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#gnorp loves you
spiderywigglerodstuff · 11 months
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the eepers
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bink-boink-bonk · 9 months
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i made a silly alien oc but im not sure which design I like more 😭😭 the tall is really fun to draw but the short one is cuter 🙃🙃 maybe I could just make both of them their design lol
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aspartame-parent · 4 months
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Random X-Men Headcanons!
Me and my friend have compiled a lot of headcanons for the X-Men (mainly formulated from jokes) so I wanted to put some here! A few of these are headcanons, most are jokes lol
Kurt listens to really peppy music when he's upset, the main one being the Beach Boys. Just imagine him, poor little German boy, singing Surfin' USA tiredly, trying to turn his mood around.
Erik listens to girly pop music, mainly Katy Perry and Ke$ha. Why? Because it's funny. Let him be girly pop.
Scott tells a lot of jokes but he's deadpan so people can never really tell. Like sometimes he'll just say some insane shit, plain faced, and see how the others react.
Dancing headcanons! Remy is a very good dancer, being particularly prolific in swing dancing. Logan somewhat refuses to dance, but he can line dance. Morph doesn't know how to dance, but they act like they can, dancing like a drunk white girl. Scott and Jean like to dance in private, but Scott gets nervous to dance in front of others. Ororo can bust that shit down.
Scott tries not to laugh when he, or someone else, is doing a bit. Like he tries not to break as he jokes along, to the point where he has to stop talking to not smile, biting inside of his mouth.
Furthermore! He also has a loud laugh, and people get a little caught off guard when they hear it. Me and my friend have described his laugh as a goose honk sound.
Kurt gaslights for fun, and he can get everybody pretty good, except Scott and Jean. You may think "oh because Jean's a telepath, right?" No, because--
Scott and Jean gaslight each other for fun, and they formulate these fake, big arguments, just as a bit. So, they're very familiar with gaslighting tactics, being they lie to each other as a joke, so when Kurt tries to, they immediately meet him-- A little too well, because Kurt is used to just messing with people.
Scott will occasionally freak people out by lowering his glasses (keeping his eyes closed of course). Like someone says "Hey, take a look at that." and he'll lower his glasses and go "Where?!" as a joke.
Everyone loves Kurt. Like, everyone. If Kurt doesn't like someone, everyone has a distaste for them as well.
Jean refers to her own psychic abilities as her "Jedi Mind Tricks"
This one isn't really a headcanon, just a running gag me and my friend do, but something bad will happen, or something inconvenient, and Remy will go "Don't worry.", insistently. Like a loud explosion can go off, and Remy will just say "Don't Worry." Occasionally this will be lengthened to "Don't what? Worry!"
We don't call Leech by his name. We call him Gneep Gnorp. That's it.
Kurt and Remy are super close (as pseudo brother in laws) and they hang out a lot, also doing that guy thing where they flirt with each other as a joke.
No one likes Emma. That's it.
Scott is autistic.
Warren is well manicured. He always has his hair just as he likes it, his wings always preened, his clothes always ironed. He'll a snazzy lookin' fella.
Rogue is a great singer. This barely a headcanon, her voice actress literally put out a song "Mojo Man (Ode to Remy LeBeau)", go listen to it.
Kurt's very coy and playful. Like, "Staaahhppp, hehe!" He also laughs at his own jokes all the time, like he cracks himself up.
Music headcanons! Here's just a few of the ones we made-- Scott likes dad rock obviously, mainly soft rock and folk rock (The Beatles, Hall & Oates, The Beach Boys, CSNY), Logan likes harder rock (Metallica, Alice Cooper, Motley Crue, Iron Maiden), Morph likes new wave and glam rock (Oingo Boingo, David Bowie, Talking Heads, Tears For Fears), Remy likes a fun mix of jazz, country, and soul, with a little rock sprinkled in (Johnny Cash, Ray Charles, Billie Holiday, Queen), Jubilee likes a lot of pop, pop-rock, that sorta thing (Cyndi Lauper, Madonna, ABBA, Wham!)
Kurt has a lil hyperfixation on pirates and ships-- this is kinda canon in the comics. But he loves talking about pirate history and ships and misconceptions.
I'm sure there's a bunch of ones I can't remember but there ya go lol
thanks to @the-death-defying-night-crawler for being funny and making these with me lol
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0hmanit · 8 months
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I love you scavenger 1257
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Alien scav, gnarp gnorp
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evpatya · 7 months
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OK MY REGRETE-OC CONCEPT!
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Glerpy
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ROBLOX VERSION
he/xe/any.
