#janky game physics
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Okay so the new episode of Bofuri! has my new favorite visual gag from any show/movie set in a videogame:
The fact that Maple’s Loving Sacrifice angel wings are clearly CLIPPING THROUGH her new glowing god-throne thing.
Like I’ve NEVER seen this done before in a VRMMO anime before and it’s just the perfect visual representation of the show’s running gag that New World Online is this hilariously janky, unbalanced but super endearing game that Maple constantly finds new ways to break without even trying.
Also, unrelated to this joke but Maple’s new throne is also sitting on her giant flying turtle.
Truly this show represents REAL Op-protagonist goals XD
#bofuri#itai no wa iya nano de bougyoryoku ni kyokufuri shitai to omoimasu#maple#kaede honjou#janky game physics#maple is the best over-powered protagonist#i love this show XD
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Is it just me or do new-engine video games feel like they're getting worse rather than better. Like yeah the textures and physics and FX themselves are improved, but at the same time why does it feel like I'm playing a game from 2001. Something's wrong here.
#//personal#//rant in tags incoming#idk mannn#it's like we're diving back into the uncanny valley or something#ever since the new unity engine came out in like 2020 or smt i've been getting weird vibes from all the new AAA games#my personal theory is that game devs don't know about art or film principles anymore and everything is TOO high resolution.#like the way our eyes process info we don't see every single object in 5000p. if u pay attention to ur periphery it's all smeary right?#so in video games when the unimportant assets are half-assed that's kind of a good thing (if u know about impressionism u understand me)#now it's like. where's the depth of field. and the atmospheric perspective. the subsurface scattering and anti-aliasing. the COLOR THEORY??#not to mention that like the physics themselves are also a bit janky and off-putting#like i see a human character with hair that doesn't hair right and no weight to their movements and it's like looking at a skinwalker or sm#i can't animate for shit but im not getting paid by AAA so. we can do better. we HAVE done better. what happened.#anyways. that's me.#i am very passionate bc im spending thousands on a video game major ty
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painted my first ever mini today :) its just a grey slaad but given some fun silvers and blues because i do what i like
well ok technically i did one test model before this which ended up so hideous he will never see the light of day, but this was my first 'real' attempt after learning some important lessons from that one, lol. ive always kinda wanted to do mini painting so yippee :)
i kinda want to go back to try to highlight his eyes and teeth better but thats very fiddly and im too tired to try something that delicate tonight
here he is being held so gentle
#oh no i need an art tag for this stuff dont i...#arts and/or crafts#mini painting#please be nice to me its my first attempt lol i know hes kinda janky but hes my special boy#hes got a light metallic drybrush which doesnt show up great in pics but gives him a really fun shimmer irl#i think i learnt a lot though! which is the most important thing. ill get steadier and more confident in time probably#also no i dont actually play any wargames or even any tabletop games physically- I just think minis are really cool#it'd be cool to give it a try someday but mostly i just love having little figures of guys i get to have fun painting
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ring racer has taught my many new things about myself
I have no sense of direction
I am completely blind
tails was probably what I was meant to use
I come back except in las vegas
I am good until halfway through lap 1
I love balloon park
I hate tricks
I like the color combination of blue and yellow :)
#dr. robotnik ring racers#ring racers#srb2kart#cd randomy#the game is kind of the same ol enraging but worse#main thing is the new slope physics are janky#otherwise its really fun
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this is officially the dumbest thing i ever made
#not me spending 20 minutes manually making the caption instead of just uploading it to tenor#simpsons#simpsons hit and run#simpsons hit & run#i love this game so much it's insane#the little green lawn chairs in this game are so silly#their physics are so janky#if you kick one with even the slightest force it will go FLYING#i kicked one like halfway across springfield and now i don't know where it is#they are so sily#i used to have this game on the ps2 and i think i would have spent at least 150 hours just fucking around and not doing what i was supposed#-to as a kid#i used to just drive cars around and cause destruction#what i like about this game is that it's fun even when you're not just going through the main game#a lot of games struggle to do that#let alone licensed ones#very funny game
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I've played about 11 hours of Sonic Frontiers now after getting it yesterday.
Who at Sega played Breath of the Wild and thought "this could be a Sonic game"
#the music is pretty good but that's like#it#sure sure the gameplay is mostly fine#but the levels are super repetitive and the physics feels really janky. especially in the 2D sections#admittedly though I'm a 2D sonic enjoyer above all else#origins collection and mania would be plenty for me#the 3D games just... eh. they don't do it for me
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OK bad half baked au idea semi inspired by a comment
Au where gummigoo was just sent back to the candy kingdom but kept his memories of what happened, sense caine is God he's convinced pomni is some sort of angel or demigod, as well as the other circus members, and the circus is a sort of gods realm or heaven.
Gummigoo considers caine to be a cruel God just giving him and everyone he knows life just to toy with them, and pomni being one of the few beings that sees them as more than "npc's" as she put it, she shared her forbidden knowledge with him, tried to even let him into God's circus before their God decided he wasn't worthy, she showed him the art of glitches and janky physics, which he possibly takes advantage of, it might even be seen as a forbidden art to other npc's.
He likely doesn't know how to feel about the entire thing, did pomni know this would happen? What would've happened if he were granted ascension? Will she and the others ever return? Dudes mental state is definitely not in the best spot
Gummigoo realization
Ok so, in the candy kingdom map, caine portrays himself as god, he's likely worshiped in that maps churches
Right before gummigoo got snapped he saw caine face to face
So to gummigoo, he saw gid right before him, and heard God say he had no right to exist on the same Plaine as him, before getting snapped out of the circus
THIS POOR LITTLE GATOR HAD A CRISIS, THOUGHT HE WAS GONNA BE ACCEPTED, THEN HAD GOD TELL HIM TO HIS FACE THAT HE HAD NO RIGHT TO BE HERE!
