#like honestly I thought it was posted
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mortellanarts · 2 years ago
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I'd die at 22 to feel alive at 21
(The voting for decisions/fragment selection on this awesome ztd rewrite fic by @kayzero is happening on Tumblr now so... maybe try reading it to understand the context of this? I prommy it's worth your time pls join me)
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laithraihan · 9 months ago
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verflares · 10 months ago
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(click for higher quality!) draconified link concept ive been chipping away at this past week ..... here's my funny little compendium concept for him:
"A heroic spirit has taken the form of this bestial dragon. Unlike it's kin, this creature exhibits an extremely aggressive disposition. It appears highly territorial, and will relentlessly chase down those who disturb its skywide patrols - of which it seems to be endlessly searching for either a long-time vassal or foe. Unfortunately, it seems the spirit within has long since forgotten exactly who it was looking for…"
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grayeet · 4 months ago
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I love the pale garden and how it's like a parallel to dark forests. I love how the two divert expectations.
Dark forests, despite their name, are saturated and full of life. Even compared to regular forests, there's a lot more biodiversity than many of the "basic" biomes. There's three whole different trees found there, giant mushrooms, and plenty of flowers. They're one of the biomes capable of spawning a lush cave underneath it. It has its dangers just like any other overworld biome, obviously, but it's nothing overly more than anywhere else. Traversing it can be tricky sometimes and illagers may take residence in the biome's woodland mansions, but it's ultimately a very colorful and lively environment.
Opposing it is the new pale garden. Usually white and light colors are seen as pristine and good, but the pale garden takes it the opposite direction and goes right into uncanny valley territory. It has none of the color of dark forests, none of the biodiversity, none of the liveliness. It has trees and moss that look familiar, but something is off. It has a signature mob, but even the creaking is just a puppet of the trees, not really sentient, not really even plotting against anything. There's "life", but, once again, it's wrong.
I think the pale garden is a wonderful addition to Minecraft's world building as it is, but the deliberate parallel to dark forests? Delicious.
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sweetlullabyebye · 3 months ago
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When she tells you your best mate gets jealous when you say you want to shag someone
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vs when someone wants to shag your best mate
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monobmp · 5 months ago
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Thought about that tid bit of Bill mentioning that he can delete memories
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royalarchivist · 2 months ago
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Fit: Oh yeah, the great outdoors! All we need is a can of beans, and we'll have a good time.
Phil: There's two empty seats, I can't remember what– who they're for though. [Snorts then leans off-screen and laughs]
Fit: [Slowly realizes what Phil said] ...No. No. No. No! No! NO! WE ARE NOT DOING THIS RIGHT NOW! WE ARE NOT DOING THIS, PHIL. Ok? We are not doing this.
Sneeg: Do you wanna talk about it...?
Phil: [Continues laughing]
Fit: No man, this- this man thinks trauma is funny. He thinks trauma is funny– He thinks interpersonal emotional trauma is funny! Yeah, we're all laughing, Phil. We're all laughing. Yeah– [Monotone voice] "Hahaha! So funny." So funny. So funny.
Sneeg: Alright, bro. Why don't you go–
Fit: Gaslight girlboss, right? Yeah, that's what we do, that's what we do.
Phil: Oh my god– [Exhales and laughs] That tickled me, that was a good one. Uh, right–
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jumpin--bean · 7 days ago
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Immy LOOOOOVES egg.
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infinitelystrangemachinex · 2 months ago
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Jayce and the fallacy of the butterfly effect in Arcane's narrative
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If Jayce's symbol is the butterfly, then my theory is that we're going into a full "butterfly effect" narrative in Act 2. Either we'll watch it happen, or we'll only see Jayce come out the other side of it changed by the experience, knowing - or more importantly, THINKING he knows - what to do to change the future. Literally, to "defend tomorrow."
tl;dr: Jayce will encounter the butterfly effect in season 2. Viktor and Mel both foreshadowed this in season 1. I think Jayce will fixate on Viktor and will believe that stopping or changing Viktor either in the past or the present - most likely the present - will mean he can save the future. I believe this will lead to an even worse tragedy and may have the same effect as a self-fulfilling prophecy. Ekko's approach to changing the future by sticking closer to the present - considering only tiny increments of time to alter more immediate future outcomes - will be the superior approach. I also think that Jayce attempting to change the future will create the conditions that push Viktor to become the Machine Herald.
