#This was a really fun exercise in trying to understand 3d forms moving in a space
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[ID: Stanford Pines standing with a cup in his hand a smile on his face, spinning around as though he’s trapped in a microwave.]
#I wanted to spin him around in my mind and so I visualised it#This was a really fun exercise in trying to understand 3d forms moving in a space#As you can tell#It is rough#But it was fun!#So do the idea in your head#and have fun :^]#stanford pines#gravity falls#fordsy#ford pines
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hello, I hope you're having a good day <33 I saw your recent post on my dash and I was STUNNED at the animated scene! It's insane to me I get to see your characters animated. Feeling blessed to be alive to see it, I am not exaggerating. You know, one of these times where you wake up and things are a little bumpy in your life but there's one thing that shines brightly you didn't know it could give you so much excitement? Yeah, that kind of thing ((:
I took my time for the past hour to reminisce over your blog again. It is one of the places I really love scrolling through and reading your writing. I had a question, if you don't mind me. The way you have improved is truly admirable. I know this might not be an easy ask to say "hey, how did you learn how to paint", so I'll ask this instead: I don't know how long you've been working full-time in art, but when do you make time for studies / drawing for fun? If it's not too much to respond to, how do *you* study? I remembered your posts with your redlines and wanted to ask how do you go about those, or if you switch your routines based on your needs (sketches vs speed painting backgrounds etc). The notes there were very interesting, seeing the mental exercise.
Pretty sure you have a fKTON of stuff on your plate, so please don't feel obligated to respond quickly or even at all. Thank you in advance for taking the time to read my message and for all the time you take to respond in general. Love reading your responses <3
Take care, ok? <3
I'm glad the animation made you feel better! I'll put the answer under the Keep Reading thingy.
I'm not entirely sure... I think I don't study as much as I should/could. I mostly learn as I go. Standalone studies are helpful, I'm just drawn to doing things that are more fun/satisfying to me or things that actively progress my creative goals. Imperfect illustrations for my stories, and incomplete research for worldbuilding! Many people learn faster than I, and those people do a lot more studies than I, but I have no info on whether they have more fun than I. Dopamine is rocket fuel, so it's important. :)
I'm always on the lookout for reference pictures, but I study almost only when I have a practical goal in mind, I guess. Studying is part of my job too, I think? As an indie concept artist I'm supposed to build a hoard of references and pull several new/sensible things out of them, and I think part of this process is understanding the material, and revisiting even what I already know. Illustration is similar. If I'm commissioned to draw an anthro alligator, it's time to study gators. It's not separate from work.
I mean, straightforward version: I wake up at 03:30, make coffee, and start working for myself until the paying work starts, lol. Brain is fresh before noon, and tired late in the evening just like everyone else's. It also helps that the city more or less shuts up at 4am.
The studies with the redlines... I do them when I fancy drawing characters or creatures but feel out of shape. I can get discouraged, feel like I forgot how to draw. I sketch if I plan to sketch, and paint if I plan to paint or want to study colors Drawing live models helps. Studying videos of people and things in motion. Hopping down rabbit holes about how/why things work (e.g. flintlock, Davy lamp, mansard roof). Drawing from refs. Hoarding refs. Trying different mediums (e.g. charcoal, 3D, etching). Small screenshot of one of my ref boards for the animation; I'd say I studied it a lot. How clothes move, what are good clothes, how do good clothes move, lion/tiger + human + eagle anatomy (from specific angles during specific motions if/when possible), how to dive roll, proper sprinting form, how to survive falling from a great height, spearfighting, pole vaulting, poledancing, lighting, colors, environment, kicked-up sand in motion, spear types, emu/cassowary/griffon vulture feet, etc. I didn't draw studies, unless you count the animation itself (I would).

#whiteraventxt#studying#hope it doesnt read like i enjoy sniffing my own farts#Griffin's knees probably got blown when he fell btw
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Week 7 - Physical Model Making (Foam)
For the exercises this week, I decided to move downstairs to my garage upon recommendation of the demonstrators (Image 1). As I live in a small apartment block, the garage is not designed for much other than a car; so I was definitely working with limited space.

I was really excited to complete this week's exercises. For the first exercise, I created a sketch of the bottle, and used a ruler to scale it to match the size of the original bottle. I decided to cut out the positive templates for the carving (Image 2), as I found that looking at the profiles was important to my understanding of the form, as well as the detail lines on the surface of the bottle which I wanted to include.

I decided to not spend too much time on this stage, both because I was excited to go straight into the modelling, but also because I was in a garage without a proper table, so I found it frustrating to do any drawing on a malleable box.
When it came to materials, I managed to find a decent size block of yellow hobbyist foam in my garage. I made sure it was safe to carve and sand, and cut it into three equal boxes. The foam was 50mm thick, and whilst that was less than ideal, it gave me a constraint to work with. I decided to try and maximise the amount of bottles I could make out of the piece; in case I damaged or ruined any of the pieces when carving them out. Since the foam was torn and damaged around the sides, I made sure that there was more than enough padding around the border of the box. I cut the baseline first and rested it on the table to ensure it was flat, before moving to the roughing stage.
I decided to make markings on the foam block itself to act as guidelines for the cutting operations (Image 3). I wanted to transfer the lines from the front view directly over to the top view to keep it aligned. When it came to copying the information onto the foam block, I used the drawing and the sketch to shave down to the initial outlines. I found it difficult to use the retractable snap-off blade to cut down the initial form because it kept getting stuck, and forcing the blade through the foam only produced tearing in the foam, as well as small bits of foam crumbling off.


I found it easier to cut it in smaller passes, as there was much less resistance on the blade. I decided to create the silhouette from the front view first, as it defines any hidden detail which is not visible in the top view. Despite its rough surface appearance, at this stage I was happy with how it looked (Image 5). After blocking out the front extrusion I could really see it taking form. I carved the cap and the sides in that respective order (Image 6). I cut a bit too deep when making the lid, and got a cut into the bottle slightly. As the blade was thin I could get away with it, as it didn't affect the surface very much. At this stage the model was looking extremely roughed out, but I made sure there was still room to subtract foam; making sure to take my time so I did not cut into the bottle again.

Unfortunately I did not have access to a rasp so I had to compromise time for material by using coarse sandpaper. I started with 40 grit, and used that in a similar to a rasp. I found that it probably would not have given me the same level of control as a rasp, but managed to work for all intents, albeit taking a longer time. It was at this stage that I was really starting to see the model take proper shape, so it felt worth the time put in. I gradually moved up the grits until the front silhouette was smoothed out, ending at 120 (Image 7).

At the detail stage, I used the blade to freehand cut the chamfers on the front faces of the bottle, as well as to create the rounded corners on the base. Because I was removing such little material at a time, I had more control than I thought I would. When the bottle was adequately blocked out, I gave it an overall pass at 240 grit.
I was really happy with the model, but there were a few large dents which appeared from the blocking stage. Since I was in my garage and I really wanted a clean finish, I used some filler on the shelf to cover up the noticeable ones. I moved up to 360 grit for the final pass (Image 8 + 9).

I decided that I was having too much fun to stop carving, so I decided to use the other two blanks to do some 3D 'sketches' without any drawing as reference. I made the middle bottle from week 6's digital sketching exercise (Image 10 + 11), and I decided to challenge myself by including a turning form like a spiral (Image 12). Even though it was really impractical for the Olay moisturiser bottle I wanted to have some fun with the foam carving exercise. For these two extra bottles I repeated the same finishing steps as the first one.



Overall I was really proud of the foam models I made (Image 13). Though the spiral one wasn't perfect, I was content with the turning form I carved without reference. I am glad I made three models because it definitely made it easier to create complex cuts. If I were to do this exercise again I wouldn't change much regarding the process or approach, but I would definitely try new forms and bottle concepts, and spend a bit more time sanding the last two models. I would definitely also put more attention toward the first exercise. Since I was in a garage without a proper table, I definitely took liberties when it came to the orthogonal views. I would also love to try new ways of working with foam, like the hot wire cutters at the BE Makerspace. I believe that they could really speed up my workflow.
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Week 17 – Alex – I Told You I’d See You Later
My previous post was a little anti-climactic if you ask me, and I didn’t get to recap what I did so here we gooo.
----------------------FIRST, MAJOR DISCLAIMER---------------
As you can see, this post is pretty dang long, so I’m just gonna put evaluation stuff for the class here first, and if you feel like reading on afterward that’s cool, but it’s just personal reflections and final send-off stuff.
So, shockingly, I was one of the main contributors to the rough animation which you can see in the animatic, and can track the progress of throughout this blog’s history. I finished 15 roughed shots in total. I also have 8 shots concurrently blocked (in other words, partial progress,) and 2 shots unstarted. I also made the 3D environment models used for reference in making the backgrounds, as well as handling the editing side (video composition, timing, and sound edits) for the animatic up to this point.
