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EVIL DOUBLED (FNAF AU)
This was sorta just for fun while I do school and what not! AU idea where Henry and William are BOTH evil and work together!
This screenshot redraw is what started it all!
Thats William’s remnant in there btw hes sorta michael-mode rn but theyre gonna put it back in him once theyre done posing all cool- He JUST survived being springlocked for the first time
Now lets get into ref sheets! (There will be a page break after and all lore/info about the au will be down there!)
OK SO!!! The au def is similar to canon a lot and so
The MAJOR plot changes would be:
-Will and Henry BOTH get springlocked
•this fucks over Cassidy and CC being in Fredbear already though, so to solve this issue Cassidy, CC, and Charlie, will all share the puppet.
-Henry now occupies Fredbear instead, and so we now get Springtrap and Beartrap.
-William does NOT have time for the wife murder subplot, so Mrs. Afton (Clara) gets to live fully, she replaces Henry now. Diving into the duo’s blueprints and creations so she can one day stop them. She works with Michael.
-Henry’s wife is ALIVE! Her name is Dorothy and she returns to Hurricane after receiving a call from Clara. She also becomes a Henry replacement.
-Because of Clara and Dorothy’s new role, the pizza sim speach is now WAY more female rage style. This is the wrath of scorn mothers. UCN will be 100000x worse.
-Oh and no disks- William tries to push them but Henry 100% shuts them down and thinks theyre dumb.
-So fnaf 4 is JUST cc’s dying nightmare and eventually michael DOES get gas drugged and sees the nightmares but thats NOT fnaf 4 thats just a bad trip!
-Also, with William not being able to run rampant with random robot murder (Henry keeps him in check) we DO see the base finale in pizza sim.
-When we get into help wanted, ar, security breach, and ruin that follows a SECOND plot line fully separate from the first, where we see a surge of copy-cat killers (this is where we get characters like Vanessa and Jeremy, and Gregory will also be a part of this, being the main villain in Ruin now bc the Mimic was never made)
-William and Henry are a good team here, mutual bond and gain.
-William is far more explosive and emotional, his drive coming from CC’s death sorta setting off a domino effect of underlying mental health issues. He just kinda loses it. This team gives him the delusion that he may one day see CC again.
-Henry is in it bc hes a capitalist. And hey, turns out unlike electricity, theres NO remnant bill. So making all his robots run on human souls is cheaper! He doesnt really care much about charlie after like 3 months of her being dead. He knows it was William. He doesn’t care.
GENETICS?!
yeah theres genetics-
not gonna draw out the punnet squares but the colors of the characters ARE genetic traits!
Henry’s grey is a rare recessive trait. So it was EXTREMELY unlikely to pass onto Charlie. Which it didnt.
Dorothy’s green is a common dominant trait, Charlie ended up green like her!
William and Clara are BOTH purples. William is a more blue-purple, Clara is a more red-purple (commonly mistaken for pink!)
Both purples are dominant traits, so it is a 50/50 with their offspring to produce a blue-purple or red-purple.
Michael and Elizabeth both ended up red-purple!
Michael is VERY red-purple, very much almost mistaken for pink like his mom.
Elizabeth is closer to true purple than michael, but still red-purple!
CC is the only afton child to end up blue-purple! If he hadnt died he wouldve ended up being Williams favorite child!
#fnaf#fnaf art#fnaf au#evil doubled au#evil doubled#art#digital art#au#ramu au#alternate universe#william afton#michael dont leave me here#michael afton#henry emily#fnaf characters#modified sprite forms#purple guy#silly#ok bye bye
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A minor character detail in Paper Mario that can only be noticed by replaying the game many times and having different partners out for the same cutscenes is that Parakarry is apparently much more afraid of Tubba Blubba than any of the other partner characters.
While the other four partners that are in Mario's party react to Tubba Blubba waking up with concern and urgency, Parakarry has a much longer textbox that expresses genuine panic and despair. In addition, he is the only one who uses a wavy text effect, representing a character's voice being shaky, while everyone else talks in a normal voice.
Please note that Tubba Blubba's sprite is not showing up in the scenes above due to the modified setup used to capture the footage. This affects only his sprite, and the same dialogue can be seen in the same form on original hardware.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: PM (NA, N64)
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I made some ability forms for Porygon Z and Feraligatr for @n0rtist’s Ability Form Challenge!
Each of the Porygon Zs has a different color palette referencing the one it has in the anime (Download), Gen 4 sprite art (Adaptability), and the Sugimori artwork (Analytic).
Reasoning for each:
Torrent Feraligatr is more aquatic in nature and has a tail fin, large back sail, and its spines are more aerodynamic.
Sheer Force Feraligatr has put more energy into its physical power in exchange for losing some of the more extensive effects of its elemental power. This has made it unable to use statuses or secondary effects but has physically powered up those moves that normally rely on them.
Download Porygon Z is still loading its textures and is thus able to modify its physical properties to better combat its opponent.
Adaptability Porygon Z is able to change its appearance to its dimensional environment. Being more in tune with its different versions has led it to being more in tune with its own innate power.
Analytic Porygon Z is more calculating and tends to move after its opponent in order to gather and analyze their data to better execute its attacks.
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how do you imitate the danganronpa style so well?? it's always so good!!
Great Question!
First, having a somewhat decent grasp on anatomy (which is something I still need to practice lol) or “the basics” of character art is always a must imo. Having a good understanding of forms is our starting grounds for further stylization. Think of it as the “skeleton” of any style. Moreover, the Danganronpa style comes in various forms, all with different characteristics/visual characteristics.
However, and I think this is a very important distinction, I try to study Rui Komatsuzaki’s overall style as opposed to just Danganronpa. In other words, Rui Komatsuzaki, like any other creative, has his own personal stylization and artistic evolution throughout his career as an illustrator.
In DR1, Komatsuzaki’s style included much thinner lineart, bigger heads, and more gradients with the softer shading. The vibe is very much more “grounded” compared to later titles. (Example: Toko!)
In contrast, DR2 has slightly modified proportions (like bigger hands), simplified shading, and much more vibrant color palettes. The line art during this time was also streamlined with less lines and thicker pen pressure. It makes the sprites pop out a bunch! (Example: Mahiru!)

Of course, with UDG, we see these two styles somewhat overlap, resembling his later stylization. Here we see the modified proportions and color preferences from DR2 with the thinner linework and detail of DR1. (See Toko Again!)
Finally, we see this similar style philosophy continued in V3, only with even more contrasting colors, reflecting the hyper bright/attention grabbing palettes of serialized work. The shading is much darker than previous titles, and somewhat colder too. (See Miu this time.)
Of course, with all of this in mind, taking notes is imperative! Especially if you want to replicated a specific entry’s stylization. You can draw over some of the dr sprites just to get a general feel of the proportions. I can probably post more latter down the line, but this was the most recent thing I’ve done. See below! (I was trying to get a sense of how “high” the hair sits on top of dr)

Now, for his splash art work, Komatsuzaki’s began his process by blocking out his pieces in bluish hues before the polishing phase. he most likely applied a mix of “color”, “multiply”, or “color dodge” once we finishes rendering for finalizing colors. (As depicted below.)


