#why did they tag it too
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sealer-of-wenkamui · 2 years ago
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This is petty but goodbye im blocking someone on the ar tonelico tag for reducing the series to just its music and treating the games as just fanservice, have you even played AT2....
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brainrotcharacters · 6 months ago
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the easy grip on the knife. the leg over the seat. the hand over the other seat. the sassy "come get it" move. you know the bitch is smiling behind that mask even as he said the line.
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inkskinned · 4 months ago
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we were sitting on the floor and i was cutting out tiny pictures to make a collage for a friend's birthday. you were on your phone and you laughed about something, and i was still in love with you then, so i asked what had you giggling.
"sorry. i was just..." you took a moment and went back to texting. "i was telling someone about how you're afraid of the dark."
i'm afraid of the dark because something bad happened. "oh." i felt a little slinky of shame crawl down my throat.
you glanced up, and maybe it showed on my face, because you rolled your eyes and held the phone to the side casually so i could see the group chat. "what? was it a secret?"
i looked down to the scissors in my hand. "i just..." no, it's not a secret. it just felt like something private, something serious. saying why would you tell someone that just feels like an accusation. it's unfair. i honestly am not even ashamed of it, it's just a fact about my person that i don't usually share.
what a strange experience. is this a human thing or a generational thing? for our grandparents: did they need to worry about how quickly someone can just... share your personal information? again, i didn't even really have a true objection. what could i say? i want any person in my life to feel they can be honest with their friends. it's not like i said don't tell anyone this.
i cut out another letter to complete the rainbow happy birthday, started hunting for the exclamation mark. i heard you sigh dramatically.
"don't make a big deal about this," you said.
this entire conversation was a pattern for us, and this was when we got to my least favorite part of the pattern. i would get my feelings hurt in some oblique not-technically-terrible way, and then it would be making a big deal about something. you'd get frustrated for me for being soft, but i was born soft. you knew i was soft when you pierced me. it's one of the things that made controlling me so easy.
"i'm not," i felt my voice crack. the question came without my wanting. "why are you guys talking about me?" and why are you saying that thing? why not like - i'm telling them how you're generous and kind and pretty.
you let out this low, tragic groan. "oh my god." you tossed the phone away from your body. "there, see? i just won't talk to them if you don't like it."
the rest of the hour went the way it always went, between us: i said i don't actually mind if you talk to your friends but -, you found a way to call my minor expression of discomfort "being dramatic." you got upset that i had been offended. i ended up apologizing, even though i hadn't actually done anything.
afterwards, you picked up the phone again. after texting for a little bit, you snorted. "okay," you said, "but it is kind of funny you're afraid of the dark. i mean, when you think about it."
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hinamie · 3 months ago
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corvidae
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forgettable-au · 4 months ago
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FORGETTABLE-AU (Page 61-64)
* I-I don't think we were talking about the same thing...
[BEGINNING] [PREVIOUS] [CONTINUE]
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nocek · 3 months ago
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Continuing the theme of Wade being scared and horny opportunist. Also a very important question for a bonus gratuitous panel that will happen because Migs is a man of his (sleepy) word:
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wishfulsketching · 7 months ago
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More
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milfjinart · 2 years ago
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quicksilversnails · 2 months 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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thesorrowoflizards · 5 months ago
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↳ You never know when the good you do may come back around.
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hoziersong · 2 years ago
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no but the thing is. they KISSED. on screen. it was a real scene, not deleted, not removed from a script, it HAPPENED in front of the world's eyes. and AND the actors are normal about it and the whole cast and crew is normal about it and it's not vague and it's IMPORTANT. no matter the rest of it and what came after it, it happened!!
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lucabyte · 8 months ago
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So does anybody else ever think about how Loop felt the need to demonstrate that the party's deaths wouldn't have any effect on the loops. I know I do but that's besides the point. Anyway I don't think Loop actually needs to bathe, they just like to feel included.
#'but lucabyte didnt you already do a comic with this exact same message? that loop has potentially killed their party intentionally before?'#yes i did absolutely do that thank you for noticing. that is what the cannibalism comic is about. no that was not a metaphor. lol#isat#in stars and time#isat spoilers#in stars and time spoilers#sifloop#isat siffrin#isat loop#in stars and time fanart#isat fanart#lucabyteart#ill ramble elsewhere some other time. maybe in a text post. but. long and short of it: even if you assume the answer to 'how do they know'#is that in sasasap isa got frozen once. theres still the fact that the loops are from sif being too distressed. how far gone does a siffrin#have to be before they can witness a party member die and notice it has no effect. how does loop feel to have planned to kill the party#during act 3. why did they NEED to show sif that. are they trying to preemtively stop them from getting the idea in their head#that maybe that might work? when they're out of all other options? when they just get so frustrated and at wits end?#loop helps in subtle ways through the whole game. and in less subtle ways like begging sif not to use the dagger. and while yes the#overarching reason you need to learn that the loops are tied to sif is because you need to figure out wish craft.... loop doesn't know the#actual mechanics of the loops themselves. just what didn't work. the power of friendship. getting the final hit in. being perfect. etc...#and besides all that.. how did loop feel during that hangout. being so deceitful. especially since before the other shoe drops#sif is enjoying themselves. but they know what's coming the whole time.#as for: why bathing? its the obvious imagery for blood on their hands/washing/never being clean. and is a bit of an inversion of the other#piece i just drew with the other casual closeness and nudity being kind. this one is cruel instead.#anyway tag ramble over ill do a masterpost of all my fanwork with some directors commentary sometime i promise. since i know im often vague
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saltedbiscuiit · 5 months ago
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Silly 15!skk comic that I sketched awhile ago and dont remember what compelled me to draw this
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canon-gabriel-quotes · 1 year ago
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wear headphones :)
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Transcript:
As much as I'd love to witness more of your prowess, I'd very much like to have that body of yours.
Is that a strap-on?
Machine, I'll cover you in more than blood.
Fuck. *exhale* Shit. Fuck-God! mmmm-ohohoho. fuck. fuck. h-Harder, Machine. Mph! *whimper* Hah... Come on!
End transcription
Sorry for this. I promise this is the worst thing I'll ever post. Unless he somehow manages to do something worse.
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I can't really provide the audio sources in a neat way because this is 6 clips stuck together.
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acellcalledparadise · 29 days ago
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Guilty Gear 2 -Overture- Character Intro Animations
Characters belong to Arc System Works
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stil-lindigo · 7 months ago
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a non-comprehensive guide to my favourite characters in claymore, the best manga you've never read (more under the cut)
don't know what I'm talking about? here's a crashcourse.
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