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celiaboren · 9 months ago
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Anubhav Online Trainings | UI5, Analytics Cloud, S/4HANA, Fiori, BTP Training
Anubhav Trainings is best online training on technologies like UI5, Fiori, OData, S/4HANA, ABAP on HANA CDS Views, Analytics Cloud, BTP Training, BTP Workflow and Cloud application programming model. Corporate SAP trainings are also available based on customized requirements tailored to your organization. We are an SAP training company, our customers are IT professionals working in SAP technologies like SAP ABAP, SAP HANA, SAP BW, SAP UI5, SAP ABAP on HANA, SAP Fiori, SAP BI, SAP PP, SAP MM, SAP DWC, sap workflow
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tea-n-ink · 6 months ago
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Genuinely thank you so much for this! I was having a rough time because I had burnt myself out doing tonnes of figure drawing and portrait studies, to try get better at art so i could draw the cast better, and whilst i did get better at those, the skills weren't very intuitive to apply to such a stylised style. It definitely didn't help that i did a tonne of studies where i just redrew in game art, but not breaking down how the characters were constructed in a way that would help me draw them more consistently.
I dont commit myself to doing a lot of studies very often and have never done a specific artstyle study, so i dont really know what to look for, or any approach that works for me.
I was planning on making a video talking about how you can use hyperfixations to motivate yourself to get better at art, but i think now i'll include a bit on how to not burn out, that you can also use other people's work/advice, that the genuine love fellow fans have for something to motivate yourself even more (since i was so dead set on coming up with my own ideas for pieces and replicating the game's style i kinda refused to look at any other fanart), and that figuring out how you specifically find motivation, study art, get better and when to give yourself a break are FAR more important that quantity of studies, even if studies do help.
I ADORE your art and how well you match the ISAT artstyle. I've been being alot of studies to try replicate the style and draw characters 3d but stylised. Are there any tutorials that have helped you, studies you do, or things you keep in mind whilst drawing to make the characters look so 3d?
Oooaaahh thank you!!! This is a really good question. I say that because I feel like I "2D cheat" ISAT art a lot. It's very comfy to draw bc my normal art is like that too, with angles that shouldn't be able to exist but look right bc it's 2D so your brain forgives it. Design of the art > accuracy of the anatomy, y'kno?
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The hair kind of gives it away in most cases. It's meant to be such a specific shape, it kind of stops looking like the character if it gets too 3D? But drawing it more 3D has huge utility too, especially for animation n stuff. It's just something I've noticed about the style! It's very designed for 2D. It's very "the shape of the lines" > "the shape of the 3D object"
It's helpful to remember that ISAT characters are all made up of really simple shapes. Like Siffrin's head is just a ball from nearly any angle but the side. Their body is a cylinder but one end is wider than the other. Odile's face is a ball but the bottom is long, like an oval. Isa's is a ball but his chin is square, it has soft corners. Even Bonnie's face is a ball you just add a cheek bump. Etc etc.
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^Notice how i can't simplify the hat down into a consistent 3D shape bc otherwise it just. kind of. doesn't look like Siffrin's hat LOL
If you have the simple 3D shapes down then the rest of it is all 2D cheating and focussing on details! Having character refs nearby at all times especially when ur tryna figure out how to draw the character is KEY so you can keep looking at it and comparing. Try to pay attention to the little quirks of the art style that differ from yours and try to mimic them. But don't be afraid to let your style infect it a bit if it helps you to create something more dynamic looking.
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It helps that i've been drawing for ages. I know 'practice' is the age old advice but here's my spin on it: just draw, keep drawing what u want no matter if it looks bad or if some professional artist tells you you're doing it wrong. So long as you keep drawing you are learning. Indulge and draw what you want so you get to keep all the motivation and keep going.
oh and PUSH YOUR POSES/EXPRESSIONS!!! By this I mean, draw it once, and then lower the opacity and draw it again on top but pushing everything a little bit further. If a pose feels stiff this tends to fix it.
uhmmm i rambled on for ages but i hoped it helped u Tea (or anyone else reading)! thank u for the excuse to draw a bunch of funny isat doodlies :D keep going you have GOT THIS!!! THERE IS NO WRONG WAY TO MAKE OR ENJOY ART! YAY
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tutorialwithexample · 3 months ago
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SAP BODS Basics: A Beginner's Tutorial for Data Integration Success
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Are you new to SAP BusinessObjects Data Services (BODS)? This SAP BODS Tutorial for Beginners will help you understand the basics of this powerful data integration tool. SAP BODS is designed to help businesses extract, transform, and load (ETL) data from various sources into a centralized data warehouse. This tutorial will guide you through the key features and processes of SAP BODS.
