right’ or ‘wrong’ choices. All the choices are reasonable and make sense. But they do shape who the super powered kid grows up to become. I'm so proud of Something A Little Super. It's such a personal wee story in so many ways. It makes me so happy knowing people enjoyed it.
⟶ Your other releases are more anchored in fantasy: one focusing on fairies, the other having a more nautical approach. Was there something specific that inspired you?
A Fairy Tale was my first Ren'Py game. I wanted to write something small while I figured it out... and fairies are very small.
Which is a joke, but also very true. The whole premise of the game is these tiny little creatures with very short life spans that meet and find love in one night. I used Tinkerbell and Peter Pan as inspirations but the motive behind the fairies was the ability to compress everything down into a very short, but also very high stakes story.
Drown With Me is a project I wish I had time to work on. Dark mermaids are always a ton of fun. As for inspirations... that'd be pirate music.
⟶ Did you notice differences when working on those VNs compared to more traditional text-only IF?
Writing a visual novel is much more like writing and directing a stage play than writing a book. It was fun experimenting with the script style.
⟶ You don’t just create IF games, but also write novels. How do you manage to balance all these different projects?
I don't. I'm very bad at balancing my time between projects. I often overcommit and underestimate how much work a project is going to need. I need to get better at balancing my writing in general. I just always want to do so much.
⟶ Still, you are pretty consistent with your updates (1/month). How do you manage this?
I update every full moon! It's a silly thing that I started when I was writing Blood Moon. It's a fun gimmick that I've kept up with. Some months I don't write very much, and that's okay. Some months I write heaps and that's awesome! I try to be kind to myself, no matter how much or little I get done. That's the only advice I can give. Have fun and be nice to yourself.
⟶ How do you assess whether your work is enjoyed by people?
I don't know how many people enjoy my work. That's a really hard thing to know! I know there's some very lovely people who message me sometimes. I think I'm very lucky to have found people who mesh with my style of writing. The internet is a big, tangly place and it's always wonderful when you find people who are on your wavelength. It's really humbling to know there are other humans out there who think about my characters and stories.
⟶ As an outsider, it is undeniable you are pretty popular on Tumblr, where parasociality is pretty common. Have you experienced this phenomenon yourself?
There are boundaries I set when I talk to people online. I think that's important. I'm kinda private, actually, and a wee bit shy in my day-to-day life. I don't always seem that way, but when I'm online I'm usually just talking about my writing. That's what I really enjoy doing.
⟶ Have you gotten messages, like feedback or reviews, that weren’t as nice? How do you handle criticism and negative comments?
Oh, all the time. I get some very harsh feedback in my inbox. I try to take it in my stride, but some days that's easier said than done.
I divide all feedback I receive into two groups: Actionable feedback and Unactionable feedback, i.e., something I can fix, or something that I can't. Examples of unactionable feedback would be stuff like ‘I don't like werewolves’. Obviously, my story isn't the right fit for that person, and there's nothing I can do about that. I ignore unactionable feedback. If someone sends me actionable feedback, I try to do my best to fix it.
The good thing is, I get a lot more positive messages than negative.
An author I met last year said something very wise that's stuck with me. She said, no matter what, there are some people who won't like what you write. And that's fine. In fact, that's good. You want people to love or hate your work. That means they're reading it!
There is no such thing as a game/book that everyone likes. Keeping that in mind, it's much easier to read the negative feedback, find the actionable feedback in it, then get back to work.
⟶ On days that are difficult to take the feedback in, do you take breaks or get right back to work?
I let myself feel my feelings and (if I need to) I complain to my friends. 😅 But it honestly doesn't happen often. I'm pretty good at taking negative feedback, bad news, rejections, etc... in my stride. It sucks, but it's also just part of being a writer.
⟶ Do you think your traditional writing background helped you process this negative feedback this productively?
I don't think so. I think being able to take negative feedback is just a skill writers learn over time, no matter the medium. When I was in university, I did a couple of units in scriptwriting, and some of the feedback I got then was very critical. Before that, when I was in school, I did a creative writing class which was also pretty brutal. I used to write fanfiction, and people didn't pull their punches there either. It sucks, but I think it's normal to get a lot of various responses to your writing. Like I said, I ignore any feedback which is unactionable.
That said, there are times when it gets to me. Like I said before, I was very insecure about my writing after editing my first novel. It's hard some days. But writing is my art. It's how I process the world. When I stop, I feel like I'm missing something in my life. I focus on the good because I want to feel good about what I do. It's not always easy, but it's important to me.
⟶ You started your writing journey publishing a book, with another one on the way. How does writing a novel compare to creating interactive fiction?