IF HE REMEMBERS THATS GONNA BE THECWIST CRISIS EVER
#tadc#the amazing digital circus#gummigoo#tadc gummigoo#rambling#This poor cowboy literally got rejected by God!#Seriously that's gonna be a horrible crisis#Au idea#Tadc au idea#Tadc au#tadc pomni#This git religious very fast#Ngl I like the idea of gummigoo being the video game equivalent of a cowboy with black magic#The power of janky physics!
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Okay maybe the Momentum Enjoyers had a point, Frontiers is *so much* more fun now that you can keep your momentum through jumps! Thank you for the blessed update, Kishimoto
#sonic frontiers#sonic the hedgehog#sonic#the physics are still janky as all heck but this is a big improvement#frontiers 2 is about to be the game of the century#Sonic frontiers update 2
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"An ideal Sims game would have Sims 2's gameplay mechanics, Sims 3's open world, and Sims 4's graphics!"
I absolutely despise this take, and I want to explain why. This is a very long rant and it is full of piss and vinegar directed at everything in the Sims 4. I'm gonna try to keep everything kinda professional as much as I can but I can't guarantee an unbiased opinion.
If you'll let me talk your ears off for a moment, I'd like to explain, from my own experience as an artist and a casual player, my issues with the art style and direction of The Sims 4 compared to The Sims 2. (I'm not really going to comment on 3 because I've never played it.)
I want to start off by explaining the difference between better graphics and higher resolution. The Sims 4 absolutely blows Sims 2 out of the water when it comes to textures and polygon counts on sims, no contest. But I'd argue that the graphics themselves... aren't better. They're worse, even, so much fucking worse. The biggest problems come from the stylization and the animations, in my opinion, so I'll explain what I mean.
Have you ever felt like the Sims in 4 just look... weird? Not quirky, not kinda strange, but off. Distressing. Uncanny. Whatever the fuck the kids call it nowadays. When you strip away the packs and the CC and the shaders, the sims in the base game look bad. They're very close to being human; they walk like us, talk like us, have families like us, but they don't look like us, not exactly. There's always something off about them, no matter how close you try to get. Proportions will be a bit off, or your eyelashes will be like three polygons for some fucking reason, and the jig is up. The illusion is gone.
This is one of the instances where a higher resolution and more detailed models and meshes work against you. You aren't making believe. You are beyond the point of pretending that the pixelated shapes are real clothes and bodies and faces, because at this point, they're close enough that you don't need to. There's no gap to bridge. But that doesn't necessarily mean that they're lifelike, at least, not enough to be completely human. In some ways, they're still tethered to being cartoony and plasticky and fake. Just enough to frighten you. Enough to put you off. They're not using it to their advantage anymore, and instead, it's holding them back.
When the Sims 2 came out in 2004, the developers knew that they weren't going to make a perfectly accurate life simulator. They physically couldn't render every wrinkle in the face or fold in the clothing. In some animations, things clip strangely or the facial expressions are sort of janky or there's just some form of roughness around the edges. But that's okay; your brain doesn't need a perfectly accurate representation this time. That's not what you're here for, anyway.
The Sims 4 is basically Icarus-ing itself into disaster. The entire game sacrifices style for complete realism, a goal that was unachievable ten years ago, and is unachievable now.
The Sims 2 never thought of itself as a completely realistic life sim, though. It has cartoony, low poly meshes and exaggerated proportions and wild, raunchy storylines that would never occur in real life. BECAUSE IT ISN'T REAL LIFE. And it isn't like real life, not because it's failing to be, but because it doesn't want to be!
The Sims 4 is not ever going to completely replicate human looks or interactions or dynamics. And if it's trying to, it's doing a shit job of it. That shouldn't be the goal in the first place. If I wanted to watch a lonely college student talk to himself in the mirror to try and get better at interacting with people, I'd close the computer and go look at myself. It somehow highlights the most mundane parts of life without any of the whimsy and goofiness that the earlier installments had. It takes itself too fucking seriously for its own good, and it's killing both the gameplay and the art style.
The other point I'd like to bring up is the animation. The Sims 4 allows for much more customization of both sim and environments, but at the cost of dynamic animations. How many times is that grab animation reused? How many times is the same set of animations used for sims with wildly different personalities? Your sims barely feel alive with how little they express themselves.
Now, look, I'm a digital artist. I've dabbled in animation, but only briefly, and only in 2D. I've got no clue how 3D animation works, much less how it worked 20 years ago, but I can see the passion in every single animation in the Sims 2. The more niche interactions allowed for more expressive animations than in 4. They could afford to have a distinct animation for mean sims throwing the football extra hard to be assholes, rather than every sim using the same generic football-throwing animation to save time and money. I get where they're coming from. I get the idea. But in one move, you've both made the art style stiffer and less expressive, and you've made the personalities of the sims seem meaningless. Everyone acts the same, regardless of what their moodlets or their traits say. It's hollow. It's stifled. It's a waste of potential.
But for what Sims 2 lacks in polygons, it makes up for in smaller animated details. Quality over quantity. The sims have hair physics, they open the door before they get in the car, they take utensils out of the counters when they cook, they jump on the couch and the cushions smush under their weight. When they dance, the weight is realistic, and when they smile, it tugs at every one of the few dozen shapes that make up their faces. The sims are lively. They dance and sing and love and hate just like humans, and rather than being some strange attempt at mimicry, it's almost a tribute. They were made with love. You can tell that they were drawn up and rigged and animated by a bunch of people working together, studying each other and making faces in the mirror for reference and watching their kids and neighbors and dogs and hands for reference. The sims are not human, and not trying to be, but they're taking the most human parts of us and making them their own.
