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#meaka arts
meakersneakers · 4 months
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I am thinking deeply about Persona 3. (-me, 2007 and me, 2024)
I'm getting ready for TooManyGames and I'm so excited to debut these!!!
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game-meak · 1 year
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The passage of time is terrifying and I don't like it!!!
Technically it's more along the lines of 9 years if you count the original version (you shouldn't), but still. I haven't had much time or energy lately to draw so it's a rather simple celebration picture, but it's wild to me that it's been so long but it also feels so recent. It's still surreal to me that a silly little thing I made has had so many people play it. I cannot thank everyone enough for their support.
Terrifyingly related: December will be 5 years for The Witch's Puppets. I want to believe I'll be able to do something for it, but who knows!!!
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iuliathe3rd · 2 years
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Showing back up on Pop Star as if you don’t intend to conquer it again.
(submitted by @meaka)
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afrosoul95 · 1 year
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TooManyGames 2023 Vendors
The Game Guyz - Page
Happime Sinome - Page
The 16bit Couple - Linktr.ee
Stitches of Future Past - Page
Atlantis Games & Comics - Page
Classic Game Connections - Facebook
Empire Video Games - Page
Gallery Panda - Page
Block Sprites - Page
1000 Dead Draculas - Page
ClinksDrinks - Page
Just Press Play - Facebook
Kill Screen Games - Facebook
Gamers Heaven - Page
Dice City Games - Page
Subconscious Realms - Page
Alicia's Anime - Page
Studio PenPen - Page
Al's Gaming Emporium - Facebook
Blue And Red Wires - Page
Clinkorz - Page
Snarkfish T-Shirts - Page
East of Haven - Instagram
Regen Gaming - Page
Ranelynn Graphics - Page
Canvas Quest - Page
VGNY Soft - Page
Swensona Designs - Page
Jeanne O'Shell - Page
Little Tup - MyLinks
Ashmore Studio - Linktr.ee
1up Keyboards - Page
Opra Zebb - Linktr.ee
Rob Dog Draws - Linktr.ee
Myth Rava - Twitter
Jamal Jones - Twitter
Isekai Crew - Page
Rumble and Roar - Page
Static Claws - Page
All Things Video Games - Page
Dana Joaquin - Linktr.ee
Chroma Coma - Page
Brickside - Page
Retro Fools - Page
Chu Charms - Instagram
BAZ - Page
The HaPi Studio - Page
Respawned Records - Page
Maiden and the Machine - Linktr.ee
Cypritree - Page
CorneliusPixelCrafts - Page
Cody James by Cody - Page
Meaka - Links
Deadend Threads - Page
Unmasked - Page
Popsic Art - Page
Tenacity Pedals - Page
Tiny Neenja - Linktr.ee
Needless Things - Page
ArtyAlexCreations - Page
Yogurt Fluff - Linktr.ee
The Tattooed Pineapple - Page
Bubble Jar Art - Page
Gold Star Anime - Page
Rotoodle - Page
Rif Prints - Page
The PokeTrade Emporium - Page
Cheppoly - Page
Toy and Comic Heaven - Page
Video Game Shadow Box - Page
Devious Drawing - Page
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chipistrate · 2 years
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Some little doodles after finishing the Living Playground! Can’t wait to play Witches Puppet!
Tony(tiny) is from the Living Playground by @game-meak
Blue Girl and Koen(blue outline and fluffy hair) are from a game I’m working on called @dream-trail-rpg
I am a simple man, I see RPG, I draw RPG with own RPG
No but actually- Living Playground was fun! I really loved the characters- and the mirror shots on the first floors bathroom mirror were so cute! (random thing to compliment, but I really liked them!) The boss fight was also AWESOME! Short but sweet! And the story is also very intriguing- And the visuals were so nice and high quality as well! I loved the character sprites and the boss animations! And the everything hand drawn was so unbelievably high quality- it’s just so pleasant to look at! Overall a very nice game! Very fun, even if I did get stuck a few times- lmao I’ll probably play Witches Puppet later today- but for now I’m going to sleep See you when this is posted!