HP: 200-230 (in-game height of a normal player)
Glerpy is gnarpian scientist, appearing on the "area 51" floor.
He is hard-working, talanted and just clever.
At some period of time, he could become insane, but because of somebody he didnt.
Glerpy is calm, friendly, not so rude, and its hard to piss him off.
He comes to elevator when all the entering doors are opened (LIKE DOORS IN FRONT OF EVELATOR, YOU GOT IT?)
Some facts abt this stoopid
•he had 5 redesigns
• SOMETIMES wears glasses 🤓
•his tail is kinda heavy, but not at all, he can move it normally.
•He knows some earth languages
•Doesent like Gnarpy, HATES XEM.
•ACTUALLY he is like an alien maine coon (cat specie), and because of that his canon height is abt 180-184cm
• he has sibling
• before one incident his glowing parts were white (WRITTEN LOWER somewhere)
•hates loud sounds and fast movements
•has many specialities
•helps spud and in past tried to save him
•tries to explore every creature from evelator
•has a pet, he found it in lab someday, and tried to explore it, but now keeps as a pet
•a little bit afraid of wallter
•IN FACT he could die any moment lol but i dont want this so its just a thing
•He has a purple splotch on his back
•LOVES COFFEE VERY MUCH
•plays electric guitar
IN-EVELATOR PHRASES:
entering:
"Zalutationz."
"Oh, i heard itz."
"Herez am i againz"
Sprayed:
"ZTOP IT! NOW! pleaze."
"That waz cold."
"Iz thiz even zafe?"
Tomato:
"I WIZH YOU THE ZAME, SHLOOSH!!!."
" Dizguzting. "
Snowball:
"OW, ok, ztop pleaze."
" That iz unzcomfortable."
"Ztop."
PETALS:
"Oh, cute."
"I like itz."
"Too muchz.."
FULL EVELATOR:
"I will ztay here."
"Keep going."
"Notz my turn."
"Ztrange..."
Staying in evelator:
"Well...we werez born to dzie."
"Zee, how the brain playz around..."
"I forgzot that file on the table...uuuh."
DIALOGUES.
Pest:
gl - oh, can i azk zome queztionz?
p - no.
gl - And why?
p - None of your business
gl - Ok? that waz for scienze.
p - Stupid.
gl - *angry noise*
Lampert:
gl- WAIT, you arez reallyz lamp?
l - Yes.
gl - Notz meeting comingz-alive lampz everyday. Will youz glow if maybe plug yourz tail in?
l - Yes.
gl - Interezting.
PartyNoob:
gl - Oh, i zee you likez partiez?
p - How did you get it????
gl - You lookz like a perzon who haz juzt returned frzom party
p - Oh, right, haha!
gl - nize to meet you.
Wallter:
gl - Uuh, why arez you zo tall and....wall-alike?
w - Because of gray stuff.
gl - It is actually cement...Smells so.
w - I like it anyways.
gl - Ok?...
Manequinn Mark:
gl - How arez you movingz? Like....you havez only one leg, not looking alzike leg.
M - Heya! I walk normally.
gl - Oh, zorry.
M - Nothing. Everything's normal!
gl - Alzo, i would like to azk, why were youz lookingz on thzat...wall guy zo? Are you friendz?
M - Kind of...
gl - great.
Bive
B - Oh, wow..huh..i...didn't see you before....
gl - Well, hellzo.
b - Uuuh.. can i ask you... something?
gl -Zhure.
b - What is with your...uuuhh tail??
gl - I dontz want to tzalk about it....
b - oh...UUUHM ok.
Gnarpy:
Gn- Gworp shleeep zop, NORP!!!
Gl - Shlok znob gner veeb.
Gn- WORP ZEB GNARPISH VE!
Gl - Qwobbo seb nor znor.
Gn - GNORP SHWOBBLE! Kzapt neez.
Gl - Zorp vor verb.
ONE bIIiiiIig THING
—What are the horns, and why is his glowing parts are like this?
Because of epidemia, what was appearing on Gnars. The main things were:
-Tiredness
-Hallucinations
-The purple spots appeared on gnarpians, and cryatals started growing from them
—(IDK HOW TO NAME IT but) antennas and other glowing parts changed to purple (PINK OR SM LIKE THIS ok??)
So, Glerpy made tests on himself and like is half infected, because of vaccine failure. But the infection ist spreading. Anyways, the vaccine was invented (not by his group of scientists), and many lives saved.
btw he had 5 references and I LOVE HIM sm
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ALSO SOME OF MY FAAAAAAV ARTS FROM FRIENDS AND JUST SOME GUYS!!!!