You could never have a game with the Sims 4's graphics and the Sims 2's gameplay. The gameplay and graphics are inexorably connected, and the Sims 2 just has so much glorious detail baked into it, that you could never really make it work underneath the limitations of the later games. The developers of 2 knew what their limits were, and they worked tirelessly to make the game as full and complex as they could within those limits. The developers for the Sims 4 just did not have those guidelines, and thus, the drive to bend the rules was no longer there. They didn't go wild in rebellion because they were never told they couldn't in the first place. They spent the entire time chasing a goal they couldn't meet, and lost sight of what made the series fun to begin with.
It wasn't the realism you came for; you had realism already surrounding you. It was the caricature of it that made it interesting.
#sims 2#sims 4#rambling#please hear me out here#if I hear this one more time i'll explode#please#the problem is so deeply ingrained that it corrupts all it touches like an oil spill#you cant separate the graphics from the gameplay#please guys#THIS is why the sims 4 feels hollow#IT IS#IN EVERY WAY IT COULD BE#every advancement it claims to make only digs its grave further#GUYS PLEASE#CAN ANYONE HEAR ME#does this count as an essay#it felt like an essay#it's 5am
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Pomni using Source Engine collision physics to launch the tanker is genius from a narrative standpoint but also for someone like me who's into game development, and now I'm thinking about what other aspects of the circus' code are like a Source game
The mental image of Kinger using his floating hands to prop fly like in gmod is fucking SENDING ME
Ragatha: "Hey Kinger...whatcha doin there bud?"
Kinger, sitting on a floating cabinet being held midair by sheer will and a janky physics engine: "wuh"
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How DELTATRAVELER is the funniest UT fangame by complete accident.
Over the course of the past year, I've talked a ton about various UT/DR fan-projects and my thoughts regarding them and their writing. One fan-work I have talked extensively about on various forums and threads being DELTATRAVELLER. For a while, I didn't know exactly how to feel about this game. It felt like an enigma to me.
The game was enjoyable to play, it was entertaining to read. Yet I could never get myself invested in anything regarding the game's narrative or characters. It was as if the game was unintentionally written to obliterate (pun entirely intended) any and all chances for narrative investment in its story and characters. What the game did have over me was that it had me in histersics for the majority of its runtime. Yet, paradoxically, none of the jokes written to be funny landed for me. For a while I didn't fully know why and how it made me feel about the game as a whole. How can you say you enjoyed something a lot whilst also laughing at it and acknowledging that under any other circumstance, it wouldn't be something that you'd consider to be good?
Spoiler alert: I found that answer, which I will now be explaining to YOU in weirdly esoteric detail !!!
But before we start, let's start of with the basic premise of DELTATRAVELER for those not in the know.
What is a "DELTATRAVELER"
DELTATRAVELER is a UT/DR fangame about Kris, Susie and Noelle being isekai'd from a Post-Chapter 2 DELTARUNE into the worlds of various different video games and UNDERTALE on a quest to find a way home. The game was inspired and made off the back of "GOD FUCKING damnit KRIS where the FUCK are we!?" which was a very popular meme at the time of DELTARUNE: Chapter 2's release.
Like DELTARUNE, the game is divided and released in chapters (dubbed 'sections' by the devs). Each chapter is set in a different world and has the Shit Squad (The objectively best name for the heroes) explore, fight and eventually find that world's "grey door" which serves as the end goal for the chapter as that will take the Shit Squad to the next world after the boss of the chapter is complete. In total the game is slated to have eight total chapters with what they are based on being revealed in advanced:
Chapter 1: UNDERTALE
Chapter 2: Earthbound
Chapter 3: GG!UNDERFELL
Chapter 4: The Legend of Zelda: A Link to the Past
Chapter 5: TS!UNDERSWAP
Chapter 6: Mario & Luigi: Bowser's Inside Story
Chapter 7: Toontown Online
Chapter 8: The Dark (the game's finale)
Currently as of this post, DELTATRAVELER is still a work in progress with Chapter 3 being released back in December. As a result all discussion of the game of the game will be on Chapters 1-3 as those are what's out right now.
I think I should preface this post with me saying, I don't think DELTATRAVELER is a bad game, quite the opposite, actually! I enjoyed my time with it.
Mechanically, the gameplay is really well done, the physics feel very on point to UT/DR, which is surprisingly rare for a lot of UT fan-games. It felt like I was playing UT/DR and was rewarded for the skills I had gained from the collective hundreds of hours I have played these games.
Visually, I think it looks very solid and charming. Seeing various locales and characters from other games being translated into UT/DR's iconic, sometimes janky artstyle is always cool to see and it will be very interesting to see how games like A Link to the Past are adapted in future chapters.
Musically, I think the game is fine. The original songs in the OST doesn't have anything I'd point to as "bangers" but also doesn't have anything I thought was particularly hard to listen to (With the outlier maybe being Eye for an Eye. The obligatory Megalo for the Sans fight in the GG!UNDERFELL chapter. But even then, I wouldn't even call the song "bad". I just don't like it too much and that's fine! just how music taste works.)
But to get to the main point. The most intreasting thing about DELTATRAVELER to me, is the way the game is written which has proven to be quite the controversial topic within the broader fandom which is what I'll try to give an in-depth and nuanced disection of but to put a long story short, I don't think this game is written well. Most of the core issues I have with DELTATRAVELER's writing can be attributed to a single, fundamental flaw. That being how the game handles it's "tone"
Explaining Tone
In writing, Tone is a very multi-factor concept, working as the bedrock for a given work. To put it simply and cleanly, tone is basically "the vibes" of a given thing. Tone can come in a lot of different flavours. Whether that be the tone of a given scene, the work itself or even the tone of an entire series. Tone is important as keeping tone consistent with itself is one of the major factors in narrative investment. It essentially tells the audience what they can and can't expect from a work of fiction.