First, let's explore the ETL process. Extraction involves retrieving data from different sources like databases, files, or applications. Transformation is where the data is cleaned and formatted to meet business requirements. Finally, Loading is the process of moving the transformed data into the desired destination, such as a data warehouse.
In SAP BODS, you create Dataflows to design these ETL processes. A Dataflow consists of various components like source tables, transformation rules, and target tables. For example, you might extract sales data from multiple regional databases, standardize the format, and then load it into a central data warehouse for analysis.
To get started, you'll need to familiarize yourself with the SAP BODS Designer interface, which is user-friendly and offers drag-and-drop functionality. This makes it easier for beginners to design and manage their ETL processes.
For a more detailed guide, check out this comprehensive resource: SAP BODS Tutorial.
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jtpoint · 4 months ago
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Discover the essentials of SAP BODS in this beginner's tutorial, covering key concepts, ETL processes, and data integration techniques to help you start your data management journey.
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jonty-10 · 9 months ago
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Top 10 OData Benefits for Developers & Businesses
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autobahnmp3 · 1 year ago
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i should have like waited until i come back to life after an outing but i decided to open my watercolor palette and got sooo fucking frustrated at the tiny little pans algkslhkdlj
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saptutorialforfree · 1 year ago
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sapficocourse · 1 year ago
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What will you learn in this SAP FI Basics Tutorial for Beginners?
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In an SAP FI Basics course Tutorial for Beginners, you can expect to learn foundational concepts and essential components of the SAP Financial Accounting (FI) module. This tutorial aims to provide beginners with a clear understanding of key concepts and processes within SAP FI. Here's an overview of what you might learn:
Introduction to SAP FI
An overview of what SAP FI is and its importance in financial management.
Understanding the role of SAP FI in business processes.
Basic Concepts
Introduction to financial accounting principles and terminology.
Explanation of double-entry bookkeeping and how it's managed in SAP FI.
Organizational Structure
Overview of the organizational structure within SAP, including company codes, business areas, and more.
Explanation of how these components are used in financial accounting.
Chart of Accounts
Understanding what a chart of accounts is and how it's configured in SAP FI.
Learning how to define different types of accounts.
General Ledger (GL)
Explanation of the general ledger and its role in recording financial transactions.
How to post journal entries, perform account balances, and generate reports.
Accounts Payable (AP)
Introduction to accounts payable processes.
Learning how to manage vendor master data, invoice processing, and payment processing.
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emmaanderson-blog1 · 1 year ago
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Where did you learn SAP Datasphere?
If you're looking for online training for SAP Datasphere, it's essential to do thorough research to find reputable and reliable training providers. Anubhav Online Training is one of the platforms you mentioned, and it might offer courses on SAP Datasphere. Before making a decision, it's recommended to explore multiple training providers, read reviews, and compare their offerings in terms of course content, instructor expertise, learner reviews, and pricing.
To better understand the quality and suitability of Anubhav Online Training for your needs, you can watch their live demo videos or request more information about the course.
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Additionally, you can also explore other online training platforms that offer SAP Datasphere courses to ensure you find the best fit for your learning goals and preferences.
Remember to consider factors such as course curriculum, hands-on exercises, instructor support, certification opportunities, and post-training resources when evaluating different training providers. It's beneficial to make an informed decision to ensure a better learning experience and maximize your understanding of SAP Datasphere.
