#but i have to learn how to code and do sprites
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self indulgent doodle of scarian as characters from a comic i made in 2022 to cheer myself up
#desertduo#scarian#my art#i was thinking of them one day and thought#wow they are very desert duo coded#i wish i could turn it into a game someday...#something like in stars of time or dead plate#but i have to learn how to code and do sprites#i have so many story plots in my head. too much. im just a little guy#pay rent at least . sobs#head in hands. get out of my head get out of my head get out of my head#sigh.#im so tired dude#i wish i could do the things i want to do#sorry for venting in the tags i havent been feeling the best the past months
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Dungeon Meshi: The RPG
#Dungeon Meshi#laios touden#marcille donato#chilchuck tims#senshi#animation#game dev diary#Please give a huge hand to my coding partner#who labored for over two weeks to figure out how to implement reaction animation for the battle icons.#You may also notice that I updated the battle portraits from my previous post! New and (mostly) improved!#The death screens were not changed because I didn't think they'd get used for this video.#But Chilchuck getting one-shotted and leaving due to this being outside of his pay? Accidental comedy gold.#The full sprite (I didn't realize the bottom third would be hidden) says: âNOT PAID FOR THISâ#And yeah he's smoking. He gets a smoke break as part of his contract. Let a guy have his vices. He's teetering on a divorce.#Dungeon Meshi would be a fun rpg in theory but it would need to have immersive mechanics like cooking and foraging.#And hunger and fatigue and other status effects.#A slightly more lighthearted fear and hunger sort of game.#But that is for some other fan to do. This is just a fun tech demo for us to learn RPG maker!#So...with this mini-project concluded#we now have a foundation we can pass over to our actual game!#Next game dev post will be some game assets (probably busts and battle icons for the main party)#And after that! Most likely some more sprite sheets (I have made a few more since my first attempt)#Thank you for everyone who has been rooting us on since I started talking about this project. It means a ton B'*)
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I went to sleep at 3am for this. Made in Ren'Py
Look at my little guy.
Context:

Then me explaining the concept in more detail:



#used ren'py for coding and ms paint for the sprites#(except the more detailed sunny sprite that was sai)#omori#drawing#art#arsenic#digital#omori sunny#sunny omori#ren'py#omori au#I AM NOT MAKING A GAME OUT OF ARSENIC. BTW. I AM SIMPLY HAVING FUN AND LEARNING A TINY BIT OF CODING#i want to emphasize how much i DO NOT have the time or motivation or patience or skills to make it a thing#nor do i care to sit down and learn.#i am simply being silly and playing around. i just think this looks cool#i made a custom font for that as well. will have to tweak it but.#i like it
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there are two wolves inside of you. One of them is fretting that you went through all the effort of making a new art account just to pigeonhole yourself once more into a specific fandom, which holds you back from exploring original art concepts that you care about. The other one came up with three separate ace attorney comic ideas in the last hour alone and isn't stopping anytime soon
#laurellala talks#am i unwell? perhaps#i also drew like 5 more sketchy comics i haven't posted#and a full colored drawing i haven't posted bc i'm overthinking if i need to attach comics to it also or post on its own#i want to draw more muppets interactions and come up with an actual theoretical muppets ace attorney case!#they would get to explore the muppet studio as a location aaa it would be so cuteee#and i'm in the middle of drawing a comic of miles and nick video calling and teasing a young trucy (i love trucy)#and i NEED to draw nick and maya interactions from trials and tribulations case 3 it's so sibling coded agh my heart#also i want to draw lisa basil in general the roboty software company lady#i want to design an ace attorney self insert called Laurel Lyre (you're a liar) and draw sprite expressions and character interactions#she would be an art student that Nick knew from college and she was painting a still life of the scene of the crime#and her painting has something different than how the crime scene looked which is used as proof in court#ALSOOO i had an idea for a silly comic of nick visiting miles in germany (platonic coded)#and of either a comic or short story idea of them going out to dinner together. This one is hard to explain but it would be good#I WANT TO DRAW FRANZISKA TOO i have an angst comic idea for her! And i want to draw her as a kid in dance class#i feel like she has so much scrutiny of herself which is very âi was in dance as a kidâ coded. Ballet probably#I ALSO have a comic idea of a holiday party that took place before miles' murder trial but after steel samurai case#where miles begrudgingly talks to phoenix to avoid small talk with strangers and they talk about college#specifically like. it is canon to me that phoenix was in an improv group in college. That's where he learned to bluff. he's so silly#i also want to make a comic of the parents at trucy's school trying to sus out how old nick is#since he's only like what 17 years older than her?#I also want to make a gilmore girls joke but i can't tell if this is too dated to be funny. Do people know this show still#i had never watched it before so i just watched like half a season of it just to make a joke. It's cute.#What Else. I have like 5 animatic ideas but i need to ask my friend what she uses to make hers bc in the past I've used imovie on my phone#do not recommend#and if i don't draw everything RIGHT NOW i'm going to lose interest and nothing will get made!!!!!!#andandand I STILL NEED TO FINISH TRIALS AND TRIBULATIONSSSSS#i got sooo far i'm doing so well in the waitress case#i need to finish it so i can finally understand apollo justice and know what the HECK happened in that time skip#ace attorney
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have to dig thru the sprites to make gifs of certain actions
#per'keles cute little twirl b4 he fights u. daans silly run. the valkyries flight#oh playing a game w sprites instead of baked in puppet animation is SO nice itll be so much easier than the dd stuff i got stumped on#downloaded a javascript editor but have absolutely no idea how to parse the code rn. want to learn so i can maybe do some rpgmaker--#--stufd myself this games entirely won me over on the genre#^ i AM aware that ppl say funger is a way nontraditional rpg but ohh i love it i love the dismember mechanic and the difficult of it
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CREEPED VISUAL NOVEL Link, tutorial, extra art, Q&A, some chatter
The CREEPED Prologue is completely free and browser-ready. Gameplay is about 10 minutes. Please read the "tutorial" and notes before playing!
Follow Y/N and their dog, Max, through their grandparents' farm and a mysterious forest filled with...less than fortunate people!
PLAY HERE; works best on PC
This visual novel is powered by GOOGLE SLIDES! It has 0 programming and was created by one person in a little over a month, so please bear with any "bugs" and clunkiness!
TUTORIAL
>Click using mouse/trackpad >Go slowly to not break game >Do not use arrow or space keys
EXTRA NOTES:
>Works best on PC/Browser, I haven't tested the full game on mobile yet >In general, clicking the PNGs on the textbox (Apple, Teddy Bear, Hatchet, etc) will lead you to the right page >If you land on a page that tells you to "go back," that's when you should click the back-arrow key. If your cursor disappears, it doesn't register the click correctly >I recommend moving your cursor periodically to avoid it disappearing and sending you to the wrong page
EXTRA ART
some WIPS and the original sprite-style i was gonna choose LOOOOOOOL
Q&A
Q: Is this an x reader? A: This is a reader-insert, but it's not romantic and I try to keep it as neutral and unidentifiable as possible! Q: What's the plot? A: GENERALLY AND WITHOUT SPOILERS, your dog gets you into trouble and you're just looking to help him!
