#able to use as a sprite
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soft-creativity · 3 months ago
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I made a siffrin edit the other day, feel free to use it lol :>
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Original image under the cut
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triggerhappyhavac-academy · 3 months ago
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part 4/4
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...I was scared.
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Scared of... Staying here forever.
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It wasn't like I wanted you to be blamed, but you were the only one who trusted me enough to switch rooms.
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What the hell... That's...
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Oh I see. You truly did play him then, didn't you?
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Taking advantage of his trust for your own personal gain. How cruel of you.
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...
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There's no reason to be so shocked. You all decided to blindly trust eachother in a situation that required the opposite. What did you expect to happen?
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...
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!! Are you-!?
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Makoto... I'm sorry...
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Come on man! Crying like this over a girl!? She isn't even worth it, toughen up, come on!!
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Y-yeah, what the Hell!? S-stop crying like a f-fucking baby, th-this is a serious conversation!
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It's...
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...
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It's okay, Sayaka. I forgive you.
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Huh...?
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Wow. Guess he moved on quick...
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...
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I still don't believe you were thinking rationally, and I'm sure you didn't want to hurt me. Is there really a reason for me to stay upset?
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Uh... I'm pretty sure there is.
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As long as you're okay now, I'm happy.
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I... Well... You mean it? I don't know if I deserve it but... Thank you.
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...
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Seriously..? What the Hell just happened?
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Again with your blind trust. If she betrayed you once, she's going to-
*Ding Dong Bing Bong*
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All students to the gym immediately!
*Click*
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hermitsdump · 5 months ago
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"sukuna wouldn't survive a McDonald's sprite" as if sukuna is not a masochist smh
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dailyanypokemon · 9 months ago
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#509 - Purrlion
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lovesick-level-up · 5 months ago
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Ibuki Mioda Sprite Edits
@lavendergalactic + @llocket's 2020 event: favourite fandom from 2020
okay, so, these aren't actually the edit we wanted to get out today. these were made for that edit, but there were some technical issues, so we're gonna have to remake those edits another time, oops. we're a little bummed, because its a super fun edit idea, but hey, at least we have these to post so we finished lmao. and these are pretty awesome sprite edits on their own. i remember so vividly us loving ibuki and doing our makeup like cosplayers always did back then, so we channeled that into these. anyway, our favourite fandom of 2020 was danganronpa lmao, no surprises there. though we could have absolutely made a sims themed edit (our biggest special interest at the time), we'll put that away in the edit ideas pile for now.
feel free to use with credit, but don't claim as your own! like/reblog if you save or enjoy!
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noctlas332 · 7 months ago
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close your eyes creepies and crawlies, im posting oc art that took a little while,,,
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brookriver · 10 months ago
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why did i do this
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zprite-x · 7 months ago
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Oh out of tune music boxes you will always be beautiful to me
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kaasiand · 1 year ago
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It's kinda weird how, compared to Metroid Dread, Metroid Fusion was so much more blatant in
its prioritisation of linear story progression over exploration
its linear presentation (literally naming the areas sector 1–6), though it still does the classic "linear game pretending to be nonlinear" thing by taking you through them in a different, but still fixed, order
the way it literally directly tells you your every next step constantly
yet when playing the games, it felt to me that somehow, despite all of this, Fusion felt a lot less frustrating in its linearity to me than Dread. In Fusion it was immediately clear that I would just be sticking to a single sector for each part of the game and those sectors themselves would still be mostly freely explorable in a way that felt more similar to Metroid II, but in Dread there was just no telling AT ALL when the path behind me would be blocked off and it also felt wayyyyy less justified than in Fusion, especially with just how often Dread would be doing this.