One of the most common reactions even the casual viewer had to Arcane season 1 was this: "If [character] had just done this one small thing a little differently, [tragic event] wouldn't have happened!"
Arcane has been called a Greek tragedy for the main reason that because of how well built up the characters' personalities and reasonings are, there's no other way season 1 could have gone. There was no stopping the multiple tragedies that occurred, because with one event leading to another, the chain of seemingly inevitable events goes too far back to identify what one singular event caused everything, what one character made what one decision to put our characters on the terrible paths they walked.
Arcane is about to investigate this idea in its own narrative, and I think that Jayce will be the character to stumble into the flawed idea that you can change one event, or stop one character, and change the future for the better. This is because Jayce struggles with a few very interesting character flaws, one of them being that he believes himself to be the main character, and it is therefore his responsibility to intervene, be a hero, and fix things.
Viktor and Mel both foreshadow Jayce's future encounter with the butterfly effect.
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Recall that Viktor said: "There is always a choice."
Jayce sees choices in black and white, believes that he has no other options but to go along with what he's persuaded and pushed into, and acts too boldly with too much power multiple times.
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Recall that Mel said: "We can't change what fate has in store for us, but we don't have to face it alone."
Jayce tries to solve big problems on his own, and though he delegates to Enforcers and the like, Jayce relies on his reasoning and his alone to make important decisions if he doesn't simply become persuaded - usually through strong emotions like fear - by other characters. In addition, since Mel is specifically talking about Viktor's plight here, it's worth mentioning that while Jayce did say that he would help Viktor in acts 2 and 3 of season 1, Jayce does wind up leaving Viktor to face his fate alone. When Jayce tries to change that fate in s2 ep1, ep2 shows that only tragedy can come of this as well.
Viktor and Mel's statements here are not contradictory. Viktor makes the point that you can always make a choice. In context, he's literally referring to the classic "secret third option," because given a choice between aggression and passivity, war and surrender, Viktor chooses to defuse the bomb instead. Mel, interestingly, seems to believe that destiny is fixed in a broad sense, and she operates as a politician and diplomat and investor who navigates that line of destiny in the most optimal way possible. In reality, in context, she is referring to the fact that Viktor can't change the way he was born and so he has no way to change his fate and therefore must face it, which is true - she's only missing the information that Viktor actually does have the means to change his illness and his body. Her wisdom still applies however, because he'll have to accept the hand that fate deals him after he makes that choice. Will he face it alone, or not?
There is always a choice, there's even secret third options, because having a fate doesn't mean that you are doomed to make only one possible series of choices. What it does mean is that each choice comes with a hand that fate deals you. It is impossible to know what all of these branching choices and consequences are in advance, and it is just as impossible in hindsight - the branches are too complex and the end outcomes are all equally meaningful, just different. If Arcane season 2 is to be a tragedy, it may show us that each possible outcome is still tragic if you fall for the fallacy of the butterfly effect.
Jayce is counseled by some of the wisest, cleverest characters with the deepest life experiences in Arcane, but he hardly ever takes that counsel to heart. If he does, he still acts on that counsel in flawed ways that have unintended consequences. This will come to a head in season 2.
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Viktor and Jayce both have a butterfly following them around in season 1. The butterfly effect refers to one small seemingly insignificant event changing the course of history, and changing that event therefore changes history. Viktor bled over the railing of a Hexgate in season 1:
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And Heimerdinger sees what we can only assume is Viktor's blood contaminating (?) the Hexgate in s2 ep3:
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This might be the seemingly unimportant "inciting incident" that Jayce (and Heimerdinger and Ekko) settle on as something that should be avoided or erased by changing the past (if they time-travel with Ekko, for example).
