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#PC building tools
koibish · 5 months
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It’s 3013 and the coastal city of Sulani is sinking. Once a bustling metropolis that attracted visitors from all over the world, it is now home to only those too poor or too loyal to leave it.
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faemech · 9 months
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thank you scvi so much for making ortega a master engineer its such an INTEGRAL part and important to me personally
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aria0fgold · 2 months
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Playing minecraft singleplayer isn't usually this fun but as a system it got really fun in a way where it also simultaneously fixes my horrendous sleep sched by being so lenient with the use of creative mode from time to time.
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unendingphantasm · 2 years
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playing dwarf fortress was easier than i thought
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rheya28 · 6 months
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Red Mirage Nightclub ♥ The Sims 4: Speed Build // CC
Welcome to Mirage, the hottest nightclub in Oasis Springs! As you step inside, you're greeted by a sultry sea of crimson lights that pulse to the rhythm of the music. Red Mirage features a dance floor that is alive with energy and seductive scarlet glow as well as plush lounge areas that offer a retreat for intimate conversations.
➽ Rheya's Notes:
●Ok so I meant to do a different theme for this lot but ended up creating a club similar to club tropics since I thought it would fit oasis spring vibes lol I guess you can call this club tropics 2.0. ●This club includes karaoke rooms so you can set this to a karaoke bar if you'd like
➽ Important Notes:
●Please make sure to turn bb.moveobjects on! ● Please DO NOT reupload or claim as your own. ● Feel free to tag me if you are using it, I love seeing my build in other peoples save file ● Feel free to edit/tweak my builds, but please make sure to credit me as the original creator! ● Thank you to all CC Creators ● Please let me know if there's any problem with the build
➽ Speed Build Video
00:00 Beginning 00:02 Intro 00:38 Speed Build 16:13 Photos
➽ Lot Details
Lot Name: Red Mirage Nightclub Lot type: Nightclub Lot size: 30 x 20 Location: Oasis Spring
➽ MODS
● Tool Mod by Twisted Mexi
➽ CC List
Note: I reuse a lot of the same cc in all my builds, specifically cc's from felixandre, HeyHarrie, Tuds, and Pierisim so if you're interested in downloading past, present, future build from me i suggest getting all their cc sets to make downloading a little easier! other creators include Sooky, Charlypancakes, Sixam, Thecluttercat, Myshunosun, awingedllama, Peacemaker, kiwisim4. This will also ensure that the lots are complete and are not missing any items upon downloading ! House of Harlix ● Bafroom ● Harluxe CharlyPancakes ● Slouch Felixandre ● Chateau pt [2] ● Colonial pt [3] ● Grove pt [4] ● Kyoto pt [2] ● Paris pt [3] ● Florence pt [4] ● Soho TheClutterCat ● Baby Boo (Donut Table) ● Sunny Sundae Harrie ● Brutalist ● Kleen pt [2][3] ● Kwatei pt [1][2] ● Octave pt [2] ● Shop the look pt [1][2] ● Jardane ● Livin Rum ● Orjanic Mycupofcc ● The Modernist Helen May ● Modern Set Joyceisfox ● Forever Autum pt [1] Kiwisim4 ● Block house Dining Little Dica ● Countryside Cabin ● Rise and Grind Myshunosun ● Tranquil bedroom [office chair] Peacemaker ● Hudson Bathroom ● Terra Tiles Vertical ● Vera Office [Desktop pc] Pierisim ● David Apartment pt [1] ● Domain du clos pt [1] ● MCM pt [3] ● Oak house pt [3] ● Unfold ● Winter Garden pt [1] [2] Max 20 ● Poolside Lounge pack * Ravasheen ● Shake and Simmy Dance Floor ● Uplifting Elevator Rusticsim ● Simple kind of modular life Sixam ● Hotel Bedroom ● Teen Room Syboulette ● Flavie Bar ● Karaoke Taurus Design ● Lilith Chilling Area Tuds ● Crib ● Wave ● Zalz
● Tray File: Patreon Page ● Origin ID: anrheya [previous name: applez] [not uploaded yet] ● Twitter: Rheya28__ ● Tiktok: Rheya28__ ● Patreon: Rheya28 ● Youtube: Rheya28__
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v-arbellanaris · 3 months
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one of my favourite parts of dai, which i don't usually speak about, is when you get to halamshiral, and they announce the inquisitor. at least half my inquisitors recruit the mages as free allies of the inquisition, and yet at halamshiral, the inquisitor is credited as vanquisher of the rebel mages, crusher of the vile apostates of the mage underground. sera says 'he's so full of it! that's not how it went.' and it's vivienne who says 'remember to smile. this is all for show, my dear.'
this, amongst many moments, really encapsulates the heart of the story inquisition is trying to tell, and there's a hundred little moments that build towards this story. i have talked before on this blog about the original purpose of the inquisition, in-world, which was both to bring the mages back under chantry control and, if necessary, to recreate a loyal templar order. that is explicitly the context in which the herald is brought into as a character - that is the 'problem' they are to address, the same way the warden's narrative problem is posed as 'there is a blight that needs to be stopped' and hawke's problem is posed, interestingly in a dual-layer kind of way which is both 'i need to keep my family safe and secure' and 'how did we get to this [gestures at the aftermath of da2]?'. the narrative then goes ahead to fill in that story. and even in these stories, throughout, there are so many things building up to the narrative beats in inquisition. everything from the portrayal of the grey wardens as a heroic force in dao and how quickly the origins goes to show the wide depth of perspectives and feelings you can actually have around being conscripted and how the joining ritual - and jory's death - expose the true heart of the order's utilitarian approach, to loghain's status as the hero of river dane and his role in the rebellion and the man he actually is under that mythos, to the entire narrative of da2 being framed around this "champion" who the chantry is painting as a deliberate saboteur and conspirator (with the grey wardens) to bring the chantry and the circles down, to the ameridan reveal in jaws of hakkon, and the evanuris reveal in trespasser. there is so much story and deconstruction throughout the series of the 'chosen one' narratives - each story's protagonist has been a "chosen one" who was never really chosen, survived through chance, and shouldered responsibility for a wide variety of reasons. and their actions become legends and myths that consume any trace of who they really were. and this culminates in an extreme way in dai, because the role of the herald - which is who your pc is before they're the inquisitor - has religious significance, and in-world, andrastianism is the most dominant religion. and the religion is SO culturally pervasive, to the extent there are no governing bodies in the entirety of thedas are secular, and most are andrastian-aligned. even orzammar's belief in paragons and the stone is aligned to a religion, even if it's not andrastianism - atheism and secularism is something entirely unthinkable within a thedosian society. so of course the impact of the herald of andraste is different to the hero of ferelden or the champion of kirkwall.