With Fusion's extremely tense atmosphere being present throughout the entire game and so much of the story taking place and developing during the game itself, I was totally understanding of its structure and restrictions. Dread on the other hand just kinda made me feel nothing, except
frustration at the lack of exploration with every single door locking behind me constantly for no good reason. Even some obstacles don't *go away* but instead switch from blocking the path forward, to blocking the path back: the thermal doors, the lifts that go down if you stick to their spider magnet walls, the big boxes that you had to move with the charge beam (or grapple beam idk? or both?) it just gets soooo annoying
frustration at how you need to use 3 buttons simultaneously to perform one single god damned action
frustration at how abilities felt extremely underused in the level design—you rarely grapple your way across the ceiling to cross a pit like in Super (which is the kind of level design that allows for sequence breaks in completely natural ways that encourage player experimentation), no, you just open the grapple beam door lock with your grapple beam door key. Literally every single ability in dread relies on this WAY TOO MUCH in painfully obvious ways, including literally every single power beam upgrade
frustration at how missile tanks feel worthless because getting only 2 is just not worth my time (yet the total number of missiles is similar to the other games... a sign of the game being too long/padded compared to the old games)
frustration at how energy tanks feel worthless because every boss does 100+ damage per hit; you're just not allowed to be tanky and the game is forcing you to play in only one specific way. The full energy tanks are just straight up given to you at way too hard-to-miss points—it's not a reward for exploration, it's forcibly scaling up Samus's health so it can scale up the next bosses' damage accordingly and absolutely nothing ends up feeling different. And to make things worse, the energy tanks that you DO get to find on your own don't actually DO anything because they're fucking energy PARTS. They just deliberately made exploration as unrewarding as it possibly could've been
frustration at how almost every area looks the goddamn same and has no music to stand out with either
I must say Dread's final boss was actually really reasonable though, it was really generous with the heals/restocks provided in between & low damage numbers making it so that my collected energy tanks FINALLY felt like they were actually making a difference. I will hate that one arbitrarily locked door in the escape sequence though
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moonxshade · 7 months ago
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So... I'm thinking about making that one especially "woke wing" (sorry) of Noel's into an Ethereal wing... and maybe developing a little story around that whole affair as well... Maybe.
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I'm just thinking about it, nothing more.
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comixandco · 6 months ago
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i think retroactively the reason why lorule was all broken apart was actually because it was covered with rifts to the point the kingdom was more rift than land
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princessofjohtossea · 9 months ago
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Kalos for the ask game?
Making noise is a beloved pastime of mine! I absolutely adore coming up to the surface and singing songs to the Above! They even throw gifts at me! A lot of them appear to give me these things... Red and white, and they look like the balls I played with when I was an itty-bitty Lugia!
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calebs-hangout-corner · 2 years ago
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I just think it shouldn’t be basically required to buy a “pass” to get more and better rewards for an event that you practically cannot finish otherwise. I think you should be able to beat limited time events without having to spend money.
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ellraiser · 11 months ago
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i was wondering if you have any input on how you put together the item display hud in apico (gamemaker)? i'm also using gamemaker and i'm having trouble figuring it out... i'm trying to make the the hud background draw behind the data it displays... the only way i can think to do it, i would have to get the sizes of every data entry before drawing them to the screen, which seems really crude! i hope that makes sense
Hello! So for menus in APICO, they're made up of two different objects - there's the main menu object, which stores a position in the world, and any menu data (like say progress for machines) Then there's a slot object that stores the actual item+count in the slot. For each menu I have a definition file with a layout for the slots. So for example, the sawbench, which takes in logs and you 'chop' them into planks or sticks, has a definition like this:
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Each slot has a position in the "layout" section - which is the offset x/y from the top-left of the menu. When I create a menu object, I read the definition and for each slot in the layout I make a slot object, stored in a list on the 'parent' menu. Whenever the menu gets moved in the world (either by opening it or the player dragging it around), I update the slot positions in the world too, i.e. menu.x + slot.ox - that way they always stay in the right position. I do the same stuff for any UI too, buttons or mechanicsm, each just has a relative x/y pos and I update them when the menu x/y changes.
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For drawing, the slots have no draw event at all - instead the menu draw event first draws the menu, then draws each of the slots in it's slot list, this way you get the bg first then the foreground 'slots'. Each of the menus in APICO is a seperate sprite - it didn't use 9 slices (at the time when APICO was made GM didnt have this)
However in later games where I did use 9 slices, I just store the height/width of the menu in the definition too, and read that to use for drawing. For collision, using a specific sprite makes it 'easier' as gamemaker then has the right boundary box, if you use 9slices you have to mess with a couple of the standard properties to make the boundary box match the drawn height/width.
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Because the menu + the slots are both objects/instances, it makes it easy for checking whats highlighted/clicked, so I literally just have like mouse left/right events on the slot object itself. When the menu is closed I can also deactivate any related slots, and reactivate them when the menu is opened. After APICO I stopped using GameMaker for a bunch of reasons, but in the new framework (LÖVE) I basically do the same thing - a menu class and a slot class, each menu having a definition with it's height/width + a layout of all of it's 'child' slots, all created as instances.
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liminaltrolls · 1 year ago
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Scrolling through asks on my old blog to work on getting some quirks noted down and damn I miss some of these losers 😭
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redyellowfox · 2 years ago
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three children? i thought the author had four children!
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[Uh...]
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[I mean, I do count myself as one of his children.]
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[I was just thinking about others who don't know yet.]
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[Whoops.]
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"I'll remake that post soon one day. I didn't know he was recording that when I walked in."
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