I doubt that, if this is what this crew chooses to fixate on, it will be the only event that is considered as something to change. But let's take this and run with it for the sake of discussion.
As silly as it sounds, how do you stop Viktor from allowing his blood to come into contact with the arcane? Stop Viktor's involvement with the Academy entirely? Don't invent Hextech at all? But what if someone else invents Hextech besides Jayce? What if future tragedy befalls Piltover because it didn't invent Hextech?
The possibilities and what-ifs could branch on forever. But because Jayce is who he is, and because his tragedy with Viktor is still raw and recent and frightening, I think Jayce's butterfly effect experience will have to do with Viktor.
My personal prediction is that the timeskip between s2 ep3 and ep4 will be Jayce experiencing a timeline where Viktor, taken over by the Hexcore, brings about an apocalyptic event similar to what Heimerdinger experienced in his past. Either Jayce and co. can't go into the past to change the present, or Heimerdinger and/or Ekko advise strongly against it to avoid a paradox. This will lead to them re-entering the canon Arcane timeline before this apocalypse, but still after the timeskip. Jayce, believing that destroying Viktor and his cult will save the future, and believing that resurrecting Viktor was Jayce's mistake to fix, attacks him. But the consequences don't unfold the way he hopes, because trying to change fate once the cards have already been dealt has led to tragedy before.
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The butterfly is a symbol of something other than just the butterfly effect - change, evolution, and rebirth. If the butterfly symbolizes the butterfly effect for Jayce, then I think it has a different meaning for Viktor - the change and rebirth meaning.
I've always found it very interesting that we see a similar-looking butterfly on Progress Day... but made of metal.
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Every time Viktor's situation changes, he adapts and evolves. If Jayce attacks him, if his cult is destroyed, if the Hexcore is causing Viktor to decay, if all of these things happen at once - he'll just evolve again, and I think the Machine Herald is the next step. And the Machine Herald will be a triumph for Viktor, but Jayce will believe that he's created something even worse. The resulting feud will be a personal nightmare for both of them.
I think this still allows Viktor to use his own agency to choose to become the Machine Herald (the MH will probably be the "secret third option" that saves Viktor, or there will be a secret third option that ends the feud) while still allowing Jayce to be offended and horrified at whatever the Machine Herald represents or is trying to do in the undercity. Introducing the element of time travel allows Arcane to explore the meta concept of tragedy and fate that season 1 was built on while showing that you can't "solve" a tragedy, because there are other terrible possibilities lurking behind alternate choices. Especially if what you're trying to change is singular people or events and not systems of power.
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This is why Ekko's approach with his Z-drive will be superior to Jayce's sweeping attempt at changing the future. Ekko's goal has always been societal change. He creates his own punk society in the undercity, more progressive and successful than anything Vander or Silco ever created, and a better bastion of safety, hope, and progress than what Heimerdinger founded in Piltover. Trying to change systems by going back in time is most likely futile. But taking what Ekko has already built in the Firelights, curing his tree, and fighting for the Firelights' survival bit by bit by optimizing the present with the Z-drive shows that:
It's more worth it to focus on becoming wise (Ekko's mask is an owl) and making choices you won't regret
It's best if you don't face your fate alone (act as a collective and take care of each other)
Consider every option, not just the obvious black and white choices
Maintain and fix what you've already built instead of abandoning it once things get difficult
Adapt as needed if the choices you made lead to dark consequences, and once again, stick together and take care of each other when the bad times do come
That's my Act 2 but, ultimately, my season 2 prediction based on the butterfly symbolism we've already seen. Ekko's involvement is what will give the series the at least partial happy ending that the creators have referred to. I personally don't think that the Viktor/Jayce feud will end quite so well, but maybe, they will still survive.
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quicksilversnails · 1 month ago
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Took some notes from the Wild Life retrospective episode of the Imp & Skizz podcast featuring Grian because I thought the behind the scenes info was really interesting!