but i think it's disingenous and outright insulting to insist that this was done well, or with finesse, or that the narrative tools used to convey these themes should somehow be overlooked in light of the mere presence of The Theme in the Narrative. i've spoken before on how often the writing in dai doesn't want you to think - it removes the options to argue, to present you with a statement that is The Objective Truth, as though if enough of your companions repeat the statement, it will become true. and i, myself, and plenty of people in the fandom - particularly people of colour - have been vocal about the implications around the framing of these Objective Truths, when you consider the real life analogues that these Truths are drawn from, by bioware's own admittance. that's not even touching the inherent problems with the narrative push of "imperialism is better than chaos". therefore, i cannot and do not understand responses to criticisms of dai that essentially come back around to "well, you have to understand that the dai pc is not written to be a leftist, they're written to be a centrist" - inquisition, especially, rewards conservatism specifically, as a first point. as a second point, why would having an option to have a pc with leftist or progressive views - not just progressive for thedas, but progressive according to modern values - take away from either the deconstruction of chosen one narratives or the idea of losing your identity that's pervasive throughout dragon age as a whole?
i have spoken to the blank-slate feeling to the inquisitor as a deliberate writing choice, one that people suggest is actually feeding into the themes of dai, but i argue that it's actually a deliberate writing choice so that new players come in without any opinions or experiences of the world at all, and thus become more primed to accept Objective Truths from the companions. thus, criticisms -- certainly mine are -- around the lack of options to argue with your companions stems not from wanting to be right, but from being allowed to have a different opinion. how does having a different opinion to what's publicly acceptable, or desirable, actually not enhance the themes of identity loss in dai?
yes, you cannot decide that your warden does not become a warden - but you live through the experience of becoming a warden, to show why it's necessary. you are allowed to have complicated opinions about being a warden, and act based on those opinions. yes, you cannot choose to not play as hawke, but you can choose exactly what kind of hawke you want to play - someone pro-templar, or pro-mage, or someone who starts out at one end and comes out of it the other end, someone who values family or money or status and prestige, someone who is funny or diplomatic or violent. you have a choice. and when the inquisitor doesn't have any background at all, there is no justification for why the inquisitor needs to be a centrist, or why they would be one. my circle mage pc could have been part of the rebellion. my cadash could have been someone kicked out of orzammar as a child or someone who lived in dust town before they got to the surface. the lack of backstory for the inquisitor, similar to the warden or hawke, actively weakens the story - how do you write a story about someone losing their personal identity to their growing myth/legend, when there's literally nothing that is ever establishing what they've lost? how do you write a story about someone losing their personal identity, or being subsumed by their role, when there's nothing to indicate their personhood? how much more jarring would it have been to have been proudly and loudly and unapologetically pro-mage and pro-rebellion the entire game, only to get to halamshiral and be called vanquisher of the rebel mages? all of your personal politics and values disappearing and smoothed over in such a visibly visceral way? how much more gutting would it have been to have these values, and speak to them, and argue for them articulately, and still never be able to change your companions' minds, instead of constantly being put in a position where your companions get the last word in on absolutely everything, right down to arguments about slavery with dorian? how much more intense would it have been to have had a wide array of options in dealing with main quests and situations, only to have it boiled down to one thing or one of two decisions, with all the complexities stripped from it? how can you say that being forced to be centrist as the pc is central to the story being told, and not something that actively hampers the themes dai is trying to draw on?
i especially don't know how people can insist to overlook how - as in the methods chosen here - bioware's writing team in dai pushes the deconstruction of the 'chosen one' narrative that is present throughout dragon age. inquisition choses to do this by doubling down and retconning and two-sidesing every single complexity under the sun - from suggesting mages oppressed themselves by rebelling/not every mage even wanted to be free of the circle (while offering limited voices otherwise, and making sure to clarify the voices calling for mage freedom are Evil and Bad), to blaming the dalish for being slaughtered by the exalted marches in the dales, right through to the decision to make ameridan a dalish elf and yes even the decisions made around the writing for the evanuris. and we have to be clear about it, that if the overarching themes of dragon age are deliberate, then this was also a deliberate writing choice, to further emphasise the idea that history is written by the victors, that stories warp and change over time, etc etc. the series' successes in storytelling have been around the subjectivity of absolutely everything; there is no objective truth in dragon age, there is something that happened, and then there is 50 different opinions about it. the codex entries are not objective truth, they're biased reportings from people with agendas and pre-existing beliefs and notions. you can live through the battle of ostagar, and there are still 50 different perspectives on it, and all of them valid from that person's standpoint. inquisition takes a hard swerve from this, to insist on Objective Truths, not because it was the best way to make their point - they've been making their point with subtler storytelling for years - but because it's lazy, racist, colonialist writing. and worse, still, is that this writing is then forced as Objective Truths to you, the player character, with no way to argue even when you have the knowledge, or your pc could reasonably be expected to have the knowledge to counter this information, or to even argue about the interpretation of the "Evidence" you find of these Objective Truths.
and i suppose, if it's not your stories and histories being co-opted, it's easy enough to say having those choices don't matter to the overarching theme. i suppose, if it's not your religions or cultures being borrowed and frankenstein'd into this fictional world and the religion and culture you do identify with are primarily portrayed as inherently correct and superior in a way you were never taught to question, it can seem like questioning those beliefs and opinions in your companions and in npcs is a waste of effort. it's not, but i can see how it might feel that way.
inquisition itself, as a game, does not simply deliver a theme - the narrative tools used to deliver that theme throughout the story are frankly abhorrent. on top of that, key decisions in the plot have little to no immediate, serious consequences (for example, siding with the mages or templars only really has narrative consequences for who you face at fall of haven and in the temple of mythal; there are almost no consequences for kicking the wardens out of orlais; etc etc). companion character quests revolving around whether or not to change and strive for better, or to stay with their old regressive patterns have absolutely no narrative consequences because the world re-sets to status quo. 2/3rds of your choice for divine essentially reinstate the old systems, and only one (vivienne) actually makes any systemic changes to those systems, and the game mechanic itself is incredibly slanted towards choosing the divine that brings everything back to "normal". all following mentions of the media neatly dodge the question of whether you have made any lasting change at all. all to push the narrative that change isn't really possible, because society will always go back to the status quo. and if you try to challenge that status quo, you will just make things worse, so it's better to just stay as it is. nothing matters, no change is permanent, and anything you try to do, people will warp for their own agenda anyway, because you are not you anymore, you are a caricature people will use to justify the way things are and insist it is how it must continue to be.
which is a stupid hill to die on, if you're going to defend the ways inquisition tells its story. even trick weekes themselves find it a trite and bleak storytelling mechanism. when even bioware itself is going "our next narrative will Not be that" - will even be the opposite of that, that it's bullshit not to try to change things at all - it's as good as an admission that the ball was dropped on that in the previous installment.
anyway, i just think it's actually incredibly disingenuous and insulting to address criticisms around narrative framing and the limitations of character responses and choices in inquisition as if its overlooking the story's themes, or somehow missing the point that has been staring us in the face since origins. we know the themes they intended to convey. that still doesn't mean inquisition satisfactorily delivered. which i frankly think even bioware themselves recognised and are actively trying to do better in for da4.
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demifiendrsa · 2 years
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Hades II - Reveal Trailer
Hades II will launch in Early Access for PC via Steam and Epic Games Store in 2023.
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Overview
About
The first-ever sequel from Supergiant Games builds on the best aspects of the original god-like rogue-like dungeon crawler in an all-new, action-packed, endlessly replayable experience rooted in the Underworld of Greek myth and its deep connections to the dawn of witchcraft.