You can also see how Komatsuzaki simplifies clothing and the like. He very much uses thicker brush work for these types of illustrations as opposed to the lines of his 2D work during this point in his career. Future points show how he plans his stuff with more thin line work. From here he most likely did the same thing. Focusing on the forms before getting to the hues and values


Sorry for going on a bit of a tangent, I have A LOT of thoughts on DR and Komatsuzaki’s artwork in general. I really love seeing his process, so I hope this brief overview can provide as a decent introduction! If more people want me to go over specific aspects of the style, I’d be more than happy to share my own thoughts! Thank you for reading!
#Danganronpa#danganronpa 2#danganronpa v3#Rui Komatsuzaki#danganronpa sprite#r0sie rambles#r0sie asks
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Clangen Ask Game - for non-warriors blogs
The original meme was really warriors focused! Which is awesome, especially in the spirit of clangen, but maybe not fitting for things like the oscgen-sphere and other clangen projects using non-cats or a non-warriors setting.
This is adapted from @/ranchclan’s ask game, which was inspired by @/moth’s-wc-aus. Some questions are the same as the original clangen incarnation and some are modified or replaced. If you want to see the original ask game check it out here! https://www.tumblr.com/ranchclan/769238004990656512/clangen-ask-game
Just like the previous one, feel free to reblog/add to it/etc
Send an ask with an emoji and oc/clangen characters!
👏 3 random facts!
🐈 How did you adapt their sprite into this other form?
🧶 What are some of their favorite hobbies?
💤Are they a heavy or light sleeper? What are their dreams like?
🌟Do they have any special powers or abilities?
🧩 What are some of their quirks and other mannerisms?
🏁 What do they think of the local other groups or factions?
💍 What do they value the most?
🏔️ What is their favorite place to go?
🎵 What is a song you would associate with this character?
☠️ What is their worst fear?
💪 What is their motivation for joining or contributing to their group/community?
🌌How would you describe their religion or faith?
🌧Favorite weather? Or Season?
🍽️ What is their favorite food?
🎬 What would be their favorite movie or book genre?
✍️ Can you draw another picture of them?
🥸 What is a secret they’re hiding?
Questions for the author?
❔ What inspired you to choose this over domestic cats and/or the warriors format? What kind of changes did you need to implement?
💘 Favorite relationship or character dynamic?
🎭 What are your favorite and least favorite characters?
🔍 Which character do you relate to or project on the most?
🌀Out of context spoiler/WIP?
⏰ How far ahead do you play? How do you track progress/what do your notes look like?
🧨 Do you refresh on moons? Or stick to the script?
💕 Which other clangen blogs/media/etc inspire you on this project?
⏪ If you could go back and change one thing, what would you do?
#Feel free to send me asks too! Or use it yourself#Ask Blog#clangen ask meme#osclangen#clangen#notv9#Ask meme
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Favorite Games of 2023 Part Final: Pokemon Crystal Clear Clown Edition
Pokemon Crystal Clear is a romhack for the Gameboy Color game that mainly advertises itself as Pokemon Crystal modified so now it is entirely playable as a free roaming open world. Clown Edition is just what I called the rom of the game after creating and injecting a pokemon trainer sprite sheet into the game so I can play as my own character, Clown. I played the whole game on my New 3ds XL, it took a quite a bit of effort to get this exact version of the game working on my 3ds. It was incredibly worth it, this is not just my favorite game, but favorite 'game experience', and even easily my new pick for all time favorite pokemon game in the series.
The game itself was fun and a refreshing new way to experience a pokemon game but the overall experience of getting the game working on a hacked 3ds and playing with my own created sprites was in itself a very fun bit of hobby work. It has revived my love for playing older games on real hardware, something that I have found myself continuing to do this year. Also, seeing my own art in the game and said art feel cohesive with the world ruled and I want to experience that more in some other way. This game made me more into pokemon than I have felt with official releases in a pretty long while, and I even liked my time playing Scarlet. I loved playing on a handheld, I loved seeing the really well made art from gen 2, and I loved being able to put a bit of myself into the game as well.
Apologies for how rambley this gets, I really liked the game but still somehow found it hard to really organize my thoughts on why exactly.
I wanted to revisit this hack after briefly trying it in 2018 because of this excellent Hazel video (https://youtu.be/96YimpRHQHs). The video details various life stories while talking about favorite locations in the games getting me to think about my own favorite spots in the games and where I was personally at the time. The video also got me to start realizing that Porygon might be one of my favorite pokemon in the series and caused me to make drawings of them that I'm still quite fond of. This then made me recall Crystal Clear which contains a feature of surprisingly deep character customization including a wide selection of possible starter picks one of which being Porygon. So, compelled by the allure of having a fun adventure with a cyber duck, I picked up my hacked 3ds and started the game again.
Crystal Clear is a game that allowed for me to be even more creative about how to approach building my team and creating my own adventure out of playing pokemon. It's not for everyone, it wasn't even for me the first time I tried this game back in 2018. Crystal Clear definitely lends itself much more to the idea of creating your own fun than typical linear pokemon games where if you're not interested in that more free form exploration, the game would feel aimless. I even felt this when starting this playthrough, but the goal of pokedex completion was what encouraged to explore and discover Crystal Clear's world. The game was always surprising me in both the number of quality of life features it provided as well as fun new areas to explore or to better make the world more connected. Over time, the game felt more at home to me from getting more familiar with locations and developing a new sense of fondness for several towns in Johto I frequented. The change from a linear progression to that open ended one gave me a better sense of the world and towns had a bit more life to them as places felt more inviting to hang around in.
I love this game's implementation of the pokedex. It has been designed so it will display just about every piece of information about a pokemon, where to find them, when they evolve, what moves they learn, and so on. While the presentation is definitely clunky due to having to have all of that information on a GBC screen, I found this such an invaluable tool to have in game that for the first time in the entire pokemon series I was heavily making use of the in game pokedex for its intended purpose. Being able to look up relevant information for pokemon all entirely in game without having to have a phone/computer nearby with bulbapedia open all the time is just greatly appreciated. While the desire to keep some mystery around pokemon and how they evolve or what moves they'll learn can be part of the fun with the series, I think I just prefer being able to tell quickly if this is a stone evolution pokemon or not.
This was the first time I ever completed a pokedex in any pokemon game, something I've always wanted to do but never fully committed to the whole process. This is because of my own laziness toward how challenging that always was in proper releases due to so many pokemon being obscured behind multiple games and others being locked behind real world timed events. That or the fact that later games in the series just outright make the the act of getting a truly complete pokedex feel almost impossible. Instead, I finally accomplished a completed pokedex in a romhack that was made to make that sort of challenge feel reasonable with modified drop pools and changed events so everything within that one game is catchable. While now possible, I still found myself challenged with a game world spanning adventure of looking behind every rock, tree, and patch of grass to find every funny little guy I could. One particular memory was me spending maybe a week insisting on finding a dragonite in an encounter to catch which has a 1% chance of happening rather than spending the time leveling and evolving one instead. A very, very long process of hitting a tree over and over but made hilarious when later repeating the process for a tyranitar, another 1% chance encounter rate, was done in minutes. It was really fun having a plan ahead with how I was going to get every pokemon, constantly using expshare and other things to level guys to get them to evolve while try catching other guys. The ultimate reward of that certificate is still a pretty hilariously small, though I still kind of want to figure out a way to print mine out.