(3:15) The wild cards were all kept totally secret from the players (apart from Grian), with the exception of the superpowers and finale (as they required the players to set keybinds)
(3:45) The players were given files containing the required mods each week, which were named things like "creeper rain" to throw them off
(4:12) Wild cards were a combination of data packs and mods
(4:38) Grian told them not to read the folder name to avoid spoilers (which is kind of impossible), so everyone fully believed there would be creeper rain lol. Grian was saying it in jest but everyone took it seriously and were apologetic about having seen it, to which Grian told them not to worry
(6:58) Grian originally contacted a data pack dev called Brace for help with programming the wild cards. Some, like the shrinking/growing could be achieved with minecraft attributes, but the snails were too janky and unusable. Grian still liked the idea though, so he reached out to mod developers Henkelmax and Breadloaf, who designed the pathfinding/behaviour from scratch
(8:49) They had a debugging mode used to test the pathfinding of the snails, shown in the podcast and in Grian's credits
(10:09) Grian wants most of the credit to go to the development team and artists, as he was mostly in charge of ideas & organization!
(10:39) Grian's only regret with the snails was that they were too fast in session 3, leading to unexpectedly many deaths. They were apparently not so difficult to get away from during testing, but perhaps the testers were more used to them than the players were
(11:44) Grian: "We did develop to the lowest common denominator" ie. prioritizing how players would struggle over how worrying about if players would do too well
(12:56) Oli's voice for the snails was iconic. It cost Impulse a life because he intentionally stayed closer to it to hear the voice lol
(13:42) Danny was in charge of the snail models and animations
(14:11) During testing, the snails just sounded like Oli, which made it feel weird. They pitched up his voice so that it'd be less immediately recognizable
(15:18) The snails' jumping attack was meant to be clearly telegraphed: they would stop, wiggle, make a "ooeee" sound before jumping. Many players had their friendly creatures volume turned very low/off (as cows and other mobs are loud), which made this attack much less obvious for them
(16:57) The growing/shrinking had the least testing done for it, as it was the simplest conceptually and to program. This meant that the falling off of blocks due to the shrinking hitboxes wasn't anticipated
(17:55) Before the 1st session, Grian told them that he didn't think anyone would die to the wild card. Pearl's death made Grian pretty nervous, as he didn't want everyone dying too early in the season
(19:29) 6 lives were given, knowing that many of the death to the wild cards were unexpected/unfair. The intent was for ~3 lives to be allocated for wild cards, and ~3 for PvP.
(21:13) The developers were all fans of the Life Series!
(22:43) The shrinking/growing was intentionally pretty simple to ease players/viewers into the concept and build up toward more dramatic wild cards like the snails
(25:38) In the hunger episode, Grian didn't know which foods would be good
(25:58) Grian thinks that "it's unfair that Grian already knows everything" is valid criticism, but that it's important for him to be involved with the ideas. Having someone else do that is like having someone else record his videos: Life Series is his brainchild
(26:35) Well before the season began, while they were still developing the concept, Grian asked the other players for wild card ideas that would meet a few criteria. All of them ended up being unused for one reason or another. Impulse thinks his ideas were very "inside the box" because he was viewing things through what was possible in vanilla Minecraft. His idea was to have a scavenger hunt where the players would search to find a relic. The first person to find it would get a buff. Skizz's idea was for every player to turn into a random passive mob for every given interval of time. They would have to find every other player of the same mob type as them or else the whole group loses a life.
(29:44) The food qualities were weighted by the rarity of the item, so very common blocks like dirt and cobblestone would never give anything good. The other items were randomly selected
(30:23) Regular blocks/items cannot be made edible normally, so they had to circumvent that and custom code a fix for items not stacking correctly
(32:41) While a lot of players do want to win, the main priority is creating entertainment, which prioritizes playing recklessly
(33:20) The food wild card wasn't included in the finale because it would've felt like "too much". There was a higher risk of technical issues since it changed the data values of items, and Grian didn't want someone's last death to be because they ate their sword. In his mind, it was a good and fun wild card, but didn't need to be repeated in the finale. Impulse points out that they all would have collected more rare items by that point, removing the incentive to search for blocks to eat
(33:46) The wild cards in the finale were nerfed from their original sessions. The shrinking/growing had a smaller height range, the snails moved slower, etc.