Q: Who is in the prologue? A: Tim, Brian, Toby, and Kate! More will be added in future chapters.
Q: When will future chapters be posted? A: Not sure! This took me about a month to do, and half was spent over winter break. I will try to get chapter 1 posted before summer, but I am a full-time student, employed, have extracurriculars, etc etc
ok thats all i only remember 4 questions feel free to ask more LMAO
CHATTER(because you know i can talk forever)
ok i just wanted to be able to talk about how the process was with this and how i feel about the results and whatnot...
ive been wanting to make a google slides visual novel since i was like 13 LOL it hit the point where i was repeatedly told i should just learn to code but i was like NOOOOO ITS GOTTA BE GOOGLE SLIDESSSS which is totally stupid but hey. i think that gives it some sort of simple charm that reminds me of being 16 and doing little projects in my room LOL i like working with the easiest tools . my bad
anyway. im just very happy LOL. it's not perfect but i feel like i came full circle in a sense?!?! i've been into creepypasta since i was 9 and it comforted me when things were really hard, and when i was 18 i was going through a really hard time and got back into creepypasta as a way to distract myself. i've always had a habit of throwing myself into fiction for escapism when things suuucked.
i'm 20 now but i've met SO many amazing people, had so many fun awesome exciting projects with friends, created tons of stuff im proud of, felt more motivated to create since i was like 13, have been inspired by so many amazing artists/authors on here, etc. just so so so lucky to find community in such a tight-knit cute fandom that thrives off of creativity and playing around! i hope i can keep the momentum and make a couple more chapters this year, but im kinda busy with school and work...LOL . i'm just excited to have this posted so i can have more discussion about it T_T
anyway thank you if you read this far and thank you if you played etc etc yaahhhhhh omg ok BYE THIS IS SO EMBARRASSING im just so grateful to be in this fandom
#creepypasta#creepypasta fandom#crp fandom#creepypasta AU#crp Au#creepypasta game#creepypasta visual novel#creepypasta vn#ticci toby#toby rogers#kate the chaser#kate milens#tim wright#masky#masky marble hornets#hoody marble hornets#hoodie marble hornets#marble hornets#brian thomas#slenderman#creepypasta x reader#slenderverse#fandom#fanart#sweetart#CRPED VN
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đŽ HEY I WANNA MAKE A GAME! đŽ
Yeah I getcha. I was once like you. Pure and naive. Great news. I AM STILL PURE AND NAIVE, GAME DEV IS FUN! But where to start?
To start, here are a couple of entry level softwares you can use! source: I just made a game called In Stars and Time and people are asking me how to start making vidy gaems. Now, without further ado:
SOFTWARES AND ENGINES FOR PEOPLE WHO DON'T KNOW HOW TO CODE!!!
Ren'py (and also a link to it if you click here do it): THE visual novel software. Comic artists, look no further â¨Pros: It's free! It's simple! It has great documentation! It has a bunch of plugins and UI stuff and assets for you to buy! It can be used even if you have LITERALLY no programming experience! (You'll just need to read the doc a bunch) You can also port your game to a BUNCH of consoles! â¨Cons: None really <3 Some games to look at: Doki Doki Literature Club, Bad End Theater, Butterfly Soup

Twine: Great for text-based games! GREAT FOR WRITERS WHO DONT WANNA DRAW!!!!!!!!! (but you can draw if you want) â¨Pros: It's free! It's simple! It's versatile! It has great documentation! It can be used even if you have LITERALLY no programming experience! (You'll just need to read the doc a bunch) â¨Cons: You can add pictures, but it's a pain. Some games to look at: The Uncle Who Works For Nintendo, Queers In love At The End of The World, Escape Velocity
Bitsy: Little topdown games! â¨Pros: It's free! It's simple! It's (somewhat) intuitive! It has great documentation! It can be used even if you have LITERALLY no programming experience! You can make everything in it, from text to sprites to code! Those games sure are small! â¨Cons: Those games sure are small. This is to make THE simplest game. Barely any animation for your sprites, can barely fit a line of text in there. But honestly, the restrictions are refreshing! Some games to look at: honestly I haven't played that many bitsy games because i am a fake gamer. The picture above is from Under A Star Called Sun though and that looks so pretty
RPGMaker: To make RPGs! LIKE ME!!!!! NOTE: I recommend getting the latest version if you can, but all have their pros and cons. You can get a better idea by looking at this post. â¨Pros: Literally everything you need to make an RPG. Has a tutorial inside the software itself that will teach you the basics. Pretty simple to understand, even if you have no coding experience! Also I made a post helping you out with RPGMaker right here! â¨Cons: Some stuff can be hard to figure out. Also, the latest version is expensive. Get it on sale! Some games to look at: Yume Nikki, Hylics, In Stars and Time (hehe. I made it)
engine.lol: collage worlds! it is relatively new so I don't know much about it, but it seems fascinating. picture is from Garden! NOTE: There's a bunch of smaller engines to find out there. Just yesterday I found out there's an Idle Game Maker made by the Cookie Clicker creator. Isn't life wonderful?
â¨more advice under the cut. this is Long okâ¨
ENGINES I KNOW NOTHING ABOUT AND THEY SEEM HARD BUT ALSO GIVE IT A TRY I GUESS!!!! :
Unity and Unreal: I don't know anything about those! That looks hard to learn! But indie devs use them! It seems expensive! Follow your dreams though! Don't ask me how!
GameMaker: Wuh I just don't know anything about it either! I just know it's now free if your game is non-commercial (aka, you're not selling it), and Undertale was made on it! It seems good! You probably need some coding experience though!!!
Godot: Man I know even less about this one. Heard good things though!
BUNCHA RANDOM ADVICE!!!!
-Make something small first! Try making simple: a character is in a room, and exits the room. The character can look around, decide to take an item with them, can leave, and maybe the door is locked and you have to find the key. Figuring out how to code something like that, whether it is as a fully text-based game or as an RPGMaker map, should be a good start to figure out how your software of choice works!
-After that, if you have an idea, try first to make the simplest version of that idea. For my timeloop RPG, my simplest version was two rooms: first room you can walk in, second room with the King, where a cutscene automatically plays and the battle starts, you immediately die, and loop back to the first room, with the text from this point on reflecting this change. I think I also added a loop counter. This helped me figure out the most important thing: Can This Game Be Made? After that, the rest is just fun stuff. So if you want to make a dating sim, try and figure out how to add choices, and how to have affection points go up and down depending on your choices! If you want to make a platformer, figure out how to make your character move and jump and how to create a simple level! If you just want to make a kinetic visual novel with no choices, figure out how to add text, and how to add portraits! You'll be surprised at how powerful you'll feel after having figured even those simple things out.
-If you have a programming problem or just get confused, never underestimate the power of asking Google! You most likely won't be the only person asking this question, and you will learn some useful tips! If you are powerful enough, you can even⌠Ask people??? On forums??? Not me though.
-Yeah I know you probably want to make Your Big Idea RIGHT NOW but please. Make a smaller prototype first. You need to get that experience. Trust me.