I'm really not sure how to compare writing a novel and writing IF. In some ways, they're not that different. The main focus of both is to tell a good story. There are some nitty gritty differences, but overall I think stories are stories. I will say, some stories need to be IFs and some need to be novels. Blood Moon wouldn't work as a novel. That story wanted to branch from the moment I started writing it. Similarly, my most recent novel, Of Monsters and Mainframes wouldn't have ever worked as an IF. That story felt more direct, contained, and character focused from the first word typed.
I guess it's just whichever medium suits the story.
⟶ What advice would you give to an aspiring IF creator, based on your experiences?
Write something you're passionate about! For me, it was werewolves. It doesn't matter what the subject is, just make it something you could stay up until 4am talking about. I worry a lot of new writers feel they have to chase trends, but the only thing that does is ensure you'll be behind the curve. Write what makes you happy, and that love will shine through.
⟶ Many people rave about your work, but are there any games you rave about? Anything you would recommend to our readers?
Recommendations are so hard! I feel like I'm just going to gush about the games everyone already loves. VTM: Night Roads, Fields of Asphodel (@chrysanthemumgames), The Northern Passage (@northern-passage), Choice of the Vampire, etc.
There are so many fantastic games out there and so many WIPs!
⟶ After Thicker Than, what is on the horizon for Barbara Truelove? And where will we be able to follow your progress?
Thicker Than still needs a lot of work. It's a very big, complex game and I think I'll probably be working on it in some capacity for at least another year. IFs aren't quick and easy but they're a ton of fun! I've also got a (non-interactive) novel coming out next year with Jaysen Headley at Bindery Books titled Of Monsters and Mainframes and I've got a couple more projects I'm working away on behind the scenes. You can find me on my website, Tumblr (@barbwritesstuff), and KoFi.
HUGE THANKS TO BARBARA TRUELOVE FOR ANSWERING OUR MANY BRUNING QUESTIONS!
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~ NEW RELEASE ~
The Ghost and the Golem (CScript) is the latest release from Choice of Games @choiceofgames
Oh, Vagabond (Ink) is an atmospheric short text horror adventure about what remains. @an-excess-of-eyes
Nusantara: Bermuda Triangle (Ren’Py) is an eight-year-long in the making adventure otome visual novel.
Can't Buy Me Love (Ren’Py) is a visual novel based and all about the Beatles. @brummelliana
passenger9027 (Twine) is a short sci-fi game, where you wake up in a spaceship.
The Robot (Twine) is a short sci-fi game, where you have a conversation with a robot.
TECH // LOOP (Twine) is a cyberpunk game where you play a looper.
As always, don't forget to check out the submitted entries to the events mentioned in the previous pages. They deserve some love too!
~ NEW RELEASE (WIP) ~
Small Charms (Ren’Py) is Visual Novel project about daily use magic, a coffee date and a terrible decision. @viscereye
We Troubled Souls (CScript) is a high fantasy project involving godly and mystical beings, and survival.
to the place where death rests (Twine) is a sapphic project where a woman falls in love with the lady of/in her dreams. @bntarwarn
Intensions (CScript) is a high fantasy project where you play as a fae, with the weight of your people on your shoulders.
Vessel of Harkahn (CScript) is a fantasy project where the survival of the world resides in your locked memories. @vatiiagames
That Distant Shore (Twine) is a supernatural fantasy project where your curse will be your undoing, unless… . @exkowrites
Aphni's Quartet (Twine) is a cyber-punk fantasy project where you play a loath prophet. @marblesstorystudio
Press Play (CScript) is a slice-of-life project where you are part of a mysterious band. @pressplay-if
Tale of the Dragoons (CScript) is a fantasy project where you are a dragoon.
Carrion (Twine) is a mermen adventure game where you must defeat an ocean cult. @kinglyoverlord
~ GAMES UPDATES ~
Social Democracy (DendryNexus) has received multiple updates.
Dice & Dungeon Masters (CScript) added extra content to the demo.
Echoes of Kingdom: The Last Stand (CScript) updated with dozens of new words.
Honor Among Thieves (CScript) added extra content to the demo. @leoneliterary
The Judgement of Tarkar (CScript) came back with 2 new chapters.
Summer of Love (Twine) added a new chapter to the demo. @summeroflove-if
Dance of the Night (CScript)'s demo now includes Chapter 2.
Remnants of the Past (Twine) started its second act in this update. @remnantsofthepast-if
The Abyssal Song (Twine) added Chapter 4 to the demo. @ri-writes-if
The Bureau (CScript) added extra content to the demo. @morbethgames
The Game of War (CScript) updated with extra content.
The Night Market (Twine) added Chapter 6 to the Patreon demo. @night-market-if
Path of Martial Arts (CScript) added new paths to the demo. @nicky-if
Love in a Time of Earthquakes (CScript) completed Chapter 6.
Vendetta (CScript) updated the Patreon demo. @vendetta-if
The Bastard Crown (CScript) updated with major re-writes. @eddyiewriting
The Ultimate Magic Student (CScript) updated the Patreon demo.