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entropy-game-dev · 8 months
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A Postmortem for Phylogenesia Automatorum
It's finally time for the retrospective on my 2 week roguelite/incremental cellular automata game jam hybrid!
It all started when, in late December, I saw a post on Reddit about the New Years Incremental Game Jam. I was both excited and hesitant to participate - excited because I had, for a long time, wanted to try my hand at an incremental-style game, and hesitant because I had already spent a few months working only very sporadically on my main game, Stellar Terminus. Nevertheless I thought it was a good opportunity to learn some more about Gamemaker Studio 2, and also to get back into regular programming.
What went right
There were a few defining moments when it came to developing this game. My favourite types of incrementals were ones that had awesome visuals that evolve over the course of the game, in the forefront of my mind as I had recently played and enjoyed (the) Gnorp Apalogue. With that in mind, I chose to base my game on Conway's Game of Life - a dynamic, interesting interface that could directly present and represent the choices you make in the game. When I streamed my first programming session to Z, which was just a 1:1 implementation of the Game of Life, he suggested a roguelite direction for this game, and that immediately resonated with me - I could absolutely see randomised upgrades (styled as genetic mutations) being a way to shape your simulation, while keeping things fresh and interesting over the course of the game.
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I am a sucker for music in videogames that dynamically changes. When I asked @weaponizedslob for another (who's doing a similar thing for the music for Stellar Terminus), he suggested that each unique plant would have their own looping instrument, and I fell in love with the idea. Having a song that you personally build up depending on your choices and combination of plants was very appealing, and he worked in the background to provide this while I kept on programming.
The next key moment in the game's development was adding all 10 plants, but specifically the 0range. What started as just a dumb pun (all of its values were set to 0 (except point values) so it had 0% chance to spawn and generate points) turned into one of the defining characteristics of the game whereby you had to manage buying it not so early that it would impact your points, but not so late that you'd need to spend a ton of points fishing for the right mutations to make it produce points.
And the final moment was something I have already previously talked about - Lucinius suggested the player be given 5 free resets at the start of each game. This solved so many problems at once: the fact that point gain was probabilitic and variable, that some plants were more tempramental than others, mitigation of bad luck when it came to upgrades, etc. It also provided a metric in which I could balance each plant such that on average, they would yield at least 1 and at most 2 upgrades within those 5 resets, more than enough in most runs to get a foothold.
Other positive aspects:
It was my first true solo game that I had completed and released! I had previously done some gamejams with the help of Lucinius and Maza, of course, but relying only on yourself is a feeling I enjoy.
I was able to stick to a timeline and scope. While there was a bit of scope creep, I had accounted for it and had the majority of the planned features done by week 1, allowing time for polish and balance.
Testing commenced early and often, although I have a bad habit of not playtesting things myself, which I need to do more of!
Porting the aesthetics and some generic UI code from Stellar Terminus saved me a heap of time and headache
The logo for the game, despite me doing it 1 hour before submission, turned out really well and I always discount how a little bit of effort presentation-wise can have a huge impact on people's perception of things.
So what could have been improved upon?
The biggest issues people have raised through both playtesting and comments on the game, were that the game could use more work on its balance. I completely agree with this assessment, and I touched on this in my previous blog. I think incrementals in general are incredibly hard to balance as humans do not have a very good sense for exponentially increasing numbers. Without completely reworking some systems, I tended towards an easier game. Making the game brutally hard would have stifled creativity, experimentation, and different builds, as players would have to tend towards an optimal strategy every game. There is definitely a balance to be struck, but considering the appeal of a lot of roguelites is "popping off" with a certain build, I was not too dissatisfied with how things turned out. Plus, players could always compete with others or themselves for the least amount of simulation resets to victory.
The simulation and overall concept of the game was also quite difficult to understand. This was something I really should have realised earlier, as given an initial configuration of the Game of Life, it is almost impossible to predict how it will evolve. When you throw in multiple plants with different rulesets, a random starting configuration, and probabilistic spawning and dying, a player has no real chance to understand the ins and outs of the system. Of course, I had designed it with a vision that you wouldn't need to, rather, the aim was to just get a sense of the overall vibe (for lack of a better word) of the simulation, and nudge it in the direction you want it to go. Given more time, I would have had a before/after demo play when you're hovering over each upgrade to help players' understanding.
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My biggest technical misstep was definitely not having a web version of the game on release. The incremental genre is largely played in a browser, and while previously we had always submitted downloadables for gamejams, I really neglected to think about the audience for this one. I ended up rectifying this about a week later, but the web version is not at parity with the downloadable version, with its performance being worse, and its lack of music. And in the end, the most amount of votes came in the initial rush, and so I definitely missed the boat there!