-If you are not a womanthing of many skills like me, you might realize you need help. Maybe you need an artist, or a programmer. So! Game jams on itch.io are a great way to get to work and meet other game devs that have different strengths! Or ask around! Maybe your artist friend secretly always wanted to draw for a game. Ask! Collaborate! Have fun!!!
I hope that was useful! If it was. Maybe. You'd like to buy me a coffee. Or maybe you could check out my comics and games. Or just my new critically acclaimed game In Stars and Time. If you want. Ok bye
#reference#gamedev#indie dev#game dev#tutorial#video game#ACTUAL GAME DEVS DO NOT INTERACT!!!1!!!!!#this is for people who are afraid of coding. do not come at me and say 'actually godot is easy if you just--' I JUST WILL NOT.#long post
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they should hurry up & make rpgmaker free so i can make sh3 demake as a fun little project to entertain myself. I am Not spending however much money I need for all the assets to do it.
#yeah it regularly goes on sale but most of the assets i would need i also have to buy separately & Those Don't go on sale.#so total price would end up being near $200 or more & as much as i wanna try to make this just for fun. i am Not spending that much for it.#not to mention however long it takes me to learn how the system's work & actually start Making it. fixing any bugs. writing dialogue.#learning to code this shit. replaying the original game countless times so i can accurately remake each level. character sprites.#learning the notes for each song & somehow learning how to translate that all to midi versions so i don't get copyright hell.#this project would take god knows how long & god know's how much money. who knows how much files space I'd waste on it.#But man i still do want to do it. it's up there with the two graphic novel/animated shows I wanna make. But probably won't ever happen.
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Hi All! I thought it was time i gave a lil update from this game and how its been going.
I'm one that tends to keep to myself till a project is fully complete or close to complete, but I've gained a lot of asks about this over time and more as of late lol. So thought I'd cut the radio silence a tad and answer a few repeat questions id gotten!
Are you working on the game?
Surprisingly, yeah.
Will this be a completed game to buy?
Definitely not, least not now. My plan is to make a basic demo of the game as building a complete game with the script and everything would take a very long time and a lot to learn!
It would also be a free to play game, as Its a fan game.
When can we see it, are you almost done, videos and updates!!!
Well... 2023 was a busy year for me personally. And as a person who is still learning to animate along with barely any knowledge of game coding. Led to me needing to learn a lot and do trial and error.
A lot of things are temporary placeholders and incomplete textures with testing. So I didn't feel they where good to share progress of.
a lot of it was me learning, trying different styles to work with the game, and sketches throughout.
Can i help with the project????
I do appreciate you all asking for help,But I don't know much about game development and working with a team on this. So it's more of a passion project for me, and so far what I have learned has been nice :>.
I didn't wanna rely and give up on the project or delay it so much due to factors so I'm workin on it alone right now till the project is farther along and more stable.
Will it look exactly like the trailer, what kind of game is it, what all do you have planned for the demo?
Admittedly I had originally made sprites and everything to match the video, but i ended up going for a more chibi type style as its easier to work with.
Its a side scrolling game with rpg like elements.
The current plan is to have two fully completed stages, a mini game, 4 playable characters (2 being Sun and Moon), and some extra features.
Will the demo be out this year?
I can't say, it all depends on how much time i work on it and learn ;o! I don't like to get hopes up, but I work it on it when I can.
Crumbs, please
Some of the daycare and model updates. It's not much, but I find it fun to run around and interact with things lol
So all and all for those really wondering about the project, its still a heavy work in progress. A fun and frustrating one for sure, but Its been nice actually learning to code and design it so far.
Hope this answered a few questions and of course you can ask other stuff about it, I don't mind.
Thank you!
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The Ladies of Addagala || Kofi | Commission Info | Threadless Shop|| Do not edit, trace, or repost!
So this started as another one-off bit that involved drawing the lords of Alagadda with inverted colors, but it grew into a whole realm with Lore. The finding of this place written below, pov of my sprite persona.
[ You would think I would have learned my lesson by now, considering how the blame fell on me for witnessing and then interfering with these kinds of entities. But, no. And so, with the knowing expectation that I will be held responsible for merely observing this, I wish to tell you what I saw while around the outer boundaries of â â â verse, â â â space-â â â time, "SCP Wakey Wakey"âs reality. It would appear that, by accident, a secondary nexus evolved from my observations of Alagadda and its tributaries. An attempt by What Is and What Isnât to balance out the chaos of the city-state: an antithesis. Such a place is a hefty feast to observe by oneself â hence my absence â so I took in what I could for now. More undoubtedly lingers beneath its glossy surface.]
The Land of Addagala â a name a little too on-the-nose in my opinion, but that's not important â was a citywide sanctuary locked within a snowglobe. The first notable sensation I recall being the chill in the air; I learned later that it became just warm enough in its spring and summer seasons to let the flowers bloom and produce fruit. A warmth that apparently came not from the grey sun, but that radiated out from their beloved monarch. The sun, which also acted as its moon, was more of a static decoration in the sky. No sunrise or sunset; the day faded into night into day into night again without it. The kingdomâs borders were high stone walls, beyond which was a mystery that even my kind could not perceive; it simply did not exist. Leaving through the gates led out to⌠Well, it led me out to Nowhere, but others presumably back their native reality (hopefully). Within said walls were sprawling, spiraling meadows, pastures, and gardens. Neat rows of simplistic homes and facilities leading up to its centerpiece: a modest basilica with a clock tower that stretched far higher than seemed necessary. Everything within this scenery had its similarly mandated colors â or only naturally occurring ones depending on the realmâs lawsâ of Silver, Indigo, Sapphire, and Turquoise.
After a general overview, I floated down and followed one of the branching stone paths in the garden. Blue roses and peonies lined in neat spirals, soft turquoise grasses, beautiful stone statues, bumbly honey bees buzzing about; I mustâve spent hours in the garden alone. The aforementioned clocktower would sweetly chime each hour before falling into a peaceful quiet again. I spied a few citizens there as I perused the flowers. Besides the silver masks (also mandatory here), they dressed in accordance with the cold weather: Long gowns, capes, and sleeves; furs, feathers, and fluff; soft, warm, and layered to keep the cold at bay. I learned later that those unfortunate few to enter without proper fittings would not stay cold long as the advising Ladies and their orderlies would happily provide suitable clothing. Their motives are well-intentioned, yet also motivated by an implied modesty dress code. Suppose I should have expected as much from the opposite Alagadda.
It was there within the gardens where I found the first lady of the city: Lady Turquoise, wearer of the Solemn mask. Dignified yet understanding. Her stature towered, imposing an air of respect. She was hard at work tending to the hedges; precise in every movement and measurement. A look within revealed more about her and the kingdom itself: This place had a rigid sense of time and a stern set of rules to keep order: both of which were expected to be followed by every citizen. And schedules needed to be planned, written, and updated by someone. The sense of such strict routines was somewhat nauseating â and I like routine, mind you. But now, in a moment of allowed leisure, she tended to her gardens. I wouldâve lingered longer to watch her work, but the hint of desperate perfectionism within warded me off. I drifted off towards the main square.
