#and ///TECHNICALLY/// did a palette challenge limiting myself to 3 (?) colors
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went a little nuts and redesigned my minish son
I like him a lot <3 🌱
#challenged myself to do anthro for the first time#and ///TECHNICALLY/// did a palette challenge limiting myself to 3 (?) colors#just varied the opacities#studying color values blablablah idrc it was fun#mimntish cup <3#the legend of zelda#legend of zelda#zelda#tloz#loz#minish cap#mc link#link#ezlo#vaati#vaati the wind mage#minish#picori#art#artists on tumblr#my art
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♫ Surfing on a soundwave, Swinging through the stars, Take a left at your intestine, Take your second right past mars!
On the Magic School smelly space bus! ♫
SPOILERS for Supergirl: Woman of Tomorrow #2!
This is a comic where, the longer I sit with a particular issue, the more I’m like, ‘yeah. Yeah. YEAH.’
It’s dense in a way that invites the reader to go through it multiple times, and rewards additional readthroughs.
Also, it helps that the art is FREAKING AMAZING.
Seriously. Evely and Lopes should draw and color everything, forever, always.
(I will honestly be shocked if they don’t get an Eisner nom for this book.)
Anyways, all of this to say: Another issue that I enjoyed. It has one of the most genuinely sweet Supergirl moments I’ve seen in the comics in a good long while.
So, if you’re looking for a quick thumbs up/thumbs down rating, thumbs up!
If you’d like some SPECIFICS, though...
THE STORY
King is an evil genius because we don’t pick up where we left off--rather, we start in the midst of the Space Bus journey.
There is technically a Big Action Scene, but I was honestly surprised by how...casually? the story progressed.
Essentially: Kara and Ruthye are forced to travel by bus because 1.) Krem stole Kara’s rocket and 2.) this corner of the universe doesn’t have the right stars, so Kara’s still recovering from being under a red sun for an extended period of time.
The bus makes occasional stops; they encounter a space dragon; Kara takes some Red Kryptonite and saves the day; they eventually arrive on a planet with a yellow sun.
And again, all of this occurs with a kind of...breezy ease that I was not expecting at all.
I assumed that the space dragon fight would make up the final moments of the issue, after having built up the problem to a point where Kara needed to intervene.
But, noooope. The space dragon happens somewhere in the middle, which helps sell the central idea that this is simply Kara’s life. She’s been there, done that. She’s a badass who takes it all in stride.
But! Important to note! Ruthye still marvels at the sight of Kara taking out the space dragon, as well she should, because:
OH MY GOD. THE aRT.
There’s only so many times I can say, ‘it’s phenomenal, it’s gorgeous, it’s stunning’ before sounding like a broken record.
But it is. It truly is. This is the prettiest monthly book on the stands right now.
(Realizing I’ve been spelling Ruthye wrong this entire time, maybe? IDK. Apologies if I have.)
It’s in the final moments of the book that we learn what transpired after Krem shot Kara and Krypto and fled: Kara managed to get Krypto and Ruthye to a healer, and then passed out for a week.
Ruthye and Kara recovered, buuuuut...
Krypto is still very near death because the arrow was poisoned.
The healer can’t treat him until he has a sample of the poison.
Which Krem has.
(See where this is going?)
So! Kara regains her powers! Ruthye has a super on her side! KRYPTO’S LIFE HANGS IN THE BALANCE!
Gimme. Issue. 3. STAT.
THE CHARACTERS
Very much enjoyed Ruthye in this issue!
There’s a really tricky balancing act you gotta pull off when writing child characters; you don’t want to just write them as tiny adults, but you also don’t want to be obnoxious or cloying in trying to write ‘true-to-age.’
King gives himself a bit of a cheat, by setting her up as a rock farmer from a...what would you call it. An old-fashioned planet? And thus the kind of character who had to ‘grow up fast’ and behaves more maturely than your typical pre-teen might.
BUT! IMPORTANTLY! This is tempered by placing Ruthye in situations where her (understandable) ignorance is challenged/put to the test. Like, yes, she is mature, and well-spoken, and utterly tenacious, but she’s also out of her depth, and still in need of help and guidance.
(Which is how we get to The Best Scene which I’ll get to in just a sec.)