Next, I worked closely with Sophia and our sound mixer Tim to get the voice actresses recorded, their clips edited, and finally integrated into the film. And also, while this hasn’t made it into the animatic yet, I have been creating some original sound design elements as well. Here’s a sample of some:
youtube
I’m focusing mostly on the characters’ Pua powers and transformations right now, and some sludge sounds. And in hand with that, I also did the voice clips/sound effects for the Sludge Monster. Aaand that’s pretty much it from me this semester! Super excited to keep up the work in the weeks to come! If you’re not sticking till the end of the post, then thanks for an awesome class, and awesome semester!
------------------ The Feels Side of the Post -----------------
The Pua Warriors Experience
When I first heard about Pua Warriors, I thought the idea sounded awesome: Magical girls set in Hawai'i using flower powers and sparkles to save the day? Yeah I’m down for that. It felt… familiar to me, I suppose. But at the time I still knew relatively little about the characters, the story, and only had a vague idea of their designs.
As time went on and the Capstone application deadline was approaching, I felt like I was a bit stuck, with the exhaustion of working on Midnight Showing holding me on one side, and having only a vague outline of a plot for my own film idea on the other. And with no crew to speak of, the decision not to make a Capstone of my own was … difficult… one of the most difficult in my time at ACM. Cause in my mind (at the time at least,) not making “your own” Capstone project felt like a failure somehow. But this whole Pua Warriors thing was sounding pretty nice, and I already knew everyone working on it. So I decided life’s better together, and far be it from me to not work on a project of some kind. So I hopped on-board for a little trip into the unknown. And well, here we are, still in the unknown. But that doesn’t mean we’re lost. Not yet.
I have to say, Pua Warriors has grown on me. At a certain point it stopped feeling like a student film, and started feeling more like a potential series: a world with its own storyline, and indeed one that’s worth telling – yes, I would make a distinction between the two. Working on the project has just been the sweetest, most wonderful, enlightening, mild existential crisis inducing, and bizarrely friendly thing I’ve had the privilege of working on, all at once. It didn’t just change how I approach character design, animation, or working on a team – I feel it changed me for the better as a person, and at times I feel almost unworthy to be on this project.
One thing I’ll never forget is the time we spent hanging out in the Keller lab, going to group meetings, and recording at MELE. What silly fun times those were. I admit, not being able to hang out with my friends after the virus shut the world down has truly been one of the most difficult parts of my whole “college era” of my life experience. To feel like something great was forming, only to be ripped away by something so crazy and completely over-the-top as this virus – words just can’t capture the feeling of melancholy. But even when we’re spread hundreds or thousands of miles apart, at times I can still feel near, even if it is only through a screen. And personally, I don’t want that to change just because the semester’s ending. That’s why, in a way, I’m sort of glad we have time to work on into the summer.
Reflections on Life
Some lessons this semester taught me: First is on fitting in. It’s never blending in for the sake of blending in, nor standing out for the sake of standing out. It’s being comfortably unique in your own talents and skills, strengths and weaknesses, styles and tastes - while being happy to share those things with others. Indeed, it’s not about being “good enough” to belong, but rather belonging, in order that may do good for others. Second is on wanting to help. For a long time I remained kind of a loner in ACM, sitting in “my” corner with “my” ideas. It wasn’t until last semester and especially during this semester I realized just how powerful, or perhaps rather how much more powerful the drive to help and serve others can be. That’s true not just for creative endeavors, but all areas of life. The Third lesson: doing things for the right reasons. We do things for a lot of different reasons, and often times we aren’t cognizant of why we act or feel the way we do. Having an understanding of who you truly are and what you really want is critical in exercising self-control, and you may come to realize your desires aren’t always what you think they are. And the Fourth lesson is on being assertive. We all want and feel things, and one of the greatest feelings is being in control. You may doubt yourself when you don’t know where your feelings and desires come from. You may think your mind is playing tricks on you. But the truth is, we’ll never go places in life if we don’t speak up and acknowledge our ideas. We may not always come to the right conclusions, but that doesn’t mean we’re wrong for trying. So try, try, and try again. It’s okay to fail, as long as you pick up something with you as you get up. Take risks, and understand that doubt is often our greatest enemy, so fight it!
So now, at the end, I don’t really know what I feel: I don’t know if this is sadness or happiness? Courage or fear? Maybe it’s none of those things, but something I haven’t quite felt before. Until recently, I didn’t realize there’s an emotion that can make you feel so weak, yet feel strong at the same time. One thing’s for sure, I’m going to miss the project, the crew, and all of Hawai'i. To us, the future is a blank slate: nothing is written on it, yet it holds an infinite number of possibilities.
Honoring my Maker
Now before I wrap up, I have a specific topic I’d like to address.
While I usually avoid discussing my religious life openly in a scholastic context, I will say here and now that God has been my greatest help throughout these past couple years. For the longest time, even before coming to Hawai'i, I struggled with feelings of not fitting in, of low self-esteem, and of self-doubt. There were a lot of recurring battles at my home growing up, and many of the wounds followed me into adulthood. And if nothing else, this semester has brought many of those to the forefront.
As a child back in Washington, I would often just go with the flow of my friends at the time, because it was easier, and allowed me to avoid conflict. Yet I would be lead into instances where I would not speak up or act, even though I felt what we were doing, thinking, or saying was wrong. My family wasn’t particularly religious, or at least they certainly didn’t act like it. And for a while I think I didn’t believe in God. Maybe there was some higher power... maybe, perhaps, but not God. Yet still I felt a crushing weight on my conscience, for both the things I had done, and the things I had failed to do. So I watched TV shows and movies to help me feel safe, to distract myself, and indeed to feel as if I had more power than I actually did.
There came a time in middle school when a big storm came through my life, and when I was living in fear, I turned to God, and He helped me through it. And again in high school, God helped me. And in college, many times more. Through it all, God answered my prayers, and showed me there is a better way. And I came to understand that He gave me a way to life through His Son, long before I was even born. And because of that, I could find comfort and rest by trusting in Him through the afflictions I faced. So the way I see it, God has lead my life in a way neither I, nor any human being could. I have found that He has a purpose for all things, and truly that nothing comes by accident. I may not say it aloud, but I observe it every day in the places He sets me in, and the people with whom He places me. Yes, even in the midst of this virus. So while family and friends may not always be there to support me, and while institutions may crumble and fall, and while I may move away and feel isolated from all I’ve known, my God was, is, and always will be with me. There is nothing more empowering or reassuring than that. And without coming off too preachy, my hope is that people might perhaps look at that reflected in my life - to see the work God has done, and to consider their own relationship with Him.
Roll Call
Next, I have a few shout-outs I’d like to mention.
First, to my wonderful film Director Sophia: What can I say? This project has been simply amazing to work on with you. I think back to the moment I first overheard you talking about Pua Warriors. You were so thrilled to do it, and that’s when I realized I might want to jump onboard as well. Since then, the only adjective that comes to mind describing this experience is “vibrant.” I know there have been a lot of ups and downs, but that’s part of what makes the experience worth remembering. And there may very well be more hills and valleys to go through, but I actually look forward to them every day with you, as we continue to make this film happen. You shine like a star with a brilliant, positive energy I’ve never seen before. And I think you have a much greater potential than perhaps even you yourself realize. Of course, everyone has room to grow, but that doesn’t reflect poorly on you at all. It’s the fact that you’ve been so supportive of your team, and that you didn’t give up on your vision, and indeed, you’ve made massive efforts to grow this semester – that’s what makes you a good director in my eyes. And to be honest, I wouldn’t have anybody else direct the film – certainly at least not this “episode” anyway. It’s been a lasting experience, and I hope you’ll take what you’ve learned from it with you. You have a bright future ahead of you Sophia – all you need to do is reach out to it!
Next, to the Art Director and my good friend Gavin, wow what a ride this has been. Your artistic vision, your stamina, and your work ethic are so very remarkable. It’s been awesome these last few years getting to know you and work with you through all the late nights and long class periods. And especially through Midnight Showing and Pua Warriors. You basically set the standard that I and most other animation students aspire to, and you have such a unique way of looking at things too. Even when you’re feeling drained from all the work, your passion clearly shows, and you know how to communicate both very clearly, AND very, uh, sassily, which makes hanging around you hilarious. You’re also one of the only people on Earth that could get me to watch Clone Wars, and I don’t regret it. You give exceptional feedback in each critique, and though it can be tough to incorporate sometimes, you make listening to you a worthwhile endeavor. ACM simply would not be what it is without you, and I know you have many great things you’ll do with your skills moving forward.