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saptutorials · 2 years ago
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SAP PM: An In-Depth Look at the Key Features and Best Practice
SAP Plant Maintenance (SAP PM) is a module of SAP ERP. It is a module in the SAP Enterprise Resource Planning (ERP) system that assists businesses in managing repairs and maintenance of physical assets like machines, buildings, and equipment. We will try to cover some fundamental concepts that will assist beginners in understanding this module. In addition to managing work orders, alerts, and…
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bonefall · 10 months ago
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Could the cats make little toys? Like making plushies out of plants or figurines out of rocks and sap or something?
70% of the toys they make are weaved or whittled. I actually made a small scene in the outline (which HOPEFULLY, i keep saying this, should be out Soon TM) of Darkstar's Commandment where she creates a wicker ball as a gift for Reedshine
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^^^ These are willow balls! If you have access to willow trees, you can make these really easily. For Clan cats, it's a sign that you're a really good weaver, and making these is a big favor because they're naturally quite brittle.
These are the basis of the famous "mossball." Pure moss doesn't keep its shape if you kick it around; a wicker skeleton is stuffed and covered with moss so it doesn't hurt if it bonks you in the face. Usually, these are just kept in a pile somewhere any anyone can go grab and use one for games.
You can customize a ball for a specific person by sourcing some leather or linen, and then sewing it around the skeleton. WindClan has the market cornered on this sort of thing because of how many rabbits they hunt, but for RiverClan, SkyClan, and ShadowClan, pelts and flax are pretty valuable and not typically wasted on crafting good mossballs.
(SkyClan in particular is more likely to just trade kittypets for their excess toys.)
Even the best Clan cat artisans only whittle the sorts of figurines we might associate with small children. They're sharp-edged, simple, and look a lot like these;
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They don't have "polish" figured out yet, so nothing they make looks "smooth." Some cat's going to figure out that they can rub the edges against the nearby exposed sandstone, but I'd leave that for a bit of a "genius" like Dustpelt or his mentor One-Eye to figure out.
They can also be made out of clay, but that's more common in RiverClan and WindClan where wood is scarce.
Figurines are often directly commissioned by deputies and senior warriors for use in strategizing, ESPECIALLY in WindClan where they have a history of needing to "visualize" the various parts of their open moor in battle plans. They can be simple toys, but these can get pretty elaborate as it's seen as a bit of a status symbol if the deputy's "pawn" of you is fancy.
Basically, it means you're important enough to be frequently included in battle plans, so much that YOUR pawn is customized. These will often be buried with the warrior, or passed down to their living descendants.
Figurines show up a lot in "channeling." The illegal, direct method of summoning the dead by bypassing StarClan. They aren't "consumed" by the ritual like more organic tokens, so someone who does a ton of channeling of a specific spirit will often end up crafting one of these.
There's various other toys too, but they're generally not soft or stuffed. Clan cats don't have "plushies," since they require a LOT of textiles and sewing which they can't experiment freely with.
And to close out;
Glue is made from animal hide, and is another one of those "high-quality" materials mostly used by artisans and patrol heads.
Making pitch from pine is dangerous; go here for a tutorial on that
Sap's not a great adhesive, but works fine for kittens just having fun.
Whittling, weaving, and molding are the skills usually used to make toys.
Yes, they make toys, and they love to play with them.
Most "crafts" Clan cats make are communally owned, personal belongings are usually very special.
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thankskenpenders · 1 year ago
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So I wrote a whole long thing about Amy's tarot cards, but what about, you know... the rest of the Sonic Frontiers DLC? The new alternate story route, the hours of new gameplay, all that?
Having now played it, I'm not sure Sonic has ever had this specific combination of good ideas that make the future of the series look bright, and execution that I fucking hate.
(Full spoilers ahead.)
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The good
There's a lot to like here, conceptually.
First and foremost, Tails, Knuckles, and Amy are finally playable in a new mainline 3D Sonic game for the first time since 2006! Seventeen years! We've been begging for this for so very, very long. Nature is finally truly healing from the fallout of Sonic '06. Early on I hedged my bets and expected them to be locked to Cyber Space or something like that, assuming that there was no way they'd be fully playable in the Open Zone. But sure enough, while they're a bit limited compared to Sonic, they're still all full-blown characters with skill trees to unlock and lots of exploration to do.