TL;DR - this issue has really sold me on Ruthye as our POV character and I am officially Invested in the relationship between her and Kara.
Speaking of...
It’s KARA-CTERIZATION TIME!
So, okay. There’s some ‘eh’ stuff in this one, but, BUT!
We got the goods again.
And by ‘goods’ I mean this:
Whatever other nitpicks I have (and I do! Have one! Which I’ll get to!) THIS. This right here! This is Supergirl. This is Kara.
And what a beautiful line to introduce this moment:
“And it began--as most things begin when you’re dealing with Supergirl--with a moment of kindness.”
It’s the same gentle concern we saw in the previous issue, where Kara knelt down to address Ruthye eye-to-eye.
Here, Kara’s facial expression, and the way she takes Ruthye’s hands and shows her what to do...
It’s just. SO SWEET.
Ahhhhh it’s so good. :D
So good! In fact! That the above scene offsets my one complaint, which is that Kara came off as harsh, IMO, when addressing the bus passengers, looking for Red K.
Other good stuff from this particular portion of the book: we get Kryptonese (maybe? I think?) And a mention of Kara’s mother being strict about certain things, which is in keeping with the 2000s series version of Alura.
Ruthye also asks if Kara ever tried to avenge the death of her family/culture and she says no; Ruthye says that she heard a lifetime of regret in Kara’s response, which I suppose could be read one of two ways:
1.) That she regrets her choice not to avenge them, or 2.) that she regrets not having the option to avenge them, as there was no one person to punch, no single action that could rectify the destruction of the entire planet.
I personally prefer the second reading.
Which I suppose contradicts the recent-ish “Killers of Krypton” arc, but who knows what is and isn’t canon anymore, honestly. XD
As for the rest of the issue! I found myself thinking of a Grant Morrison interview, actually.
Morrison apparently met a Superman cosplayer at a con and that’s when the character clicked for them: “[The superman cosplayer] was so in the character, but what really got me was the way he was sitting. It was this absolutely relaxed pose with one knee up and the arm bent over, and that’s what broke Superman for me. Suddenly I realized that Superman wouldn’t be a poser, he wouldn’t be a Muscle Beach steroid guy; he’d actually be completely relaxed because nothing could hurt him. He could be so open and friendly to everyone because no one can punch him or hurt him. He can’t get a cold, or be damaged by anything you’re carrying or wearing. For me that was the power of that, whether you want to frame it as magical or not, it actually informed the stories I wanted to write. I felt I understood him in a way I hadn’t until that moment.”
That’s always stuck with me, the idea that Clark would be the most at-ease, chill guy you'd ever talk to.
And THAT, I think, is what we’re seeing here with Kara. That at-ease-ness.
But in a way that is distinct from Clark! In the above quote, it’s clear that Morrison thinks it’s Clark’s powers that are the reason he can be so relaxed and at ease.
But Kara is de-powered here. So why is she so chill?
Because Kara is an alien.
Kara’s in her element, here. She’s used to space travel, she knows the ins-and-outs, she’s not shocked by any of the weird stuff they encounter on their journey.
Love it. LOVE. IT.
I am SO GLAD that King decided to go with Kara being the wizened mentor, as opposed to the naïve kid learning to be tough. It’s a much more interesting angle, IMO.
Also NO MENTION OF RIVALRY BETWEEN KARA AND CLARK. WOO. LET’S KEEP THIS ROLLIN’.
Alright, last, but certainly not least:
THE GOOD BOY! KRYPTO!
When I tell you I stress-read this entire comic first thing in the morning...XD
And I am STILL stressed. And a little sad that Krypto doesn’t get to go on another space adventure but! This is MIGHTY PREFERABLE to what I *thought* was going to happen, which is that Krypto would die from his injuries, and Kara would likewise be out for revenge.
Fortunately, that is not the case!
So like, the stakes?!?! Suddenly sky high. Find that dirtbag Krem and GET THAT POISON BACK TO THE HEALER!!
ART and MISC. STUFF THAT I LOVE
I generally don’t like to post entire pages of a comic, or panels without context, but the...reach? of this blog is extremely limited so. I think we’ll be okay. XD
So, alright! Some moments that I particularly enjoyed!