(36:21) The personalized snail skins were a late addition by Danny, who made 18 skins very quickly
(36:49) Grian did not anticipate the snails becoming as popular with fans as they were. After the session released, they had the idea to release the snail merchandise, which directly funded the rest of the season
(39:20) Grian spent what "felt like every day" testing with the developers. They'd record the sessions on Tuesdays, meet up with the dev team, talk about what need to be done, testing, bugs, etc, edit and upload on Saturday, and would get a few days grace before starting again
(40:01) After the snail session, Grian was worried that the season would be very short due to all the deaths. They were considering toning down the later wild cards but ultimately didn't change them too much
(40:36) The time wild card was carefully balanced. If it had gone even a little faster, many players likely would have died because they wouldn't have time to react to threats like baby zombies or creepers.
(40:57) While sessions normally run for a variable amount of time, session 4 was hardcoded at 2 hours. Grian ended the session ~10 minutes early, just after they hit max speed, because he felt like things were getting dicey
(42:46) When the wild card first activates, it looks a lot like the server had frozen or crashed. Grian told the players before the session started that it would look like the game was broken, but that it isn't broken. Skizz tabbed out anyway and missed the beginning 😔
(43:30) Having the rain start just as the wild card began was a good visual indicator of time slowing down. This was a suggestion from the dev team (probably Brace)
(44:41) Impulse and Grian "cheesed" the end of the session by going branch mining. Grian wanted players to take advantage of the wild cards (eg. mining quickly, helping to kill someone), and not have them just be an annoyance.
(45:30) Keeping the client and server-side time stay in sync was challenging. The sky's motion was changed to be smoother on client-side. The players were also not as fast as the server (around 2x faster), the server was going faster than that, and the time of day was even faster
(46:56) The sounds were pitched up/down based on the speed to add to the effect
(27:46) In testing, if the players were made 7x faster, it would be basically unplayable, which was why it was capped at 2x speed. This made mobs very dangerous, as they were now faster than players and could catch up to you and kill you easily
(49:01) On several occasions, they had to extend the fuse duration of creepers to make them more fair. In the time session, their speed was only increased by ~10%
(49:39) Usually, Grian was the one to test the wild cards and notice when things like creeper speed would be an issue, since he was the one with experience making videos
(50:50) A challenge with balancing wild cards is accounting for the playstyles of so many players: reckless players like Scar and Skizz, "kind and gentle" players like Bigb who would stay off to the sides, and "the sweat squad" (Scott, Impulse) who play very cautiously
(52:48) Trivia Bot was the only wild card that was not planned in advance. Grian was struggling to come up with a wild card for that episode, and wanted to have a wild card available that could give people lives in case many people died to early wild cards without it feeling cheap.