What made this game so special to me was simply just adding Clown to it. A simple change that was a surprisingly complicated process of getting a crash course on how GBC color palettes and size limitations worked and getting my hacked 3ds up to date on its software. Creating the various Clown sprite drawings was fun, I always liked working in those sorts of strict limitations. Then finally getting the injection to work and seeing my own art in game on real hardware felt surreal, something in this handheld game console I've had forever, on a game I loved for years has something I made in it. Even the process of getting all of this working, as tedious as it was moving game saves and getting color values just right, made this whole experience more special to me.
Something I figured while playing this as well as also from now having also played Dragon Warrior 1+2 and also currently Final Fantasy 5, I really love playing things on a handheld. Playing games on a handheld device has been so much more compelling of a thing to me than ever than playing on a proper TV/computer. The aspect of being able to just let the console sit on my desk and simply open and close it when interested made the feeling of investing myself into a game so much easier to approach. I want to just keep playing more old games on a handheld now, I'm already planning on other games to play and how I should definitely hack my Vita. My friends keep tempting me with one of those emulator handhelds and I don't even need one but they look really cool though.
I have so much respect for people who make fan works, hacks, and other unofficial projects it has been just amazing to see passion projects happen all the time in the gaming community. Playing this romhack that's been a years long, ongoing project in two different eras (2018 and then again in 2023) of it's existence has only further cemented my admiration. People wanting to be creative and open about their love for this form of art is such a wonderful thing to behold. These moments of creative passion being shared to everyone feels so important, reminding that the projects with the biggest budgets and names are not the end all be all of the medium, despite their desperation to be so. Thank you so much for wanting to share such lovely things with the world.
#drawdogs#art#pixel art#favorite games of 2023#writing#pokemon#pokemon crystal clear#clown#fonewearl#porygon2#umbreon#typhlosion#ampharos#scizor#cloyster
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How to Play as Gardevoir in Pathfinder 2e
Gardevoir is my favorite Pokemon, and has been since I saw Wally's on Victory Road, got jealous, and completely restarted the game to get a Ralts. I've found that Pathfinder is a lot more flexible than DnD, so I thought it'd be interesting to try building a Pokemon.
ANCESTRY SEER ELF
I was tempted to make Gardevoir a Poppet or a Sprite. Poppets are tiny constructs in the form of dolls and toys, and the Gardevoir line is inspired by Anesama Ningyo paper dolls. However, Poppets are Small creatures, with Toy Poppets having the option to be Tiny. Sprites are the only playable Fey race in Pathfinder 2e, and the Ralts line are all Fairy-type Pokemon. However, all Sprites are Tiny, except the Pixie Sprite, which can be Small. The Ralts line is also inconsistent in size. Ralts is a Tiny creature being 1'04'', Kirlia is a Small creature being 2'07", and Gardevoir is a Medium sized creature being 5'03". There is no means in Pathfinder for a creature to grow in size permanently. So, why an Elf? Truthfully, it's because while Pathfinder has a lot of Ancestry options, at the same time, the actual number of options is limited. However, Elf does work for Gardevoir. They're tall, thin, and graceful like her. Seer Elves can detect magic around them. If you can talk your DM into ignoring the sizes allowed for Poppets and Sprites, then I would choose the Wishborn Poppets who can succeed against Emotion effects easier, or Draxie Sprites, who can telepathically communicate with anyone they touch.
VARIANT ANCESTRY FEY INFLUENCE
At level 5, any character of any race can choose Fey Influence for their racial feat, unlocking other fey racial feats as they level up. Fey Influence lets you take on features of an Anteater, Cat Sith, Cursed Bluebird, Dryad, Faun, Gremlin, Monarch, or Unicorn. While none of these really stand out as mapping well onto Gardevoir, she does have the horn on her chest, so you could go with the Unicorn. With Fey Influence, the Unicorn gains the ability to cast Heal, and at level 9 with Fey Ascension, the Unicorn makes Gardevoir Trained or Expert in Medicine, and grants her +2 to saves against Poison and Charms. If nothing else, this is another way to add Fey vibes to Gardevoir to fit her Fairy Type.
STATS
STR +0 DEX +5 CON -1 INT +6 WIS +5 CHA +5
SKILLS
Trained: Acrobatics, Crafting, Deception, Intimidation, Shelyn Lore, Medicine, Nature, Occultism, Performance, Society, Stealth Expert: Medicine (Fey Influence) Master: Legendary: Arcana, Diplomacy, Religion
PSYCHIC THE DISTANT GRASP EMOTIONAL ACCEPTANCE
There was no doubt which class Gardevoir had to be, she was a Psychic type first before she ever became a Fairy. Psychics also get access to the Occult Spell List, which is loaded with spells that deal with psionics, mental magic, emotion magic, shadow magic, and illusions, making it a very good fit for Gardevoir. The Emotional Acceptance Subconscious Mind means that Gardevoir's psionics manifest through control and expression of her emotional state, which felt fitting for her. Her horn senses the emotions of others, and her earlier stages are each known as The Feeling Pokemon and The Emotion Pokemon.
CLOISTERED CLERIC Of SHELYN (Archetype) REPOSE, PROTECTION, or FAMILY DOMAIN
Shelyn is the Golarian goddess of love, a fitting choice for the Embrace Pokemon. Shelyn's Domains also fit Gardevoir well. Protection lets Gardevoir take damage for an ally and create a protective area. Repose lets Gardevoir steel her allies against Emotion spells, and later can create a soothing beacon where allies can cleanse themselves of negative emotion conditions. The Family Domain bolsters ally Wisdom Saving Throws, and moreso against Emotion spells. In addition, it can also attempt to remove a negative emotion condition. Later, the Family Domain can share their spell saving throw modifier with their allies to protect them against spells. All three domain options make Gardevoir an excellent guardian protecting her friends and allies. Unlike DnD where a Cleric can only embody one Domain, Clerics have class feats that let them invest in as many domains as they want to, provided their Deity grants access to those Domains. Each deity also adds 3 spells to the Divine Spell List that their Clerics can choose to prepare. Clerics of Shelyn get to add Dizzying Colors, Enthrall, and Creation to the Divine Spell List. Gardevoir must be Legendary in Religion to gain access to high level Divine spells through this archetype.
FEY BLOODLINE SORCERER (Archetype)
Gardevoir is also a Fairy-type, and the Divine Spell List doesn't really add much in the way of Fey magic. Unlike Cleric and Psychic where the class has a set Spell List, the Sorcerer's Spell List changes depending on your Bloodline. The Fey Bloodline grants the Primal Spell List. Ordinarily, a Sorcerer gets granted spells like the Psychic, but when taken as an Archetype, these spells are not gained automatically. However, a Sorcerer Archetype can still choose spells from their Granted Spell List as though they were on the Primal Spell List. In addition to the Primal Spell List, the Fey Bloodline Sorcerer gets access to: Figment, Charm, Laughing Fit, Enthrall, Suggestion, Cloak of Colors, Mislead, Visions of Danger, Uncontrollable Dance, and Resplendent Mansion. Gardevoir must be Legendary in Nature to gain access to high level Primal spells. While I feel that Cleric better grants Gardevoir the types of spells she would use, Fey Bloodline does well to grant her the elemental coverage moves she can learn through TMs. So, I'll leave my recommended spell list if you choose Fey Bloodline instead of Cloistered Cleric.