More citizens, and few visitors, were found here. Pleasantly conversing, eating lunches, etc. It was hard to imagine this place had any tie to Alagadda, opposite or not. The mundanity of it was too⌠mundane. Even the silver masks adorn by all only gave a small sense of strangeness. Even the appearance of the second lady held little fanfare â if you could even call it that. Lady Silver, wearer of the Solaceful mask. A face that knew deep sorrow yet so hopeful. She was out on a daily constitutional, greeted by the occasional passerby. As I lingered near her, more revealed itself: this was a place of pacifism. Violence of any kind would not be tolerated and be âcorrectedâ. That word always worried me, and for good reason. As the clocktower chimed again, I saw how these âcorrectionsâ were made. The tower held many rooms: rooms of solitary for those who needed time to accept the help they were so graciously getting. To break those unfortunate habits they brought with them. Truly, they â well, Lady Silver here had her doubts about it, how helpful â believed this method was humane. My growing disappointment accompanied me as I continued my investigation. The cityâs basilica awaited.
More flowers, statues, and an endearing fountain decorated the atrium. A faint humming led me to its kitchen. A friendly tune, hummed by a most friendly person. The third lady of the city: Lady Sapphire, wearer of the Amiable mask. Her countenance bore a gentle, inviting smile. She was discussing medicines with a few visitors it seemed, all while baking some kind of honey pastry. Each and every concern of theirs was met with reassurance, every question had a simple answer. There within her I saw the purpose of the city: to be a place of healing and peace. Vows of sobriety, working treatments for nearly every ailment, and a steadfast belief that anyone could be rehabilitated. Such an unwavering optimist, of her own skills and of people in general, that it was almost⌠concerning. I did not peer any further.
I meant to keep this short, I really did. However, recalling the little pleasant details before Knowing has helped me get to this point. I remember the walls and columns of the nave being a marble of some kind, streaked with silver and indigo. The natural lighting filtering in and mingling with the grey candle lights. Upon the bema towards the altar, lavish bouquets had been placed. I wish I could have enjoyed the scenery longer â I wish I could have enjoyed Addagala in general longer. However, that is not possible now. There upon the altar stood a large crystalline coffin, occupied by a giant corpse wrapped in glimmering, gossamer shrouds: their beloved monarch, the Charred Queen, seemingly at rest in eternal tranquility. And kneeling at her feet, was the fourth lady of the city: Lady Indigo, wearer of the Quiescent Mask. A face serene in sleep. She was deep in prayer, some hushed communion with the queen. Beseechments of guidance, blessings, and the like. I went to peer in to gain some more insightâŚ
But I found nothing. Hollow. Instead, I felt a connection, a string if you will, leading back to the queenâs corpse. So I followed, and I looked within her instead.
I left the basilica hastily. Back out into the open, chilly air. Up, up, up towards the grey sun until the strange claustrophobic feeling left my chest. Having experienced similar horrors already, it should not have surprised me and I should have expected it, but as you can see â I did not learn my lesson! After a moment to calm down, I decided to make one more investigation before leaving. Hesitantly, I stepped down onto the grounds of the garden. All around me revealed the brilliant branching life of the plants, healthy and prospering. Then⌠then there were the âstatuesâ. Some brighter than others, some were dimming, but none were extinguished completelyâŚThe lucky few to receive the Queen's âblessingâ, I learned : an eternal state of peace in the land of Addagala. Or at least, that's what the queen told them, the Ladies, everyone...
No. She would not rest peacefully anymore.
All it would take. Is one. Little. Push.
~~~
#scp addagala#scp oc#ocs#scp alagadda#scp#fan oc#lady indigo#lady turquoise#lady sapphire#lady silver#the charred queen#greenghostlyjekyll#jekylldoodles#lmao i already have a ship for one of them and graves for some others#been hard at work with this đ
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been trying to do some pixel art bc after putting another 60+ hours into stardew valley the want to make a stardew like game but *my* way is strong again ... but i keep getting hung up on thinking about game mechanics (screenshot at the bottom .. sorry for makign this so long again ..)
at some point i thought the whole minecraft aspect is probably impossible to add into a 2d pixel game and im better off to cut that idea out of my head and instead make a dedicated area in which you can build stuff more costumizable and make the rest a more static thing id built so the worlds have more character and theres less problems with NPC pathing (since i dont want you to be able to escape Eadryas wrath if you overstay your welcome by building yourself into a circle or collision boxes .... though they would destroy anything in their path to you either way.. still)
but then i still want you to be able to change the ground in your little area (or maybe multiple ... idk im still conflicted bc i like the idea of finding a place and building your lil hut there ... unless i make it so you can build a hut anywhere but change the ground tiles only in certain areas ... ) and build little ponds and stuff ... so im back to the minecraft in 2d problem
i keep getting into these thinking spirals bc i dont want to draw all those sprites if im gonna scrap it all again anyway
the main point with this little ...... well, lets call it fantasy bc im not confident this 'project' will fare any better than any of my other projects (im a never finished a single project and keeps being haunted by it kind of guy and i hate it)
- is that i want a 2d game somewhat similar to stardew but set in my original story world and focused on the environment and nature, not on earning money, an intricate weather system and no time limit on your day, the twist being you are an ex-demon hunter and are on probation to prove you really abandoned the cause, given shelter and a place to stay in the demon world within the protective bubbles around gates into the human realm (bc humans cannot live in the normal environment of the demon world- this is an already long established thing but works extremely well to limit the space you are able to go in a game without making the world feel tiny plus allows me to give you several different environment designs bc those are gates and bubbles in different parts of the demon world) your task being to help clean up the poisoned land the celestials had caused and repopulating these parts with plants etc. ... there is a tracker that lets you know how well or bad it is doing and if you only destroy instead of restore (like chopping down all trees without planting new ones) you will be given warnings until Eadrya shows up and kills you since you are clearly still working to destroy their lands after all
i still really like this idea but im really doubtful it will go anywhere since i am so slow, need to learn at least two complicated new things (coding, music making) and already have so many things i want to do but never really .. do, the task is just too daunting and it keeps me from just having fun drawing pixel art bc i cant stop (over)thinking about mechanics
(see this is what i mean my brain just cant stop, it just keeps going and it keeps making me spiral into these thinking loops that prevent me from actually doing anything )
this is the same file i have been randomly doodling sprites on since april (by far not the only one, but the current one of multiple sprite tests i keep updating or changing)

(i appreciate feedback or thoughts on this alot, its a little fantasy that i keep comign back to, all my attempts to throw it out of my head in hopes of clearing up some space have failed no matter how little hope i have of making it a reality ..)
#ganondoodles#art#pixelart#...i dont even dare to tag this as gamedev#i dont have the right for that#barely made a character move once in a glitchy way and i have long forgotten how#none of these sprites are finished#the weather system is especially dear to my heart#bc i want it to be somewhat as dynamic as botws#the trees swinging in the wind ... rain and cloudy weather changing throughout the game#not time limits so you can wander around and enjoy the world with little restriction#inventory would also be more like botw#in which you can colelct everything and have it all with you at time instead of having to manage it like in stardew#few characters in the hubworld and soemtimes some in the overworld#since this is a very lonely place and very few demons are left#anyway ... sorry for babbling on about this again#i just cant seem to be able to let it go ...............