Let's use this as an example:
You're watching a movie, in the movie there's a scene involving the protagonist having an anvil inexplicably dropped on their head by the antagonist.
If this movie was a comedy for children and family, the tone of this scene would ensure that this be as funny a punchline as possible or the set up for a funny punchline. This expectation built by the previous events of the story shields the narrative and characters from anything that might be too ill-fitting for the "comedy for child and family tone" it's trying to go for. At most the protagonist could be expected to suffer from a Loney Toons-like knockout rather than ending in a hospital bed with a shattered skull. Or, at worst, splattered and crushed across the pavement in an intensely gruesome fashion. If that happened, it wouldn't pass the story's "vibe check" which can cause something that I'll be calling "Tonal Whiplash"
If you want an example of "Tonal Whiplash" and the effects it can have on the audience, look no further than Shadow the Hedgehog
This game, to be frank. Is fucking hilarious and this is in part due to the mere concept of the game about Shadow using a gun breaking the tone set series-wide by other Sonic games and media in the past. (Expect Sonic Adventure 2, that has similar issues to a lesser extent)
It takes a series about stopping egg-themed villain from ruling the world to trying to assassinate the president and watching as a innocent girl gets shot in the back by what is basically, the USA military. And it all tries to do this in the Sonic series' iconic, albeit rather corny writing while also intened to appeal to older kids and be "cool". It leaves the game being kinda a clusterfuck even beyond just its tone issue, in a very funny way.
Now, this isn't to say that breaking tone is necessarily a bad thing all the time. Sometimes it's intentional, a way to make a moment hit harder, surprise the audience or all of the above. However, breaking tone is a narrative risk and if it fails you risk hurting the narrative investment your audience has within your work and to top it off once tone has been broken, it can't really be put back together with a story. You'll basically be shifting the tone of the story from that point on.
An easy example of this tonal shift is UT itself with it's Geno Route.
How UNDERTALE handles it's tone
UT's tone is one that acknowledges its nature as a video game with the usage of diegetic game mechanics like SAVING and the battle system.
This has many unique effects, for example means things like death as a concept is something that is treated rather lightly within the game's tone, the game even joking about it on the occasion. It's rather pointless treating death as anything other than a slight inconvenience to the human when you directly acknowledge that they can undo it by simply not wanting to die.
This treatment of death intentionally clashes with how it's treated when you kill monsters in a Geno Route. Papyrus is a shining example of this. Being something of an emotional obstacle for the player. Designed to make the player feel shit. Basically UT's writing is effectively, unapologetically trying to guilt trip you as another test of your determination to see this run to its completion.
The emotional weight of this scene is less carried by the idea of death and more so the fact that you hurt one of your favourite characters and won't see him anymore for the remainder of the run. It's more character focused, if you've already begun to withdraw your narrative investment and attachment to the characters or if you simply just don't give a fuck, it's not gonna make you feel anything. It'd just be another monster to slay, another number to increase.
Now you might find yourself wondering. How can UT be funny and sad without it leading to side effects normally seen by "tonal whiplash"? UT is funny, sure. There's a lot of jokes, each joke told in UT is a joke told by either a character or the world. Each joke means something beyond it being a funny line. But UT can also be heartfelt, like the walk up to Asgore. It all further fleshes these characters out making them feel more deep and layered, it treats it's world and characters not as jokes to be laughed at but as people, people who can be funny, people that can be sad and down even if you and the game both know that deep down, they aren't real. Just bundles of pixels and dialogue for your entertainment which is what makes Geno's clash work.
Your attachment to the characters and world. It's sudden, yes. But that's why it hits. NPCs vanish and their absence is felt, the once lively music replaced with a slowed drone. It all feels empty. It's dark, all because you have killed the things that gave this game its "light". UT's tone is something that . The tone of Pasifist runs reinforce and bring greater impact to Geno runs and that's why it feels less like tonal whiplash to the audience.
Now, let's get to DELTATRAVELER. If we want to establish how DELTATRAVELER establishes a tone for itself what best than analysis the beginning?
How DELTATRAVELER handles it's tone
After an amusing title screen and a quick file selection, we open with Kris and Susie on a bed of flowers, the first room of UT. After a brief moment of the two getting their bearings, they stand up and Susie turns to Kris before saying "God Damnit Kris! Where the hell are we?!!" fit with a silly pose and sound effect. A reference to the meme that inspired the game's creation.
The next scene is in the very next room and it's encounter with Flowey. Here he attempts the same speech he said in UT before Susie cuts him off, gets him to spill the beans that he was actually after Kris' SOUL before getting into a battle. Where they make a joke about DR battles being different from UT battles before Susie bashes her HUD into Kris' creating a unique one that DELTATRAVELER uses before blasting Flowey away with Rude Buster.
Off the cuff, DELTATRAVELER isn't really being serious. So far it's spent the first couple of scenes essentially making jokes around the characters, world and basic premise of the game and the game will continue to do this with inclusion such as Ralsei smoking a blunt, referencing a meme of the same name and Noelle making expressions referencing both a popular SpongeBob and MegaMind memes. On its own, this isn't really a bad thing, sure I may personally find it very unfunny but the game starting off with various memes isn't even a negative in principle, it just indicates that it doesn't want the audience to take it too seriously, which if that was the intention, would be fine. The issue DELTATRAVELER has with it's writing is that it unfortunately does want me to take it seriously.
The game makes an attempt to emulate UT's writing style, attempts to have serious moments sprinkled amongst jokes. However, unlike UT, DELTATRAVELER's brand of humour is basically solely self aware memes. Oftentimes, made at the expense of its own characters and world, leaving the moments where the game actually wants to be taken serious to fall flat.