C Frostbite, Vitality Lash 1 Heal, Chilling Spray 2 Entangling Flora, Mist 3 Moonlight Ray, Fireball 4 Radiant Beam, Petal Storm 5 Elemental Breath, Lightning Storm 6 Field of Life, Moonlight Ray(+3) 7 Eclipse Burst 8 Moonburst(+1)
Psychic Spells Cleric Archetype Spells
C Phase Bolt, Telekinetic Projectile, Warp Step, Guidance, Shield 1 Kinetic Ram; Force Barrage, Soothe, Heal, Sanctuary 2 Telekinetic Maneuver; Empathic Link, Noise Blast, Clear Mind, Restoration 3 Levitate; Martyr's Intervention, Percussive Impact, Moonlight Ray, Protection(+2) 4 Fly; Chromatic Ray, Mirror's Misfortune, Cloak of Light, Radiant Beam 5 Telekinetic Haul; Repelling Pulse, Synaptic Pulse, Moonlight Ray(+2), Spiritual Torrent 6 Poltergeist's Fury; Scintillating Safeguard, Collective Transposition, Field of Life, Spirit Blast 7 Telekinetic Bombardment; Prismatic Spray, Shadow Raid, Eclipse Burst 8 Falling Sky; Scintillating Pattern, Spirit Song, Moonburst(+1) 9 Foresight; Phantasmagoria, Prismatic Sphere 10 Freeze Time, Gate
SIGNATURE SPELLS 1 Force Barrage 2 Noise Blast 3 Percussive Impact 4 Chromatic Ray 5 Repelling Pulse 6 Poltergeist's Fury 7 Telekinetic Bombardment 8 Spirit Song 9 Phantasmagoria
FOCUS SPELLS
C Telekinetic Hand (Amped) C Telekinetic Projectile (Amped) C Telekinetic Rend C Vector Screen C Dancing Blade
10 Soothing Words (Family Domain) 10 Unity (Family Domain)
INNATE SPELLS
Detect Magic Mindlink (Elves only)
Conclusion
Ultimately, I come away satisfied with this build. It may not be able to do every single thing Gardevoir can do, but it feels appropriate to what Gardevoir is and the core of its design. It has a plethora of telekinetic abilities, it has options to include its Fairy typing, and it even works her protective nature into her abilities. This will be far from the last character I build in Pathfinder. So, who do you want to see next?
#pathfinder#pathfinder 2e#pf2e#pf2#gardevoir#ralts#kirlia#pokemon#pokémon#hoenn#hoenn region#pokemon ruby and sapphire#pokemon emerald#mega gardevoir
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I realise I've shared Sezha without actually Sharing Sezha so behold, my boy
I've been having so much fun with this section of the lair, and I am a lore / story-building lair despite the actual lack of public lore, so have some rambles regarding him and his section of the lair below as I scream into the void about him q wq
warning: this is a hot mess of rambles
The acolytes are all 'new age' beasties compared to the rest of the lair, so younger sprites with smaller energy than the wizened elementals or eldritch critters from Oasis or Deepwoods. They first emerged from the far roots of the Deepwoods, tainted by the magics of the Solstice Trio, and as such are still bound to lands corrupted by the forest above. They're cave-dwelling creatures with albinistic traits, but all streaked with peacock tones from Solstice influence. As a whole, they're quick to act and quick to forgive, often tumbling into wild tousles out of nowhere due to some innate itch.
They're primal in a way that defies their age, acting on core instinct above logic at most times. The entire lair is curated by their instincts as well, tunnels burrowed to keep nails and sometimes teeth in shape due to their specific diet ( tainted fungi and roots from the forest ) causing some reactions to some reverting to more beastly forms than they started. Most of the Acolytes spend their time... pretty much having the time of their lives. Short lives, but still. They curate moss ( so much moss, ) sculpt sections out of the limestone to show praise to the Solstice ( which leads to ornate tunnels winding with scale-like patterns carved into the walls for most of the lair, ) and they eat their weight in plump mushrooms and ichor-tainted roots. There's nothing to complain for since they have their every need met for the time being, until something monumental changes they're more than happy to continue their strange little life below the ground.
Sezha is the lair curator -- the one that plans new winding tunnels or cellars for different types of jewel-toned mushroom growths, and decides the final colour palettes for new artistic projects run by Seiph and pong ( who are both equally as passionate about ensuring the subterranean lair is as beautiful as it is sustainable. ) He often spends his time ripping through the tunnels at full tilt, knowing the lair so well that he can whip past daintier sections of their artistic 'venture' into the depths without so much as rustling the daintiest of fungi. His body is more stoat-like than anything else, modified and specialised for this way of life away from the air, his feathery wings often just used for emoting rather than ever catching air beneath them.
When not 'working,' he spends a lot of his time breeding silkmoths, the colonies able to sustain some of their trades with the other branches of their alliance, but it's mostly just something he enjoys doing. Cocoons are often found tucked into his dense fur or strung carefully on wires and tucked into the crooks of his wings for safety. When a new fungi colony is settled into a new lair section, Sezha will often have plans made for new moth colonies to introduce.
He's meticulous about keeping himself tidy, often idly grooming his fur and feathers while discussing matters with other Acolytes. Most of the cave network have walls bound with marble rather than dusty stones or raw earth for that reason. His body is often painted with gold pigments, making him shine under glowlights and sparkle while streaking past.
The only time the Acolytes are able to properly leave their den is during the Solstice's wake, which lasts about two weeks in summer and winter. All four of these are usually a time for Sezha to simply exist and watch life continue above the surface, to enjoy the tones outside of his normal reach, and to memorise as much of it as he could to inspire him for the next six months of work.
BIG MESS OF RAMBLING but I love he so much, I love this section of the lair so much, they're all just literal goblin energy beans that love to make things pretty and consider themselves artists but half the time it's just hyper-fixation and so much needs to be knocked down and redone constantly like a giant ouroborous of cave networks. They dance and gnash teeth, create, destroy, worship, and repeat.
maybe some day I'll actually get my lair lore out properly but it's literally a 3-saga thing at this point because 3-generations of lair heads RIP.
#not art#flight rising#flightrising#fr coatl#fr dragon share#fr dragon showoff#Sezha#hex rambling per usual circa 2024#dang it really do be 2024 already
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MODEFI'S DONE!!!!! Finally, god that took a bit.
So, he's got a Neo form (called MoDefi (De)Crypted), and a sorta snow grave thingy. I even came up with a song list! As shown here:
Wazzup Bro zz z! !! (Hey every!)
MoDefi (spamton)
Modify whatever, (nyctba)
My basement (Dialtone)
MUZIK DIZK (KEYGEN)
Cryptic cavern (Digital roots)
Gone Feral (Deal Gone Wrong)
Modify and Sever (Big shot)
Looking Cool! (A real boy)
Do what you do, what you do. (snowgrave big shot thingy) (correlated with some of the images too, in order.) anyway, that's that, also, im working on more stuff for this thing, I already have a jevil concept done, just wanna make a few more sprites. Gonna also make a king, queen, and lancer (probably rouxls and other stuff too, iounno)
#sprite art#oc#jartist#deltarune#concept art#self inserts#my oc's#modify#spamton self insert#spamton#evil cat gremlin
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Monochrome!Sans's bio
Name: Wingding Sans Aliases: Monochrome!Sans, Mono!Sans, Monochrome, or Mono Age: yes Birthday: 5/5/XX Pronouns: He/Him Species: Monster, Skeleton Height: 4'9"
Mono was once a regular Undertale Sans. Until one day, his timeline was attacked by an eldritch entity known only as The Noir. The Noir used its power of decay to kill everyone in Mono's world.