We also got a more bombastic alternate final boss fight, after the first take on The End kind of underwhelmed. And it's obvious that Sonic Team has listened to our pleas to focus on the 3D platforming over the forced 2D sections, and to reduce the amount of automation in the level design. This update is chock full of Actual Platforming. Wow! I can only pray this means we never get an area as agonizing to explore as Chaos Island again.
Sure, there's still some jank - especially with Knuckles' movement, which is kinda rough. But if this is the stuff they're trying out so that they can refine it further for the next game, then I'm really excited.
On the other hand, good fucking lord is The Final Horizon tedious. And that tedium sapped most of the fun out of it for me.
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The frustrating
The new scenario massively increases the difficulty over the base game, seemingly out of a desire to give the hardcore players who were posting speedrun videos and whatnot more of a challenge. It's the Super Mario Bros.: The Lost Levels of Sonic. This difficulty comes in many forms throughout your playtime, some worse than others, and continues to ramp up over time.
Rather than giving you a tutorial level, the new scenario dumps you directly into a remixed version of the final island and makes you do some fairly precise platforming with Amy, Knuckles, and Tails - new characters with new movesets that you won't have any experience with. You'll also need to find character-specific Koco that give you free levels, because Sonic's friends all start at level one and certain locked moves in their skill trees will be mandatory to progress. They don't even have Cyloop unlocked at the start. And because they're all low level, that means you'd better steer clear of the beefed-up bosses scattered around the map, which will absolutely annihilate Sonic's friends. (I honestly just avoided them and never bothered beating any of them, not even with my high-level Sonic. I have no idea if they're beatable with the others.)
None of this is explained to you particularly well. I spent my first few minutes with Amy wondering why the attack button did nothing, only to eventually think to check her skill tree and realize that I had to unlock her basic attack. If you don't bother to take the time to read through the skill trees, you'll very quickly find obstacles you have no way of getting past with no clues as to what exactly you're supposed to do.
Adding to this confusion is the fact that objective markers often tell you to go half a kilometer into the sky, and you'll have no idea how to get up there because all of the relevant platforms are out of your draw distance. Many objects seem to only pop in for me when I'm within about 60 meters of them, which isn't a long distance for a high-speed open world platformer like this. I was having this problem running the game with high graphics on PC, so I can only imagine how obnoxious it is on Switch. I'd frequently find myself poking around nearby clusters of platforming objects and praying that they'd lead me to a spring, rail, or cannon that would eventually point me in the direction of the floating objective marker.
There were always complaints about the art direction in Frontiers and the way it relies on floating rails and prefab platforms that are visually disconnected from the natural scenery of the islands, but it's even more dire here. The new platforming sections are dense and complex, but they seemingly didn't have the budget to change the topography of Ouranos Island at all, so it all takes the form of these prefabs. It very strongly gives the vibe of a Forge creation in Halo 3, back when there were no blank canvas maps and people just had to make "new maps" by jamming a bunch of shipping containers and barricades together in the sky above one of the default arenas.
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I was still more or less having fun, though, despite the jank. It's a big creative swing, I told myself! They're trying stuff out! They're experimenting!
And then I hit the towers.
The towers are agonizing because they're SO close to being great. The logical part of my brain understands why some people love them, but god, I just fucking hate them. The platforming there IS cool! These layouts are cool! The individual challenges along the way are a bit tough, but totally doable. You know what's not cool? Making one mistake and slowly falling 800 meters all the way back down to the ground, forcing you to start over. Because none of these towers have checkpoints. For me, this one decision transforms what should have been a fun set of platforming challenges into a massive, unfun difficulty spike.
I enjoy some masocore platformers, but those are typically games with quick deaths and restarts like Celeste, Super Meat Boy, or VVVVVV. Hell, the Mario games tend to get way more difficult than the average Sonic game, and those are obviously all great. Quite frankly, unlike those games, Sonic Frontiers is nowhere near tight or polished enough to make this difficulty feel fair. Bits of jank that I could ignore in the base game due to its lower difficulty are now matters of life or death. Missing a jump because I boosted off an incline in a way the game didn't like for reasons I don't understand is not fun. Falling off a tower because the camera was pointing in the wrong direction while I was in midair and I couldn't see the next thing I was expected to homing attack is not fun.