Other negative aspects:
Some plants definitely could have felt/behaved in more unique ways. However, that would have required adding more parameters into the database, which would further muddy the underestanding of the entire simulation, so I decided against it for this version of the game.
UI is still an ongoing struggle for me. Everything here had buttons and mouseover text which was great, but low-res pixel art and my lack of artistic talent doesn't lend itself well to UI-heavy games.
The spaghetti code was REAL, especially within the button object. There was quite a bit of technical debt I had to overcome implementing new features, but at the same time some features were implemented blazing fast by disregarding encapsulisation and robust coding principles.
The name. Argh! It's not bad, but it doesn't really tell the average player what the game's about, and, confession time, every time you've seen me write it, I've just copy-pasted it from the itch.io page because I'm afraid I'm going to spell it wrong. At least it ranks well on Google (when it stops trying to auto-correct it)!
BONUS: Stuff I learned about Gamemaker Studio 2!
They reverted back to a 1-time payment model, a huge step in the right direction from their previous monthly subscription model. Not only that but now, you can export your game for any platform (except consoles) for free, and you pay a $100 1-time fee if you want to then make money from your game.
Having CSV files open doesn't result in compilation errors, unlike GMS1. This saved so much time as I was able to tweak plant values on the fly. Also, GMS2 now has a native CSV import function, which is nice.
Its code flagging features were really nice. I honestly hated Feather, which is their smart code comprehension system, but just simple things like "hey you haven't used this variable name yet", and color-coding for local vs instance variables were awesome when it came to intercepting bugs early.
There were some weird editor behaviours that I noticed - from the sometimes blurry rendering of text, having multiple of the same code window open, and inconsisten behaviour when it came to tabbing/highlighting text, it was definitely something I had to get used to, and felt like a step backward from GMS1. The way the windows were arranged were a lot nicer though which partially makes up for it.
My .exe files don't get flagged by windows! I think GMS1 is just too old at this point but sending files to friends for testing was a lot smoother here.
And that wraps up the postmortem… well, almost. I'm going to make another small post later because this one is already getting to be a monster, regarding future directions and wishes for the game. But in terms of positives and negatives, that pretty much everything I wanted to say. On the whole? Super happy with how this turned out and the wonderful comments from everyone wherever I posted about the game. I felt it was a nice, self-contained project that was able to nicely achieve the very specific vision I had for it upon conception, and it even resonated with some of my playtesters who were either indifferent to, or actively disliked, incrementals, which is a huge plus in my book!
Here are some bonus stats from itch.io regarding how it has gone over the past week and a bit:
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Thanks for reading as always!
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Why are you so gneep gnorp 👽
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(Went shopping today!! I got a really cool tank top (I think it's called... when it doesn't have sleeves or shoulders?) for drawing in the heat with lmao)
incredible. i love that for you
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gnarpyz-zpacezhip · 7 months
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remember when I roasted you in russian?
well now im gonna opposite-of-roast you in gnarpian!
ngleep gnarp zap narp gnorp kjsaehkfjhgfjdjda smth smth Gnarpian
(Your life is everything. You serve all purpose. You should treat yourself now. And give yourself a piece of that oxygen, in ozone layer, that’s covered up so that we can breathe inside this blue trapped bubble. Because what am I here for? To worship you! Love yourself! I mean that with a hundred percent with a thousand percent.)
giant ass sharp teeth smile.
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gneepgnorpalien · 6 months
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Welcome to my silly UFO of art and boredom
I got many names (and I don't even know why!!), such as: Gneep Gnorp, Kazi, Kazimir, Kaz, Rot, VNM and K4 (Those are the names I get called the most lmao) I'm 19, Male aand bisexual !! DNI list: Man I dunno like bad people?? Like racists, homophobes y'know that shi !! I love and appreciate all of my mutuals so much 💖💖 I play Roblox and Minecraft (Username on Roblox is K4ZIMIR_LULZ) My fandoms are: Postal, JJBA, JJK, Death Note, Ranfren, TF2, Invader Zim & Rayman. (Can't remember others lol) It's very nice to welcome you to my silly UFO!! 👽💖 ( Also my tag is #gneep gnorp the alien )
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skyllion-uwu · 6 months
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hey. there there. think about baby alien. gneep gnorp gnarp.
Fuck yes. Baby alien. I love you baby alien :3 I would pet it and take it evrrywhere in an overall pockry on thr front so we can havr adventutrd togetjer
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