At the last second, a group of Gasters, refugees of previous attacks from the Noir, intervened. With the help of humans the Gasters had saved, they sealed the Noir in Mono.
This event left Mono and his Gaster (now called UT66) as the only survivors from his world. Mono was then approached by CORE!Frisk with an offer to live in the Omega Timeline, a safe haven in the Multiverse.
Mono accepted the offer, and has been living in the OT ever since. It took some time to adjust to his new life, especially with what he went through. But with the help of friends both new and old, he's been making it work.
Side notes + Other refs:
- Can speak in English, Wingdings, and ASL. - The iris in his right eye never goes away.
- Still likes drinking condiments like Undertale Sans. - He's grown used to the name Mono, and even likes the name now. - Wears a modified Poncho created at Silksuit Tailoring with an added collar, pattern, and tail.
- His SOUL is slightly damaged, and as such he's even more physically weak than Undertale Sans. - When under extreme stress/emotion, some of The Noir's energy can leak from his SOUL, visualized as leaking from his eye. If he's stressed enough, or for long enough, it'll eventually form more solid shapes, usually in the form of 3-4 tentacle-like appendages.
- If he gets completely overcome by emotion, The Noir can even completely overtake Mono, puppeting his unconscious body.
- Sometimes, Mono can perceive the true nature of people by looking at them through his right eye.
The sprites and format of this bio are based off of @ut-poppy-askblog and are all owned by @fmsdraws.
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Hey Azzy! Happy STS! Can you tell us about something you're actively working on right now? Something you've just started or something that's half-finished ... I'm interested in what you're crafting, whether that's getting words on a page or doing illustrations or just brainstorming ideas :)
hi Jas, happy STSMonday! i'm not writing much at the moment, exam season is absolutely devastating, but i have been doing some miscellaneous worldbuilding
a lot of it has been focused on the next Realm introduction post, which is for Ferive (pron: Fae-ree-vay, inspired by the Feywild). Ferive is largely unknown and unexplored, because it's really fucking dangerous. it got insanely destabilized by the First Fallen's falling and the War of Arcana, and its edge is still all torn up. the nature is extremely aware and conscious, there are void beasts and corruption spots hiding in every shadow and sometimes even the fae themselves aren't chill with each other (see: redcaps)
now the fae are not one single species, but most fae species have adapted themselves to survival in these conditions. this is mostly done via camouflage. and who is better at camouflage and hiding than insects, spiders and scorpions? absolutely no one. that's why i largely designed the fae to look like them. the only exceptions are nymphs (who camouflage with the environment itself), elves (who (who mimic larger fauna) and some smaller types of fae such as brownies (who mimic fungi and algae)
while the fae aren't necessarily fond of each other, they do often find themselves collaborating and dividing "duties" to survive and keep at bay the dangers of their Realm. so for example, the bigger and more "secure" settlements are mixed settlements that develop around either a tear or an accumulation spot. someone works an inner defense against the tear / spot (usually fairies or alfey), then a middle ring gets populated and transformed into residential or agricultural land (usually by pixies, nymphs, goblins, gnomes, sprites and such) and groups of sturdier fae (such as elves, ratiffs, arachineas and skeptes) handle the outer defense against the wilderness plus, sometimes, exploration
another thing i've been working on, which i think might interest you a lot more, is Harbinger history. because yes, at the moment the Harbingers are a more-or-less global organization (or at least they're trying to be) but they haven't existed that long. the first recorded collaboration between groups of magic-receptives (aka people who study and interact with the Fabeir and magic) from different areas of the world was in the late 1800s. the immigration and emigration waves did a lot to put different traditions in contact actually
Harbinger history develops a lot alongside telecommunication history, which is to say that the actuall full organization of the Harbingers only really formed in the late '90s and early 2000s. a lot of the base infrastructure was already there, such as the national poles where artifacts, materials (like the modified denim) and copies of research and resources would be physically brought by a courier
so it's safe to say that the advent of modern communication systems simplified things a bunch. today's Harbingers use encripted radio communications on the short distance and encrypted phone calls or internet signals on the long distance. research and resources are collected into a database with a bunch of (small) servers all over the world, which other Harbingers can access on the fly through a dedicated (encrypted) computer program or, much more recently, through a lighter version of it that runs on smartphones and tablets
however, couriers are still very much a thing! Harbingers do not trust the fucking postal service, not national and let alone international. usually it's sentinels that end up running courier jobs, rather than having dedicated couriers, though there are still a bunch of them (very few. as in, two to four per continent). sentinels that run courier jobs however have to meet a number of requirements in terms of rank and language skills, plus have to keep a communication channel open at all times. it was Not Rare™ for couriers to be attacked by exorcist cells
also i have to specify something. not all magic-receptives are Harbingers. Harbinger refers specifically just to the people in the organization. and an additional term is magic-sensitive, which is for people who can see and interact with magic (they are also called rerajaimako in Onan). so for example, Ike's little sisters are magic-sensitive, but they're not magic-receptive and they're not Harbingers. Gaia, Ike's best friend, isn't magic-sensitive (she can't see or do any actual magic) but she is magic-receptive, although not a Harbinger. and then there's one specific cousin of Ike's on his dad's side who isn't magic-sensitive, isn't magic-receptive, but is still a Harbinger in the administration department
❊
✵ Revolve Taglist ✵ @corinneglass @aalinaaaaaa @write-with-will @mymomsaysbobcipher @writeintrees @firesidefantasy @inspirationallybored
⛧ In Destiny We Trust (Not) Taglist ⛧ @elkieselkiewrites @wildweeds @mymomsaysbobcipher
#ark replies#sts#ark originals#ark revolve#revolve worldbuilding#ark destiny#idwtn worldbuilding#siliverse
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Virus!Dust Sans
Adding Attacks for This guy called VirusDust Sans even after 9-10 years of The undertale Fandom being out (i dont even know if this is an Au) (I created the pixel sprite btw)
Attacks for Virus!Dust:
1. Corrupt Bone Storm
Summons a wave of glitching, static-covered bones that phase in and out of existence. Some bones flicker and “teleport” mid-attack, making dodging unpredictable.
2. Digital Packet Blast
A modified Gaster Blaster launches bursts of binary code beams. These pulses spread virus “packets” on the battlefield — touching them slows the player down as if their input is lagging.
3. Deadly Overwrite
VirusDust rewinds time slightly, then replays a deadly previous attack in fast-forward. Dodging once isn’t enough — you have to survive it again, but glitchier and faster.
4. Virus Bones
Bones fall from above like raindrops but teleport when you get close. Each one leaves behind a red static "ghost" that damages you on contact.
5. Save Shatter
Sans pulls up a fake SAVE screen — then breaks it, sending shards across the screen like big daggers. There is a 1/6 chance that after the humans next death that VirusDust Corrupts your Controls while your gone, causing you to have reversed controls till your next death.
6. "Soulchain.exe"
VirusDust Sans hacks into your SOUL's code, forcibly linking it to corrupted bones via glowing red and green digital chains.
7. Firewall Barrage
A wall of red-hot digital flames sweeps across the screen in waves, resembling a firewall. It burns bones into ash mid-attack but also limits movement to trap the player in smaller dodging zones.
8. Glitchstep
VirusDust teleports multiple times per second, leaving corrupted “clones” that each attack independently for a short burst. The real one only attacks last — players have to figure out who’s fake and survive long enough.