Abnormal (CScript) updated the demo with major re-writes. @abnormal-aninteractivezombiegame
The Six That Thrives (Twine) added Chapter 3 to the Patreon demo. @the-six-that-thrive-if
Dragon of Steelhorn (CScript) has put out the demo for bonus chapters for beta.
~ OTHER ~
The last HG release, Halls of Sorcery has been withdrawn from sale due to AI-generated content. If you have bought the game, and have not received a refund yet, you should contact HG support.
Magehunter: Phoenix Flame's demo (CScript) will be soon removed from viewing, as it is expected to go into beta testing. This might be your last chance to play it.
Heavens’ Revolution (CScript) is looking for official beta-testers.
Drew Cook started a new series of articles: Let's Write IF. @golmac
If you are fan of podcasts about IF, Adam Cadre uploaded the latest episode of Radio K, discussing Lost Pig, Child's Play, and An Act of Murder. @adamcadre
The 55th issue of the Indipocalypse was released recently, including multiple IF games.
On IntFiction, mathbursh completed the Brief History of the SpringThing, ahead of the release of his IF History Textbook.
~
As always, we apologize in advance for missing any update or release from the past week. We are only volunteers using their limited free time to find as much as we can - but sometimes things pass through the cracks.
If you think something should have been included in this week's zine but did not appear, please shoot us a message! We'll do our best to add it next week! And if you know oncoming news, add it here!
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~ A CYOA Poem ~
1 Catered with abundance, the player peruses the IF wares, meticulously thinking about what to take next. Go to 2.
6 There isn't a single choice. You are bombarded with options. Your commands push the story seamlessly. It only returns failed actions. Your fingers go numb from clicking, pressing, typing... Go to 7.
4 The world is simple but immersive. The world is large and neverending. You only stand in your room. You travel wide distances. It is a peaceful journey. You get hurt at every turn. Go to 5.
3 The adventure doesn't start before a character is selected. Or maybe it has already. There is so much to choose from. There is nothing to choose from. Go to 4.
7 And it's already the ending. You won't get there for another dozens of hours. You wait patiently for the next update. The experience is complete. You lurk. You ask for details. You rate. You comment. Go to 8.
END You played an IF game. Return to 1 to restart.
8 You spam everyone with links so they play it too. You never speak of that experience ever again. You make fanart and daydream about everything. Go to END.
5 You meet a bunch of characters. You are utterly alone. You romance one, or maybe six. You only find peace with yourself. You love them. You hurt them. Go to 6.
2 Yesterday was slice-of-life, tomorrow surely sci-fi. But for today, a simple fantasy will do. Go to 3.
IFLover2495
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~ HIGHLIGHT ON ~
A couple of games that we thought were cool.
(Don't) Save Me by Coral Nulla @nullamirrors (Decker - itch.io - IFDB)
What happens to the ‘manic pixie girl’ at the end of the story? This is what the game tries to find out, giving a voice to the trope we love but never wonder what is under the surface. A wacky adventure filled with choices, with a funky UI.
//recommended by anonymous//
Swooning over Stans by sovonight @gfdatingsim (Ren'Py - itch.io - VNDB)
“Recent memes reminded me of the insanity that is this game. You barely need to know any lore of Gravity Fall to reach the endings and feel fulfilled by this weird fan-game. And it's not just SO GOOD story-wise, it's so freaking well made too! Fans are the best, they make the coolest shit.”
//submitted by (peace sign emoji)//
The Dying of the Light by Amanda Walker (Inform7 - itch.io - IFDB)
A heartbreaking text-adventure told from the perspective of an older woman with dementia, as she struggles to communicate her needs, wants, and fears.
Though fighting the engine may be frustrating, it displays an effective manner to convey the difficulties of dementia.
Linear progression. Input HINT for help.
//recommended by C.//
Your favourite game here?
Do you have a favourite game that deserve some highlighting?
A old or recent game that wowed you so much you spam it to everyone?
Tell us about it! And it might appear here!
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WE LOVE TO HEAR FROM YOU ALL! WETHER IT'S GOOD OR BAD, OR EVERYTHING IN BETWEEN...
Hi What's New in IF team! This is a tiny zine letter for you, to thank you a whole lot for including my game in your zine. It was really nice of you! and I got a whole lot of new people checking it out thanks to you. Keep up the good work! - anonymous
I hope @catskets sees this, because I really enjoyed their interview. It was so fun and insightful, and honestly, pretty inspiring. And now I have 30+ new games to play, and links to link between all the stories! - a new fan
Hi ThereIsMoreButICantFindIt, Thank you for the links, it was pretty enlightening. Please keep me in mind if you do find other sources about Modern IF! -Rich
is this section limited to authors only? because i wanted to give a shout-out to @elfroot-and-laurels, my favourite artist, who's done imo the best (fan)art of IF projects i've ever seen. -aureuslaureus
Have something to say? Send us a message entitled: Zine Letter!