To our excellent Animation Supervisor Chandelle, this semester’s been a tough one, but even in the darkest times, the sun still rises! You’ve always been an awesome animator, an incredibly hard worker, and an exceptionally friendly and helpful member of the group. And what’s more, you never sought to put the spotlight on yourself for it. You do things simply because you care, and you do them with such a level of discipline and professionalism that few in the ACM department could match it. I’m sure I speak for the whole group when I say, we care about you so much, and we’re just thankful you’ve been with us on the project. Never sell yourself short Chandelle! You’ve conquered some major obstacles in the past, and I know you have it in you to overcome this one as well.The light will shine again someday, so hang in there, and thanks for all the help you’ve given!
To my fellow animation friend Jared, man, have I got a lot of respect for you. You really know what it’s like to get down and dirty for the team, or feel stuck in a rut in the middle of a project. This last year has probably tested you the most, and yet you never fell apart. Sure, cracks may have formed at times, but you held together and pulled on through to the end. That proves you’ve got guts, and a great capacity for patience and accommodation especially in times of crisis. And that’s exactly what we need - that kind of boldness and passion, to be able to outlast our worries, especially when there are so many unknowns. I remember back to Midnight Showing; boy, that felt like a big time of unknowns too. We had no idea what was coming. And yet you outmatched it, and sure enough, things worked out in the end. And because you’ve been so humble and willing to improve yourself, I’ve seen you get so much better over these last few years, and frankly, it’s astonishing! You’re a great friend, and a hard worker Jared. Keep it up! You’ve got this!
I’d also like mention my fellow animation friend Kalilinoe! Even though we’re not in the same team this semester, you’re still an awesome and inspiring animator to have in class! Working together on Midnight Showing last semester was a lot of work, but also so much fun! And I love your style of animation using rotoscoping. And I gotta say, the animation in Pua Ka Uahi looks sooo smooth and beautiful. Watching your progress on the film this semester has been super inspiring, and definitely keeps the other teams on their toes! I can’t wait to see the finished film!
I’ll also make a brief mention of Jayme and Bobby from our 320/420 classes! You guys rock, and made the year all the better! I hope we’ll get to hang out again sometime!
PLUS, A big thanks to the whole Capstone class! Stay creative, and best wishes to you all!
And finally, one last big shout-out to Lisette for making all of this possible! You’ve been an awesome teacher not just for this course, but for the last few years in general! You always bring such wisdom and expert film knowledge to us younglings. And you’re so willing to make yourself available to your students; always helpful and encouraging to everyone, and even more so now during this time. That’s just the kind of support we need! I’ll be missing your classes greatly! Thanks so much for all your care and help!
A New Chapter Begins
Well, that pretty much wraps up my blog (for the school-production time anyway) of Pua Warriors. I’d like to once again thank each and every one of you for making the ACM experience so incredible. I think I like posting, so I’ll probably try to keep up with the blogs for the future, or at least make an update every once in a while. Thanks for reading through this epic conclusion of a post.
Until next time my friends! This is Alex(is) Nelson, Ganitine, the Undercover Animator, uncovered! See you next time!
#Pua Warriors#This is the end#Thank You#Capstone#coffeepower#sentimental#The Pakala Kids#Pua Ka Uahi#See you later#Pua Laulima
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A match that combines third-person action with MOBA and also hero-shooter mechanics to generate an interesting but flawed action esport.
There's no easing in to producing a competitive game in 2020. Already inundated with games like Overwatch, Rainbow 6 Siege, the struggle royales, the MOBAs, and the automobile chesses, players have tons of choices, so in the event that you prefer to introduce an alternative, it'd better be all set for prime time. porn games futa, the brand new non-aggressive competitive brawler from DmC programmer Ninja idea, doesn't feel as though it is there nonetheless. There is tons of potential: Its four-on-four scrums blend the mashy sense of a old college beat-em-up together with the strategic factors of MOBAs and hero shooters, putting it apart from anything you're going to see in popular competitive scenes. However, it is affected with"early times" growing pains which can push away players, rather than draw on them in. Both of these things call for each of four people to behave like a workforce. Though some fighters are somewhat best suited for one-on-one struggle than many others, moving and fighting since a squad is compulsory because the workforce with larger numbers almost always wins, regardless of skill. Inevitably, just about every match turns into a collection of staff fights for control of a room. At the present time, these battles might feel somewhat mashy and cluttered since you immediately jam on the attack button, but there is a good deal of technique involved with creating positive matchups, combining skills to optimize damage coped and reduce harm taken, and positioning to prevent wide-reaching crowd control strikes. On top of the, every one the amounts pose some sort of environmental hazard around one or more of the key points onto the map, which will throw a wrench in the gears of the most critical moments in a suit. But for those hentai game futa has appropriate, it really seems as the game's"early days" It has overlooking principles that are crucial of games that are competitive, such as play, that allows one to spend the experience and keeps folks actively playing, long-term. I want to believe Microsoft and also Ninja principle will maintain tweaking and expanding the game so it can compete with additional competitive multi player matches, however it feels like a temporary multiplayer fix for players appearing to break up the monotony, in contrast to the upcoming esports obsession.

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U nye loo lay doo??
Characters/Pairing: Sarugaki Hiyori and Hirako Shinji/ShiYori
Type: Canon, Post!Series, Freestyle
Word Count: 1787
A/N: Wrote this a while back but completely forgot about it!
The movie had been a pretty great one – Hiyori had been looking forward to it for ages and the latest sequel for the action packed franchise had completely fulfilled her expectations and even more. The excitable pigtailed Vizard had been clamoring to watch it since it came out in the theaters, and so the next time Shinji visited the Living Realms, the petite female had unceremoniously hauled him off to the movies – he was a convenient (if not overly decorated) popcorn holder and he also didn’t mind paying for the tickets (they even went for 3D IMAX for the special effects, much to her delight) so the young woman was pretty pumped and happy by the time the movie credits rolled onto the humongous screen of Karakura’s only movie theatre, much to the other blond’s amusement.
“Hell yeah! This was awesome!” The unusually talkative female was alit with exhilaration. “All the special effects! The part where the Optimus Prime came charging out with that robot Dinosaur thing, all the explosions – it went ‘whoosh’ and then ‘rarrr!!’ and then ‘kaboom!!’” Walking out of the theatre, Hiyori was gesturing excitably as she continued to babble at Shinji like the complete Transformers otaku that she was. It took a while before she reverted back to human language and he could understand her once more. “The Decepticons are the best – they are waaaay more kickass than the Autobots, and they aren’t goody-two-shoes too.”
Shinji had to roll his eyes at her commentary. “Yer s’posed ‘ta root for the good guys, dummy,” he retorted, and she scowled at him.
“Shaddap! I can root for whomever I want!” she grumbled back at him, but there was no heat in her tone since she was still quite in a good mood from the movie date. Her eyes lit up again with excitement. “Can ya imagine how amazin’ it’d be if there really are Transformers in this world?! All that crazy powers and cool rides!!”
She was really thrilled with the movie, he thought with amusement. “Oh, I dunno,” he responded with deliberate blandness. “I personally think that magic swords ain’t half bad too.”
The outraged look that she gave him made him chuckle, but she was not amused. How could he compare their boring zanpakuto to the awesomeness of Transformers? Everyone and their grandmother could manifest a zanpakuto these days (or at least that was what it seemed like to Hiyori), so obviously Transformers were way cooler!!
“I want a robot!!” she declared loudly and decisively then, as they were walking past a toy store. “An evil one! So that I can take over the world and everyone will know to fear the might of Sarugaki Hiyori!!” She pumped a fist in the air, and Shinji looked increasingly amused by her antics.
“Whoa, slow down there, my pocket Overlord,” he responded in a suspiciously deadpan tone, playing along with her. “Ya want an evil robot ‘ta take over the world for ya? Just where on earth do ya think that yer gonna find one-” the Gobantai Taichou trailed off to a halt then, his attention briefly taken by the shop that they had been passing by. A large, mischievous grin lit up his face at the next moment, and he glanced at her again.
“Wait here.”
Without any other explanation, the lean, rangy male turned and slipped into the establishment, and upon closer inspection, Hiyori realized that she was standing in front of a toy store. What the hell did that baldy think he was doing?
The reluctantly curious young woman tried to peek through the shop windows but unfortunately Shinji was hidden behind rows of dolls and toy bricks, plus an assortment of plushies of all shapes and sizes. She would have followed him right into the cutesy place but the fact that this was a toy store immediately made her hesitate. The last time she patronized one, the elderly shopkeeper had tied pink ribbons in her pigtails and given her a ragdoll to play with before telling her to ‘run along with her new friend.’ The damn hage, who had been present that time as well, had laughed himself stupid (though that stupid thing might also partly be due to the concussion that she had given him for laughing at her). In the end, Hiyori had formed an aversion to toy shops, and so the petite female just lingered outside with growing impatience and waited for the dumbass to come back out.