And it's such a jarring spike when moving from the base game to the DLC that it feels like the game is suddenly quizzing me on skills it never bothered to instill in me. Maybe if you've spent the last year labbing out the movement tech in this game this is all a no brainer, but for the average returning player it's a kick in the dick.
I'm sure I could've beaten these towers normally if I gave them enough tries. They aren't the hardest thing in the world. But I very quickly decided I had better things to do with my life and turned on easy mode, which adds tons of extra springs and homing attack balloons to make all of the platforming piss easy. I wish there was a middle option between Only Up: Sonic Edition and this extreme hand holding, but when given the choice between the two I gladly picked baby mode. I just wanted to see the story.
(The new Cyber Space levels are also long, challenging, and devoid of checkpoints, not unlike the towers. But I only ever found the entrances to two of them. So I only did two. They're theoretically required, because they give you "Lookout Koco" that you need for... some reason? But in a rare act of mercy, Sonic Team put Cyloop treasure spots that give you free Lookout Koco all over the map.)
As I continued, so many little things started adding up to piss me off. Why do you only reveal like five tiny squares of the map at a time? I would've loved to find all the new 1-on-1 dialogue scenes, but not if I had to do dozens of hard mode versions of the stupid little puzzles and challenges to reveal the whole map. Why does every character need their own unique collectibles? What is this, Donkey Kong 64? Why can't I just grab this EXP for Amy when I find it as Tails? Why can I only manually swap characters by talking to an out-of-the-way NPC unlocked right before the final boss? Why is fast travel disabled? Why are the new vocal themes you hear when playing as Amy, Knuckles, and Tails so monotonous, with a single verse repeating over lo-fi beats ad nauseum? Why is the jukebox feature completely disabled throughout the DLC, even after rolling the credits? Why can't Tails homing attack? Why do I have to wrestle with the camera so much while also holding the jump button to fly as Knuckles and Tails? How many right thumbs do they think I have? Why is this animation for picking up animals in the Cyber Space levels so incredibly slow, and why can I still take damage while it's playing? Why does the stupid starfall event have to make it so hard to see what I'm doing when climbing these towers? Why does this shitty combat trial have a popup that makes it seem like I should be using the Cyloop when the actual strategy revolves around repeated parries? And on and on and on...
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The story
What about the new story? Well, there sadly isn't much to chew on here. Most of the DLC has the cast running around and finding different macguffins for arbitrary reasons, as part of some sort of plan to divide up the work on the last island so that Sonic can go train with the spirits of the Ancients and harness the power of his cyber corruption. What the fuck is an Impact Form? I don't know, but Knuckles needs something to do, so go find one.
It's a thin excuse plot meant to make you do platforming challenges around Ouranos Island, with little room for Ian to add any real flavor of his own, even though he certainly tries. Having Sonic meet the spirits of the Ancients who controlled the Titans, who are revealed to directly parallel the personalities of him and his friends, is kinda neat, I guess? It's something. The optional conversations seem to have some fun bits, including both conversations between the supporting cast and additional lore. But again, I only found a few of those because of how tedious filling out the map was.
The writing is also let down by the voice acting - or I guess the voice direction, because I know this cast can do better. Roger's voice continues to be weirdly, distractingly deep as Sonic, which was clearly something that was requested of him just for this game. (For a recent example of him going back to his regular Sonic voice, see this LEGO trailer.) The performances of Sonic's friends are also WILDLY mismatched. This is most clear when they start feeling the effects of the cyber corruption. Knuckles seems to be barely affected at all, Tails sounds like he's moderately hurt and low on energy, and Amy starts completely overselling her pain out of nowhere. The extremely strained performance makes it sound like Cindy's literally being tortured in the fucking booth. I have no idea what's going on over there.
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The final challenges
People have debated whether or not things like the towers and the new Cyber Space levels are fair challenges. What's not up for debate is the fact that Master King Koco's Trial is complete and utter bullshit, and I can't believe they shipped this.