Key Features
Battle Beyond the Underworld – As the immortal Princess of the Underworld, you’ll explore a bigger, deeper mythic world, vanquishing the forces of the Titan of Time with the full might of Olympus behind you, in a sweeping story that continually unfolds through your every setback and accomplishment.
Master Witchcraft and Dark Society – Infuse your legendary weapons of Night with ancient magick, so that none may stand in your way. Become stronger still with powerful Boons from more than a dozen Olympian gods, from Apollo to Zeus. There are nearly limitless ways to build your abilities.
Mingle with (More) Gods, Ghosts, and Monsters – Meet a cast of dozens of fully-voiced, larger-than-life characters, including plenty of new faces and some old friends. Grow closer to them through a variety of new interactions, and experience countless unique story events based on how your journey unfolds.
Every Run is its Own Adventure – New locations, challenges, upgrade systems, and surprises await as you delve into the ever-shifting Underworld again and again. Reveal the mysteries of the Arcana Altar, tame witchy familiars, and gather reagents using Tools of the Unseen to get closer to your goal.
The Perks of Immortality – Thanks to a variety of permanent upgrades and the return of God Mode, you don’t have to be a god yourself to experience what Hades II has to offer. But if you happen to be one, you can brave escalating challenges for greater rewards, and prove just how divine you really are.
Signature Supergiant Style – Rich, atmospheric presentation and storytelling fused with responsive action is the hallmark of Supergiant’s titles. Vivid new hand-painted environments, even smoother real-time 3D characters, and an electrifying original score make this mythic world burst with life.
Coming to Early Access
Getting player feedback through key phases of development was vital for the original Hades, so we plan to reprise that process once more, once this game is further along.
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2-dsimp · 5 months
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Danny The Boss:
Oh no. Not only is his darling a fabulous cosplayer they’re also top of the line assassin too. Get this man an ambulance because right now he was about to pass out from his hyperactive imagination of you in the wifey fit from Spy x Family. He actually has those costumes in his sacred closet and he’ll downright get on his knees and beg for you to be the Yor to his Loid.
??? The Enforcer:
You’ve brought out his inner cheerleader since now that he’s discovered that his little spark fire is a cold blooded killer. You bet that he’s gonna cheer you on like the big supportive golden retriever that he is. He’ll shower you with praise for every single name you’ve taken off the map.
Bjorn The Strategist:
For being the smartest one in the room it was ironic how he had no clue of how you were already in the business until you outright told him. The news left him baffled as he sat in his chair with the cold cup of black coffee spilling from his cup until it ran empty. He was the literal embodiment of “Wow…I need to a minute to think about this” I guess those rose colored lenses he wore for the cute barista of his really did make him blind.
Yujin The Hacker:
He actually brought the topic of you being a bounty hunter up to you and bombarded you with all sorts of questions with an excited catlike grin on his face. One day he was absentmindedly stalking you on all social media until he came across something that was a telltale sign that you were in a similar profession. He was literally bouncing off the screens of his pc monitors at the fact that you two shared something in common. And he couldn’t wait to gossip with you about it!
Koji The Medic:
He knew right from the moment he saw that his darling nurse was oddly skilled with his tools. For every “patient” that came in he couldn’t help but be impressed with how well you handled even the rowdiest of the bunch with such effectiveness without breaking a sweat. He just decided not to mention it as it wasn’t necessarily a topic he felt that needed to be addressed as it wasn’t any of his business.
Moros The Torturer:
He couldn’t help but be the mother hen he was and fret over you every time you went out on a mission. He’d constantly worry about how you were doing once you left him to his own devices. It was so bad that he was stuck in autopilot mode the whole entire day until you came back. Even while he was on duty torturing his clients targets as they screamed in agony from him pulling off their nails. All he could think about was wether or not his sunshine ate this morning.
Ossian The Sniper:
Once he found out that you were also a contracted killer from having a stakeout outside your house. Spying on you from his sniper lenses only to find you cutting at dead body and disposing it within a vacuum bag. He’d make sure to stalk you during your mission making sure not to get caught as he headshoted anyone posing a threat to you. Silently cheering you on with a sweet small smile on his face and a fist pump from a distant building. As he gushed over how badass his crush was.
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jovial-thunder · 2 months
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Downtimes, module editor, water temple
Happy summer! There's smoke in Portland but it's not too bad. Bless firefighters. Work on Lancer Tactics continues apace.
This month has been mostly focused on the largest heretofore-untouched section of the game: downtimes and the module editor for designing the sequences between combats. We're not planning on doing anything particularly innovative or new in its design — if you've played Banner Saga, Fire Emblem (gameboy versions), or Rogue Squadron you'll recognize what's going on here.
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Repair, level up, have visual-novel-style conversations with companions, do some light choose-your-own-adventuring, and pick & launch the next combat. All pretty standard downtime fare — games have pretty thoroughly explored these patterns as vehicles for narrative at this point.
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The unique thing that Lancer Tactics is offering on this front is an editor to make your own entire campaigns. Classic games like Warcraft or Age of Empires had incredible scenario editors, but making anything more than a one-mission map was solely the domain of modders. Over the last few weeks, we've gotten a full basically-visual-novel-editor working ingame where you can orchestrate NPC story arcs, clocks ticking, branching paths, and triggered events for all the stuff that happens between combats.
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All of the campaigns we ship with the game are going to be made with these same editors, which'll force us to really make sure that they're solid tools. I think it'd be very funny to someday see someone like completely ignore all the mech stuff and just make a visual novel in this engine.
There's no new preview game build this month because adding this big section of the game means too many things are under construction. I'm happy with how fast we've been able to get this going, but making ingame editors is a lot of unglamorous UI piping and data refactoring work. Fingers crossed that it'll come together enough that we'll be able to get the first version of this editor in your hands in time for the next update
Other Changelogs
Carpenter has started re-making the tutorial level from the demo in this new engine, which is pushing us to add a bunch of stuff to the combat editor. I added triggers for playing arbitrary effects on the map, moving the camera, storing arbitrary data to the battle/module states, enabling/disabling/triggering other triggers, AND/OR conditions, and putting execution limits on triggers.
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Triggers can highlight UI or actions (so it can be like "use the boost to get through!" and the boost button becomes all shiny)
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New "camera start" zone type
Added a "hotspot" zone type that has a little floating title, and plastered the names of other zones on the map (visual style stolen from some Foundry VTT modules)
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Added water, whose level can be set via the editor or triggers.
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Added unmounted pilots who can mount up into Shut Down mechs. We continue to plan to not have pilot combat be a part of the core game, but it'll be useful for scenario or scripted sequences.
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Added activation pips and template icons to the mini healthbar on units.
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A bunch more portrait editor assets from Martina, including facial hair. Here's a check Carpenter did where he tried to recreate some official Lancer art ingame. ✨
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Schedule update
Taking a look at our original date for the "bones" of the game ("finishing the battle engine, basic character creation, 2 mechs per manufacturer, and an a 'instant action' mode"), we estimated being able to get it done by the end of November. The emotional milestone for me on this front is getting the game to a complete enough state that I feel OK about swapping it in on the itch.io page.