Healing Ability: "Absorb Error"
VirusDust Sans absorbs glitched fragments of code left behind from previous attacks — healing himself while destabilizing the battlefield.
BackStory for VirusTale: (Credits to the Fandom on Virus sans)
In the early days of Virustale, it was just a clone of Undertale, created with the best intentions but flawed from the start. The code that comprised the Virustale universe was unstable, and the corruption began to seep in slowly, like a creeping darkness.
Over time, the corruption grew more insidious, transforming the code into a twisted, red mass. It wasn't content with merely altering the world—it started to manifest physically, erupting from the ground like ominous tendrils and pouring from the sky like torrential rain.
As the code tendrils spread, they ensnared all the characters of Virustale. One by one, they were caught and pulled into the malevolent code, their digital forms dissolving into chaos. Even Sans, who was known for his ability to dodge danger, couldn't evade the relentless grasp of the code.
Sans woke up in a nightmarish pile of shifting code, surrounded by the remnants of his friends. He clutched Papyrus's scarf and Frisk's heart locket in his bony hands, the last remnants of their existence. Grief and despair washed over him as he realized the depth of the destruction that had taken place.
In his moment of despair, Sans reluctantly put on Papyrus's scarf and Frisk's locket, symbols of the friendships he had lost. It was then that he encountered the enigmatic figure known as the Code Master, a being formed from the very essence of the corrupted code.
The Code Master revealed the grim truth to Sans—his friends no longer existed because their code had been deleted and overwritten by the insatiable corruption. Sans's own code began to glitch and distort as he struggled to comprehend the devastation.
As his code teetered on the edge of dissolution, Sans suddenly teleported away from the Code Master's presence. This uncontrolled teleportation scattered fragments of the code around him, leaving Sans in a state of disarray and confusion.
Determined to find a way to undo the destruction and save his friends, Virus!Sans embarked on his quest for revenge and redemption, with Papyrus's scarf and Frisk's locket as constant reminders of the friends he had lost and the code he had to fight to protect.
BackStory for VirusDust:
After 10 Mysterious resets from a Mysterious Human that no one in the underground has ever even seen, In the 11th reset Instead of Frisk Being Corrupted the code, Frisk Survives like sans did. Sans Wakes Up to find himself Back in the pile of code, but He doesnt seem to remember anything before the reset all quite much. He does remember that the reset happening though.
Sans is relieved that frisk survived that and tells frisk that they should probably reset already. frisk immediately goes to the save menu. But Frisk didnt know that the save file was corrupted, so Frisk Hit that button but nothing happen. a minute later though Everything corrupts even more. the skys go black. sirens arise. The world seems to be spinning. But another minute later, it reset. But Sans kept his corrupted code body after it happened, and sans was confused.
Sans went to check on the human at his station but couldnt find them. Sans also didnt feel tired at all. Papyrus Eventually sees him and is confused by his corrupted appearance. and he asks if he is ok. Sans says he is fine. Sans Corrupting finally stopped And This is when the Human fell down but... something was off.
After Sans corrupting stopped (when he turned into Virus sans again at this point) he doesnt control but randomly teleports to the ruins. Toriel does not see sans but stays in the home waiting for the next human. Sans see a human falling down, but this one was alot more corrupted. their appearance started corrupting sans even more. that human disabled his abilities. but the randomness of teleporting happens again when the human already disabled his abilities. he finds himself back in snowdin. But its very quiet. The code starts corrupting everything once again. But sans wasnt scared by it. he couldnt find anyone though. it seems that the code has not corrupt anyone. Thats went the human came behind him. Sans looks at them. and its frisk. but how? he didnt see them anywhere.
Frisk Had the most corrupted appearance out of anyone in the underground. Frisk was now being influenced by chara. Frisk decides to use their Determined Sword to slash sans. Sans now realizes he now has over 1 hp, but not just 2, not just 3, It was in the thousands.
That was way more than what sans expected. So sans parries all the attacks from frisk, and trying to escape to not hurt the human. he knows somethings off. But you know, frisk will not let sans escape. The whole battle thing happens But Frisk eventually Kills Sans. But Many Times actually. After the First Reset everything happens again. with Frisk resetting sans memory so he doesnt know. But after the 2539 Reset... It seems like Frisk forgot to Reset his memory. So Sans Now remembers the reset but only This reset. Sans Decides to visit undyne in waterfall but There is a Mysterious door that has never been there before. Sans opens the door and the mysterious figure is corrupted too but sans is intimidated by his appearance. But before sans could attack, The mysterious figure puts his corrupted Code hand on sans head, causing Sans to remember EVERY SINGLE RESET. Sans Rages at this and Waits for the human to fall down. He plans to kill all of his friends after they corrupt giving him more exp and determination than the human, so that he overpowers the human and this madness stops happening and everything goes back to normal. He also tries to find the causer of this, and battle him to death after killing the human and their save file.
So Thats what Happens. I think you know what happens next.
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Hi, first time reader, first time caller. I ended up reading proselytize in between my various beginner runs in qud to keep me motivated. It's really good! You're a very talented writer with a great sense of pacing, character and style! I was just wondering though, do you have default builds for all the daughters of nafpor, or are they more like archetypes?
oh gosh thank you! i am always stunned at how well received proselytize has been, i'm glad people are enjoying it so much
i experiment a lot with them when i play them, so i have a lot saved, although TBH a lot of them are older characters from over a year ago
here's suir softbeast's canonical build, although this is just like. her base, larval form without any of her chimera stuff. there's a mod that lets you pick what your chimeric limbs are when evolving so you can have the exact same suir softbeast experience, the randomization of it means any future suir i play without that mod is going to be a radically different suir
you'll notice her intelligence is like, pretty high! it's said in the game she ends up being one of the best tinkers in qud and just convinces herself she's only good for being a blodshedding hedonist. my suir build strats were pick every physical mutation i could get, get extra limbs, the usual chimera stuff. i used swords as my main for the DV bonus and lunge action economy stacking, and axes in all the other offhands for dismemberment procs
it uses the marshtaur sprite, although i'd wish in a tattoo gun and recolor her in all white and gray. if i ever played her again i'd probably modify the sprite to make her look more like herself
here's tiyu-yutep's last build. psychometry isn't actually Very Worthwhile, but it was thematic and i'm the kind of idiot that will make a build for theme rather than efficiency. this is, in fact, a pretty BAD build, which I think is on its own level thematically important. the daughters of nafpor aren't all supertwinked hyperspecced characters, some of them just Played Good
normally i'd replace her sprite with a cat cherub sprite, but at this point next time i ever end up playing her i'd just make my own sprite for her
in actual gameplay i'd use precog and nectar to reroll mutations so i have a bespoke list of mental mutations stacked up as high as i can, and complement them with a ton of tinkered nonsense. tiyu-yutep's build is about maximizing options in every situation. something bad is happening? that's fine, i have 12 kinds of grenade, 10 mental mutations, and eight guns to solve it.