Before you can fight the new final boss, the game forces you to do a boss rush of the first three Titans - INCLUDING the pre-Super Sonic climbing sections - with a hard limit of 400 rings. For all three lengthy, heavily scripted fights. Back to back. You can't even cheese it with the leveling system, because you're forced to do this at level 1. This all but forces you to look up speedrun strats for the Super Sonic fights so that you don't run out of rings and fail the trial.
And the real kicker? They changed the parry just for this trial! Originally, you could just hold down the bumpers endlessly and Sonic would ready himself to parry the next attack, whenever that may hit. Now it requires you to do a "Perfect Parry" with specific timing. And you HAVE to hit those parries if you wanna clear this trial and get to the new ending. Miss a few and you're probably fucked. You just have to reset. Time to go through all those fights, all those climbing sequences, all those QTEs, and all those unskippable mid-fight cutscenes all over again. This is by far the most egregious example of the DLC deciding to quiz you on new skills that the base game never required of you, and it's one of the most absurdly unfair things I have ever seen in a Sonic game.
Easy mode does make this trial easier by making the timing window for Perfect Parries much more generous, but that's all the help you get. It's still easy to lose time failing to parry Wyvern's hard-to-read animations, or to lose rings by getting hit on the climb sections, or for things to just fuck up because these fights were always kinda jank. I gave it a few shots. I looked up guide videos. I tried the Quick Cyloop and stomp combo strat that seems all but mandatory. But I quickly decided that, again, this wasn't a worthwhile use of my time. It just sucks. And I really, REALLY didn't want to overwrite all my fond memories of these Titan fights, some of my favorite setpiece moments in any Sonic game, with memories of this shit ass boss rush.
So I cheated! And if you're on PC, you should too.
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With the worst hurdle out of the way, I turned cheats back off and moved on to the new final boss. It was pretty cool. It's much flashier than the original fight against The End, that's for sure. It's still kinda annoying, and it requires you to do very specific shit without properly telegraphing it, but it's nowhere near as bad as the preceding challenges. I was hoping for one last new metalcore song to go with the new fight, which we sadly didn't get, but at least the new version of I'm Here is good.
The ending is... mostly the same, with a couple altered scenes that don't really change anything in the long run. But overall the new finale was pretty good. I just wish it hadn't been such a slog to get there.
Closing thoughts
Sonic Frontiers: The Final Horizon wants to be three things:
A patch that adds a new alternate ending that was probably supposed to be in the base game in the first place.
An experimental take on making Tails, Knuckles, and Amy playable again, presumably testing things for the next game. And...
An official Kaizo Sonic Frontiers mod for the sickos.
The thing is, the people showing up for #1 and #2, the main things that Sega hyped up about the update, are not necessarily going to be down for #3. If they had announced some uber-hard new Cyber Space levels for the arcade mode or whatever, I'd be like, neat! And then not play them. I would never touch Master King Koco's Trial if it was an optional challenge. I would leave that for the sickos. But instead, they made the hardest content mandatory for anyone who wants to see the new Good Ending where the final boss gets an actual budget.
I'm mostly left in a state of shock that it shipped like this. I cannot believe they playtested this and decided this was the state The Final Horizon should be released in. That this should be the note Frontiers ends on. That this should be how we remember those Titan fights. That this should be the lingering taste in our mouths as we wait however many years for the next 3D game.
Armchair devs always love to say that things would be "easy to fix," but like... there really would be easy fixes for the insane difficulty and general tedium here! Add a few more tutorial popups explaining what the game expects of you with Sonic's friends. Give the Cyber Space stages and the towers a couple checkpoints. Give the combat trials more generous time limits, especially on the lower difficulties. Remove half of the map puzzles, and make the ones that remain uncover twice as many squares. Skip the startup animation for Knuckles' glide. Let me turn on the goddamn jukebox. Since so much of this update was designed around fan feedback, I can only pray that Sonic Team is still listening, and that they tweak at least a few of these things with a balance patch.
But still, after those many, many paragraphs of complaining... this still somehow makes the future of 3D Sonic seem pretty promising?