One of the panels that Mat Lopes shared early on!
I want this lettered version on a mug.
(Also she looks very ’Grace Kelly-ish’ here.)
Love Kara’s facial expression and her line about space travel being more fun when you can fly.
From the same portion of the book--such a neat detail that Kara keeps her cash in her sleeve!
Another set of panels that I think Tom King shared a few months back.
Love Kara’s little smirk, and the, “I’m wearing a big yellow S on my chest, and a very fashionable red skirt.”
It IS fashionable. WE SUPPORT THE SKIRT, IN THIS HOUSE.
Also the slrrrrrrp. XD
It’s good.
Okay, 1.) VERY COOL SCI-FI DESIGN and 2.) that line is great. “Can you feel it, Ruthye? We’re getting closer. The stars are changing.”
Mmmm, them good cosmic Kara vibes.
Kara’s attitude about the Red K here is fun, like, ‘WELP, sometimes you turn into a monster, sometimes you don’t!’ but again, the line is what gets me.
“Did my hair move?”
“I do not believe so.”
XD
Honestly? I could post the whole comic here. Evely’s vision of ‘public transit, but space’ is just so immediately...not ‘real’, necessarily, because there’s such a fantastical element to it all, but it is fully realized. I think I used the phrase ‘lived-in’ and that’s it--this world feels like it has always existed; every grimy nook and cranny, every rando space bus traveler.
And Mat Lopes’ colors!
There are like, five distinct color palettes at work in this issue, and Lopes handles them all masterfully.
I think my favorite is the...I’ll call it ‘ethereal space aquarium’ lighting in the bus as they view the space dragon.
The glow and the shadows and the blues and pinks...
GGGGGGGGAAAHHHHHHHHHH so goooooooood
So, yeah. :D
I am very much enjoying this weird, wild ride with small, precocious Ruthye and wizened, crusty Kara. XD There’s some stuff that I don’t *love* but my goodness, it could be a lot worse!
Let us end on the beautiful title page:
#long post#supergirl: woman of tomorrow#supergirl: woman of tomorrow spoilers#dc comics#kara zor el#comic thoughts#comic opinions
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November’s Featured Game: Shooty and the Catfish
DEVELOPER(S): Daniel ENGINE: RPGMaker MV GENRE: Adventure, RPG WARNINGS: Course Language, Gore SUMMARY: Shooty and the Zaat are a dynamic duo solving monstrous mysteries!
Play the demo here!
Our Interview With The Dev Team Below The Cut!
Introduce yourself! Sure! So my name is Daniel, I guess technically I am an animator. I started out making flash cartoons around 2000 just for fun and became a professional animator in the advertising space around 2007. I have been working in media ever since, both in studios and as a contractor working under the Visitors From Dreams label which is also the label I use for my game development. I started dabbling with RPG Maker in around 2002 but I never got very far. Once I got into the media industry I wanted to pick it up again but with Mac being what almost all my work was done on, at home and in studio I didnt get the chance to actually get into it properly again until MV released, infact I was so excited that I purchased MV the day it dropped and immediately begun development on my first title Flatwoods. Ironically Shooty and the Catfish was developed on a PC, but I digress.
What is your project about? What inspired you to create your game initially? *Daniel: Shooty and the Catfish is set up pretty simply. The 2 lead characters, Shooty and Zaat run a sort of monster investigation unit out of their home. They get calls to different desitinations to deal with different monster problems. I really wanted it to feel like it was set up in a similar way to a lot of cartoons from the 80s, where every episode had a pretty similar but still managed to feel like a little self contained adventure. I have thrown in some little elements of an larger narrative but they are light until the final episode. Originally the series was pitched to Frederator for Cartoon Hangover, it got a little ways into early development but then Youtube changed its algorythm and animation on the platform became a struggle and the project was dropped. I didnt want to waste all the work I had done on the concepts and so I eventually tried to find a way to work them into a game, its taken me quite a few years to get as far as I have with development, but I would be even further back if I had tried to animate it all alone. I created Flatwoods to try and get a small project out, you know, to get some experience with the engine, little did I know how much more I had to learn!