Five minutes later, he did, bearing a package that was roughly the size of one of those plush toys she had just seen on the display shelves, and still wearing that same smug grin he had when entering the store. Just looking at his face right now made her feel like punching him in the nose for smiling so much.
“I’m ‘bout ‘ta make yer day, brat,” he announced once he was within hearing range. Without another word, he passed the package to her, who took it on automatic reflex. “Here. Exactly what ya wanted.”
Even though instincts told Hiyori that she really did not want to peek into the box to see what he had gotten for her, the female Vizard’s curiosity was too great to bear, and after giving him another suspicious frown, she slowly reached her hand into it and pulled out…
It was a hot pink monstrosity. With white polka dots. It was furry like a plush toy, and looked roughly the shape and size of an ostrich egg, only it also had a pair of bat like ears and ungainly feet like a penguin’s. It felt heavier than a plush toy though and it was also easily the ugliest thing she had ever seen.
What. The. Hell.
Momentarily stunned, Hiyori could only stare at it, and then she slowly looked at the box that it had come in.
“Fur-by…?” she read slowly, as if she still didn’t quite understand what she was supposed to do with it.
“Yep, that’s its name,” Shinji affirmed with indecent cheeriness.
Something triggered the…thing in her hand then, and it moved. Hiyori nearly dropped it in her surprise.
Its eyes flickered to life, LED displays running, and its body started to wiggle, ears and feet waving about at the same time. It took all of Hiyori’s self-control not to kick it as far away from her as possible.
“I never asked for- for this!!”
“Sure ya did. Ya said ya wanted ‘evil,’ and ya also wanted ‘robot,’ didn’t ya? For yer itty bitty mini Overlord plans for world domination, this fella will be yer new best friend.” This time, he went a bit too far and his teasing could be heard filtering through his deadpan tone. The vein on Hiyori’s temple twitched, and she quickly lost her bewildered expression.
“Shithead!! Yer just makin’ fun of me, ain’t ya?!!” she growled, looking like she wanted nothing more than to feed him this oddly creepy creature that he had just gotten her. The thing opened its beak and started to squeak at her then.
“U nye loo lay doo??”
Hiyori yelped. “It’s lookin’ at me! And speakin’!!”
“U nye loo lay doo? U NYE LOO LAY DOO?” it squawked again, louder, those unholy LED eyes seeming to stare straight at her. Hiyori, who was really taken aback by its speech, was also somewhat horrified by it. Was it possessed?? But there was no reiatsu whatsoever emanating from it!!
“NO, I DON’T WANNA ‘U NYE LOO LAY DOO’ WITH YA!! WHAT THE HELL, SHINJI, MAKE IT STOP!”
But instead of being helpful, the man was being completely useless as usual and just stood there and looked rather amused by her startled reaction. The pigtailed female tried to shove the mechanical toy back at him but he wasn’t taking it.
“GODDAMMIT, YA DAMN HAGE!! THIS AIN’T FUNNY AT ALL!! I SAID I WANT A DECEPTICON, NOT THIS- THIS-”
“U NYE LOO LAY DOO?”
Omake
The next time Shinji visited the Warehouse, Hiyori’s Furby was sitting innocently on the kitchen counter, though it promptly came to life when it sensed his presence.
“What ya lookin’ at, Shithead?” the little furball squeaked, its mechanical parts inside whirling as it wiggled and danced a bit, its LED eyes flickering as it watched him. “Ya wanna go, baldy, ya wanna go? I’ll kick yer ass!!”
Shinji just stared, looked mildly startled by the creature’s speech, and then he became exasperated by the fact that this furry little football had just challenged him to a fight. “I’ll punt ya all the way ‘ta Hueco Mundo, don’t think I won’t,” he told it dryly.
The Furby’s eyes flashed furiously, and then its beak opened to reply.
“Just try it, ya horse-faced, shitty Shinigami!! I’ll make ya cry for yer Mama!! Just come and get it!!”
Shinji was even more surprised that it seemed to recognize who he was. It was slightly disturbing, how lifelike and intelligent these robots were. Deciding that he really had better things to do stand there arguing with a toy, he backed out of the kitchen and went to find Hiyori instead, the little robot with obvious anger issues squealing at his retreating back the entire way. He eventually found its owner in the underground training arena, going through several kata sets with her zanpakuto.
“Oi, ya really need ‘ta stop teachin’ yer Mini-Me ‘ta call me rude names,” he told her by way of greeting once she noticed his presence.
If anything, the brat looked rather pleased. “Why the hell not? It’s learning from the best,” she grunted back, swiftly and aggressively blocking, parrying, and then thrusting Kubikiri Orochi at her imaginary foe, before executing a blindingly fast spin kick and abruptly ending the exercise with her trademark Suikawari. The fine blade of the unsealed katana thrummed softly from the sheer force of her strike, and once it stabilized, Hiyori got out of her stance and simply sheathed her sword in its scabbard against her back, her movement fluid and practiced.
She tossed him a smirk even as she absently wiped away the perspiration on the brow from her workout. “What do ya want? Ya came all the way from Seireitei just ‘ta nag at me again?”
“Do I need an excuse ‘ta visit?” he retorted back simply, tossing her the clean workout towel that she had left on the side which she caught effortlessly and promptly used to mop at her flushed, sweaty face. “…and go take a bath first or somethin’. Ya stink.”
She glowered at him, and then she threw the used gym towel at his head. He protested mightily, batting the soiled cloth out of his face irritably. “Hiyori!! That’s digustin’!!”
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Game #1
January 31st, 2014.
It was a precarious time in my life: I had transferred universities halfway into my third year in college, settling back in with my parents after two and a half years studying in another part of the state. I had just purchased a used PlayStation 3 three weeks ago, both to take advantage of an online order being cancelled and to celebrate getting my driver’s license. My new school was still taking some getting used to (particularly the mountain of catching up I had to do in Japanese), but I was cautiously optimistic, and having a new system to play new games on was one way to help me through these times.
There was one game in particular that had caught my interest at that very moment. It was a game dearly beloved by a large group of friends I frequently hung around (and still do to this day). It was a game that, while not as beloved as its successor, was still held in high regard by these friends. It was a game that had been poured over countless times by these friends in the past, for research in forum games or just because they really liked the characters and story.
I was somewhat familiar with this game, having watched someone from this group streaming it a number of times back in 2013. I knew about how it handled every day life through school and forming connections with people, while blending it near seamlessly with darker fantasy elements. I was even intensely aware of how this game’s successor had a gigantic impact on someone from this group of friends, to the point where it had saved their soul and improved them as a human being just from playing it. But it wasn’t just him; the series from which this game and its successor came from was directly responsible for a number of people that I happened to know finding the will to better themselves, due to the messages imparted to them from these experiences. And now that I had the means to dive into that game and that series to see what all the fuss was about, it was an opportunity that I couldn’t say no to.
This is the story of what happened after that. This is the story of my yearlong experience with that game from the moment I downloaded it onto my PS3. This is the story of how, over the course of the experience, I grew to understand what made that game and the game after it so beloved by my friends. This is the story of how I came to discover how much the game actually meant to me years later, and how it became my favorite video game of all time.
This is the story of my experience with Persona 3.
The reason why it had taken so long for me to finish Persona 3 in the first place was due to a variety of reasons. The first such reason was that school was especially trying during this period, often giving me 4-5 classes to juggle per semester and keeping me away from video games most of the time. Secondly, my job situation had gone from me working roughly two days a week at my mom’s place to getting a full-time job at a Kroger immediately after school was out for the summer (which of course then became part-time work on the weekends during my next semester at school). Add to that many other things like new games coming out, my own ongoing projects, obligations with other friends, and general life mishaps and it was a miracle that I managed to even beat Persona 3 before the year was over.
But every time I did play it, it would suck me right in. I would learn so much about the characters and the setting, what time to catch people for Social Links, what to say to them to bond closer to them, what to do to avoid getting on their bad side, and how I could form more connections with more people. Even within a month or two after playing the game, I could feel the effect it was having on me as I conversed with people outside of the game; even if I never finished it, its sub-goal of getting me to interact with other people more was already working as intended.
Then came the dungeon crawling itself; going through them was usually a slog, but battles were really strong. Prior to playing it, my only experience with the Shin Megami Tensei series was playing SMTIV on the 3DS, so I was well prepared for a brutal “kill or be killed” style of turn-based combat. But I actually found the combat in Persona to be a lot more fun; the protagonist was endlessly customizable with various weapons and Personas to obtain, and the All-Out Attack mechanic was a brilliant way to reward going straight for weaknesses and knocking all the enemies down. At its worst, this would usually turn each encounter into a game of weakness sniping and make the novelty wear off fast. But in some of the more creative fights (usually bosses), it challenged you to work around specific gimmicks until you were in a good position to go all-out. Still kinda wish you had control over your party members, but that represents a part of the game that I’ll get to in a bit.