Things like Kris' nightmare during Chapter 3, where they wonder why they are cursed with our control before lamenting about how much they want to rip their SOUL out and destroy it. Before crying out that they "Don't want to die alone." Doesn't have the impact the game wants it to have, because prior to that point, the game had basically already told the audience not to take the game too seriously, thus hurting any narrative and emotional investment the player could form with this interpretation of Kris as a character leading up to that point.
The same can be said with DELTATRAVELER's Geno Route equivalent, dubbed by the devs as The Obliteration Route watching the game in one route go from, "Ralsei Dobbie! No Bitches? Vine boom!" to beating and slaughtering a beloved protagonist and watching the kid bleed out on the ground as the other fights for revenge whilst a cover of (fucking) MEGALOVANIA starts playing in another takes what should be a very climactic and emotional moment and turns it into the single funniest boss fight I have played.
And that isn't counting the various other characterization issues present throughout the route as a whole. Characters like Noelle and Susie have no real reason to help Kris with the run once they notice them seemingly going around looking for people to slaughter. DELTATRAVELER especially when the game then goes out of its way to show the player that both party members have the digetic ability to reject the player's control, to the point where they can refuse to enter battles with Kris entirely.
But they don't, they'll even attack Ness and Paula under a certain percentage of health even after Susie tells explicitly Kris to not kill them. It leads to the game putting the blame on Kris and then The Player for a situation Susie and Noelle also have established agency over. Susie can help and kill a ton of monsters yet still be pissed at Kris for what is, under the game's internal logic, still a choice she chose to follow. The game tries to remedy this via Chapter 3's talk with the trio and it's better, sure. But it still leaves the writing in this strange place of hypocrisy with the characterization to me.
One scene that sticks out to me as particularly odd being after a secret Gaster lore dump cutscene on an Aborted Obliteration run has Noelle say:
"Kris..."
"If you were serious about not having control."
"You would've done it."
Directly implying that she thought Kris should've jumped off the cliff... which is just a strange inclusion, I feel is... Done more so to enlist a reaction in the player rather than creating important moments that respects the world and established characterization.
On the topic of weird characterization, let's talk Sans...
In the GG!UNDERFELL chapter, the main antagonists are Papyrus and Sans. Papyrus, is written, pretty recognisably from his Canon Counterpart. Sans however? Is a mess and a wonderful mess, at that. They take this very edgy, unhinged approach to his character, making him into an insane killer type of character similar to AUs like Dusttale. Throughout the chapter, he tries his damnest to kill Kris and take their SOUL, talking vaugely about a gurdge that doesn't ever get elaborated on. This approach creates a dynamic between Sans and Papyrus, where Sans is basically on Papyrus' metaphorically leash. Reaching a breaking point where he kicks Papyrus off a cliff, rushes at Kris like a feral dog before being being thrown off the bridge, leading to his battle.
His battle... oh my god his battle! It was easily the best part of the game, to the point it had to have its dialogue rewritten, the reason for this being honestly something I cannot begin to accurately describe to you while also doing the scene justice. So here's a clip from Andrew Cunningham's playthrough.
This isn't even the ironic either, this was just how Sans was written. The tone takes itself very seriously, this creates this type of divide where the game has already conditioned you not take it seriously, while trying to take itself completely seriously. It's peak tonal whiplash and it makes the scene, and the fight as a whole, unintentional hilarious.
Final Thoughts
The weirdest part? I don't even care. I've spent the better half of this essay arguing the flaws in DELTATRAVELER's writing, and while I do think they are all valid positions to have, for me? I don't really care about it that much, it's these issues that make me like the game. It's really funny in a very earnest, albeit unintentional way and at the end of the day. It's entertaining to read and there is value there. It's why I am not big on the rewrite of GG!Fell Sans. His issues come from fundemental aspect of his character that couldn't be changed with a simple rewrite, nor should it have it been expected to, as a result however, it doesn't really fix his character for me, it just takes a big part of what I enjoyed from him away. It's sort of a shining example on how when creating, you do not have a choice on how other people see your work. Some jokes you might tell might land and be funny, but also to some, may be brutally annoying and that's just the beauty of the beast. There's always room to analyse, to see if what the creator wanted to convey reads back to the audience. But even if there is critical flaws with the writing, enjoyment of that writing isn't inheritantly attached to author intentions or even the quality of the content, it's a feeling, a subjective one at that. It's why I could say I don't like Sonic the Hedgehog and Kingdom Hearts for being too corny and cheesey but to others, that's exactly what they love about it, and there's a lot of value in that.
There isn't a correct way to have an opinion, a right way to like or dislike something. You like things for the reasons you like them, you dislike you dislike them and that's fine.
However, I do want to take the time in this post to address pretty plevalent fandom issue perpetuated by the wider.
In the past, the UT/DR community was, to be frank rather toxic and elitist, it still is, depending on where you look. Overtime though, there's been a shift, whether be because those types of people moved on to other things or simply grew out of that behaviour, it doesn't matter why just that it has happened. There's a lot more positivity in this community and that is great to see. All healthy communities need such things. However, I do believe that as a result of this, the fandom now is suffering from a "rubber band mentality" where we've pulled too far in the opposite direction, leading to what feels like ironically "toxic positivity".
A lot of people feel very passionate about these fan-projects and that should be celebrated. However a trend I've seen in this fandom, one which has had a net negative effect on this community, is how we as a community react to people voicing opinions/ making jokes or just talking negatively about these beloved works.