How long have you been working on your project? *Daniel: I pitched Shooty and the Catfish back in 2013 from memory, but it didn't start to take shape as the project you currently see until the last 12 months. In that sense I am incredibly happy with how quickly the game has come together.
Did any other games or media influence aspects of your project? *Daniel: So many things have influenced my work its not funny... Where do I even start? Shooty and Zaat have a bit of a Finn and Jake thing going since when the project was originally pitched to Frederator and thats what they were looking for at the time. Resident Evil 4 (the closest any game has ever come to perfection imo) was the inspiration for the games ammo based combat system. Demons Souls originally derailed the project when I tried to emulate its non linear hub based design (you will notice the demo takes place on a single island instead), that created all kinds of balancing issues though so thats all been stripped back and is what lead to the decision to make the game episodic instead. One element from Demons Souls that remains in the game is a diverse mix of linear and looping level designs when it comes to mapping. The game also features towns that have layouts based on unused maps from the Pokemon GS 97 Spaceworld demo since they never made it into any of the actual games in the series. Pokemon GS also influenced the games visuals. I'm not a big RPG guy, but I played a hell of a lot of Pokemon growing up and Gen 2 is still my favorite. Trying to get MV to emulate the limitations of the Game Boy Color was quite the hurdle, I still cant believe I got it working as well as it is. I also have a lot of cameos from other peoples RPGM games, so there's that. Its a big ol' mixing pot of ideas and inspirations.
Have you come across any challenges during development? How have you overcome or worked around them? *Daniel: Countless, the biggest challenge is always scope though. I originally wanted the game to be like 3 hours long tops, now its well in excess of that and that's before I have even put in meaningful NPC interactions. That's why I have decided to break the game up into episodes, each one should be around an hour which is much more my jam. I don't have a lot of free time so I tend to gravitate towards games that are tight and short, I think that's why I am so determined to keep this game in nice manageable chunks. Now that the game is shorter I don't need levelling so I am starting to tone down the RPG elements. One change always leads to another, but episode one is getting damn close to completion. I say this before I have even had the chance to announce the game's going to be episode on my own blog, ha ha. Episode 1 January, The Great Spore Chore! Keep your eyes out for it!
Have any aspects of your project changed over time? How does your current project differ from your initial concept? *Daniel: As mentioned above a lot has changed, I feel the biggest change was when I tried to move the game from being episodic into one adventure after playing through a bunch of other RPGM games for ideas, it all started to feel a bit aimless and the storytelling techniques I had planned when it was episodic weren't translating well as the game progressed. So I guess now the game is episodic again we have come full circle! So many ideas seemed good on paper but ended up not really being fun or adding anything in practice. Oh yeah, and the transition from Game Boy green to color was a big one based on feedback from the demo. Some people were finding it hard to tell what elements were interactable, doors in particular, I hope that color has helped minimize that issue. Key items will also have an animation on them so they are hard to miss. I'm not a fan of hunting for items in big maps, it's certainly not something I want to subject people too in my own projects.
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? *Daniel: This project has had a few key people involved. Outside of myself I have worked with 2 musicians. One is an old school friend who did music for my animations back in the early 2000's. He has contributed a bunch of really cool EDM which makes up most of the games OST. On top of that there is also a number of optional bosses (one per episode) that have music composed by Secret Agent Ape who worked on Soma Spirits and a bunch of other upcoming games. I have been really lucky to get to work with such rad dudes.
What is the best part of developing the game? *Daniel: I love designing enemy battlers, my process usually involves me drawing a weird shape, sticking some eyes and a big goofy nose on it and trying to come up with a stupid pun to use for a name while listening to bands like Yes or Klaatu. It's bliss. I have a lot of people ask me why I have limited myself in terms of resolution and color palette, and it comes down to one of the important things I told myself when I got into game making as a hobby was that I would stop if it ever started to feel like work. I spend my days doing heavy visual effects and compositing, sometimes doing complex character animation. I want to keep that stuff as far away from my game development as possible. Ironically working within the incredibly restrictive limitations of the Game Boy has ended up being incredibly liberating and keeps things feeling fun as opposed to feeling like more of what I do all day to pay the bills.