During the entire year that I played through Persona 3, I would continually make new discoveries about myself and other people. I discovered the deep connections some of my friends had with some of the other characters in the game (one friend in particular could relate really well to Kaz’s S. Link). I pursued the options that many had considered to be among the best in the game while making my own discoveries along the way. I learned, I grew, I was with the friends I had made through the good times and the bad, and especially when everything seemed its bleakest. I made as many people as I could happy, and it was through these bonds that I was able to overcome the unbearable darkness.
And once I had finally finished the game on December 17th, 2014, after all the work I put into it and all the time I had spent with the game... I hadn’t immediately recognized the worth of the game. I thought it was an exceptionally well-made game and I could see why people loved it so much, but for some reason at that moment, I couldn’t think much else of it beyond that. Funny how that just tends to happen sometimes.
The following year, when I started playing through Persona 4, I couldn’t help but think back on my time with Persona 3. It wasn’t that Persona 4 was a bad game or anything - far from it, in fact - but I slowly started to realize what made Persona 3 so special. I thought about the themes of the game, what it was going for, and how it stuck the landing on all of it nearly perfectly. I thought about one character in particular that I identified so strongly with that they became my all-time favorite video game character (that was back in February of 2015). It was enough for me to put the game in my list of all-time favorite video games, though it was still at #3 just below Super Smash Bros. Brawl and Kid Icarus: Uprising.
So now, what happened to bring this game to this position? What conclusion could I have reached to declare this game my absolute favorite game? What answer have I found that explains what this game is about and why I love it so much all in one sentence?
After extensively mulling over my thoughts on Persona 3 after finishing it and while struggling to complete this project, the answer I have found is this:
Persona 3 is a game about life.
People will often tell you that you’re in control of your own destiny, but for some of us, it isn’t like that. Life is crazy, turbulent, unpredictable, and seemingly random at times, forcing you to bear the brunt of whatever it brings you. You go through events and circumstances that you weren’t even prepared for, misfortunes that you couldn’t have seen coming, and tragedies that seemed designed to make your life miserable. And the absolute worst feeling is when you feel like you have no control over how these events occur or what you can do to avoid a crisis; sometimes you’re just expected to take these incidents on the chin and move on with your own existence. It sucks and it’s incredibly unfair. But that’s life.
Dealing with other people is its own exercise in frustration. Some human beings out there don’t want to listen to what you have to say, being so stuck in their own way of thinking that they block out all other reason. There are those who hate others just for being different, and will gladly take the chance to ruin their reputation just for their own satisfaction. Attempting to understand and connect with someone you do know can fluctuate wildly from “easy” to “nearly impossible,” because we are all so different from each other, and no matter how hard we try, we can’t possibly understand absolutely everything about anyone. And the reality is that no matter how much you say you don’t want to be around people, being completely alone in the world is the worst situation to be in by far. It’s a sobering thing to know. But that’s life.
There always things in life that we don’t want to do. At best, it’s just a tedious slog; at worst, it’s something that you don’t think you’ll ever make it through. Whenever you do something you’re not looking forward to, be it work, or school, or a hangout you begrudgingly accepted an invitation to, all you can do is act naturally and hope that it all passes soon. It doesn’t help when outside sources of stress come in to make the situation worse than it needs to be, like people being uncooperative, or a bug making you feel sick, or a situation from a while back rearing its ugly head to haunt you at every turn. It’s ugly and stressful having to do the things we don’t want to do day in and day out. But that’s life.
And yet, the biggest paradox to the ugliness and futility of life is how beautiful it is. Even if you’re not ultimately in control of where you end up, having a goal to work towards keeps you motivated and looking forward to the next big thing, all while you’re improving yourself as time passes. Even if some people can be aggravating to deal with, it’s the people that you stick with the most that end up becoming your most long-lasting friends; the kind that you laugh with, cry with, and bear the burdens of life together with to make everything more worthwhile. Even if you don’t want to do things like work or school, going through with them may give you the needs to survive, and learning from these experiences will better prepare you for the future.
It’s still not a perfect solution and it’s not guaranteed to work out for everyone, but the joy of life comes from continually improving yourself and your relationship with others, helping one another through the trials and tribulations of life, and sharing experiences that will last a lifetime. In that sense, I can consider Persona 3 the ultimate celebration of life itself.
But Persona 3 is also a game about death.
No matter who you are, or what you’ve done in life, death is inevitable to everything and everyone. It can happen when you’re old and frail, dying of natural causes when your body finally gives out. It can happen when you’re young and a horrible accident takes you before your time. It can happen from a disease, either when you’re in your senior years or from a horrible disease destroying you when you’re not even an adult. It can happen when an individual willingly murders another human being and forever taints their soul with their victim’s blood. It can even happen when an individual sees no point in living anymore, throwing their life away by committing suicide.
For many people, death is a horrible thing to think about. Whenever someone dies, that death is felt by someone out there; whether it’s just one person who cares or the entire world that cares, everyone mourns the loss of life. Desires and regrets bubble to the surface, making people wish they had spent one more day with them or had attempted to rebuild bridges that had been burnt down. The worst aspect about death is the painful loneliness that comes with never being able to see the dead again, no matter how much you miss them. And the fact that there is not one unified idea in all of human history on what happens to us after death is far too terrifying to even think about.
And the absolute scariest part about death is that no one knows when it comes or who it comes to. It could happen to you or someone you know, it could be decades down the line or within this very year, but no matter what, there is no escaping it. All that awaits us is the cold grip of death.
So why speak about death when there’s no joy in discussing it? Why talk about something so horrible that it seems like there’s nothing to be gained from talking about it?
Because death is part of life.
We live our lives because we want to make the most of them before we die. We want to take those precious few moments that we have on this earth to fulfill ourselves in any way we can before our time is up. We earnestly want to make a difference in the lives of others, whether it’s by supporting them in their time of need, or making things that speak to people and draw them together. We want to do whatever we can to make life better, for either a few people or a lot of people, and most importantly, for ourselves as well. Life itself is harsh and unforgiving with only death awaiting us, but if we can make the most of it through the things we do and the people we connect with, then we may be able to pass on with no regrets.
This is the ultimate lesson of Persona 3, and the one that stuck out to me the most. I couldn’t begin to tell you how many long nights and endless work hours led me to this conclusion, but after everything I’ve learned about myself through this project, it was the answer that made the most sense to me. Persona 3 was a game that taught me about the joy of life and encouraged me to take a more active role in connecting with other people. It taught me about the nature of death, how to best cope with it, and how to support those who were grieving over losing someone to death or how to deal with the looming specter of death.
And, perhaps most importantly, it allowed me to come to terms with myself. It’s helped me to acknowledge my own fears and worries over the future and my own life. It’s helped me to realize my own problems with anxiety, and what I can do to help fix that. It’s helped me to recognize that no one man is an island, how everyone has their own set of worries and anxieties, and how being with friends and encouraging them allows us to bring out the best in them. And it’s helped me realize the importance of just... living out my own life.
And for that reason alone, for everything it has taught me and how much of an effect it’s had on me, it’s only right for me to say that my favorite video game of all time is...
Game #1: Shin Megami Tensei: Persona 3 “Death is not a hunter unbeknownst to its prey. One is always aware that it lies in wait. Though life is merely a journey to the grave, it must not be undertaken without hope. Only then will a traveler's story live on, cherished by those who bid him farewell.”
Released: July 13th, 2006 Synopsis: A young, teenaged orphan transfers to Gekkoukan High School for the start of a new year only to discover the Dark Hour, a period of time between one day and the next, where malicious Shadows roam. When they awaken to a newly discovered ability called Persona, they join other students with the same abilities in exploring Tartarus, a mysterious tower that appears in place of their high school during the Dark Hour. Chosen Music: Memories of You
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2 Minute Survival Game: Week 2 Review
Hi Everyone! Welcome to the second installment of my weekly project reviews on the 2 Minute Survival Game project. This week I got up to some production style work earlier on before setting up the project and version control and getting to work.
As I said in the content I shared at the time, production is the area that I want to build my career on and so it was exciting to get down to work in that area. I feel like that enthusiasm is something that would set my solo project methodologies apart from the a lot of my peers' work. I get the general impression that a lot of people consider the planning, measuring and documentation of production as simply work, and optional work at that. I can see where they are coming from in that, for many, the fun of the project is making a thing and really exercising one's creativity. Production can often be seen as getting in the way of that because it forces you to step back and think about how you will complete the project in a timely, and in commercial projects, cost effective, manner. Especially in the case of non-commercial, passion driven work, why shouldn't you just get stuck in and enjoy the creative process? Well, I would argue that, through investing in production related tasks, you would probably save time in the long run through much more efficient project work and on top of this you would have much more assured understandings and realistic expectations of the project. These benefits are exponentially greater the larger the development team is.