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Age Gap with Stilgar
Summary: Smutty age gap headcanons for my beloved sand daddy
Warnings: SMUT DUH, age gap, fem coded reader, oral(f), size kink save me- fingering, reader doesn't like boys her own age, Stilgar's an old man and he has a fat cock, eycontaccctt, smidgen of spanking (I may continue that in a later post if thats what the people want teehee) lmk if I missed anything!
Notes: going insane over him
Hnnnggg sand daddy
You wear him out
So young and spritely, he remembers being like that once
Sometimes he wishes he still was, wishes he could keep up with you like you deserve
But you don't want boys your age >:P
They don't know what they're doing like Stilgar. Their voices aren't deep and rich like his. They aren't solid and thick and all-encompassing like he is.
They don't learn like Stilgar does. They don't pay such close attention to the way you gasp and moan and whine if he'll rub your clit at a different angle with his big calloused hand
You tell him so, how boys your age could never appreciate the precious moisture of your pussy, the sacred taste of it
How boys your age could never hope to fill you up with their fingers the way Stilgar does, curling them juuuust right
Boys your age don't know the trick of rubbing their nose on your clit whilst their tongue slobbers over your cunt
Stilgar does :)
Stilgar worships you
He'll let you do anything to him. Anything you desire.
I hate to be the one to break this to y'all but he's only lasting 1-2 rounds đ
He's old and tired! Have some mercy on him woman
It's okay though he will HUGELY make up for it with technique, as we've discussed :)
And also that he'll let you bounce on his fat cock until the stars burn out
His fills you so well đ¤¤
He also has a thing for being ontop of you tho?
Squishing you a little with his weight
Firm solid relaxing pressure as he stares at you, eyes fixed on your own.
I know he's huffing and grunting like a dog
He can keep up a pretty quick pace with his hips despite the old man-ness
Your pussy motivates him, what can he say đ¤ˇđťââď¸
I know his dick is big I KNOW ITS BIG
Girthy
Dark ruddy colour mmng
Like a desert rabbit he'll let you hop on it for as long as you please â¨ď¸
...
Also he spanks you for being a naughty gir-*gun shots*
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On: Vita Corrections (SDR2)
I've talked about it in the past, and will probably talk about it again in the future! But when Danganronpa 1 and 2 were ported to the PSVita, it wasn't just a simple port. Several dozen corrections were made, and the PSVita version of Danganronpa 1&2 would go on to become the version ported to PC, Xbox, PS4, Switch/iOS, and thus leave these old errors relegated to the PSP exclusively. Furthermore, the series was not officially given English translated versions until the PSVita versions, meaning only Japanese players likely ever saw these errors.
While most of these errors were visual, some were coding errors. For example, in Ch.1's investigation in SDR2, Komaeda hangs out in the background when you talk to him.
The Vita version went on to correct this, having the camera pan to the standing sprite like it is supposed to and then have Komaeda start speaking.
Everyday I learn of new things that were fixed upon porting the game to the Vita, and of those things is beta sprites mistakenly left in the game.
This will be a long post, and thus will have a read more. But here's an example of a sprite correction that was made and, honestly, was made for good reason...
So, let's talk about all of this.
Firstly, I want to say, the beta sprites used in the SDR2 student handbook I have already covered here, and the beta Naegi sprite used in the DR1 title screen I have covered here, so I won't repeat them.
Furthermore, I will discuss specific DR1 PSP differences at a later date, so fret not. Image limit means I have to limit myself, so it's just SDR2 right now.
And just before anyone asks - DR:AE and DRV3 never had PSP versions. By that point, both games were released first and foremost on the Vita, and did not get PSP backports or anything of the sort. I do know V3 got patch updates after its release on the Vita, but I do not know what changed exactly in those patch releases. Furthermore, I do not know how or if the PC/PS4/etc. ports differ significantly in terms of visual/coding changes in the same way the PSP -> PSVita ports did. Some day here I may look into it myself, but frankly, my focus on these topics have always been about DR1/SDR2 exclusively (which is funny as DR:AE is my favorite game in the series).
Okay, for real, let's talk about the screen shot I just shoved in your face: consent sprites.
Almost every single visual sequence in Danganronpa is consisted of several image files animated together. Thus, the "consent" sequence uses a zoomed-in picture of the characters sprites. Likely what happened in the PSP versions is that early sprites were put in for the "consent" animation, and by the time all the sprites went through finalizing changes, they forgot to replace them in the "consent" animation specifically. That's my guess, at least.
Everyone in SDR2 has one, as it is used in Island Mode as well. DR1 sadly does not have this as its "School Mode" was implemented only in the Vita re-release as a bonus.
Hinata Hajime:
What's fun about Hinata's beta sprite here specifically is that it's the same one mistakenly used in DRS for his swimsuit sprite. I've already talked about it in the hyperlinked post so I won't repeat it here, but it's fascinating that this sprite got mistakenly re-used years later for DRS.
We can see many differences between this and the final sprite. Hinata's body was made bigger, his bangs redrawn, the color layer shifted upwards for his hair (for some reason), and his eyes changed to look up and to the left instead of dead center.
Naegi Makoto:
Heads up: some of these images do not align. Hinata's thankfully lined up fairly well by default, but from hereon some of the "consent" sprites need to be moved slightly to better match up with each other.
Anyways, this Naegi sprite actually scared me (LOL). For context, I was relaxing playing the PSP version of SDR2, and in the middle of a trial, when I agreed with someone's statement, I noticed Hinata's sprite was off. I figured everyone's must be off then, so I ripped them all without knowing what they'd all look like. I opened up the folder for Naegi's, was hit with this, and was genuinely taken off guard. I just wasn't expecting it to look so different. It's very uncanny, and just looks off.
I don't think I even really need to describe it...basically everything was changed (thankfully).
As put by my friend Holly, "Makoto looks like a pug".
I will say, beta sprites for Naegi aren't very common outside of the Demo version of DR1, and this beta sprite oddly found in the SDR2 art book.
What's vastly interesting though is the beta found in the SDR2 art book is the same sprite here. Well, not the same, but the same pose. It's clearly not as early as this one though. So we have 2 beta versions of the final "pointing Naegi" sprite, it seems. How fascinating! I really should put together a "beta sprite timeline" some day...that'd be quite the project, though.
Nanami Chiaki:
This just seems to be an all-around early version of the sprite. Thicker outlines, raised eyebrow, and her teeth are bigger. All of this was fixed in her final sprite.
Ah, by the way. If I don't mention it here I guess I'll keep forgetting to mention it. Nanami, as shown in her mock-up beta image, uses keigo (polite) speech. She does not talk like this in the final game, instead speaking casually. Neat.