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spenchaaaaan · 7 years
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Commission chibi art for @meaka of their character Haze Romero, from their game Living Playground: The Witch’s Puppets.
I forgot what it was like to draw a character with pink hair. It was nice U v U
Want to gift yourself or a friend chibi art this holiday season? Buy a $12 Ko-Fi commission from a potato (that’s me)!
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zombievonmorgen-art · 3 years
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MY FAV EURURI FFs on AO3
Here’s a list of my fav eruri fanfictions of all time in no particular order (for my own reference and anyone who‘s interested ❤️)
Happy New Year everyone! May there be lots of creativity and art!
War damage by athousandwinds (A+++++ for this one; brutal and honest; amazing story; incredibly sad it remains unfinished)
https://archiveofourown.org/works/3914809/chapters/8763550
Chaleur by classyboquetcat (super sexy!)
https://archiveofourown.org/works/35277826
Annihilation by Ajaxthegreat (A+++++, Damn, do I usually hate AUs, but this was award worthy material! Never expected this to be so good!)
https://archiveofourown.org/works/12691647/chapters/28939308
Captain, my Captain by classyboquetcat (Marley!Erwin/Paradis!Levi)
https://archiveofourown.org/works/34630666
Hands by froggy_gmo
https://archiveofourown.org/works/32273962
Happy Ending by froggy_gmo
https://archiveofourown.org/works/31681490
albatross by cerasium (so damn good! made me fall in love with the whole Marley!Levi/Marley!Erwin verse)
https://archiveofourown.org/works/30399372
Crankshaft by Ajaxthegreat (this is another AU I never thought I needed before reading; sadly it remains unfinished)
https://archiveofourown.org/works/13917585/chapters/32031231
Verbind Dich Mit Mir by Meaka (I have a love and hate relationship with this fic, but judge for yourself; work in progress)
https://archiveofourown.org/works/24145372/chapters/58138582
Breathtaking by drowsycakes
https://archiveofourown.org/works/5502692
sunrise by PinkJasMink (sad and sweet)
https://archiveofourown.org/works/3483152
We Found Us At Last by KnowingNoMore
https://archiveofourown.org/works/11215761/chapters/25056558
Snowdrops by orphan_account
https://archiveofourown.org/works/11667309
Spider! by Xenobia (humor fic)
https://archiveofourown.org/works/11958876
Aftermath by LostCauses (Anteros) (hurt/comfort)
https://archiveofourown.org/works/11981982
A Man of Action by Helenatrix (Kenny tries to find out what’s up with humanities strongest and discovers more than he bargained for)
https://archiveofourown.org/works/14451195
Devotion by mondaze
https://archiveofourown.org/works/15556338
Even If It's Cruel by Spacepolitician
https://archiveofourown.org/works/20347129
Everybody talks by blackm00n5
https://archiveofourown.org/works/20422910
doors by cerasium
https://archiveofourown.org/works/32024875
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artfromsaturn · 7 years
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Another commission, this time for @meaka (??? tumblr plz) who’s real full name is “Meakers Sneakers” and asked for a 100x100 pixel of their “baby and (their) friend's infant.”  I almost thought they were a parent, but it turns out it was just their adorable OCs, Tony & Yuri.  What nice kids.  
If you think Tony is adorable and would like to see more of her, check out the game she’s from at @living-playground​.  I’m not sure what Yuri is all about, but you know.  And if you’d like a nice little pixel art of your infant and your friend’s infant, consider checking out my commissions post!  
Here they are at 100%, with an extra spooky version under the cut:
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ynfangamezine · 6 years
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Yume Nikki: Step Into a Dream: A Yume Nikki Fanzine is now available for free download!
There are 37 unique illustrations in this, covering 17 different games, including Yume Nikki and Yume Nikki: Dream Diary.
Please follow the artists to see their full pieces and support them by reblogging, retweeting, and favoriting their art!