For me this week, my main production related efforts focused on creating the project's feature list and setting up some project management software. The feature list is really important because it forces you to nut out every little thing that will go into the project, as you currently see it, right at the start. The feature list can change overtime, sometimes drastically as big design decisions are made, so you don't have to worry about feeling locked in by this process either. If your feature list includes time estimates, you will also be able to get an understanding of how long the project will take, and how big of an investment it needs to be. If the results aren’t acceptable, it is the perfect time to iterate on the design and potentially increase your manpower and financial resources before you waste the resources you have developing prematurely on a doomed project. While, in my case, the estimated timeline of the Two Minute Survival Game is much longer than I initially planned to take on, I accepted this and now go forward with accurate expectations that I have bought into. Attaining that buy-in is a big step in getting the project up and running well. It's especially important in team environments because the last thing you want is a key team member dropping out later on because the thing is too big and too much work and they never really bought into that. You want all of your team members on the same wave length and the results of production work will help with this.
So, after the feature list, I set up of the project management software. I've heard people say that they think maintaining project management software just adds more work than it’s worth in a project. It's an interesting topic because project management software can usually be set up in a variety of ways and It is becoming increasingly evident to me that you need to set up your project management software in a way that is synergistic with your team and development culture. That means it has to line up with your team's workflows, it has to be intuitive to the team and it has to efficiently provide information to team members that actually helps them. If the system isn't helpful, is frustrating or simply requires time from the team that they are not willing to invest in it then they simply won't use it. If they do use it at that point, it will negatively detract from their experience of the project. In my case, I have translate my feature list into my Hack 'n' Plan project. In Hack 'n' Plan I have been listing tasks I need to do to deliver features, as well as my story point estimates for each task. Summing up these estimates allows me to adjust my original estimate for the feature and observe how that affects the project timeline. After completing the tasks I listed, I went back and logged the actual amount of work completed.
After the project management work was out of the way it was time to get down to business with some development. Naturally, there was some overhead with this too in the form of setting up the unity project and setting up a version control system. Version control is one of those things that is really important to know and use as a software developer but also has a fairly steep learning curve. For me at least it took a long time, and lots of forced practice, to get to where I am with Git because the whole system is quite different from anything else I have worked with and so it was harder for me to understand it intuitively. It's certainly useful though, as I said before, it is great to learn about version control because it is very important for teams. It is also great if your computer blows up.
One advantage I didn't think about which was brought up later was that Git stores a new version of your project in a server every time you commit and push. It's like making a new file every time you save. This is great because, if you ever break your project at any point for whatever reason, you can go back to a point in time where it was safe.
I'm still having problems with my .gitignore file but I asked one of my programming acquaintances about it and they gave me some very helpful advice which I will try to implement next time I interact with my version control system. The problem seems to have mostly come around from a lack of understanding of how the .gitignore works. It's all part of the learning process though and I am excited to get to know how to use it properly.
As for development on the game itself, this week mainly held a focus on implementing some of the fundamental content. This included setting up the grid based environment and placing an instance of the player object on that grid. The grid based environment system was easier to implement than I had expected. Simply watching a first party unity tutorial and utilising the principles outlined was enough. Once this was done, putting in the code to get a player object onto the grid was also fairly straight forward. The thing that took the biggest investment from me this sprint was putting in the front, back, left and right idle animations for the player. I wanted to implement these things in the spirit of delivering whole features in a sprint rather than part features. Here, the feature was the player instance on the grid. In my mind, the feature wasn't going to be completely until the code, art and sound was implemented. In this case there was no sound associated with the feature so it was just the code and art.
I have a programming and production focused background, and have been looking forward engaging in my less experienced game development disciplines. I understand that, usually, the first step for creating character art is to create some concept art and turnarounds using the information given in the character designs as well as any writing that might help flesh out who the character is supposed to be. I feel like this is a great way to deliver more believable, appropriate, character art. Saying that, I ended up totally skipping this step this time. In hindsight It could have helped me go through the process of defining what a character looks like better beforehand so I may try it next time.
In this case, I got caught up on the fact that I had no idea how I would implement the character art. I know a lot of people use Photoshop to make their animations before importing them into unity. Apart from that I didn't actually know much about what I was going to be doing. I also don't have access to Photoshop because I'm not willing to pay for it, or pirate it. My free trial of creative cloud was used up last year as well. In the past I had used Gimp for some basic image editing but I didn't know whether you could create pixel art or animations in Gimp.
Internet tutorials came to the rescue again however and I soon knew how to create pixel art sprite sheets in Gimp as well as slice those sprite sheets, create the animations and hook up the animations in Unity. The last of those processes, hooking up the animations, was something I have experience in, in the 3D context, from my Bees Won't Exist work last year. After learning those things, I got so excited that I jumped straight into gimp and started messing around with the pixel art while totally forgetting the concept art/turnaround stage.
It took me a few hours and a few attempts to make a humanoid silhouette I was happy with but after that I was really rolling. Most of the choices as to what the character would look like were made in quick succession as I filled out that silhouette with colour. Eventually it ended up being a pretty ordinary looking guy with a white T-Shirt and Jeans. I decided to run with this as I thought it would work well with what I have in mind for the game's beginning aesthetic. It took me a while to figure out how the characters eyes would look and I perhaps went into too much detail with them because, in game, you can't really see the detail as the character is too small. There was a funny moment when I ended up drawing huge eyes on the character and he looked totally shocked. I may end up using something like that in the game. Maybe his eyes get super wide when something scary happens. It would be subtle and temporary but I feel like it could make a good polish feature and make the character seem more believable.
Once I had figured out the idle starting frame, I put some thought into how the idle animation would actually work. I've ended up just moving his head up and down one pixel every frame and had him blink every fourth cycle. Later on, when I was creating the animation, I ended up making the animation cycle at one frame per second so it looks like he is breathing. After that, the rest was just pushing through similar sprite sheets one by one for the back, left and right side versions. I probably could have just made one side version and flipped it in unity but I figured it was just extra practice with GIMP at this point.
To allow the player to see all sides of the character at this point, I decided it was worth putting in basic controls which change the characters direction of facing in code. This code will be expanded next week for the player movement feature. With all of that work done, I now have an animated player who can start on any point in the grid and will turn on command. Turning seems a little less snappy than I would like but hopefully that can be fixed with tweaking later.
That's it for this week! Looking forwards to next sprint, I will be implementing player movement, including animations and sound. The sound part should be interesting as it is also new to me. I will also be working on some wall and floor art so, by this time next week, I should have an animated player character walking around a room with no windows or doors. That may not sound too exciting but I feel like it's a case of slowly but surely bringing things together.
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Stop Stretching?! Hypermobility and Finding Stability. Prevent Injury + Get Rid Of Pain!
Can too much stretching be bad for you? Learn the dangers of Hypermobility and prevent painful injuries with these helpful tips.
Holy Hypermobile Shoulders!!
Some people are bendy and some people are stiff. Being bendy can be a major concern (especially for women) and often hypermobile people aren’t aware of their own mobility. I want to provide some information about how you can both identify if you’re hypermobile (AKA bendy), and provide some suggestions for developing greater stability for less pain and greater results.
Lets Talk About Hypermobility…
Any medical information included is based on a personal experience. For questions or concerns regarding health or diagnoses, please consult a doctor or medical professional.
People with hypermobility are advised to build strength to the muscles and avoid stretching as this can cause long-term damage to the joints.
One of the biggest mistakes people make in fitness is assuming everyone should train exactly the same way. Obviously, this line of thinking is incorrect for a variety of reasons, but perhaps none stands out as more important to appreciate as joint hypermobility.
Hypermobility, exercise and injury prevention
The crazy thing is, many people who are bendy (aka Hypermobile) don’t even KNOW that they are! So they get random injuries and experience pain without ever knowing how to properly train their bodies.
Being a hypermobile person myself, I’ve gotten a lot of random injuries from being TOO bendy (high hamstring tendonitis was the WORST one!). I wish I had known MORE about Hypermobility when I was younger. But I’ve learned a LOT over the years on how to control my hypermobility and train smarter. Most importantly, I have to constantly remind myself NOT to keep stretching an already excessive loose joint and NOT to go to full end range of motion in exercise. In other words, training with hypermobility is more about what you don’t do than what you do actually do.
SMART training as a Hypermobile person equals building body awareness and strong muscles. Confused still? You are not alone. Join the millions of people who don’t know anything about mobility and still subscribe to the belief that stretching needs to be done daily for optimal health. But then again, people still believe in 80’s aerobics and hours of cardio…. and look where thats getting them = out of shape, injured, and a whole bunch of nowhere. Sounds frustrating? It is. That’s why I want to shine a little bit of light for you and give you some resources to help you understand further.
Are you Hypermobile?