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As we end this issue, we would like to thank:
a new fan, aureuslaureus, C., ghostlykittenshark, Rich, (peace sign emoji), and a bunch of you anonymous users!
For sending news, interview questions, helpful tips, cool links, filled form, written Sheet line, even emails... all these help us so much to make this Zine possible!
And as always, huge thanks to all you readers to liked, shared, and commented on last week's issue! What might be tiny actions are huge support and motivators to us! Thank you for cheering us on this journey!
~ ~ ~ ~ ~ ~
We also hope you join us again next week, for we have a very special guest on the zine:
Award-winning creator, retro-IF enthusiast, parser craft writer, Drew Cook @golmac sits down with us next week!
Want to know more about his work? How he found IF? Or learn more about his non-dev projects? Send us all your burning questions!
And see you again next week!
ERIKA, MARJORIE, AXELLE, AND NOI
WHAT'S NEW IN IF? 2024-ISSUE 17
153 notes · View notes
catmask · 3 months
Note
genuine question – and i hope it doesn't come as weird – but how do get into...pokemon? </3
pokemon universe feels so big and there are so many games and i really like their designs – both for pokemons and trainers – making ocs in this setting would be so cool but i have no idea how to. begin!
could you give some advice?
ps leaving compliments for your comic and art in general!! i really like how your pieces are so colorful! gives the vibes of some small but cozy and fun town in a videogame..
no worries!! it seriously depends on what you are interested in - gamewise, region wise, and story wise.
heres what i can say. if you like typical top-down style pixel art rpg games where you solve tile puzzles and build a little team of monsters, any of the games before x and y is a good choice. platinum is a great introduction to the series because it doesn't baby you but is still decently difficult, heartgold/soulsilver are the 'coziest' games imo but may spoil you because of how much content there is, black/white and black/white 2 are the most story-driven of the games and bw2 is probably the longest play of all the games. emerald is also great, but its genuinely a hard game even as someone whos been a fan of the series for years. i would say to start with hgss because they're my favorites, but they're so good it might raise the bar too high for all the other games pixel-art games.
if you prefer 3D graphics, but still like the 'run around catching guys and solving tile puzzles', i think sun and moon are the best of the 3D games! the story is engaging and a little more modernized so that there are actual cut scenes, i think the pokemon available are cute and the region is really pretty. i thikn after that, x and y is pretty cute! the story is less strong in comparison to sun/moon. importantly; every game in the 3D era has a new type that was not present in the pixel art era - the fairy type, so if you want to learn the MODERN type chart and balances, the 3D games are where you'd need to start.
finally, if you're not a fan of the 'catch pokemon run around region' type games, pokemon has a LOT of really awesome spin off games. my favorites are as follows...
pokemon mystery dungeon explorers of sky. its the strongest story the pokemon company has ever written, and im a big fan of the mystery dungeon style gameplay.
pokemon ranger (any ranger game!) the story and graphics are cute, and it focuses on rescuing/rehabilitating pokemon more than capturing them. really lovely expansion of the pokemon universe.
pokemon go, because its free! so if you dont want to download a rom, or sink money into a new franchise, its an easy way to get into it.
pokemon snap - this was actually my very first pokemon game i ever played! (never owned it though heha) but there was just a remake for the switch, if you've got a switch that is. the game focuses on photographing pokemon in their natural habitat, and its really quite cute. slow paced and fun if you're not sure about battling yet.
finally... if you weren't looking to get into games at all, pokemon art + fan creations are personally my favorite things in the entire fandom! artists and writers and fangame devs are the people who hold this fandom up, engaging with their creations is a great and typically free way to involve yourself... im sorry this is so long, i hope this helps!! and ppl are free to add on to this hehe
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officialclangen · 3 months
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Two things i love about ClanGen and the little community its built for itself
1 - Somehow writes its own story
The RNG seems to listen and just makes these cats seem like real characters, not just numbers and code. IDK how but it makes the game and storytelling so much fun
2- Everyone gets so passionate
People get so passionate about their clans and pixel kitties its just wonderful to see! I love reading blogs and comics about them and how others get such as excited over the clans as the creator of them.
I absolutely love ClanGen's little corner of the internet
That’s something I love as well! I love how much I can get attached to each of the Clancats and put together a little makeshift story for each one all because of how lively events are written yet all feeling connected; I have nothing but respect for the writing team and the coders who’ve put so much love into the game <3 (The art devs as well! The patrol sprites give so much life to each patrol)
It is really nice to see people have fun with their silly pixel cats and become invested in the stories though for sure! I’m holding all of them very gently.. It’s amazing to see all the creativity and enthusiasm for their Clans!
-Angler
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