Sonia Nevermind:
Sonia's beta is interesting to me for minor reasons. Besides some of the thicker outlines, it could be considered "finished", but even so, the finished sprite is much different. Sonia's mouth was moved up, her hair less voluminous in the back, and her hand seemingly lowered and no longer popping up.
It just goes to show that even when a sprite looked basically done, they still saw it necessary to make so many little changed to it.
Saionji Hiyoko:
Every beta sprite I find for Saionji lacks in any real differences. It's sort of sad, but in a way, sheds light on an interesting process. The fact that very minor changes are made for seemingly no reason.
The final sprite for Saionji is "sharper", having a less blurry look to it. The "consent" image in particular has her sprite moved up a few pixels for whatever reason.
Koizumi Mahiru:
Koizumi's is an example of small but practical changes. Her hand was given much more detail, her hair lines made a bit sharper, and the shading lessened around her eyes. Also some very subtle changes to her ear, her teeth, and shirt collar.
Tsumiki Mikan:
Tsumiki's beta sprite is all sorts of messed up, and may have even shocked me like Naegi's had I not seen it before. Where, you may ask?
Well, DRV3's talent development plan cards were prone to using beta sprites by accident. Here's Tsumiki's:
I have a post I need to make about this...sometime...but for now, here is a clearly early version of this Tsumiki sprite.
Mioda Ibuki:
For the record, I'm comparing Mioda's full finished sprite to the PSP "consent" cutin image for one particular reason. Here's what it looks like if I just compare both "consent" images as they are:
I don't know why they felt the need to move Mioda way, way higher up in the Vita re-release, but that makes it pretty hard to compare the two.
Here's the real comparison. Quite a few details were changed; the lines on her shirt, her arm, the top of her head, the shading, and her mouth was moved down.
Pekoyama Peko:
Here we have the same Pekoyama sprite as seen in the SDR2 wallpapers. Nothing new to comment on here. Her face used to be much wider.
Souda Kazuichi:
Comparison gifs are great, because in cases where I couldn't see any differences when putting the images side-by-side, a comparison gif will reveal all the things I missed.
Souda is an example of that. Very small changes were made that I had not caught, such as his eyes being angled up higher towards the ends, his mouth extended lower, and the sides of his head spaced out better.
A part of me actually prefers the beta sprite. It has a more "extreme" edge to it, which fits the general vibe of Souda's design. However, the final sprite is just as nice.
Imposter:
Besides some width and artifact differences between the two renders, the sprite itself is the same. A shame, but it's what I expected. It's very, very hard to come across Imposter beta sprites. He had to be the first character whose sprite set was finalized, I feel.
Also, yes, the sprite is horizontally squished. I guess to make him fit better...?
Hanamura Teruteru:
Sadly, much of the same with Hanamura. I guess his simplistic design lends himself to not having too many corrections needing to be made.
Kuzuryuu Fuyuhiko:
Both Kuzuryuu sprites. As can be seen, basically his whole head was redrawn. I've actually talked about this sprite before, as it is reused for his UTDP card.
What I haven't seen before is the eyepatch version. What makes that noteworthy is the fact the colors are...greenish? Every Kuzuryuu sprite has an orange undertone, but for some reason, the early eyepatch sprite is blueish in undertone. Strange, seeing how the non-eyepatch version is the same color scheme. I wonder what that's all about. I really couldn't begin to guess.
Nidai Nekomaru:
Nidai has 0 changes. Good for him!
Owari Akane:
Keeping up with the theme Kuzuryuu presented us earlier, Owari's beta sprite is for some reason much more orange than the final sprite. They also redrew her neck, but besides that (and some outline fixes at the top left and in her ear) she seems mostly the same.
Komaeda Nagito:
This is a classic. The weird smiling Komaeda sprite, which is also seen in the SDR2 wallpapers. I've seen it many times so it doesn't surprise me it was accidentally left in for the "consent" images.
Tanaka Gundam:
Last but not least is Tanaka, and this is a great one to end off on because it baffles me.
Up until now, the Vita corrects have been, well, corrections. They replaced all the accidentally used beta sprites with their final, in-game sprites.
Not this one!
It's actually backwards. The PSP version was already using the final sprite, while the Vita re-release accidentally uses a beta sprite.
Same one seen in the SDR2 wallpapers...again.
It just blows my mind how they managed to do that...but if they could do it with Komaeda's standing sprites, I suppose anything is possible?
Well, that's it for now. When I get the time, I'll talk about the changes made to DR1...if you know of any other fun changes that were made between the PSP and PSVita versions, please let me know!
#hajime hinata#nagito komaeda#chiaki nanami#mahiru koizumi#hiyoko saionji#mikan tsumiki#ibuki mioda#peko pekoyama#fuyuhiko kuzuryuu#gundham tanaka#kazuichi souda#byakuya twogami#teruteru hanamura#akane owari#nekomaru nidai#makoto naegi#sonia nevermind#dr#sdr2#danganronpa#;danganbetasprites#;noxiatalksia
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The making of Friendship Test:
I have always wanted to make a RPG Maker game. Throughout the years I have played several games with small pixel sprites as characters, as worlds, and I have always been fascinated that you can create a beautiful, funny and interesting story through them. I can not code and I do not have any 3d art skills, the chances of me ever making a videogame were very limited, but I have always wanted to make one. RPG Maker always seemed like the most available objective I could achieve, but I was never motivated enough to try anything cause I never had any good concept in mind for a videogame.
The year of 2024 started with a big robot obsession for me. Robot Dreams had recently came out and I did not stop thinking about it ever since, and soon after I started playing Toontown Corporate Clash, needless to say I adored those corporative robots too. I have always loved robot characters and thought it would be fun to create a story with them, I had several OC projects in mind but none of them included robot characters, so I thought I should change that.
I daydreamed about the concept of a story with robots, suddenly came with an idea: âwhat if an army of robots turned âgoodâ and only one of them was still âbadâ?â
A very simple concept, one that would change and develop a lot, but an idea that I really liked. Of course, I like writing character dynamics, so it could not be a solo story, I gave the corrupted robot a companion in their journey. It was the story of a robot that was built to be kind turning âmeanâ and a robot that was built to be a weapon turning âgoodâ, traveling through a laboratory of abandoned robots that had all turned âgoodâ, but how maybe thatâs not as nice as it sounds.
I had that idea in mind, but I wasnât planning on doing much with it. Perhaps a quick drawing, post it on tumblr and move on to other projects for now. But an image showed up in my brain that I could not shake off: I imagined this game as a rpg maker game. I imagined the sprite of the protagonist walking around this abandoned lab. And the strangest thing? It looked good. It looked promising. At least, it did in my brain.

The story was nothing but a mere simple concept, but it was good enough to give me enough motivation to look up tutorials on how to use GameMaker. Yeah, you read that right, GameMaker, not RPG Maker. I wanted to try out a more complicated engine, spent three days learning how to build one single room. I followed the steps, but somehow, I ran into a bunch of issues and it was not working properly. It did not feel great to waste three days for nothing, I was ready to give up and just go back to drawing simple drawings, go back to something I already knew how to do just fine.