I've been saying that the 3D cataclysm has pushed us back back about 3 months, and I think that's still holding true. Carpenter and I haven't officially made the call yet, but I think it's likely we'll need that time to port more mech content; here's a graph they made that shows about where we're sitting on the PC and NPC mechs for the "bones" target in terms of mechanics and action icon/sprite. 
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(This data is pulled from a big table they made that includes ALL talents/gear/traits where we've been marking things off as we've implemented them. Very handy for tracking where we are.)
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That's all for now. Tata!
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imsobadatnicknames2 · 8 months
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What's OSR? I've seen you mention it several times in your RPG posts. Is it like a genre of rpg or...?
Hey, sorry I took so long to reply to this lol you probably already just googled it by now.
But like. Anyway.
OSR (Old-School Revival, Old-School Renaissance, and more uncommonly Old-School Rules or Old-School Revolution, no one can really agree on what the R means) is less like a genre and more like a movement or a loosely connected community that seeks to capture the tone, feel and/or playstyle of 70's and 80's fantasy roleplaying games (with a particular emphasis on old-school editions of Dungeons and Dragons, particularly the Basic D&D line but pretty much anything before 3e falls under this umbrella), or at least an idealized version of what people remember those games felt like to play.
There isn't exactly a consensus on what makes a game OSR but here's my personal list of things that I find to be common motifs in OSR game design and GM philosophy. Not every game in the movement features all of these things, but must certainly feature a few of them.
Rulings over rules: most OSR games lack mechanically codified rules for a lot of the actions that in modern D&D (and games influenced by it) would be covered by a skill system. Rather that try to have rules applicable for every situation, these games often have somewhat barebones rules, with the expectation that when a player tries to do something not covered by them the GM will have to make a ruling about it or negotiate a dice roll that feels fair (a common resolution system for this type of situation is d20 roll-under vs a stat that feels relevant, a d6 roll with x-in-6 chance to succeed, or just adjudicating the outcome based on how the player describes their actions)
"The solution is not on your character sheet": Related to the point above, the lack of character skills means that very few problems can be solved by saying "I roll [skill]". E.g. Looking for traps in an OSR game will look less like "I rolled 18 on my perception check" and more like "I poke the flagstones ahead with a stick to check if they're pressure plates" with maybe the GM asking for a roll or a saving throw if you do end up triggering a trap.
High lethality: Characters are squishy, and generally die much more easily. But conversely, character creation is often very quick, so if your character dies you can usually be playing again in minutes as long as there's a decent chance to integrate your new PC into the game.
Lack of emphasis on encounter balance: It's not uncommon for the PCs to find themselves way out of their depth, with encounters where they're almost guaranteed to lose unless they run away or find a creative way to stack the deck in their favor.
Combat as a failure state: Due to the two points above, not every encounter is meant to be fought, as doing so is generally not worth the risk and likely to end up badly. Players a generally better off finding ways to circumvent encounters through sneaking around them, outsmarting them, or out-maneauvering them, fighting only when there's no other option or when they've taken steps to make sure the battle is fought on their terms (e.g. luring enemies into traps or environmental hazards, stuff like that)
Emphasis on inventory and items: As skills, class features and character builds are less significant than in modern D&D (or sometimes outright nonexistent), a large part of the way the players engage with the world instead revolves around what they carry and how they use it. A lot of these games have you randomly roll your starting inventory, and often this will become as much a significant part of your character as your class is, even with seemingly useless clutter items. E.g. a hand mirror can become an invaluable tool for peeping around corners and doorways. This kind of gameplay techncially possible on modern D&D but in OSR games it's often vital.
Gold for XP: somewhat related to the above, in many of these games your XP will be determined by how much treasure you gather, casting players in the role and mindset of trasure hutners, grave robbers, etc.
Situations, not plots: This is more of a GM culture thing than an intrinsic feature of the games, but OSR campaigns will often eschew the long-form GM-authored Epic narrative that has become the norm since the late AD&D 2e era, in favor of a more sandbox-y "here's an initial situation, it's up to you what you do with it" style. This means that you probably won't be getting elaborate scenes plotted out sessions in advance to tie into your backstory and character arc, but it also means increased player agency, casting the GM in the role of less of a plot writer or narrator and more of a referee.
Like I said, these are not universal, and a lot of games that fall under the OSR umbrella will eschew some or most of these (it's very common for a lot of games to drop the gold-for-xp thing in favor of a different reawrd structure), but IMO they're a good baseline for understanding common features of the movement as a whole.
Of course, the OSR movement covers A LOT of different games, which I'd classify in the following categories by how much they deviate from their source of inspiration:
Retroclones are basically recreations of the ruleset of older D&D editions but without the D&D trademark, sometimes with a new coat of paint. E.g. OSRIC and For Gold and Glory are clones of AD&D (1e and 2e respectively); Whitebox and Fantastic Medieval Campaigns are recreations of the original 1974 white box D&D release; Old School Essentials, Basic Fantasy and Labyrinth Lord are clones of the 1981 B/X D&D set. Some of these recreate the original rules as-is, editing the text or reorganizing the information to be clearer but otherwise leaving the meachnics unchanged, while others will make slight rules changes to remove quirks that have come to be considered annoying in hindsight, some of them might mix and match features from different editions, but otherwise they're mostly straight up recreations of old-school D&D releases.
There are games that I would call "old-school compatible", that feature significant enough mechanical changes from old-school D&D to be considered a different game, but try to maintain mechanical compatibility with materials made for it. Games like The Black Hack, Knave, Macchiato Monsters, Dungeon Reavers, Whitehack, etc. play very differently from old-school D&D, and from each other, but you generally can grab any module made for any pre-3e D&D edition and run it with any of them with very little to no effort needed in conversion.
There's a third category that I wouldn't know how to call. Some people call then Nu-OSR or NSR (short for New School revolution) while a small minority of people argue that they aren't really part of the OSR movement but instead their own thing. I've personally taken to calling them "Old School Baroque". These are games that try to replicate different aspects of the tone and feel of old-school fantasy roleplaying games while borrowing few to none mechanics from them and not making any particular attempts to be mechanically compatible. Games like Into the Odd, Mörk Borg, Troika!, a dungeon game, FLEE, DURF, Songbirds, Mausritter, bastards, Cairn, Sledgehammer, and too many more to name. In my opinion this subsection of the OSR space is where it gets interesting, as there's so many different ways people try to recreate that old-school flavor with different mechanics.
(Of course, not everything fits neatly into these, e.g. I would consider stuff like Dungeon Crawl Classics to be somewhere inbetween category 1 and 2, and stuff like GloG or RELIC to be somewhere imbetween categories 2 and 3)
The OSR movement does have its ugly side, as it's to be expected by the fact that a huge part of the driving force behind it is nostalgia. Some people might be in it because it harkens back to a spirit of DIY and player agency that has been lost in traditional fantasy roleplaying games, but it's udneniable that some people are also in it because for them it harkens back to a time before "D&D went woke" when tabletop roleplaying was considered a hobby primarily for and by white men. That being said... generally those types of guys keep to themselves in their own little circlejerk, and it's pretty easy to find OSR spaces that are progressive and have a sinificant number of queer, POC, and marginalized creators.