Sonic's friends are FINALLY playable again, and the focus is back to proper 3D platforming, rather than railroading players into awkward forced 2D sections in what's otherwise an open world. These are the things that they hopefully want to carry over to the next game. The difficulty? Well, that's just because it's the postgame DLC that's supposed to be the toughest challenge in the game. It's just an unreasonably cruel one of those - an example of how designing and balancing for a vocal minority of your fanbase can really hurt your game. But Sonic Team is onto something here, and I hope that they can learn the right lessons from this expansion and not throw the baby out with the bathwater.
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flightyalrighty · 3 months ago
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thinking of adding comic-creation, uh, like, critique? Redlining? To my Ko-Fi store as a service. Like, you bring whichever part of a comic you're working on to me, tell me what specifically you want me to look at (script/inking/colors/etc) and I'll do my best to explain what's working and what isn't?
Kinda like a short personal lesson. Lotta people asking me for tutorials and advice and stuff and that sorta thing saps the energy right on outta me, so I do think I'd need to turn it into a paid service.
Would this be something people want? What's a fair price for something like that, you reckon?
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witchwyfe · 2 years ago
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pinterest bf - rc
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pairing - (non canon) Rafe Cameron x female reader
précis - you help rafe personalize his gear
content/warnings - BASEBALL rafe, college au, college baseball player rafe, mentions of sewing needles, cursing, the word “bloody”
word count - 598
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“Rafael.” You greet your boyfriend, strolling into his room. 
One of his teammates let you in after you knocked, because your precious boyfriend apparently can’t even be bothered to answer his phone after he invited you over.
“Oh, hey honey,” He smiles at you, watching you set your bag down, before looking back at the project in his lap.
You see a needle and thread in one hand, and his baseball glove in the other.
“Rafe.” You say, staring right at him. “What the fuck are you doing?” 
His cheeks flare, the flush crawling up the back of his neck as he ducks his head. He mumbles something, chin to chest, the words falling to his lap.
“Can’t hear you babe.” You say, narrowing your eyes. 
“I’m stitching your initials into my glove.” He says like it’s a no-brainer.
“You’re doing what now?” You wonder, heat flushing on your own cheeks as you kneel beside him on his bed. 
“Your initials. I want them in my glove.”
And for a second you’re wondering if Rafe somehow got a hold of your Pinterest board, the one with the heart emojis as the title, but this is something you haven’t seen, much less saved before.
“Oh, you sap.” You blurt, before you can even process what you’re saying.
He rolls his eyes, a smug smile playing on his lips. “You love it.”
“Hm-mm,” You hum in affirmation, climbing into his lap. “S’ cute. You’re cute.” You add softly, leaning into him.
He pushes the needle into the material again, cursing under his breath when it doesn’t do what he wants it to do.
“God damn it,” He swears. “Kelce said it was easy, and I watched the tutorial on YouTube like ten times.” He huffs.
“That’s so cute,” You gush. “If you needed help though, you should’ve asked, you idiot.”
“Do you know how to sew?”
“Well, no, but—”
“Exactly.” He retorts. “Plus, I wanted it to be a surprise.” 
“Okay, well it’s not anymore.” You sass. “So how about we figure this out together?” His eyes soften at your words, and he pulls you all the way into his lap with a grunt, spreading his legs so that you can settle comfortably in between them.
“Pull up the tutorial.” You nudge him, reaching for the sewing needle in his hand. You notice the thread he chose is your favorite color and you look at him. 
“Aw, you remembered my favorite color?” You tease, lightly pushing your elbow into his abdomen.
He scoffs. “Of course, I remember your favorite color babe, what kind of boyfriend do you think I am?”
The kind that has a page in his Notes app with all of your favorite things in a bulleted list. The kind that brings you flowers specifically in your favorite color, and blushes when you thank him for them. The kind who brings you your favorite coffee multiple times a week. 
“You’re alright, I guess.” You say flippantly, teasing him. He pinches your side, evoking a squeal from you.
“Stop!” You giggle. “Just show me the video.” 
And that’s how you and Rafe sit for the next hour—you’re not great at sewing either—him holding the video up so you can see, and you threading your own initials into the thick material. 
Later Rafe lets you wrap his bloody fingertips in Disney Princess Band-Aids and press delicate kisses to each one. 
And at his next game, he presses a kiss to his fingertip and then runs it over the embroidered initials before he walks out onto the field. 