You see it a lot with works like UNDERTALE: Yellow, DELTATRAVELER, Inverted Fate, all of the big fandom projects. Everytime a critique or just a joke about a fan-work gets more than like 10K Views on social media, the entire fandom begins to fold into basically damage control, regressing into "can we just not be so negative about the super popular fandom work loved by thousands?" People that voice their opinions on these work, especially negative opinions, get dogpiled, mocked and dismissed because according to them they "don't understand the writing", "hate fan works" or are just being "bitter about works made with passion and love and should simply shouldn't engage", even when said people once taking the time to actually hear them out, provide criticism that's honestly pretty valid.
I'd understand if people were directly going after devs, commenting under their tweets, invading their own communities just to mock and be the answer to a question nobody answered. That is wrong and should be called out. Voicing how funny or even terrible you think certain scenes are on your public social media? Ultimately, that's harmless in the grander scheme of things and I feel like fans and creators should be mindful of how they react to things because at the end of the day. People are allowed to voice their opinions, they are also allowed to make jokes and laugh at the writing, they are allowed to do all of that. People want to treat fan works like works of art and I am right there with them, but if you want to do that, you have to actually start treating them like art and accept it's a completely subjective thing. People will have different thoughts about them and that's okay! The moment you start policing what thoughts should and shouldn't be expressed is when any meaningful discussion dies. This whole mentality that since it took hard work and dedication to make a fan project should be celebrated to the highest order and treated as an object of reverence, absolved from all criticism is a harmful mentality to fall into. A thing can both require hard work and dedication and also be criticised and joked about by people. These two can co-exist. One doesn't somehow counteract and invalidate the other.
For some, analysing and critiquing media is a fun thing to do! It helps you get a better understand of the medium you're analysing, what works and what doesn't. It's legitimately fun to have discussions about. Being negative about works, even if they are works of passion aren't the end of the world, especially when they are just posts made by people just minding their own business. Jokes? Shitposts? They should all be allowed, because that's also how some people enjoy works of fiction. And if you don't want to see it? Valid but there are countless methods available to ensure that that don't involve creating a "good vibes only" type of fandom environment that everyone is forced to adhere to. That helps nobody and only breeds division within this community, I think.
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hello! sims 2 miniopolis update!
first of all, my current sims 2 urbz sims >:3 outside of the obvious change of a default skin, they don't look that different compared to my old versions of them. But! believe me they are better.as well, this time! there's the DS exclusive characters and a few sims intended to be townies. In order, Lloyd, Red Man, Daschell Swank, Chet R. Chase, Bucki Brock's sister, Joe from the Flea Market (yes, he does have a name), Ava Cadavra, and Gordie Puck. Indeed, they're very red.
And an update to the town in general! I've finished most of the easy lots now, mostly having harder lots to do now. Such as the Mausoleum, Circus, Brownstones + Slice O'Life (which I… attempted. can you believe that the map of this game doesn’t follow the laws of physics?), etc.
New lots include: - Junked Schoolbus (which IS connected to the Chopper Garage visually but they aren't the same lot) - Chopper Garage (which i am not going to put underneath the road/jail! it looks cool in-game, but possibly impossible to do in the sims 2 but it makes no sense spatially!! the other side of the garage would just be underground!!!) - Cemetery (Mostly just empty buildings for aesthetics. No graves… yet. and there probably won’t be until the final version of the hood.) - Miniopolis Chronicle (TINY) - Miniopolis Hospital + University (if this was ts3 i probably would have made them separately) - Club Xizzle (what is it supposed to look like on the outside + should there be two?) - Glasstown Megamall - Cinema d'Urbania (how do you make a cinema in this game? big TV?)
I redid King Tower as well, just to make it fill out a 3x3 lot instead of a 2x2 lot, and Café Multiplaya has a new outdoor seating area (to fill in space). The Coffee Shop, the Market, and Glasstown apartments were in my last post, just kinda in the background. The Market has a lot of creative liberties taken to it, as I just didn't like how it translated into the Sims (as in it's made to represent the real-life French Quarter Market more). The Glasstown Apartment has a few other units in it for some of the Urbz sims (more on that in a bit!)
I removed pretty much, all the elevation from the .s4c terrain. It's easy to put back butttt, the sims 2 just doesn't work in a way that's friendly to sloped lots (and simcity 4 for slopes that take <1 unit of distance, you can't make steep cliffs in these games. so, basically, due to the compactness of the city, there isn’t enough room to add in slopes without making it all janky). They may come back at the end if we can Wizard the slopes to work the lots, but for now...
Ignore the weird road off the Sim Quarter. I was experimenting with what could be done with the riverboat. I was thinking about putting it on a beach lot and making a joke about it being temporarily landlocked (read: i already did) and was trying to find a good, functional place to put it. There may be other ways to do a riverboat though… hmmm
Anyways onto housing for the Sims. So, the Glasstown Apartments has a few more units to fit in a few other characters (Lottie Cash (I did manage to squeeze a bowling alley in there), Lily Gates, and Darius) but other than that? Very little! (I did Ewan’s House. however, it’s just a box; i took modest pretty literally). I might make a post soon where I talk about where each Urb would probably live, just as an excuse to talk to myself for a little while.
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Since irredeamable wont release for some time. Ill be presenting some of my notable projects. I`ll start with the one i would most recommend. It's pretty old and janky but i think there is plenty to find for those willing to get past its flaws.
Black heart: Play it here and now!
One of my most Ambitious project ever, black heart is a sidescrolling action-adventure game, highly inspired by the zelda series. In it, you play as 3 sisters, going on a perilous journey to rescue their people from the tyrannical grasp of an evil empress.
Pros: -Each of the 3 sisters comes with a unique feel. From their attack pattern to their health, physics, and items. Much of the game is built around those distinctions. -The story is simple but effective, with a clear goal to achieve and many characters to meet. -The world is very expensive and diverse, containing several interconnected zones to discover and explore. -The lore is complex, nuanced, and intricate, each of the races is well-developed with their own history, culture, heroes, and villains. -The dungeons are large and numerous. Each features its own type of puzzle and distinct aesthetic. -The bosses are all unique and ambitious, often featuring several phases, mechanics, and attack patterns. -There are a whole lot of secrets to find, certain fun and silly, others strange or creepy.