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thebleedingwoodland · 3 months
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THE SIMS 3 TUTORIAL
HOW TO CREATE DEFAULT REPLACEMENT MOD USING CUSTOM MESH & TEXTURE FOR SIMPLE OBJECT
⚠️ Tumblr has 30 pictures limit, so I cannot include too many pictures. If you want to zoom in the pictures, click the pictures to enlarge, or save the pictures into your PC, zoom the pictures on picture viewer or zoom in the pictures on your mobile phone. ⚠️
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I create this tutorial to make easier to follow because there are older tutorials available before but scattered on internet and usually only say "Export to replace s3asc" without explaining how to export the edited object properly.
My method is using TSR Workshop instead of exporting the object using Sims 3 Object Export/Import plug in because exporting to replace the s3asc using that plug in always giving error notification "ERR: Model has 1 groups; original had 0" and cannot be exported.
For beginners who are very new using s3pe and haven't created default replacement mod before, better start from simple object first.
Simple objects I mean in-game object that has single MODL and single texture with no morphs, no GeoStates, no presets, no CAS colour channels, and easily cloned from OBJD on catalogue. Usually as utensils that Sims holding in their hand, not buy/build objects. For example: Pencil, pan, fork, spoon.
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Tools to prepare:
s3oc
s3pe
Milkshape 3D for bone assignment (Version I use 1.8.5 beta, discontinued by its developer, therefore feel free to download the full version with its license key provided).
Sims 3 Object Export/Import 1.01 by Wesley Howe (Milkshape plug-in. Download msS3ObjPluginsV101.rar ) 
TSR Workshop (Older version for TS3 only version 2.0.88)
TSR Workshop plug-ins for export.import TSRW Object.
3D Program (Blender/Maya/3dsMax)
Editing images software (Photoshop, make sure you have to install .dds plugin by Nvidia. For free software alternative, you can use GIMP with its .dds plugin)
This tutorial will not teach you how to:
Meshing object ❌
Create alpha texture ❌
Change thumbnails in-game ❌
Install programs and plug-ins ❌
This is how I created Chinese chopsticks replacement mod using custom mesh and texture.
In summary, this tutorial has 10 steps:
Step 1. Clone the Object using s3oc
Step 2. Open S3PE to Copy the Original Resource Code and Export the Files
Step 3. Export the Original Mesh as Base Mesh to .obj format
Step 4. Create Your Custom Mesh
Step 5. Bone Assignment & Create Group
Step 6. Create custom Texture
Step 7. Import the .wso of Edited Mesh on TSR Workshop & Export the package
Step 8. Export MODL file from Package saved from TSR Workshop
Step 9. Finalizing in s3pe & Replacing the Original file with Edited File & Correcting the Code As Same As Default Code
Step 10. Test the CC in your game.
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✳️ Step 1. Clone the Object using s3oc
Before cloning the object, check the Game Folder for in-game object file location. Settings > Game Folders...
Take a look if the Base Game or Expansion Pack for object file you want to clone is in the right folder. For example, my The Sims 3 game are all bought from Steam, so the location is D:\SteamLibrary\steamapps\common\The Sims 3
If you want to clone object from Expansion Pack, make sure input the folder location. For example, the location for World Adventures EP is D:\SteamLibrary\steamapps\common\The Sims 3\EP1
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If you are done, close the pop-up box. You can continue click Cloning then choose Normal Object...
Wait until you get the whole catalogue. Click Search...
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For example, I clone object from World Adventures Expansion Pack. You can clone object from Base Game or other Expansion Packs as long it is considered as "utensil" that Sim holding on hand. For example: "Pencil" or "Pan"
Search for text: chopsticks
or if you want to clone object from Base Game, search: utensil
Tick check marks for Resource Name, Object Name, Object Desc then click "Search button"
Search result gives you results with name "chopsticks". Here is the object we are looking for: UtensilChopsticks
We need the OBJD file to clone. OBJD = Object Data.
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Click "Clone or Fix" at the right bottom. Then you see the next page to determine if you want to clone with renumber or not. If you want to make default replacement, then do not check the Renumber box. Keep it blank.
Tick check box means the s3oc will generate new resource code for new item. Not tick the check means the s3oc will overwrite the same resource code, it is to replace object you cloned in-game.
I am personally a detailed person, so I usually tick as many as I want: tick "Deep clone" "Missing String Tables" and "Include Thumbnail" to include more details. Then click "Start" to proceed.
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It will give you file name [CreatorName]_ObjectName_Number
Then save your package file in "DBPF Package" format in your project folder. Always make folder for any file to make everything organized.
✳️ Step 2. Open S3PE to Copy the Original Resource Code and Export the Files
Open S3pe, locate your package file you cloned from s3oc. Find the MODL of Utensil Chopsticks, Right-Click, "Details..."
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On Resource Details, click "Copy TGI" to copy the Resource Code. Type, Group, and Instance will automatically be copied on clipboard. Then open Notepad, Right-Click to "Paste".
Click GRID on bottom of the s3pe (I mark it red on picture), it will give you pop-up box with Data Grid. Click "Resources", it will be highlight blue and there's 3 dots button appeared on the right side. Click the 3 dots button. It will give you TGI Block List Editor.
Inside MODL's TGI Block List Editor only has IMG. You may wondering why, but that's how the game coded. Type, Group, Instance of _IMG inside TGI Block List Editor should be the same as _IMG on the package.
Copy the TGI, Group, Instance to your Notepad.
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After you copied code of MODL, do the same for the texture image (_IMG), but only copy the code from Resource Details. You cannot edit TGI Block List Editor for _IMG as the Grid button for _IMG is greyed out.
The main task is the code of your edited mesh and texture should be the same as the code you copied now from original package you cloned with s3oc.
Keep the code on notepad. You will need this code later.
Export the MODL file. Right-Click, "Export to s3asc". The file appears in long string such with name for example: S3_01661233_08000001_B619DB2238C3430B%%+MODL_filebase
Do not rename the file. Save.
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Export the texture file. Right-Click "Export > To File..." The file will be saved in .dds format. Do not rename the file. Save.
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✳️ Step 3. Export the Original Mesh as Base Mesh to .obj format
Open Milkshape. Import the s3asc file you saved before.
More steps click spoiler tag "Read More / Keep Reading" below
File > Import > Sims 3 Object Import v 1.01 by Wesley Howe
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Locate the s3asc file, then the original chopsticks mesh appears.
Click the "Joints" tab. It has 4 codes. Check box "Draw vertices with bone colors" It will show Bone Assignment colors on the original mesh. Yellow on top chopstick and light blue on bottom chopstick. The colours are to make the object has rig and movement following the Sim's interaction.
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Take a look at the 4 codes on Joints Tab. You can play around to see which colour of the code will appear, after that copy paste the code to Notepad to make it easier to comprehend.
Click Select from Tools menu, Select Options: Face. On "Right/Left/Top/Bottom 2D View", Left-click make selection of one part of chopsticks. While the part of object being selected (Red), click Joints then Choose "Assign".