@PotentialFA on Twitter, @worldretour, @chiedemoniac, @corgiinsailorfuku, @cirartes on Twitter, @plaguesurvivor, @dazzelmethat, @dreamerkitty, @michivoss, @pantsu-ripper, @tyllietoodlesdoodles on Instagram, @annalrk, @99socean, @pyaldespunk, @lemontea228 on deviantART, @damask-dreams, @ychzi_art on Instagram, @mic-art, @cryptworlds on Twitter, @tetrabrikdepapel, @nonfood, @positivelaser, @jpegurl, @leviawock, @fscare, @usaben, @caracolsiniestro, @thiefofblood, @ghoooooooooooooooost, @m-256art on deviantART, @null-xolotl, @meaka, @visceratea, @tubofcoolwhip on Twitter, @iolith, @mewtowo
Everyone did an amazing job and we’re so happy to share the final product with everyone! Artists may post their full pieces starting today!
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choko-flan · 5 years
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So... now that ur taking questions abt the development, do tell about the aesthetics! I see you use a lot of starry with sea aes, if u don't mind rambling about it, go off!
>:Dccc The Aesthetics.Funny thing since a few days ago I did write a huge list of Verloren’s main inspirations, so I’ll just pull the art/ aesthetic sections. There is also a story and gameplay inspirations but shh we aren’t chatting about that.So for the aesthetic for Verloren it’s: ★Okage: Shadow King★Gekidan Inu Curry,★Hajime Ueda's Artwork★Smile for me/Yugo Limbo's artwork★Lolita/ Ouji Fashion★Kirby Series★Stop Motion Animation★Trcoot's Artwork★Meaka's Artwork :dabs: (they are amazing)★GHOST AND PALS Artwork★Animal Crossing★Rilakkuma★Yomawari/The Liar Princess & The Blind Prince/Hotaru no Nikki★Fausts Alptraum ★Etherane's Artwork★Ryuuseee's ArtworkWould also say the sea, stars, flowers, fairy tales/forklore, and plushies are part of that. Though those are general just stuff I like so I slide it in a lot of games of mine. Many  future projects I have, have those aesthetics in it. So hints why it’s not on the list, but for overall aesthetic/ art vibes I’m going for the game it’s all of this stuff above.Now you might be questioning me on the reason of how the hecky does Animal crossing but also Gekidan Inu Curry inspire me...Well it’s mostly since on of my biggest goals with Verloren is to give it a very wacky feel/ aesthetic. Like not just “blood and gore” horror but more so a pop of crazy styles which helps the atmosphere. Which makes scenes with emotion hint more, since the art style of the scene will reflect the emotions.Though this isn’t to say the game will have style jumps, the game’s art will be consistent, just some places will have a different feel. ;’D hope this makes sense...Also I tend to just be a fan of cute stuff but also pretty cool art styles. I’m a huge fan of creepy cute stuff but the type that has cool art styles. I just really want to push the art work I can do for the game to like the limit.Before people question me >:DHope this answers your question anon, also thank you for asking ^^b.I do like talking what inspires me.
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ariastory-project · 7 years
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Artist: Meaka Website: Tumblr (Art Blog) | Tumblr (Dev Blog) | Twitter
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meakersneakers · 8 months
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game-meak · 5 years
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Take this specifically-styled-because-I’ve-lost-control-of-my-life Tony noodle to spice up a very plain announcement:  I just patched up a couple bugs in Living Playground that I found during my livestream, in addition to adding color-coded text for the fairies.  Why?  Just ‘cause.
The fixed downloads are live on Itch.io, RMN, and Gamejolt!
There aren’t many big changes, though, so if you’ve played it before, it’ll be sadly identical, just with a few less tileset issues!!!
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iuliathe3rd · 3 years
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NEW YEAR NEW DEES
(submitted by @meaka)
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rpgmgames · 7 years
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November’s Featured Game: lux (dream.girl)
DEVELOPER(S): Rindre Rindere ENGINE: RPGMaker 2k3   GENRE: Psychological Horror, Exploration SUMMARY: lux (dream.girl) is a surreal psychological horror game created in RPG Maker 2003 where you play as Benjamin, a socially inept teenage writer who struggles with depression, loneliness, and writer’s block. When he decides to try lucid dreaming to figure out how to push his story forward, he meets new friends, new enemies, and his literal dream girl. Making certain choices will either help or hurt his relationships, and the outcome of his story.