(53:33) Trivia seemed a little boring on its face, so presentation was essential
(54:34) This one made Grian the most stressed due to all the moving parts involved in making it (coding and pathfinding mostly by Henkelmax, visuals by Hoffen, audio/music, questions)
(55:08) Trivia Bot's design was based on Grumbot and Mettaton from Undertale. Hoffen drew concept art shown in the video
(58:32) They show Trivia Bot's custom animation for becoming a snail and it's really cool
(59:12) The music was the most stressful part of the project. Grian spent 2-3 days looking through Epidemic Sounds for a Trivia Bot theme song and couldn't find anything good. He commissioned Zera @hopepetal for a theme song, which is played in the podcast. However, Grian realized he needed a full audio package, so he commissioned Oli late in development, who created the final soundtrack and many audio variations
(1:01:38) Grian wants to send appreciation for everyone who worked on the project, even if their work ultimately went unused
(1:02:58) Skizz was happy to give back however he could by staying on standby in the final episode as a zombie, as the players were able to "reap all the benefits" of the hard work of the development team
(1:05:21) Grian didn't know any of the trivia questions beforehand, which were done by fans of the series. The goal was for ~50% of the questions to be answered correctly, which was approximately met
(1:07:11) Players couldn't get questions about themselves because it would be too easy. This would encourage players to leave their bot, allowing other players to mess with them
(1:07:57) Grian felt a little left out from the discovery element of the wild cards, and decided to mess with Scar by hiding his bot. He wasn't expecting Scar to die from it, and could tell that he was genuinely a little upset by it. Grian felt bad about it, which led to a genuine in-game alliance between them
(1:12:32) Grian was very close to letting Trivia Bot give lives as rewards, but decided it would feel too cheap
(1:14:38) Mob swap was slightly toned down, with more camels and sniffers spawning
(1:15:07) Evokers didn't drop totems anymore. Instead, there was a minuscule chance a warden or wither would spawn, which would drop a totem if killed. Grian was a little disappointed that the warden got cheesed in the end
(1:17:45) Having the mobs start passive and turn hostile was mostly for the presentation, building anticipation, and so players could predict where mobs would spawn and react accordingly, making things feel less unfair
(1:20:32) There was no superpower made for Skizz (or Mumbo presumably)
(1:20:38) The superpowers were another late addition. There was a large design doc where Grian created all the powers, which were handed over to Henkelmax and completed over 4 days
(1:21:42) Grian avoided superpowers involving strength, that could cause someone to die easily. Most of the powers were social or movement-based, which couldn't be used for offence as easily
(1:22:25) Some powers were randomly assigned, others weren't. Impulse's was random. Cleo's, Bigb's, Lizzie's, Grian's were assigned.
(1:24:25) Grian gave himself the mimic because it could easily backfire (like in Grian's fall damage death), and because it would've been confusing for a player who wasn't aware of the other powers. They likely would've spent the episode just figuring out how everything worked and not actually using the power to its best ability
Lots of discussion about the superpowers and how they interacted in the episode itself, go watch if you're interested :)
(1:33:38) Talk on how the series "standard" rules evolved since 3rd Life. There was no keep inventory, and no restrictions on enchanting levels or potions, which created slow or unbalanced fights
(1:36:23) 3rd Life was designed to be an experimental series, which made Grian eager to improve it. For example, some people just weren't dying in 3L, leading to the boogeyman in LL, and so on
(1:37:17) The goal with the seasons isn't to one-up the previous one, but to create a different experience every time, which keeps things engaging for the creators
(1:38:31) At the end of each session, Grian would ask the group if they had fun and how they felt about the wild cards. According the Skizz, the answer was "a resounding yes"
(1:39:08) Grian had moments throughout the season where he personally felt like things didn't go well for him, and was anxious for the rest of the group's episodes. Things worked out while editing the raw footage, though. His issues were never with the wild cards themselves, but his own actions (traps not working, spending too long branch mining), but would always find funny moments in his footage
(1:43:41) Everyone in the Life Series cast genuinely likes and genuinely respects everybody else in the group. This allows them to make the show and get mad at each other, because they know it's all just in-character
(1:44:50) It'd be hard to top Wild Life in spectacle, and Grian doesn't want to start an arms race with himself. The next season could potentially be closer to 3rd Life, but Grian's not sure yet. For Grian, Wild Life was the most enjoyable
(1:45:20) Grian: "As long as people keep enjoying [the Life Series] then I'd love to keep doing it"
(1:49:35) With the finale, Grian knew how the wild cards played out the previous sessions and was able to adjust them
(1:49:56) Grian's goal was to create safe chaos where everyone knew what was happening and wouldn't die to them, which didn't go entirely to plan. The snails were 60% of their original speed and people still died
(1:51:03) Grian made a precise timeline of when each wild card would start/stop, it wasn't randomized.