Cons: -The main characters are pretty bland and display little personality outside of the few traits they are given. -Combat can be pretty bare-bone and uninteresting outside of boss fights -Some of the writing and lore have not aged well and could be considered a bit tasteless or insensitive. -Since puzzles are often built around specific characters which have their own hp, losing them can force players to backtrack.
Recommended to: -Fans of Zelda games who crave another game in the genre. -People who want to get lost in a big and complex world. -People who want to experience a fantasy world unlike any other. -People who long for a game that they can discover for themselves without risking being spoiled by walkthroughs or wikis.
Estimated Duration: 6-8 hours.
#solodev#game development#indiegamedev#indiedev#game design#fantasy#fantasy world#indie games#free game#zelda#metroidvania#platformer
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yknow what
if sebastian's legs weren't, like, severed off in the start of his physical changes, then that would mean that his legs fused together
and so i cast: he has fucked up mobility in his lower half.
since some of his lower half is still human-like (headcanon, because i dont think a whole ass xray of Sebastian exists in-game or canon anywhere) so the start of his femurs connected to his pelvis are still where they are...
just imagine your legs squeezed together, like almost painfully close to each other, and i think that's how his tail was basically formed. like his leg bones just melted together starting along the middle of his femurs.
so, when he would move his tail from side to side (since that's how sharks/angler fish/sea snakes swim. also since those are the only physical features i could see on his model) his movements get a little janky or awkward since humans aren't really meant to swim like that. maybe if he has a more whale-like lower half, or a mantis shrimp, then maybe he could move better. ah, but oh well :)
either that, or his legs were severed and he grew a whole new skeletal structure for his lower half (somehow. just pretend this is possible since it's all fiction anyways)
both are equally painful and agonising. but i like putting my fav character thru shit, so..
#rambles#lovingdelusions#im still rotating Sebastian in my head. can you tell.#sebastian solace#sebastian pressure#pressure sebastian#im gonna be brave and put this in the main tags#because i need people to see my vision#also. reminder that these are just like... headcannon#i just need an outlet for these thoughts. sorry if none of these make sense sometimes
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INESCAPABLE
The story where everyone is doomed from the start. (Ft. FATEBREAKERS) Chara (they/it) - SOUL of Pain Plaster (he/they) - SOUL of Patience Omlet (she/they) - SOUL of Kindness Talon (he/him) - SOUL of Bravery Oxalis (they/them) - SOUL of Justice Sonata "Breve" Stardust (she/her)- SOUL of Integrity Litany (he/him)- SOUL of Perseverence Frisk (they/them) - SOUL of Pain Bear witness to my takes on the six fallen humans! I love these silly lil fellas. My main focuses have been envisioning "UNDERTALE: Open Wound", of which Plaster is the protagonist, and "UNDERTALE: Simmer Down", of which Omlet is the protagonist, but I've got ideas for everyone else too. Which I will detail down here lets gooo; Plaster is an anxious overthinker, thinking that they're always doomed. His patience manifests as analysing his enemy's patterns and behaviour, waiting for the right moment to strike... Either emotionally or physically. Omlet is a rude, abrasive person, who thinks the kindest, most selfless thing they can do to people is tell them exactly what she's feeling. Though she seems distant, she does have a warm and caring side- expressed through their cooking. Talon is a very plucky individual, whose bravery manifests as completely pushing down all fear and pretending that he's fine when he's really not fine. He projects outwardly a very cool, calm and collected persona, never breaking a sweat at anything. This trait of his just might be the death of him, as he moves on ahead with reckless abandon- never asking for help, when that just might've saved him. Oxalis seems unemotional at a distance, but they do have occasional moments of goofiness that break through the cold facade. They play as a cowboy embodying justice to cheer themselves up, but it's really only made them seem slightly scary from a distance. Sonata "Breve" Stardust doesn't take shit from anyone. She stays true to herself, no matter what- with her rough-and-tumble-yet-oddly-elegant style. Though perhaps being unaccepting to changing the path one is barreling down is as much of a strength as it is a weakness. Litany is a caring and nurturing person, playing out the fantasy of being a doctor with a clipboard. Always writing down notes on his "clipboard" (journal), clutching onto it for dear life. He only really wants to help others, and he keeps going to achieve this goal no matter what. MISC NOTES: Sonata's form of "game" would likely manifest as a rhythm game sort of thing, justifying it in-universe as this "bizzare trend going around the underground." Stay with the groove, or die! (metaphorically) It's been my headcanon for nearly two years now that the "Red SOUL trait" is PAIN. It is not all too logical. I am sticking by my guns.
NAME LOGIC: I was inspired by Clover from UNDERTALE: Yellow being named after the fact that once pacified, the gun fires clovers. So, I extended this philosophy to everyone else- while also seeking to capture that odd jank the names "Chara" and "Frisk" have.
Plaster is named that because the knives turn into bandaids, and plaster is an alternative term for a bandage, or something that patches up a wound. Omlet is named that because the fire turns into omelettes, and I decided to shorten it for some reason. I think it's charming like this, though. If anyone else mentions how they "aren't really omlettes", i will sob. Talon is named that because that's the most convoluted way I could reference the concept of hands. Which is what the bravery soul phase attacks with. Oxalis is named that because Oxalis Tetraphylla is the official name for a four leaf clover. Though she probably uses Alis as a nickname. Sonata "Breve" Stardust is named that bc the musical notes eventually heal you. a Sonata is a form of music, a Breve is a type of note, and she attacks with some stars. it's also sort of an Equestria Girls reference whoopsie. She's the only one with a lastname bc I feel like "Breve" captures the sort of janky charm I want, but Sonata is a name that I just found legitimately really pretty Litany is named that because that's the most convoluted way i could say "words", in reference to how the soul phase... attacks you with words. It means a funeral procession recited for the dead, but also something that's overly long and needs to be practiced several times- exactly like the cycle of the fallen humans. Or a long and lengthy ramble, like an indecipherable journal.