Download the demo here!
Introduce yourself!  *Hi! I'm Rindre! I've been working on RPG Maker for about 5 or 6 years at this point! First and foremost, I'm an artist, then a game developer, then a voice actor. I am also a garlic bread enthusiast. You might also know me as: -The voice of Aria/the lead translator in Aria's Story -Will's Teacher in The Hanged Man -The mod of Yumeresource -The admin of the RPG Horror Discord server -The host of the Pixel Horror Jams! I'm also on plenty of teams, mostly as a voice actor. These include b/f, AURORA, and The Doctrine of Perseverance.
What is your project about? What inspired you to create your game initially? *Rindre: lux is about a boy named Ben, who is an aspiring writer who hits a writer's block and tries to take up lucid dreaming to interact with his stories and characters find out how to advance his story. He ends up meeting interesting people, including his literal dream girl. Yume Nikki is a big inspiration for me. My stories I had written when I was younger also played a huge part, and I decided to recycle bits and pieces of them into lux. Ultimately, the frustrations and experience of being a content creator inspired me to make the game. Hopefully these themes will ring universal to whoever relates to being a creator as well.
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How long have you been working on your project? *Rindre: You could say 5 years, or 2 years, or since July 2017! lux actually originated as a Yume Nikki fangame in 2012 (as are all games I've made...). I picked it up again on October 2 2015 as a concept to keep a work log, but actually making it into a tangible product took me until 2017's Pixel Horror Jam. The work log has 30+ pages to it! The Yume Nikki fangame version was prepared to be released, but I forgot, and now I'm too ashamed to release it because I meant to do it 5 years ago :(
Did any other games or media influence aspects of your project? *Rindre: I'm a big fan of psychological and sci-fi/cyberpunk media. These things usually ask: Who are we, and who are we in other people's eyes? What defines us? What does it mean to be an individual in our society? It's a question I like to ask myself and explore in my own projects. My major inspirations who ask these existential questions are deep within Satoshi Kon's works and Philip K Dick's stories, as well as other movies that were inspired by those two or are in the genre (like The Matrix, Inception, Akira, Ghost In The Shell, Serial Experiments Lain, etc.). Some other inspirations and influences that might be surprising are: Kappa Mikey (art style mixing), Vocaloid producers (Crusher-P, Mothy, Yuyoyuppe), Evangelion, Linkin Park, the Hamtaro GBA games, Kirby, and my own dreams. Unsurprisingly, Yume Nikki is the biggest inspiration. I really like the concept of dreams and escapism, and how it often plays into existentialism.
Have you come across any challenges during development? How have you overcome or worked around them?   *Rindre: They say that when making a game, 10% is actual development and 90% is bugfixing/quality assurance. This is VERY TRUE. I spent a couple months working with my bugtesters (Thanks Biel, Choko, Meaka, Pinkuboa, and Uboaappears). The actual demo was a bunch of crunch time for the jam, which was July - August). There were a lot of bugfixes involved, including a bug I was so puzzled with and thought I couldn't fix but the solution was so simple. It took me a month to figure it out! The RM2k3 update caused a bit of trouble for me, but I thank my bugtesters endlessly for helping me squash most, if not all, bugs. On the other hand, in case anybody asks, yes: I have lucid dreamt of my characters in lux when I hit a roadblock. These were never successful. I've only been able to do it twice, both by accident.
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Have any aspects of your project changed over time? How does your current project differ from your initial concept? *Rindre: I usually go into development with a clear idea in mind with certain events and endings, but lux differs greatly from its old Yume Nikki counterpart (dream.girl). Notable major changes: Ben now wears glasses. Ben is now a writer. Stella used to not be a bunny. Stella also did not have any stars in her eyes before. The only things retained was the concept of dreaming a dream girl, and Ben's and Stella's names and facial appearance. Even if I make a bunch of plot outlines and flowcharts, things change, but it's natural! The stories that occur within lux also have changed slightly plot-wise from their earlier pre-2012 counterparts (most were written over 10 years ago!), and are begging for a facelift. One involved parkour, but sadly, there is no parkour anymore :(
What was your team like at the beginning? How did people join the team? If you don't have a team, do you wish you had one or do you prefer working alone? *Rindre: I prefer working alone when it's my project! I like working at my own pace, but if needed, I'll reach out to other people for help. I like helping people out on their projects too, but when it comes to my own, I like to handcraft everything by myself. It shows me what I'm capable of doing, and gives my game a "this was 100% made by me" stamp.