0x96239247 --> Yellow 0xFEAE6981 --> Purple 0xCD68F001 --> Light Blue 0xD0DECA8E --> Red
Your edited mesh must have the exact same Bone Assignment colour later. Check again if the code and colour are correct.
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You can save object mesh as .obj to other 3D software such as Blender or any other 3D software.
✳️ Step 4. Create Your Custom Mesh
Use the original .obj as base model. While you can create longer mesh or any edited version as you wish.
Make sure the scale and position of the edited mesh is same as base original mesh, because the edited mesh will be used on Sim's hand.
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If you are done editing the mesh, export the UVmap.
You can export the uvmap in higher resolution, as long as it is Power of 2. 64x64, 128x128, 256x256, 512x512, 1024x1024, 2048x2048, 4096x4096. I export in 1024x1024 pixels to make the size of texture larger and have more details.
Then export the mesh object in .obj format.
✳️ Step 5. Bone Assignment & Create Group
Open Milkshape. Import the original mesh.
Check the Groups Tab. Original mesh has 1 group, "group 00". Group 00 means it is the main mesh. There is no shadow beneath the object.
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Import the edited mesh as .obj file.
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My edited mesh has one single name "default" name on the Group Tab. While edited mesh may have a lot of file name scattered on Group Tab. Regroup the file name to simplify your edited mesh into one single name. Select > Regroup.
The main task is replacing the EA's original mesh with your edited mesh.
Before you delete anything, you must do Bone Assignment first to the edited mesh you created.
Your edited mesh does not have Bone Assignment, so it appears white.
Remember the 4 codes you copied earlier in Notepad.
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Copy Bone Assignment from original mesh to your edited mesh.
This case, your want to Bone Assign Yellow colour.
Select > Face to select one part of chopsticks of your edited mesh. On Joints Tab, double click the appropriate code 0x96239247 in blue highlight then the code box on the right side of "Rename" will appear 0x96239247. Make sure the code is correct. Then you can click "Assign".
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Your edited mesh will appear in Yellow colour. Then do the same for another part of chopsticks.
Select another part of chopsticks of your edited mesh. On Joints Tab, double click the appropriate code 0xCD68F001 in blue highlight then the code box on the right side of "Rename" will appear 0xCD68F001. Click "Assign".
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Your edited mesh will appear in Light Blue colour.
Then what's the other code for? With colour purple and red?
Leave them. Let the codes have the same exact codes as appear in original mesh and let the colours only assigned Yellow and Light Blue. The colours are to determine rig for interaction in-game, which only use Yellow as upper part of chopstick and Light Blue as bottom part of chopstick.
You can safely delete the original mesh with name group00 until it remains your only your edited mesh.
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Rename your edited mesh to group00. Type group00 on the box then click "Rename" on the left side.
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Export to TSRW Object in .wso format. .wso is format with bone assignment on object attached.
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Save your .wso in your project folder.
✳️ Step 6. Create custom Texture
Import original texture you exported from s3pe to your editing image software.
Look at the original texture made by EA. 32x64 pixels. It is very low resolution, blurry and stretched, because the texture should be compressed as low as possible by game designer. As player you want it has higher detail to look realistic as possible and your PC of course can handle high resolution content, sure you can make the resolution much higher than EA's.
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Import the UVMap you saved from 3D software. For example, UVmap I imported has 1024x1024 resolution. Add your custom texture. Then save it to .dds format in the same name as original texture. Save in separate folder, name it "Edited Texture" to keep it separated from original texture.
✳️ Step 7. Import the .wso of Edited Mesh on TSR Workshop & Export the package
Open your TSR Workshop.
Create New Project > New Import >Next...
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Then Browse original mesh by EA in package format in your project folder.
On Open file box, you cannot see .package file because the filter is .wrk (TSR Workshop Project). Choose the .package dropdown.
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Then you can see .package file.
Open the .package. After the file is located, then Next. On Project Details I usually skip without giving name of Project Name and Title. Next.
You must have seen green land with white blank sky.
Where's the mesh? It is actually there... just being zoomed in too close. You need to zoom out by scrolling down mouse.
You can see the original chopsticks mesh by EA. You can save the project file in .wrk format. After you save the file, import the .wso of your edited mesh. Mesh tab > High Level detail. Click green arrow folder icon to import. Then your edited mesh will appear replacing the original EA mesh.
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As you see, the texture is messed up because the texture is still using original EA's texture. But then you check Textures tab and it has blank dropdown...
I cannot change the texture on this TSR Workshop!
Don't worry, we can replace the texture on s3pe later.
No need to change anything other than importing mesh. Click Edit > Project Contents to save as package.
You will see pop up box with number or files DDS, FTPT, LITE, MODL, OBJD, OBJK, etc. Export > To. package. Give name such as "EditedChopsticks_TSRW"
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✳️ Step 8. Export MODL file from Package saved from TSR Workshop
Open S3PE, File > Open package "EditedChopticks_TSRW" that you saved from TSR Workshop.
Export MODL. Right-Click, export. It gives you file name with [StringOfNumber] .model .
Save it on project folder. Keep it organized and separated from original MODL. Name the folder "Edited MODL". Do not rename the file.
✳️ Step 9. Finalizing in s3pe & Replacing the Original file with Edited File & Correcting the Code As Same As Default Code
Open s3pe, File > Open original package that you cloned from s3oc. [CreatorName]_ObjectName_Number
Find the MODL. Right-Click > Replace...
Locate to your edited MODL with filename .model .
Then click Open.
The original MODL of the package should be replaced with your edited mesh.
Do the same for the texture.
Locate to your edited texture with filename .dds
Then click Open.
The original texture of the package should be replaced with your edited texture.
Take a look at MODL's Type, Group, Instance. It has the same code as original MODL in the original package cloned with s3oc (because it has been replaced)
Don't forget to see the code inside TGI Block List Editor.
Repeat step 2 how to check the code. Right-Click on MODL/IMG > Details... and click GRID > Resources > TGI Block List Editor.
The Type, Group, Instance of the _IMG are different compared from IMG from original package clone, which means that is the evidence of edited mesh replaced the original.
Rename the Instance with default/original Instance you copied on notepad from Step 2. Type, Group, Instance should be the same as default/original Type, Group, Instance.
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Open notepad with resource code you copied from Step 2. Make sure the Type, Group, and Instance are all the same.
If the codes are the same, then your edited mesh and texture will overwrite the default mesh and texture with the same code in the game. Save, Commit, Save the package.
Check again if the texture is replaced properly. Right-Click on _IMG > ViewDDS.
ALTERNATIVES!
Yes, you can delete unwanted files in your edited package, to keep the package clean. Simply Right-Click>Deleted.
The only files needed in package are: MODL, _IMG, _KEY
They are the only files with your edited mesh/texture including codes to overwrite the default codes.
You can Start new fresh blank s3pe. Right-Click>Import from file...
Locate your edited MODL and _IMG (texture) file.
On Resource Details box, tick mark "Use resource name" > OK.
Make sure all the Type, Group, and Instance of MODL and _IMG including in the TGI Block List Editor are all the same as the code in original package.
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Save the package.
✳️ Step 10. Test the CC in your game.
Put the package to your CC folder in your The Sims 3 document folder to see if the CC is working or not.