that's one of my igwashim builds, unlike tiyu and suir being kinda jack-of-all-trades (my preferred style ngl) ig is very much a "scry, teleport in, blast everything to sleep, axe axe axe axe axe axe axe" build
mutation points aren't spent on new mutations at all, and exist just to fill out the efficiency of her existing mutations. i use a mod to make teleport more accurate at very high levels, because teleportation is my nonsexual fetish and i crave being able to pinpoint teleport after i hit level 10
still she isn't just a bump-attack character. maximize information gathering and ambush tactics, never play fair. appearance change wish to turn her tile into a crypt ferret's, naturally, although now that i've started fumping about with modding, i'd just like. actually make a clade so instead of it saying "Mutated Human" it'd say "Mutated Ferret" or something. make it so dromads don't call me human they call me "ferret" or something
her having Socially Repugnant would be appropriate narratively but i never bothered with it since she didn't need it, 10 ego is enough to represent her being a talking animal
i don't have any specific build saved for Savithvyr, she was one of my first Qud characters and was just a Fuming God-Child specced around agility, willpower, and intelligence, mostly using gas grenades of various kinds alongside the billowing conch. also not an optimal build! but it was fun. flood the zone with gas and just sorta stand back and pick at the survivors with a gun or stab them with triple-element gaslight kris
there's a mod that lets you play goatfolk which i used for naara, but in version updates i don't have it installed right now and i'll be honest i don't remember what i did with her much other than mental mutations
ooo-ho-OOO-EEE-ah and Buwofu-gawufoo were actually companions that Savithvyr and Suir picked up in-game, they were never characters i played directly but as companions they lasted so long they felt like they were part of those characters' identities and so they had to make the transition into the game proper.
the brambled fae's original build is NO LONGER POSSIBLE because they increased the cost of horns, which i think is HILARIOUS because why shouldn't it be an actual illegal build?
not that it hasn't had a dozen different builds ANYway. it's my go-to most-used build and based off of one of my fursonas at its core, so it's the culmination of my bullshit jack-of-all-trades obsession.
MILD SPOILERS but ive posted it before on this blog anyway, it DOES have its own sprite since i still play variations on it regularly enough i made a sprite for it
although that doesn't really represent what it looks like in the story
that's getting a BIT closer to what it looks like when we finally get to the brambled pass
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Delfino Plaza received a great overhaul since it's debut in Super Smash Bros. Brawl with a lot of improvements and new vertex colors.
Download Link: https://lootdest.org/s?5e086b6c
*COMPLETE CHANGELIST* from the Brawl version:
- Most of the objects have been fixed and improved and were extracted from Super Mario Sunshine and Super Smash Bros. for Wii U.
- The manholes are now blue like in Super Mario Sunshine and in the Brawl Style Version.
- Added back the 3 missing palm trees and the trees sticking out of the wall of the hill.
- Has a version with the Banana Palm Tress like in Brawl and a version with the Original Palm Trees from Super Mario Sunshine.
- The Grand Pianta Statue appears on the background of the stage and had been extracted from Super Mario Sunshine.
- The cannon that transported Mario to Pinna Park appears on the background of the stageand had been extracted from Super Mario Sunshine.
- The pipes on top of both the Shine Gate that led to Pianta Village and the building in front of it which led to Sirena Beach appears on the background of the stage.
- The Ricco Harbor and Pinna Park are no longer a rectangular shape model and have been replaced with the ones extracted from Super Mario Sunshine.
- The Flags appear on the background of the stage but they are static.
- Uses the original textures from Super Mario Sunshine and vBrawl Style textures from Super Smash Bros. Brawl.
- The Ocean has been extracted and ported from Super Smash Bros. for Wii U.
- Has a Battlefield Form and Omega Form.
- The Stage has a lot of new vertex colors.
- The Bells have been extracted and ported from Super Smash Bros. for Wii U.
- The Shine Sprite has been extracted and ported from Super Smash Bros. for Wii U.
- Has a version with the Skydome imported from Super Smash Bros. Brawl, the Skydome imported from Super Mario Sunshine, the Skydome imported from Super Smash Bros. for Wii U, and the Skydome imported from Super Smash Bros. Ultimate.
- The Boathouse have been extracted and ported from Super Mario Sunshine.
- The Lighthouse have been extracted, modified and ported from Super Mario Sunshine.
- The Nozzle Doors have been added to the background of the Plaza and has been extracted from Super Mario Sunshine.
- The jail has been fixed and the jail cells are no longer a rectangular shape model.
- The Fruit Baskets appear on the background of the stage.
- The Super Rock on the Lighthouse appears on the background of the stage.
- The BillBoard Signs appear on the background of the stage.
- The Weather Cocks appear on the background of the stage.
- The manholes are no longer a rectangular shape and have been ported from Super Smash Bros. Ultimate.
- The Wooden Boxes have been added to the background and have been ripped from Super Mario Sunshine.
- The Logs that appear on the East Island have been added to the background and have been ripped from Super Mario Sunshine.
- The Board Signs that appear at the boathouse and the building have been added to the background and have been ripped from Super Mario Sunshine.
- There are 10 Pillars now instead of 9 Pillars in Super Smash Bros. Brawl and 8 Pillars in Super Mario Sunshine. It also includes the Pillar that has the Nozzle Door.
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Some Concepts that I have been Cooking in my brain, Sorry for it being Long. Also, I know a lot of these are hard to program, they are just Ideas/Suggestions so no pressure
Idea 1: Finishers Example: Fresh sans will Teleport behind the Enemy, tap them on the shoulder and as they turn around, he hits them with a bat sending them flying into explosive Furby's Based on this part of Underverse, though I used the song because I forgot which episode he does it in: https://youtube.com/clip/UgkxI7koi1mEAthwDWaI_0c4E6JO7kxIF5pk?si=bK3xsGMp0P13GMvw Idea 2: Character Specific Blocks/Dodges Examples: - Sans like might have a dodge move that allows him to break out of combos by giving himself some invincibility Frames and move a small distance. Doing his dodging pose along with Displaying "MISS" if he was actually attacked during it, though this dodge doesn't work on every attack - Papyrus would get a quick block holding a bone sort of like Disbelief papyrus and if timed right against a melee attack, he'd counter with a blue bone attack that will turn the enemy blue (Indicated with a Blue outline on the Character) reducing their speed and jump height, which could be a good counter against Outertale Characters - Undyne would get a normal block with her spear that would lock her in place, but if the player is holding a direction she will block with her spear in that direction (Up, Left, or Right) not taking damage to most projectiles,
Random Undyne fact from Undetale: She has more Defense without her armor than with it, but this difference is only by 1. Also, it doesn't apply to Undyne the Undying form
Skin Ideas: Everyone from Undertale: Mostly Colorless Battle Sprites Papyrus: Cool Dude (Of Course), Jogboy (From the Alphys Date), Disbelief Papyrus (If he isn't playable). Sans: Pokercap (From the Casino on Xbox one Version), Last breath Sans Phase 3 (If not playable) Undyne: Date Suit (From the Alphys Date)
Idea 3: Tag Team Characters (Some might be like Pokémon trainer or Ice Climbers from smashbros) These Characters will have Separate HP bars but less health overall between the Characters Time Paradox Sanses (Ice Climbers like) Kris, Susie, and Ralsei (Pokémon Trainer Like) - Susie Would be the one who has the Most health and Damage, but Slower Speed. Kris would be the one with mostly Mid Stats, but better defense when blocking forwards. Ralsei is quick but weak with lower health than the others, they have a healing move that only heals themself that takes time and doesn't heal too much
Idea 4: Stage Mechanics/Hazards/Modifiers (That are of course Toggleable) For Example: A Outertale map may have lower gravity or maybe other things that can hurt the player Map Ideas + their Hazards Infinite Judgement Hall map - If the player walks in one direction far enough, they'll end up on the opposite side of the screen, but this doesn't work with Projectiles True Lab: One of the amalgamates may send an attack on the battlefield e.g.: Endogeny charging across the ground, Snow Drakes mother's attack pathetically falling to the ground (once it touches the ground it doesn't deal damage) Spider room (Or whatever it's called)- Webs on the ground will slow players who step on them. Muffet's Pet will appear on one of the two edges of the map every now and then; getting too close will have them bite the player for big damage and knockback. MTT Stage: A Ratings Board is in the background, The ratings either increases or decreases depending on the Actions the players make, maybe a random special event will happen if the ratings get high enough? Examples: Miniature Meta bots will appear gliding above the stage tossing Flour, Eggs, and Milk onto the stage, that briefly stun the players. The Stage suddenly dropping fast putting the players into free fall for a little bit allowing only aerial moves or the opposite will happen as the Stage starts moving up faster making jumps less effective. Or something else?