(1:54:16) All the superpowers were randomized, with Bdubs' power being removed from circulation because it didn't have much use in a finale setting
(1:56:10) It was important for Grian that in the final moments, the wild cards were removed, so there were no interruptions. The timing worked out well because there were a few people left and it ended within ~10 minutes (this implies that the change wasn't based on # of players alive, as people had speculated based on Gem's death)
(1:58:48) The players all randomly switched to zombie skins throughout the session to mess with people on NameMC. Well-played :)
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tawnysoup · 6 months ago
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Transitional phase
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killlerfang1 · 2 years ago
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After all these years the original Owl House trailer and test footage with audio has been found!!!
(idk who found this or how they did it btw, I'm just reposting this from twitter)
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xuxudio · 27 days ago
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[sketch under cut vvv]
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kit-screams-into-the-future · 2 months ago
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yeehaw
transcript:
JENNIFER: Don't get me wrong, this dress is nice and all, but- JENNIFER: ...it'll be real hard running around and stuff in it, don't you think? JENNIFER: Especially with. Whatever this is. (ass cage??) MARTY: I, uh... MARTY: Yeah, huh. MARTY: How- JENNIFER: (noticing the pants Marty's holding) Bingo. JENNIFER: Sorry, Marty, gonna hafta borrow this- MARTY: Wha- Hey!
everyone was making such good jennifer in 1885 posts so i nicked a couple for the gist of this one
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poorly-drawn-mdzs · 21 days ago
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In Regards To Your 2024 Summary:
Holy shit it’s been another year????? The hell?????
Also! Your art style is gorgeous and that being found in 2023 and then refined throughout late 2023 and the entirety of 2024 really shows, as does your growth in panel layouts, perspective, and — as you said — experimentation. If you ever post your animation or video game art I’m looking forward to it.
As cheesy as it sounds, being able to laugh at funny comics and look at all the details of your art really made my 2024 brighter, even when things were hard. Including looking at your older art— it doesn’t need to be new to be enjoyable! I’m glad your art is well loved and it’s a privilege to have been here since the (near) beginning. I hope you take care of yourself in 2025 and beyond!
You and your art bring a lot of people a lot of joy never forget that <3
Thank you so much for keeping up with my art journey throughout these last two years! Two years!!! I am baffled at how that feels both too long and too short!
Admittedly, my art summary didn't manage to capture the fact that I did a lot of comic layouts that I'm really proud of. I also drew more backgrounds and made some very detailed works (*Dungeon Meshi spoilers for these examples*).
The growth is lot more evident when comparing my 'best' comics of 2023 to 2024:
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Sometimes the growth is vertical, sometimes it is horizontal - and damn, sometimes it goes out of sight into the Z-plane. But it is always happening!
#art summary#ask#The privilege is honestly mine; to be able to create comics and have had people rooting me on since the beginning really means a lot.#To everyone who the potential I couldn't and continues to stick around: Thank you so very much.#I cannot emphasize enough that I do see you. I do notice those who regularly like/reblog/comment.#I notice when people who haven't been around come back and mass like/reblog posts.#There are some people who have only *ever* liked my posts or have only ever lurked! I notice! I am so thankful!#At the risk of also sounding cheesy; I'm honestly happy to give back whatever I can to my audience.#Knowing I have brought people a little bit of joy to their day with my silly comics makes every long night worth it.#I probably make a longer post about it in the future; but last year when I made my first comic redraw-#-was the same day I got the news that someone very beloved to me passed away. I was in such deep grief I couldn't respond to comments.#But I still read them and I mean this earnestly; even though I was smiling through tears -#everyone's kind words truly helped make a pretty dark month a lot brighter. I probably would have crumbled without the support.#What really gets me is this: it was never directed at trying to cheer me up. It was just earnest kindness towards a stranger making comics.#If you've ever wondered 'hey does PD-MDZS know how much I appreciate their silly comics?'#know I have also sat here and thought 'Hey does this person know how much I appreciate seeing them in my notifications?'#Which also includes you! Mina BNHA you will always be associated with the cool person who's been rooting for me B*)#I wish everyone a wonderful new year; may all our creative endeavors be something we see as an exciting discovery.
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ingoodjesst · 10 months ago
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have you put the pieces together yet, detective
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