If the CC is working as your intended, with your custom mesh and texture, then test the animation. Are the chopsticks animation working as the same as original EA's? If the animation are working well too, then congratulations!
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Your default replacement are working. Give applause to yourself. 👏
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QUESTIONS!
Q:
Can I use this tutorial for making default replacement for buy/build object?
A: This tutorial covers basic method of using TSR Workshop and replacing the default codes (Type, Group, Instance), so you will understand the basic principle of doing default replacement mod.
Keep in mind that different object has different case. Buy / build object has MLOD (not just MODL) more than one, texture images more than one, has presets, and CAStable colour channels.
The TGI Block List Editor for buy/build object has a lot of codes, so have to spend a lot of time to do trial-and-error to make the default replacement working properly, because a lot of times the texture doesn't work (still using default EA's texture), or when the object appears right with your edited mesh and texture, after you choose the presets, the object reverts back to your edited mesh with default EA's texture.
Q:
Help! The texture is black! / still using same EA's texture when tested in the game!
A: The texture codes must be not the same. Check the Type, Group, Instance of _IMG. Do the codes are the same like codes in original package? Check the TGI Block List Editor for MODL, is the _IMG inside has the same Type, Group, Instance as in original package.
Q:
Help! The object disappears when tested in the game!
A: You must be replacing OBJD in your package. Do not replace OBJD. Just MODL and texture only.
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askagamedev · 24 days
Note
From past responses you clearly have some experience with the console cert process. I was wondering: why do so few games offer cross platform play? Does the cert process become disproportionately more difficult when communicating to other systems becomes involved? Or is it just a difficult feature from a purely engineering pov? Thank you!
There are two major groups of hurdles to crossplay - technical and political. Both of these issues were primarily ironed out by Epic in late 2018, and then they opened up the doors for everybody else by releasing their set of crossplay tools and tech to the public for free.
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On the technical side, the various walled garden networks - PSN, XBL, Nintendo Online - each have their own set of protocols, ports, technology, etc. They do not talk to each other or transfer information in the same way. There's a good reason for this - they weren't built by the same people or using the same technology, so their internal workings are all different. In order to solve this, the any third party developer needs to build a system that can take data from any supported service and translate it in real time so all players on other platforms understand what's happening in the game. This requires a fairly hefty engineering effort.
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On the political side, console platform networks are walled gardens that generate a lot of revenue for the platforms. Every sale within that walled garden typically earns the platform owner a 30% cut. This is why they can afford to sell game consoles at a loss, they hope to make it back from their users. Allowing other players on other platforms to play with their users takes away from their exclusivity. This attitude permeates their certification rules, which are then enforced on all third party developers. Even now that crossplay is allowed, there are a lot of rules in place about things like communication between platforms (e.g. Rocket League was not allowed to let Playstation players communicate with PC players because of potential content ratings).
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In 2018, Epic pushed to allow crossplay for their lifestyle game juggernaut Fortnite. Microsoft had already been dabbling in that arena by allowing Xbox to play with PC players (since most players ran on Windows anyway, so they were both Microsoft platforms), but Sony refused. Epic smoothed this over by paying Sony a significant sum of money to 'make up for lost revenue' and developing their own tools and technology to handle the technical issues of allowing crossplay. Sony begrudgingly agreed, so Fortnite went crossplay. Then, in typical fashion, Epic released their entire suite of crossplay tools to the public for free. Games like Dauntless and Rocket League soon followed to crossplay, and by 2019 Sony had changed their stance to accept crossplay.
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The Dollhouse Diaries
Real Life In Plastic Tip #6:
ෆTime Management for Neurodivergent Girly Girls and Boujie Hyperfemmesෆ
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This is the pretty girl era of having time management under control. The key is to learn how to live in the moment while also being discipline enough to move on to the next task as needed. I know that sentence was as daunting to read as it was for me to write ૮꒰ྀི⊃⸝ ⸝ ⸝⊂꒱ྀིა I guarantee I gotcha *Chaeyoung voice*
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First Things First: Go 1 Week At a Time!! (every 3 days if an entire 7 is too much or your schedule is unpredictable, like mine)
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Build a simple list of all the things you have to do and that you would like to do. Its much easier to get it all out on the table so you can donate more of your brain power to sorting things, rather than holding things.
Put all of the things listed on a calendar: Most important first things first! This means things like health appointments,work schedule, birthdays, holidays that you celebrate, classes, or anything that involves not only your time but other’s as well. Then after that put the elective things second; Nail appointments, shopping trips, dates with friends, etc. Lastly, put the things you would like to incorporate into your daily routine; We talking skincare, any hobbies you may have like drawing/painting/sculpting/reading/blogging, any form of exercise, etc.
Once the week or however much time you have scheduled out is done on your overall calendar, then its time for marrying it to your life.
Marrying your schedule: Planner apps, Physical Planner, Dry Erase Boards and Bullet Journals
Choosing your medium at keeping up with your schedule is very important. You may have to try them all before you get comfortable with something. I have tried them all and I’ve found that the main one that truly stuck with me was the app/website Notion. I like it because its fully customizable and you can use it at your own pace. Every week or every day may not be super eventful and so it drops the guilt and shameful feeling of not filling up pages every single day.
Here is what all I use and the way I use them:
Notion <3 I use it as my overall journal. I use the apps on my ipad/phone to check if I’m not home and I can use the website on my PC when I’m home and relaxing. I like it because its very versatile. Think of it as a digital journal combined with similar mechanics of tumblr. I use it for literally everything. There are a lot of videos that can show off all of the cool things Notion can be used for but this is the video that personally helped me learn it quickly
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Bullet Journals <3 I have about 3 journals and I love them because I get to customize things with cute stickers and it gives very fun scrapbooking vibes. Because I use Notion as a all over planner I can use my BUJO’s for more fun and creative things. I usually use these for all of my cute ideas and things thats in my mind and aesthetic wishlists and such. Its very therapeutic to take time out to be kawaii and glamorous and just put cute thoughts on to paper! I mainly use it for kpop inputs, my fav shows, wishlists, dates and etc.
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Dry erase board <3 I use this as a overall daily top important to-do list! Sometimes I dont always open my notion if I dont have anything extremely important coming up but there may be some things I need to keep on my mind to do for that day. The way my neurodivergency is set up I need to keep the most important things always in my face or I could forget everything. So, I put things on there like get a new tire, pick up order from bath & bodyworks, put clothes in the dryer, wash dishes, and etc. Daily tasks like that usually goes on my dry erase board
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Remember at the end of the day dont be too hard on yourself and your schedule! Move at your own pace and always set yourself up for success. Scheduling is ideally suppose to calm you and be a tool to improve your life; not stress you out. If at any point you begin to feel overwhelmed just stop and recenter yourself and your life. I felt overwhelmed at first myself and that was because I was trying to keep up with a hyper organized and productive version of myself that I needed to give more patience to develop. Let this come organically to you and not because you are trying to keep up with what u feel everyone else is doing, or to the future self you are going to inevitably become. Happy scheduling, Dollmate!