You see, some individuals have more congenital laxity than others. This essentially means their ligaments (which connect bone to bone) have a bit more give to them. As a result, they can have substantially more flexibility because of the lack of passive stiffness. The active restraints — muscles and tendons — have to work harder to create stability at the hypermobile joints.
Unfortunately, we’re naturally drawn to doing what we’re good at doing, and that’s why you see a lot of really bendy, loose-jointed folks at yoga and Pilates classes when a well-designed strength training program (to create good stiffness) probably would offer quicker benefits. That’s not to say that yoga and Pilates aren’t amazing; I’m just saying that these initiatives ought to be biased toward drills that promote building stability within the joint range of motion that’s already present (as opposed to trying to become even more flexible).
Excessive laxity (bendy-ness) creates instability and this makes joints vulnerable not only to injury but increased wear and tear. Hypermobility predisposes individuals up to a host of not so fun musculoskeletal issues, ranging from ankle sprains to shoulder subluxations to stress fractures to hernias to early osteoarthritis.
I know this concept may feel difficult to grasp (it was for me too!). But if you are even slightly hypermobile somewhere in your body, learning to understand how to train your unique body and create STABILITY will benefit you in so many ways.
Of course, it’s important to actually be able to identify if you’re hypermobile. How do you know if you are?
Top signs of Hypermobility:
Increased Flexibility – ‘double-jointedness
Skin – extra soft, silky-smooth skin that is very thin, easily bruises and is slow to heal
Frequent Injury – accident prone and clumsy, due to decreased proprioception (the body’s sense of its own movement through 3D space)
Anesthesia Problems – anesthetics (such as novicaine and lignocaine) take longer to take affect and ware off faster than normal
Joint Pain – frequent joint pain which does not respond to typical treatments such as ice, rest and anti-inflammatory medication, can be brought about suddenly without any direct injury or trauma and lasts longer than normal muscle inflammation
You can also try a Beighton Hypermobility test to assess if this may be an issue for you.
Many trainers mistakenly assume all individuals are incredibly tight and need to stretch until the cows come home. This is NOT a good training plan for a hypermobile person! Stretch them and they get worse. Build stability and they will thrive. The proof is in the pudding – Hypermobile folks will experience LESS pain through strength (speaking from experience here!). Individuals with hypermobility can reduce their risk of developing injury and train effectively by doing the following…
Training Plan for the hypermobile to prevent injury and improve performance
Improve muscle tone. Exercise that helps build muscle tone will assist in reducing the demands on hypermobile joints. Muscles help generate, decelerate and dissipate force from movement sparing the ligaments. Good muscle tone can also create some stability around joints.
Movement Education. Any movement regardless of its nature, be it flexibility, strength or conditioning work should be performed accurately with control and awareness. Focusing on correct engagement of the muscles and initiating good movement patterns will help protect vulnerable joints.
If you are hypermobile, building STRENGTH and teaching yourself HOW to use the RIGHT muscles with proper movement patterns will allow you to achieve your goals quicker and with fewer injuries.
This is the reason I created my Strong Body Program – to help you prevent injury through following a well thought out PLAN of safe fitness programming. I teach you HOW to execute proper form in exercises (feel things where you should!) and HOW to balance your love of cardio (and yoga!) with strength for optimal results. This allows you to build BALANCE in your body that can keep you pain free for life.
Exercises that help with Hypermobility included and taught in the Strong Body Training program:
Core Stability/Breathing /Lumbar Spine
Birddogs
Deadbugs
Glute Marches w/ shoulders on a bench on on the floor (only do these if you have a proper glute bridge down already)
90/90 Hip Lifts
Planks
Glute/Hamstring Activation
Glute bridges, or Hip Thrusts and/or single leg variations
Clamshells
Birddogs
Wall RDL’s
Bowler Squats
Single leg RDLs
Shoulder/Back/Thoracic Spine
Deadhang Lat Shrugs
Yoga Pushups
Wall Slides
Scap Pushups
Quadruped Triple Extension
Prone Lower Trap Raises
The Strong Body program is also a great course to follow if you are coming BACK from an injury and want to ease your way SAFELY into active living. Many of my Hurt Foot students have used Strong Body to transition smoothly back into 100%. The best part is the 6 weeks of scheduling can be taken at your own pace – you get to customize HOW you use the course in a way that works for you. This allows you to use and re-use the program on your schedule for lasting results in your healthy lifestyle. It’s a one time investment that pays you back time and time again.
If you are a Hypermobile person I know exactly how you feel. Strength training will be HARD for you. But it is also worth it. SO WORTH IT. And it can change your life.
If you are ready to get strong, prevent injury, and see REAL results with your body, the Strong Body program is for you.
Click here to enroll and let’s get you feeling GOOD now.
As a special for all you MOBILE people out there, I am offering a exclusive one-time discount on the course enrollment. Use the code, “GETSTRONG” here for 15% off. I want so badly to help you prevent pain from cramping your active lifestyle. I believe you can do this. And I want to be your coach.
For more reading on Hypermobility and stretching injuries, check out these helpful articles:
How I got my butt back, the surprising injury that taught me how to move again.
Are you gumby?! Hypermobility and whats bad about too much flexibility.
Growing up with hypermobility.
Is Too Much Stretching Bad for You? Yoga Tune Up Takes You From Floppy to Fit. So incredibly grateful for Jill Miller and her powerful work.
When Flexibility becomes a liability
How To Avoid Hip Injuries From Yoga. Great modifications for all your favorite postures if you like to “sink into” your asanas.
Yoga Poses That Can Hurt You.
Expert Advice: How to Prevent Yoga Injuries with Strength Training
Mobility WOD. Fantastic resource written by Doctor of Physical Therapy and CrossFit coach Kelly Starrett.
I hope this gave you a better idea of the dangers of too much flexibility/ hypermobility and helped you determine whether it’s an issue for you. This is a starting point for how to fix it and get back to the important stuff – like living a pain free, active life. Im here to help you be smart, move well, and live a strong life. Be sure to use the code, “GETSTRONG” here for 15% off and start getting a STRONG BODY now. May you continue to listen to your body and invest in giving yourself what you need to feel your very best. Here’s to keeping your body healthy and pain free for life!
Caroline
Other Things To Check Out:
Get rid of knee pain with these quick routines.
How to take rest days without feeling guilty about it. Do you need a rest day?
Is the Vegan Diet right for you? Click here to find out now.
How to start and maintain a consistent exercise routine.
Why your fitness routine isnt working.
The post Stop Stretching?! Hypermobility and Finding Stability. Prevent Injury + Get Rid Of Pain! appeared first on Caroline Jordan.
Stop Stretching?! Hypermobility and Finding Stability. Prevent Injury + Get Rid Of Pain! published first on http://www.carolinejordanfitness.com
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How Sonic Mania Has Rekindled My Personal Sonic Mania
Anyone who has known me for any length of time knows that my hands down, no contest, absolute favorite character of all time is Sonic the Hedgehog. My love of the Blue Blur began innocently enough back in 1991 when my older brother received a Sega Genesis for Christmas. At that time, Sonic 1 was bundled with new Sega Genesis systems, so it was actually one of the first Genesis games we owned. My brother, being the sports fan he was, stuck with Madden and other titles of the time, but me, being 6 years old and very much into things that were flashy and bright (something that really hasn’t changed much to this day), and much less into sports, stuck with Sonic. I was immediately drawn in by the colors and intricacies of the maps, the exploration and hidden sections of the levels, as well as the implementation of the momentum physics, which were often used as the primary way to progress through levels. Back then I didn’t understand any of that, all I knew was “Ooh, pretty colors”, “Ooh, where does this lead?”, and “Ooh fast!” It was a game that even my brother enjoyed (and help me try [in vain] to collect all the chaos emeralds), and a fun bonding moment for the two of us.
Cut to 1992, Sonic 2 is released, and it’s all I want for Christmas. Santa heard my incessant 7-year-old babbling about wanting it, and delivered. I really don’t remember what else I got that Christmas, as Sonic 2 was the only thing I wanted. The colors were more vivid, the levels more complex (and there was the two-player split-screen mode which made things exciting), Sonic was faster, he had the spin dash, and he had a little orange flying companion named Tails. You could’ve repackaged Sonic 1 with brighter colors and I would’ve been plenty happy, but these new additions were exciting kept me more than content. The special stage was the highlight for me. The “3D” half pipe course was fast, had plenty of traps and bombs to keep you on your toes, and the kind of positive reinforcement that any 90s kid would appreciate when they do a good job.
Damn right it’s cool!
Fast forward to 1994, I catch wind of Sonic 3, and I immediately knew what I wanted for my birthday. My dad gave me a small wad of cash, wished me happy birthday, and I was on my merry way to buy my copy. Sonic 1 was awesome. Sonic 2 was awesomer. Sonic 3 eclipsed the two of them. A new look for Sonic, new shields that gave Sonic added abilities, a killer new special stage along with a gumball machine bonus stage, larger, faster levels to explore, and a brand new character, Knuckles. Even though he was the antagonist for most of the game, he became a new favorite for me. A good guy at heart, well meaning, but gullible at times (insert moment of self-realization here).