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? *Daniel: I always enjoy checking out demo's of upcoming games. Both Heartbeat and Virgo and the Zodiac's demos blew me away from a technical standpoint on the MV front. I still find it hard to believe those demos were made with the same engine I'm using. I guess it really shows what can be done when the engine is in capable hands. I wish I had more time to play actual full releases, I mean Jimmy and the Pulsating Mass just came out and I have no idea when, if ever I will have the free time to play it because its such a commitment. I feel like I am missing out on some great stuff.
Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?) *Daniel: I guess I relate to different characters in different ways. Slim Grim is the one who hands out assignments to Shooty and Zaat, he is pretty much done with life, over people and the world itself, I think thats something we all have a bit of inside of us. Shooty is a very positive individual, his solutions to most problems is a bullet with a smile, and I think theres a bit of that in all of us as well. Zaats a bit of a cheeky smart arse, so I guess in a lot of ways I am most like her as a person. One of the episodes also features Gerkinman who is and has been a sort of self insert in my work since 2001 so I guess technically I relate to him most... ha ha, but thats cheating!
Looking back now, is there anything that regret/wish you had done differently? *Daniel: I wish I had done a better job keeping the project focused. I feel like a good few months were spent making the game bigger in ways it didnt need to be.
Once you finish your project, do you plan to explore the game’s universe and characters further in subsequent projects, or leave it as-is? *Daniel: All of my games are loosely connected, taking place in the same world. None of them tie directly into each other, im not big on the cinematic universe concept that seems so popular right now, but events in my previous 2 releases and the 5 planned episodes of Shooty and the Catfish are loosely connected in ways people who take the time to look can find. They are also tied into around 17 years worth of animated shorts I have released. I have no plans on stopping now!
What do you look most forward to upon/after release? *Daniel: Well, theres quite a few things... Mapping for all 5 episodes (outside of towns) is complete, so when Episode 1 is done I will be immediately rolling into Episode 2. I am aiming to have an episode out every 2 months which should be doable with so much of the game already finished. I also have a couple of short films I am looking forward to being able to invest some time into, things have slowed down in recent months due to freelance but I am eager to get to animate some of my own work again. I am also eager to see the comments sections on Lets Plays. Both Flatwoods and Hazmat got a bit of Lets Play action and a couple of those have some pretty substantial comment sections. The amount of theories people try to put together for these projects is staggering. I could never write something as entertaining as what the speculations in these comment sections contain in terms of what my games mean, it cracks me up and I find it quite flattering that random people have put more thought into elements of my stories then I have. Makes me want to keep things deliberately vague just to encourage more of it. Lastly I will be releasing all the build files for the project so if anyone wants to make fangames or whatever they have direct access to all of the core files used to build the games. Im a big fan of the concept of a mod community, and while RPGM doesnt exactly allow for that, id love to see people do similar things to my work as whats been done with a lot of LISA fan games.
Is there something you’re afraid of concerning the development or the release of your game? *Daniel: I don't know about being afraid exactly. I am curious about how my business model for the episodic releases will go over. I was planning on releasing them at $1 an episode and $4 for the bundle when it's all complete. I know some people think thats still charging too much, but some people have also told me im not charging enough and that it lowers price standards accross the board for RPGM content. The way I see it if I can cover the costs of Steam and the music I commissioned then I've done alright since this project was for fun, but that's just me.
Do you have any advice for upcoming devs? *Daniel: Just keep at it and set yourself small goals. If your working on a big project break it up into manageable sections. Take things one map at a time, ya know what I mean?
Question from last month's featured dev @overcast-rpg: If you could choose an RPG Maker gamedev to release another game; which one would you choose and why? *Daniel: Oh that's an easy one, The Catamites. I love Space Funeral, it's easily my favorite game made in the engine, and while The Catamites has developed countless games since its release, they have all been in other engines. It would be fun to see them return to the engine after all they have learned about game design since Space Funeral's release and to see what they would do.
We mods would like to thank Daniel 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 Shooty and the Catfish if you haven’t already! See you next month!
- Mods Gold & Platinum
#rpg maker#rpg maker games#indie games#free games#pixel games#shooty and the catfish#games#gotm#game of the month#november#november 2018#inktober 2018#gotm 2018#game making#game development
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