What is the best part of developing a game? *Rindre: Making music is relaxing and lets me convey a mood or theme without having to take out my tablet to draw or write something extensively. Being able to relax yet still work on the game is great. I like nights where I can sit down and make something nice I can put in my game. A lot of them are on my SoundCloud (Rindere), but some of the really nice ones are ones I haven't uploaded there. I'm really not a musician, but I did take a class on music technology. My favorite ones going to be in lux on my SoundCloud are "Nepenthean", which is also Ben's theme, "Choke On Your Misery", and "Empyria Incarnadine". It's also really nice to get files from your voice actors and they sound EXACTLY like how you thought your character would sound like! Special thanks to Aidan, Mizu, JR, and Nuei.
Do you find yourself playing other RPG Maker games to see what you can do with the engine, or do you prefer to do your own thing? *Rindre: I prefer to do my own thing! I like to push RPG Maker 2003 to the limit. A lot of the cool effects were done before the major update of RM2k3 that came out earlier last month. Some things I thought were never possible in RM2k3 are things that I made possible after some thought. Like any problem, it can be solved in a bunch of ways, even if you have limitations.
Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?) *Rindre: The character I relate to the most is actually my least favorite character. It's Ben! I specifically modeled him after myself but changed certain things, like the intensity of his reactions. It was actually difficult to write him, because I had to think about how I would react in the situations I put Ben in. I feel like I had to get into some kind of mindset that was "mine", but also "not mine" as well.
Looking back now, is there anything that regret/wish you had done differently? *Rindre: I feel like I could've released the game sooner, or continued work on FLUX instead. I would like to go back to working on FLUX soon, since I haven't worked on it in a long while. But after hosting the Pixel Horror Jam with Choko and jamming on this game, I'd like to rest up a bit before I take on a big project again.
Once you finish your project, do you plan to explore game's universe and characters further in subsequent projects, or leave it as-is? *Rindre: Because lux is part of the -UX Series, it would naturally be a series with other entries. I don't know if or when they'll all be created, nor if they'll all be games, but I do eventually hope to see it finish. Something I want to explore is to further flesh out the stories Ben has written, especially because they were concepts written before lux ever came up as a concept. I've also given them -UX titles! I think I'll work on Crux/quX next.
What do you look most forward to upon/after release? *Rindre: I am donating proceeds to the One More Light Fund with what is being donated to the itch.io-uploaded version of lux, so I really am looking forward to donating to a cause that is important to me. I encourage people to donate to the OML Fund directly, not through me. I also really like fan reaction, but I love the catharsis of releasing something you've made. It's a mix of relief and pride, but a little bit of anxiety because you don't know how well the fan reaction will be. I hope that my game will affect somebody in a positive, personal way, whether it be a new favorite game, something for them to draw, or become inspiration for their own works. I look forward to free time and rewarding myself with something good, like chicken parmesan too!
Is there something you're afraid of concerning the development or the release of your game?  *Rindre: I constantly ask, "Is my game worthy enough for others to play? Is my game good enough?" But when it comes down to it, really you're asking it to yourself, not to the people that will play your game. Sometimes, you have to sit down and ask yourself, "Am I satisfied with what I have made so far?" Then you go down the list of things you've made and say either, "I'm proud of this!" or "This could use some more work." and you fix it accordingly. The first audience of your game is always you, so if your game is "worthy" and "good enough" to you, then it is for other people.
Question from last month's featured dev (Team Galanx): What kind of stories do you appreciate most in RPG Maker games? For example, do you like ones based off real-life experiences, fantasy elements, or morals? *Rindre: My series of games is called the -UX Series, with there being 4 main stories that are related to each other: "FLUX", "lux", "Ux.", and "X". The rest of the titles end in "-ux" as well. It was only natural to do that!