DESIGN NOTES: I really wanted each of the fallen humans to use their trademark items in an unusual fashion- or just generally "break the mold" a little, ie having Omlet be a rather rude seeming person, while most personify kindness to be a gentle little angel. So, I'll go into that just a smidgen more here. Instead of wearing the Faded Ribbon like an actual ribbon in his hair, Plaster wears it like a bowtie. Omlet wears the apron around her waist, since she's outgrown it but it still holds quite a lot of sentimental value. Most people just?? forget that the worn bandanna is supposed to go around your neck?? since it's got abs drawn on it, and it's like, the whole joke is that it's supposed to look like you have abs- It's a hat. Sonata was such a fun design to make for me. Everyone always chooses to make Integrity a dainty little ballerina girl, so I chose to give Breve a whole-ass varsity jacket. She looks like she'd beat you up and I love it. My logic for Litany's design was entirely "okay... who wears glasses... and takes notes- DOCTOR". So that's what I did. Chara and Frisk were difficult for me to redesign. My friend Cacote suggested Chara be wearing an oversized sweater alongside messy hair, which I quite like. Plus, their hairstyle is a partial reference to Chara from Fanontale, which is always cool. They look adorable. My friend Cacote suggested Frisk be wearing some bizzare fashion, somewhat akin to futuristic clothing. This manifested as me... giving them a weird suit/trenchcoat combo. And a sticky bandage on their nose. They look kind of like a huge asshole, and I love it.
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Ticking away the moments that make up a dull day
Fritter and waste the hours in an offhand way
Kicking around on a piece of ground in your hometown
Waiting for someone or something to show you the way.
If we were to chuck a song to it, the song would be Time by Pink Floyd. A song originally found bumbling on the janky speaker Soap had bought for the equivalent of ten quid on a longer deployment. It wasn’t new, no, but it was new lyrically. The weight of trauma had created a thick layer of silence and the only choice was to listen intently. Eyes avoided eachothers for the realisation of relatable words,
Tired of lying in the sunshine, staying home to watch the rain.
And you are young and life is long.
And there is time to kill today.
Wintering eyelashes bat under the harsh snow, landing effortlessly on each whisker before being blinked or rubbed away from a rough hand. Each man looked like a time capsule of their younger self, scars and stubble growing in thick for those who hadn’t sported a longer beard. Scars that told passed time seemed redder on Johnny’s arms, and Simon’s eyes had grown darker over fatigued nights.
And then one day you find
Ten years have got behind you
No one told you when to run, you missed the starting gun.
It seemed unfair. The passage of time during conflict, like someone had kicked you to the side, a dark hole at best that housed dead bodies and ash of those who weren’t fortunate enough to be spared from flame. War wasn’t over, war was never over. The starting gun had never shot and each soldier was pushed to the frontest of the lines — shot in the head and then forgotten about.
You didn’t matter. You were a number. A figure at best, one that Britain had bragged of, your bravery a selling point for the country. Ten or more years of your life stolen by higher ups with nothing to show for it but permanent scarring — both mental and physical — with sandgrains churning in your chest from crawling across desert floors.
Some lost limbs, some lost sight and hearing, while others lost nothing on paper.
Aside from quality time.
Nothing a fucking report could be written on.
The loss of your child’s first steps, laugh, smile, words. It took a toll. Not that anyone was to know because that wasn’t part of the conduct was it? Emotion wasn’t allowed bar the mandatory check up every quarter.
And you run, and you run to catch up with the sun but it’s sinking
Racing around to come up behind you again
The sun is the same in a relative way but you’re older
Shorter of breath and one day closer to death.
It was heavy on Simon’s shoulders especially, instigating an expected snap one Monday evening on a European border. He’d remained completely silent on comms, completing the objected mission with usual 141 finesse before breaking. He hated it. Johnny’s eyes on him and the building sympathy from Price over Gaz’s shoulder who hadn’t dared to look at the lieutenant.
“You alright mate?” Was the question asked, Soap’s harsh accent cutting the silence finer than it had to be. All he had received was a shrug. An indecisive action, one Simon rarely performed.
“What do you think?” A pin drop silence. Simon effectively laying a pitfall trap for Johnny to walk right into, he seemed to snarl with his words though they maintained a nonchalant.
Eyes narrowed. Fist clenched, anxiously flitting against his thigh with hands alternating in lift between smoking and biting his other hands nail.
Soap nodded to himself, steeling away from the situation and patting an intentional hand on Simon’s shoulder on his passing by. Silence.
Every year is getting shorter, never seem to find the time
Plans that either come to naught or half a page of scribbled lines
Hanging on in quiet desperation is the English way
The time is gone, the song is over, thought I'd something more to say.
Returning home was forever a measurement of trauma. Soap’s wife knew he was game for delicate touch and love instantly, curling large arms around her and managing to adjust to civilian life within a day or two.
Price never did go home. He never had a family there like the other lads.
Within an hour of landing on the strip he would be on his way to base with dry dirt still on his face from the evac.
He couldn’t cope away from work.
Neither could Simon, but that was a known.
Home, home again
I like to be here when I can
And when I come home cold and tired
It's good to warm my bones beside the fire
meh
#simon ghost riley#cod mwii#cod mw2#cod mw fanfiction#simon riley#ghost mw2#captain price x reader#simon ghost riley headcanons#ghost call of duty
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