But the image of the little robot still roamed around in my brain. So I decided to look up tutorials for RPG Maker.
Needless to say, I should have done that from the beginning.
I didnât become an expert immediately, I still am not an expert whatsoever, but even if it took time and effort, RPG Maker was easy to use. No wonder so many use it to make videogames.
Again, the concept of this game was still very limited, I had a lot of ideas in my mind on how the story could go, drew a lot of concept art, wrote a few lines of dialogues, but nothing was set and stone yet. I decided to make one short area at the very least, and while I was creating it, I could think on the story some more.
I did just that, the first area is basically exactly what I had in mind since the beginning: a dark, empty abandoned lab. FriendProgramâs character design was very stuck on my brain too, they did not require a lot of concept art, their final design was very clear to me.
I made a couple of rooms, learned the basics on how to move from one room to another, how to change the characterâs speed, how to make them interact with things, how sprites worked, all that stuff. But I needed to make FriendProgram interact with SOMEONE at some point. I needed a couple of funny NPCs for them to interact with. Thatâs how I came up with FUN and GAMES.
Now, I already had a few ideas for characters we would meet later on the story, but these two were not planned ahead, I just needed a funny duo to introduce us to the test âbattleâ mechanic and to showcase the overall humor and dialogue style this game has.
However, I ended up liking them so much that they became part of the main cast of characters, even if their role is smaller than others.
When it comes to the tests, I was a bit concerned with that aspect. I knew that was the main gameplay of this game, the friendship tests you are put through, but I was not certain how I was going to pull that off. Would it be boring? Would it be repetitive? Would I not be able to program it? As flawed as they are, I am pretty satisfied with the results.
You have only seen a pretty simple friendship test, they get a bit more creative later on.
When it comes to the âbattlesâ, I wanted them to be short and simple, nothing that takes too much time and nothing too complicated either. Itâs the reason why there are so many, cause they are all meant to be pretty short, and the game allows you to save whenever you want. I hoped that getting a game over would not be too punishing to the player, since Iâm aware some battles can be a little difficult to figure out what you are exactly supposed to say. Game overs are a bit essential to the point the game is trying to make.

Still, I am aware the battles can hurt the pacing a little in the first act, which is why they are better distributed in later acts, instead of getting 5 consecutive battles at once.
The mechanics of the battles change a little in each act, with act 2âs probably being the most complicated. But battles are not the main point of the game, which is why you might see less of them as the story progresses. Still, Iâm okay to have a flawed âbattleâ system, at least I have one at all, which I was worried I might not have been able to have.
The other gameplay âmechanicâ are of course, the friend_test_mode. They are however meant to be more story-focused than anything else, the first one is very simple, the other one can be a bit more annoying to get to the correct answers, but both of them do not punish you with game overs and are not meant to be anything too complicated. Itâs presentation, part of the story, less a gameplay mechanic.
But enough about gameplay! This is a videogame that is more about characters and stories.
Before arriving to the new location this act takes place in, you find yourself with two experiments and learn all about the battle system. One of the two experiments is Exe, a strange mysterious rabbit. Exe was originally not part of the story, I adore characters like Exe, the funny annoying comedic relief characters, I tend to include them a lot in my stories. But so far, I hadnât included any characters like that, I thought that maybe they would annoy people and it wasnât necessary to the story. This changed however, I realized that if Iâm making a game that I would like to play myself I had to include a character I would love, even if there were people who wouldnât like them. So I included Exe, who serves as a tutorial and overall guide to the player. She started out as a small funny character, but as I wrote the story she became so essential that now I can not imagine the game without her. Sometimes the annoying comic relief character can save your story.
But now we arrive to the Reprogram Town! Very early on I knew that the first real area of the game should be a place full of nature, a huge contrast to the rest of the lab. Itâs not just the nature, but the people are also very different from what you will see in this lab. The reprograms have sealed themselves away from everyone else, which means they can live in peace, away from the rules of BestFriendProgram, the program in charge of the lab.
The concept I had for this first area was to evoke something familiar: a cute little town with fun and kind NPCs, a bunch of simple quests, a bunch of simple battles and a story that ends with a nice lesson and with the characters being happy and loving each other very much, all thanks to you, the protagonist. I think itâs something we have seen in plenty of games, you play this area and you have an idea on what to expect, it is something pretty simple and easy to swallow. You are a nice protagonist that helps others and becomes friends with everyone, this is a game where you will meet a lot of programs and become friends with all of them and make everything better through kindness! This is what you are meant to believe.
The protagonists of Reprogram Town are Hammer, Keys and Wrench. The story is all about them, you are helping them but you are not part of their story. You are just a kind silent protagonist that doesnât steal the spotlight from the story we are witnessing.
I knew from the beginning I wanted a simple but emotional conflict between these new characters, something that you could solve in one episode, but still has meaning to it. Just because you are a little deceived into thinking this game is going to be one way and then it turns out to be a little different than expected, doesnât mean that the emotional conflicts have no meaning. What these three go through is real and they still have a lot to go through, specially Keys, who will get more things to do later on.
Something I really like about Keys is that he is a character that has kind of already went through his big character arc, there isnât really much you can help him with when he has already grown as a person on his own and with the people he is close with. It doesnât mean his journey is over, but it makes his interactions a lot of fun.
His asexual side plot is the first aspec-related story we see in the game and it is very essential to the character, at first I mostly implied it but I wanted to make it very obvious, this is not the âimplied aspecâ game, this is the âstated aspec storiesâ game after all. Keys is asexual and is a huge part of his story, as we will see later on.
Kindness is a big theme in this game too, and I really like the story of Hammer choosing to be a kind person despite everything. I like Wrench a lot too, even if he doesnât show up as much I wanted his personality to be so vibrant that you will forget he has very little screentime. I really like when stories focus on siblings so of course I wanted two of the main cast of characters to be siblings and this is the act where they get to shine.
This first act establishes a lot of world-building as well. There is still a lot of things to find out about, but little by little you learn how this world is supposed to work. The mandatory tests, the water damage, the reliance on metal, the unconscious days, the data corruption, the old organisms⌠So much information in what appears to be a very silly and cute chapter of a bigger story.
Speaking of a bigger story, seems like thatâs where FriendProgram and Waterbottle will truly get to shine. Waterbottle shows up very little in this act, and FriendProgram barely acts like a character, but this changes completely after the ending the demo. The rest of the game is very different from these first few hours and itâs all because of this program duo, especially FriendProgram, but it is also not different enough that itâd feel like a completely different game. The demo gives you a very clear idea of how the tone, pacing and dialogue of this game is usually like, even if there will be improvements later on.
Waterbottle is, in my opinion, probably the best character in the game. They are very fun to write and I enjoy every moment they are on screen, I think this character genuinely makes my game way better, which is why the demo is one of the weakest parts of the story, simply because Waterbottle is barely in it. Not for any other reason, itâs just cause Waterbottle doesnât have enough screentime.