Do you have any advice for upcoming devs? *Rindre: Game Development -Give things meaningful names. -Back up your work in three different places. -Back up your games frequently. -Never be afraid to remake things, but do this occasionally. If you do this frequently, you'll be caught up in a loop of perfectionism. -Think if the cool new thing you want to put in will actually serve a proper purpose in the game. If it's only there just to be cool, don't put it in your game. -If things don't work out, it's perfectly fine to scrap ideas. -Don't pander. Make a game you want to make, not what others want to play. Releasing your game -Reach out to people who haven't played games similar to yours. You'll have opinions that you wouldn't normally get, compared to others who are familiar with your type of game. -Learn how to take critique. This might be the skill that will take you the longest to hone. -Not everyone is out to get you, but sometimes there will be people who want to bring you down. Even if this happens, there are always people there to support you. -You don't have to agree with every critique given to you. Other advice -If you're not embarrassed about your old work, then you haven't progressed. Continue to improve your skills and yourself. -Don't compare yourself to others. Compare yourself to your past self instead. -Don't be working on your game 24/7. Take up hobbies to occupy yourself, so you don't get burned out. -Learn to be a generalist, but also learn to specialize in something that people will recognize you for. -Be proud of your work.
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We mods would like to thank Rindre for agreeing to our interview! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved! 
Remember to check out lux if you haven’t already! See you next month! 
- Mods Gold & Platinum 
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promdreamsofficial · 7 years
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Pre-Devblog Celestial Tower Progress Update
So I’ve been getting a couple of questions about Project Celestial Tower’s (still codenamed) progress; however, due to the art assets necessary for a proper preview not being finished yet, I haven’t started a devblog yet. So, for the time being, I’ll be giving you guys an update on this blog. :D
First and foremost, I’m happy to officially announce the awesome artists working on the game in order to make it less bland than Prom Dreams as pretty as it can be!
Title Screens and Ending Cards: The lovely @caffeineandcarpaltunnel, a SCAD graduate who also did Prom Dreams’ incredible thumbnail artwork!
Character Busts: The charming @genkaiko, who has also done fan and commissioned artwork for Prom Dreams!
Enemy Artwork: The awesomesauce @pleasedrawmore, who has already been sending me a steady supply of badass monsters (except for the slime, who’s just ADORABLE okay)
Cutscene Artwork: the fabulous @meaka, who not only did fanart for Prom Dreams but is also the developer of Living Playground which I’m going to play I swear to god!
Second of all, I’m also happy to announce that the game will be released in a demo version later this year, hopefully by the fall or winter! Several folks on the Prom Dreams survey suggested this, and I hope it will help generate a little more hype for this new project!
With that in mind, here’s a current status update as related to the demo’s completion (as opposed to the full game):
Story and Outlines: 100%. Like Prom Dreams, I wanted everything to be mapped out before development started; the plot of the game is already planned in its entirety. However, small details have and may still change for better continuity, pacing, etc.
Character and Event Sprites: 40%. All of the MCs are done but no special event sprites have been created at this time.
Artwork: 20%. A few monsters and one main character have been finished, and the prologue cutscene is currently in storyboard phase.
Misc. Graphics (Logos, windowskins, etc): 60%. Still need to make skill, status, and item icons.
Database (Skills, monsters, items, etc): 20%. Currently in the process of creating “dummy” items/skills without set parameters that will be worked on as I go.
Music: 70%. This is actually the most complete aspect of the game as of yet. Out of the 16 songs needed for the demo (including jingles/MEs), I’ve completed 11, plus three more that will only appear in the final game. I like to get the music done first so I can use it as BGM to work on the rest of the stuff with :D;;
Dialogue: 25%. I’ve pre-written several optional yet important conversational dialogue bits, mostly so my artists can use them as character references. They still haven’t been coded into the game yet, however.
Mapping: 0%. Still just a debug room, alas. Trying to cobble together tilesets for this thing is tough orz
So there you have it! More news to come as more stuff gets done :V
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