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© witchwyfe 2023. absolutely no reposting, translating, or modifying, even with credit.
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pinkyjulien · 1 year ago
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🟨 Modding Poses for Cyberpunk 2077 (and general modding reminders!)
It's really exciting to see everyone getting into modding latetly, especially pose making 🤏
I want to throw a couple of resources into One Big Post to make sure everyone has everything to get started- BUT FIRST
a couple of general Modding Reminders 🤲
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▶ Remember that modding, just like any other creative outlet, is supposed to be fun!
When a project start to frustrate you, make you doubt your ability/skills, when you start comparing yourselves to others- Stop! Disconnect, and take a break, walk a bit, splash water on your face, eat something! It's really easy to spiral down (been there, done that) It's important to remind yourself of why you're modding in the first place! Take a look at your inspiration, your blorbos Don't lock your brain into One Frustrating Project; have a couple of smaller projects or ideas on the side that you can go to when the creative juice is flowing to not get stuck on one particular project
▶ Modding is exciting, and you want to mod ALL the things asap! Other do as well, and might have the same ideas
It can be frustrating to see someone else release a mod that you thought of doing, that might've been sitting in your to-do list for a long time. That's ok! It's normal to feel that way, but don't let that sap your creativity Someone made a pose/pose pack that is similar to what you wanted to make? Do it anyway! It won't be the same, because it comes from you! This applies to general modding as well, to clothes, to recolors Everyone have their own vision of things. It might be a similar pose, but the body language is different, the hands sit on the skin differently... The model you want to port won't have the same materials, normal map, or colors as the one that is already available! Modding is accessible by everyone. Nobody owns ideas, or references, or models available on the internet. Don't let anyone tell you otherwise, and mod what you want, when you want to, and how you want to!
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▶ Tutorials and Resources for pose making
With the reminders out of the way, here's everything you'll need to get into Pose Making! I see this is something that a lot of you want to tackle, and it's better to have everything ready to get started 🤲
The tutorials are in order of workflow!
🔹 XbaeBsae's Tutorial - Custom Poses and Animation
This is the first step! With those templates, you'll be able to start creating the poses in Blender using the Cyberpunk's body models (Woman, Man, Man Big...) ⚠ Be sure to get the proper requirements and versions!
🔹 PinkyDude's Tutorial - Retargeting Animations 🟠 ROKOKO PLUGIN
OPTIONAL If you want your poses to be available for other rigs (Man poses for Man Big, or Woman poses for Man, etc) this is how you achieve that! You'll learn all about retargeting. It's also useful if you want to import other games's animation/poses into CP77
🔹 Halkuonn's Tutorial - Retargeting Animations 🟠 BLENDER ANIMATION PLUGIN
OPTIONAL Same as the above tutorial!
🔹 Halkuonn's Tutorial - Importing Poses into CP77
An important step; getting your poses from Blender to an .anim file!
🔹 ManaVortex's Resources - Poses for AMM 🔹 ManaVortex's Resources - Poses for Photomode
Both type of additions are compatible with each others! I personally recommend working on the AMM addition first, as you'll be able to use the same files and mod structure later for the Photomode addition :D
🔹 XbaeBsae's Resources - Nibble to NPCs 2.0
OPTIONAL The Nibble to NPC 2.0 mod has a resource pack for modder to make their poses pack compatible with the Nibble Replacer! Make sure to update all of the requirements, and AMM, to have the ability to pose NPCs using custom poses in Photomode
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⚠ KNOWN ISSUE | T-posing
You probably saw me and a couple of other pose modders and users complain about the T-posing issue- it's sadly still ongoing, and no real fix has been found so far. We tried using unique workspots and entities for each packs, but they somehow keep overwriting one another in really random ways (MA and MB are compatible, but sometimes MA and WA won't be useable together? Sometimes you won't be able to use different packs from a same modder, etc) Once (if!) we find a fix, we'll be sure to update our mods and to share the knowledge with y'all 😩 for now, we make do
As always, don't take this post as THE modding method! I'm simply an old modder sharing my two cents for all the new baby modders rolling in, hyped as fuck 🤲 Welcome to the modding side 🧡
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saptutorialforfree · 1 year ago
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