Now when it comes to FriendProgram, I did not want Friendship Test to be a cynical story where I âcriticizeâ games that âforceâ you to be kind just to get what you want, I thought that would be very dumb and against everything that I am. FT offers a funny scenario of a character that has no other option than to be a really good friend to be able to advance the story, but it doesnât mean they are not a complex person with no kindness in their heart. It doesnât mean that helping other programs is meaningless, it doesnât mean that FriendProgram hates everyone and would kill everyone if they could. There is a lot of layers to this story and this character.
You might be wondering however: âWhere are the aspec themes? You said this game was about lovelessness!â To that I say, patience! Donât worry, the rest of the game does NOT shut up for a second about the main message of the story, but it was very important to establish the world building and characters first before fully focusing in the main themes. Besides that, the demo is also meant to trick you into thinking this is another story about the power of love, there is a reason why it is not really discussed at the beginning. There is more to the story and to FriendProgram than you might think.
I am very proud of my game, despite the flaws, Iâm happy that I finally had the motivation to make the rpg maker game I have always wanted to make. Perhaps this game will help me make a better game one day, who knows, for now I am very happy with the result so far.
The first update was more about the making of the demo, but the next ones will all be about previews and presentations for the rest of the game! Next month I will talk about the next area of the game: The Emulation Area!

Thank you for reading and supporting, see you!
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posted a buncha rambling about this on my other blog but i want to be very brave and try to post about it here. warning it's very yappy, i'm not in a good headspace and i esp wasn't last night. but i want to talk about it anyway
this month i started a new little project/interactive game type stuff. it started because i was struggling to write cj and I was in the mood for dark fantasy (turns out that's my niche, i just start TYPING AWAY when it's that). it kind of spiraled and now i'm 120k deep
I donât have a name for this project, I am very bad at naming things. But the premise/setting is a grimdark fantasy esque world. And thereâs this type of magic that is actually more like a parasitic disease.
I really love the idea of magic as something that represents mental illness. And writing surrealism, dreams, memory issues, etc is my fave.
Combining it with a dream I had a long time ago of a world where they used children in war, this type of magic can be learned by anyone but they have to âsurviveâ the initial sickness. And children are more resilient to surviving.
Because magic becomes a useful commodity in society (military, industrial, labor) there is an incentive to have a lot of magic users. So you end up with a society exposing children to a dangerous, not well understood phenomenon in order to shape them into something useful. A lot of children die or suffer very severe side effects that permanently alter their mind or body
Thatâs the setting, though. The main plot is more concerned with other stuff.
I just like world building fantasy stuff.
I wrote two origins the player can pick but one is sort of shelved until I can figure out the family situation. That one is the noble background and has deeply fucked family dynamics and Iâm stuck on 1) did I make this too fucked up 2) I want to use character sprites because Iâm an artist(tm) but if theyâre related to the protag, how do I make it inclusive
The other one is youâre an orphan sent to a nice orphanage thatâs really there to produce magic users. This one has the most content for now, since orphan means no family members I gotta worry about. further background customization would include having beef with the church, evil magic... stuff. this is called the scholar origin
Then there's the main story after all the origins (i want the origins to be kind of lengthy so they can deeply effect all the stuff on the main story, since there are lot of choices within those origins to shape your character) and I started writing it in a sort of episodic way or "arcs". The first arc is in the mountains with a necromancer.
I'm trying VERY HARD to not include complicated mechanics, I just looove coding so much. But I did include some exploring and stats/skills that are chosen in the beginning and can later be influenced... can't help it! đĽ˛
other stuff:
I kinda wrote in-universe misogyny . Maybe itâs wrong of me but I like settings that include that. Again kinda makes it hard for player options... also i know that's not everyone's jam but i'm writing for myself since I have no plans on making a commercial product
In the scholar origin, you get close friend, your mentor, a knight, and a priest. You can choose a variety of interactions with the, dynamics, etc
If you play female, the knight might be creepy to you. Otherwise heâs actually very likable and cool. I thought that could emphasize the reality of those situations If that makes sense (the predators/creeps in people's lives appearing as Just A Chill Guy To Everyone Else) Your childhood friend has potential to be an incel-like guy, a rival, or truly your closest friend depending on the choices. And the mentor is a major character to the main story and his dynamic with the player is variable. I put in so many options and branching stories, that's really what ended up making the word count when I started writing the script lol. Idk how to put a percentage on it but most of the background/origins are done and i'm midway into the first arc.
I haven't designed any visuals yet, I'm super focused on writing. WILD since i am an artist, you'd think that's what i go to first. But I get stuck in my head too much when making A Public Thing and not just my personal ocs so I'm constantly worried about the designs being palatable. I got to 120k now. It's impressive from an output number but i feel like game itself is barely any content... there's just A LOT of player reactivity. that's my fave thing in any rpg and i always crave more, so that was a leading factor in writing.
if you read any of this, i love you lol
I struggle to complete projects sooo bad but the amount i made for this gives me confidence it's going somewhere. also setting limits on myself so i don't add too much rpg elements (I wanna code a combat system sooo bad but that is some difficult work and I want to actually write interactive fiction pls)
ok good bye thanks to anyone who read it. let me know if it interests you, i'm looking for some homies that like this stuff and would be down to discussing it with me because feedback is key with games
also if anyone wants to be tagged when i talk about this let me know. two people showed interest and i got so excited over that hsfhshrh
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I think I've only had my website for like 3 weeks but I love it so much. Look I made a button for it too!
I think I've figured out how I want the pokeamidex galleries to look, but now I have to consider whether I really want to have 2 separate galleries for each Pokemon. The Pokeamidex ones are going to be more detailed tho and look fancier and tie more directly into this as a project (like the dates that I made the Pokemon, blurbs about crocheting that specific pictured crochet), while the current galleries are just every picture I have for each Pokemon. I'm leaning towards two separate galleries even if it feels a bit redundant just because I want each to look a certain way that I can't reconcile if I put them together.
Still haven't figured out the random page thing because I think there's something I gotta do with javascript and or server and or arrays about it. The information is still stirring in my brain.
Not sure how to do the PC box with sprites thing either but I think it's going to end up being kind of like how some sites have little tamagotchis or pokewalker widget-y things, so I've been poking around those a bit. Is it going to be like a bunch of images of the PC boxes as a background, with a grid overlaid on it so I can arrange the sprites on it, and then coding for buttons to switch out the PC image box/sprite sets? To be learned!
Also I want to make a calendar showing what Pokemon I made on which days, like how I used to do in the beginning of this project (example) but none of these calendar code tips/tutorials are quite what I want. So that's also still swirling in my mind.
I think it's really funny that I will literally take breaks from crocheting for the project by doing stuff for the website for this project. Then I'll take breaks from the website by crocheting. You know this already but wow I really do think about crochet pokemon daily like all the time always. Which again is not news to anyone because I've literally crocheted more than 684 Pokemon at this point.
#text#neocities#dpc website side quest#fun fact: i haven't even put any magikarp photos on the site yet#because i've made... maybe 50 of them (magikarp jump era) and the file naming conventions for it will be tedious#but yeah 684 is just the unique pokemon count. like 684 species. but there are some like magikarp that i have made 50 of#so idek how many individual pokemon i've made at this point. maybe 800
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