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stanwixbuster · 1 year
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jynx absolutely fascinates me as a game dev because they're like. inspiration but in the opposite way of literally everything they've ever done
jynx decided they want to make touhou-like shmups, and decided to approach this by building most patterns around extremely fast bullets relying entirely on player reaction or having already seen a pattern before, infamously the most disliked and player-antagonistic way of approaching bullet hells
jynx added a great iteration on touhou-like shmups with flash bombing, an infinitely regenerating way to clear bullets if you put yourself in active danger in contrast to the use of bombs as a safe but finite resource, and then made sure you could only use it if you aren't focusing your shots, which you spend over 90% of a touhou-like doing
jynx created "absurdly extra" stages just as a complete fuck you to the player. half of them are humanly impossible to complete
jynx's version of character development is to add more characters. jynx will drop one of the most fascinating backstories you've ever heard that has groundbreaking and sweeping impacts on len'en lore, yet somehow being entirely consistent with it, and then proceed to do literally nothing and minutes later introduce another character with one of the most fascinating backstories you've ever heard. len'en has 40+ characters and all of them have been in perpetual Big Things Are Coming hell for over half a decade
jynx has spent over an alledged 15 years working on the world and lore in mugenri and the outside world, desperately wants to share this and continually mentions the short stories and lore dumps they write, which we never see, because they have somehow convinced themself the only way to show this story is through touhou-likes, which are notable for showing "story" as an excuse for people to shoot bullets at each other
jynx treats feature creep like an arms race. there isn't a single idea they come up with that doesn't end up in a game or is planned to at a later date. len'en 4 is still technically unfinished despite it having enough paths to dwarf all the previous len'en games combined thrice over and featuring the entire cast of the series in it (i will stress again, 40+ characters), and they've promised a dlc with even more stuff to do
jynx wanted to make a mobile cafe management simulator after having made nothing but bullet hell shmups on pc, just because it sounded fun, realised their previous tools couldn't make mobile games well, realised they'd be going in entirely blind on a new tech stack, realised they'd be going in blind on a genre they have no experience with, decided to tag on a second entire game to the cafe management with a turn-based rpg, realised they also have no experience with that genre, continued anyway, learnt how to use unity from the ground up, realised the multitude of issues unity development brings, decided every single character also needed to be in this one with unique boss battles, realised the problems of having 40+ character assets and 5min+ music themes in a mobile game that very infamously is a platform you need to stick to strict asset and tech limitations, decided to stream in assets from a server, made it a live service game because it would be online and that was an obvious next step, stuck through it, totalling in five years of dev time to make a full "gacha" game that is generous beyond belief and makes them a net zero in ad revenue vs server costs
jynx iterates nothing. literally everything you see in their games is the first go and if it sucks, too bad
jynx creates all their music with default fl studio sounds and the touhou trumpet. everything's unmixed. they earnestly believe that loud = better
jynx, allegedly, "blacks out" when making music after hitting some kind of flow state, and wakes up with a complete track. like everything else, these are never iterated on
jynx wrote the entirety of len'en 4's 100,000+ word script in one week. i don't even have a funny comment for this one
jynx doesn't think len'en would fit the format of a visual novel despite the fact len'en 4 has a 100,000+ word script
jynx refuses to collab with anyone for any reason. motives unclear
jynx did three 12 hour back-to-back livestreams crunching to finish book of the cafe. literally no part of this is a good idea
jynx is like the quintessential representation of everything you shouldn't do as a game dev. they should have burnt out years ago and been remembered as nothing but a random quirky touhou ripoff that was an interesting yet janky interpretation but ultimately went nowhere and YET here we are coming in to len'ens decade anniversary
how the fuck is jynx a real person. why am i so obsessed with everything they've ever made
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uhcasual · 22 days
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drawing prog stuff
here's prog on the day in Yiling drawing! I like this kind of stuff so here anyone goes if ur interested. Most of these were taken on my phone of my pc's screen so apologies for that orz
(am not very well-practiced in coloring anything to say the least so was taking lots of pics to compare stuff along the way. Also severely out of practice when it comes to drawing in general, it's been years)
Used Paint Tool SAI for everything but the "post-processing", which I did in Photoshop.
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Final pic
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Original reference (very straight, time to homo-fi)
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Sketch phase! Hair's a mess because I couldn't figure out where I wanted the strands to go, so just drew them everywhere to get an idea of it
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Lineart phase! I'd call this rough lineart phase now but I actually thought this lineart was fine. Idk how to do lineart (and still don't)
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Base colors done! Plus some shadows on WWX.
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Highlights on hair for Wei Wuxian and Lan Zhan, plus some shadows for A-Yuan.
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Highlights and shadows for all complete! Didn't like how the highlights looked on WWX's hair so severely desaturated them. Later ended up regretting this because I just added different kinds of highlights.
At this point I messaged my friend and asked her if she thought A-Yuan looked like a demon child from a 1930's children's book, to which she responded with yes 😭 so time to redraw
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Sketch phase of A-Yuan redraw!
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Redraw finished! (Minus colored in eyebrows)
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At this point I realized Wei Wuxian's hand didn't make any sense. Redraw time!
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After around 5-8 different renditions this is what worked (finally). After this trial realized that I only know how to draw left hands so bought an articulated (right) hand mannequin model right after. Too many hours were spent on this.
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Ice cream time! This is before the extra swirls. Gave it a happy face (was crying in the original line art).
Most of the other coloring was done utilizing the lineart but this, A-Yuan's face, and Wei Wuxian's hand were done freehand. Ngl I've never drawn food before so of everything in the pic am most glad that the ice cream finally ended up looking like ice cream even though it's just a dumb reference
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Finally!! It's done!!! Friend pointed out that it looked empty without a background.
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Background time!!!!
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Day 2 of background time
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Background good enough, I gave up. Was gonna add more layers and make it more realistic but attention span is short and wanted to do something else. Moved over to photoshop
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All done! Added light and shadows to interact with the rest of the picture, and added some canvas effects to the background buildings and tree to fade them a bit. Lights and shadows done with overlay layers of various settings.
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wjbs-bonkle-au · 1 month
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Toa Khera re-re-redesigns; since they're no longer restrained by needing to work as characters in an game (since I'm no longer planning on making Bionicle Heroes DS PC or Bionicle: Legend of the Toa Khera), I did some more interesting things with their Toa Tools. Also I might come up with some actual lore for them at some point.
The colours are inspired by my secondary-element palettes (though not exactly the same), hence why the Sonics one is metallic blue and the Lightning one has yellow eyes.
(A live-updating list of stuff I use can be found here, feel free to suggest anything not on that list via my askbox.)
More angles of the base build are below (along with credits for all the custom parts used to make the base build, plus the masks and accessories).
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Head, neck, torso, chestplate and lower legs by @valtarshol (parts available here)
Forearms, hands, feet, shoulders and thigh armour by @nattarthetimedragon (parts available here)
Waist-articulation and side-of-chest balls by @orc3dprint (parts available here)
Most of the masks used are from Rothanak's pack (namely the Sonics, Iron, Plantlife and Gravity ones, as well as the Iron one's arm-gears and metal ball thing) and the Galvapack (namely the Lightning and Plasma ones). The Plantlife and Magnetism Toa's weapons are from my 8/10 pack.
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