He’s hard as nails. It ain’t hard to tell.
I loved everything about Sonic 3. I didn’t think it could get any better than that. Then Sonic & Knuckles comes along and it locks in (literally!) seamlessly with Sonic 3. My brain short circuits from the excitement. An amazing game made even better with this continuation of Sonic 3. It felt like an even more epic journey for me. An amazing challenge, so much so that I needed my older brother to help me beat Doomsday the first time around.
I’d be remiss if I didn’t mention the two Sonic the Hedgehog cartoons that came about during this time. The weekday morning series and the Saturday morning series were companions to a series I was already deeply mad about. Sonic, voiced by Jaleel White (who is to this day the only Sonic voice actor I acknowledge [or remember, honestly]. Nobody else did it better than him, fight me bro!), brought new life to the exploits of the Blue Blur and his crew, whether it was though dramatic action scenes, or though making crass jokes about Dr. Robotnik’s ass.
Years go by, I jump from the Genesis to the Sega Saturn. Yes, Sega Saturn. Judge me if you must. I was the only person in my entire junior high school who owned one. Everyone else had PlayStation. I regret nothing. Having NiGHTS Into Dreams alone made it worth the isolation.
No regrets.
But I digress, Sonic 3D Blast and Sonic R entered my life. Fantastic games in their own right, I played them endlessly with my younger sisters, but didn’t give me the thrill that the Genesis games gave me. Post junior high, the last two Sonic games that really piqued my interest were Sonic Adventure and Sonic Adventure 2. Fun forays into the actual 3D realm. Exciting, but not Sonic 3 & Knuckles exciting for me (S3&K is the rubric in which I judge all the other Sonic games in terms of excitement and greatness). From that point on, my excitement levels for the Blue Blur dropped significantly.
I thought it was just me growing up and evolving into different interests. I came to realize down the line that it wasn’t lack of interest, but more a lack of solid, or for that matter, decent games. Sega tried different angles with the Sonic franchise, but they mostly ended up falling quite flat. Sonic Unleashed was a noble attempt, but bad camera angles and a confusing as hell storyline killed that effort. Then there was Sonic 4. Sonic. 4. *long, discontented, disappointed sigh* It was an attempt to appease the Sonic fans around the world that wanted a new side scroller, and Sega refusing to give up on making a 3D Sonic platformer. It was the worst of both worlds. I bought Sonic 4 Episodes 1 & 2. The only reason I don’t completely regret doing that is because I only spent $20 for the both of them. I tried so hard to like them. But they were bad. The gameplay was bad. The gimmicks were bad. The music was even worse. Ugh, just downright awful. The one thing I feel makes or breaks a game is its music. The entire Sonic franchise made its reputation on its music as much as it did its gameplay. Sonic 4 was the proverbial combo-breaker. I was done. It was time to leave the Blue Blur behind and move on with life.
Or so I thought.
Cut to last year. A trailer comes down the pipe from Sega about a new entry in the Sonic the Hedgehog franchise. Normally it would fly under my radar, however, one aspect immediately piques my attention. It’s a 2D side-scroller!! A pretty great looking side-scroller at that! It’s like Sonic CD, but kicked up about 12 notches. The colors are bright and vivid, the gameplay is fast and furious, and the music…oh the music. 6-year-old, 7-year-old, and 9-year-old me all screamed with excitement simultaneously after watching that trailer. Sonic Mania looked to be the answer to the prayers of so many Sonic fans around the world that just wanted a great modern 2D side-scroller. It looked impressive, and it was being put together by an incredible team of game designers, programmers, and sound designers.
Simon “Stealth” Thomley and Christian “Taxman” Whitehead made their names with the incredible job they did porting Sonic 1 and 2 for iOS and Android, and PagodaWest Games, who got their start creating an HD reimagining of Sonic 2, were recruited by Sega to breathe new life into a franchise that honestly had seen much better days. As the months passed, and more gameplay started to appear, my excitement began to build, as it seemed as though this game would be exactly what I was looking for all these years. Adding to my excitement was the soundtrack, created by the amazing Tee Lopes, whose Sonic remixes I have been a fan of for years. This was the indie dream team, and I couldn’t wait to have my chance to play this new game. But alas, it was at least 1 year away from release, so I had to find ways to both pass the time, and temper my ever building excitement.
Most people who know me and have ever heard any of the music that I create know that one of the biggest influences on my musical style was the Sonic the Hedgehog series. From Sonic 1 all the way to Sonic R, my earliest tracks took at least one element from something I heard in a Sonic game. For the sake of my fragile ego I will spare you any samples of my early work because they’re like 17 years old at this point and have not held up well over the years. Back in high school I would recreate various Sonic tracks in MIDI form as an exercise in learning how to sequence, and subconsciously break down the tracks to understand and take in all the elements. Thinking about it, it makes perfect sense now why the Sonic influence is so strong. I hadn’t written anything Sonic-adjacent in more than a decade, but the ensuing Sonic Mania opened the floodgates to my creativity, and before I knew it, I had put together a 16-bit tribute to my all-time favorite video game character.
It was something that came straight from the heart of my 6-year-old self. It had more meaning than a lot of songs that I put together in the last 6 years. It was my childhood. It was my teenage and college years. All rolled into a song that took surprisingly little effort. It make me feel like a musician again, and made me remember how much of an outlet music is for me. And then before I knew it, Act 2 came along.
It always feels good to express yourself through creative means, and these felt pretty damn good! They were tributes to my childhood, as well as tributes to Masato Nakamura, Jun Senoue, Masaru Setsumaru, Spencer Nilsen, Richard Jacques, and now Tee Lopes among the countless composers that made my life great through their musical contributions to the Sonic the Hedgehog franchise.
By the time you read this, Sonic Mania will have mercifully unlocked in my Steam library, as the PC version had to be pushed back two weeks for “optimizations”. I have not seen a single Let’s Play of this game, or any other videos save for the initial reviews. The reviews confirmed my excitement, and the excitement of all the die hard Sonic fans out there. Sonic the Hedgehog is a character and a franchise that means more to me than any other game series, not just for the entertainment and the inspiration, but how it forged a bond between myself and my siblings, and its role in me becoming who I am today. It’s something I will hold dear for the rest of my life.
I am so ready. And so is 6-year-old, 7-year-old, 9-year-old, 11-year-old, 12-year-old, 14-year-old, and 16-year-old me.
from How Sonic Mania Has Rekindled My Personal Sonic Mania
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Play Delightful Car And / Or Truck Games Online
Games are essential in human life and as much as they are presumed to be for children, they as suitable for every person. There are many types of sports that you can play in the modern world; these games are totally different from the previous ones that were played in the foster years. Driving sports are some of the common activities that are renowned globally; this is attributed to the awesome fun that you will receive when you play them. There are several types of these sports basing on the devices that are used in playing. Some of these sports include car games, truck games, and motorbike sports and so on. With the introduction of internet in the modern world, most people have embraced it in their daily activities. This is also exhibited in the sports events world in that you can be able to play these them online. In the yester years, these sports event were played on computers and PlayStations, this though was found not to be convenient as these devices were not portable and that they occupied so much disk space. You can however be able to play your favorite car games or truck games online. This is possible in that there are several websites that offer these sports and more so for free, all you need is internet connection to your computer or even phone. Online truck games are also vital in that you will learn so much on driving; this is significant in that you can play whatever you learn from these sports to the real driving. Noteworthy is the fact that these sports are available in various types and designs and settings, this is imperative in that you can be able to select on the sport that you need to play. Online car games also offer unique challenges, this is achieved in that when you play online, you will be able to get some new players who will challenge you, this is essential in that you will enhance the way you handle cars and overcome the obstacles in the sports which will boost your ranking. While playing online, you will be ranked according to your performance, you will therefore have to struggle so as to challenge the player ranked at position one. Apart from learning new skill and challenges, you will also make lots of friends; this is possible in that on these websites, there is a chat tab that enables you to chat with your opponent. This is done in the form of sending short text messages and receiving the feedback. With this technique, you will make lots of friends all over the world and that you can always keep in touch with you family friends. These games are also important in that you can be able to play as many people as possible and that they do not restrict on age and gender.
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Apart from learning new skill and challenges, you will also make lots of friends; this is possible in that on these websites, there is a chat tab that enables you to chat with your opponent. This is done in the form of sending short text messages and receiving the feedback. With this technique, you will make lots of friends all over the world and that you can always keep in touch with you family friends. These games are also important in that you can be able to play as many people as possible and that they do not restrict on age and gender.
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