Idea 5: Transformation Special attacks instead of getting normal Special moves, some characters Transform into a stronger form for a limited Time, but also these forms have super armor (their attacks are hard to interrupt and it's hard to stun them) and new powerful move sets, though they are still vulnerable to damage but reduced (Yes even for neo), Characters with this: Undyne transforms Into the Undying, Asriel into either his DREEMURR form (AKA 1st Phase), though a non-transformation Idea could be to have him transform into his Hyper Death form (AKA 2nd Phase) Mettaton into NEO - A sources of inspiration for his move set "Undertale Shots: Chara Vs Mettaton NEO" or even Spamton Neo fight
Idea 6: Character Facing Direction (Toggleable) IMO, I don't like fighting games that lock the players to one side of the screen facing only one direction unable to turn around, so by default it will be disabled, with the ability to turn it on if you really want.
Idea 7 (The last one YAY... For Now): Boss Battles [Both PVE and PVP] Bosses can be part of the Story/Adventure Mode Example: Annoying Dog (Playable?) Hyper Death Asriel (Playable) Omega Flowey (Mostly Stationary boss maybe, definitely not playable) Muffet Riding on her pet (Playable) Human Souls Gauntlet (Playable maybe? it'd be a Massive Tag Team Character) Permanent Neo Form (Playable) Permanent Undying Form (Playable) Jevil and/or Spamton Neo (Maybe Playable?) I do have some more Ideas, but this is too long, plus those Ideas can be their own Ask(s)
*shoves all of these in my pockets*
But seriously, these are great ideas. I’ll hang onto them in case they come in handy.
I WAS gonna do some multi-stage bosses in story mode, but they’d just be playable characters with powered-up forms unique to story mode to keep players coming back to it.
Also thank you for reminding me what Disbelief Papyrus is called. He’s one of my favorites, and I’d love to have him as his own playable characters. The misc. pile is way too Sans-heavy anyway. v.v
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Erlking
In European folklore and myth, the Erlking is a sinister elf who lingers in the woods. He stalks children who stay in the woods for too long, and kills them by a single touch.

Pic by Sammycat17 on deviantart
The name "Erlking" is a name used in German Romanticism for the figure of a spirit or "king of the fairies". It is usually assumed that the name is a derivation from the ellekonge (older elverkonge, i.e. "Elf-king") in Danish folklore. The name is first used by Johann Gottfried Herder in his ballad "Erlkönigs Tochter" (1778), an adaptation of the Danish Hr. Oluf han rider (1739), and was taken up by Johann Wolfgang von Goethe in his poem "Erlkönig" (1782), which was set to music by Schubert, among others. Goethe added a new meaning, as "Erl" does not mean "elf", but "black alder" - the poem about the Erlenkönig is set in the area of an alder quarry in the Saale valley in Thuringia. In English translations of Goethe's poem, the name is sometimes rendered as Erl-king.
According to Jacob Grimm, the term originates with a Scandinavian (Danish) word, ellekonge "king of the elves", or for a female spirit elverkongens datter "the elven king's daughter", who is responsible for ensnaring human beings to satisfy her desire, jealousy or lust for revenge. The New Oxford American Dictionary follows this explanation, describing the Erlking as "a bearded giant or goblin who lures little children to the land of death", mistranslated by Herder as Erlkönig in the late 18th century from ellerkonge. The correct German word would have been Elbkönig or Elbenkönig, afterwards used under the modified form of Elfenkönig by Christoph Martin Wieland in his 1780 poem Oberon.
Alternative suggestions have also been made; in 1836, Halling suggested a connection with a Turkic and Mongolian god of death or psychopomp, known as Erlik Chan.
Johann Gottfried von Herder introduced this character into German literature in "Erlkönigs Tochter", a ballad published in his 1778 volume Stimmen der Völker in Liedern. It was based on the Danish folk ballad "Hr. Oluf han rider" "Sir Oluf he rides" published in the 1739 Danske Kæmpeviser. Herder undertook a free translation where he translated the Danish elvermø ("elf maid") as Erlkönigs Tochter; according to Danish legend old burial mounds are the residence of the elverkonge, dialectically elle(r)konge, the latter has later been misunderstood in Denmark by some antiquarians as "alder king", cf Danish elletræ "alder tree". It has generally been assumed that the mistranslation was the result of error, but it has also been suggested (Herder does actually also refer to elves in his translation) that he was imaginatively trying to identify the malevolent sprite of the original tale with a woodland old man (hence the alder king).
The story portrays Sir Oluf riding to his marriage but being entranced by the music of the elves. An elf maiden, in Herder's translation the Elverkonge's daughter, appears and invites him to dance with her. He refuses and spurns her offers of gifts and gold. Angered, she strikes him and sends him on his way, deathly pale. The following morning, on the day of his wedding, his bride finds him lying dead under his scarlet cloak.
Although inspired by Herder's ballad, Goethe departed significantly from both Herder's rendering of the Erlking and the Scandinavian original. The antagonist in Goethe's "Der Erlkönig" is the Erlking himself rather than his daughter. The Erlkönig appears to a young boy in a feverish delirium - his father, however, identifies the apparition as a simple streak of fog. Goethe's Erlking differs in other ways as well: his version preys on children, rather than adults of the opposite sex, and the Erlking's motives are never made clear. Goethe's Erlking is much more akin to the Germanic portrayal of elves and valkyries – a force of death rather than simply a magical spirit.
In Angela Carter's short story "The Erl-King", contained within the 1979 collection The Bloody Chamber, the female protagonist encounters a male forest spirit. Though she becomes aware of his malicious intentions, she is torn between her desire for him and her desire for freedom. In the end, she forms a plan to kill him in order to escape his power.
Charles Kinbote, the narrator of Vladimir Nabokov's 1962 novel, Pale Fire, alludes to "alderkings". One allusion is in his commentary to line 275 of fellow character John Shade's eponymous poem. In the case of this commentary, the word invokes homosexual ancestors of the last king of Zembla, Kinbote's ostensible homeland. The novel contains at least one other reference by Kinbote to alderkings.
In Jim Butcher's The Dresden Files, there is a character called the Erlking, modeled after the leader of the Wild Hunt, Herne the Hunter.
In the author John Connolly's short story collection Nocturnes (2004), there is a character known as the Erlking who attempts to abduct the protagonist.
The New Yorker's "20 Under 40" issue of July 5, 2010 included the short story "The Erlking" by Sarah Shun-lien Bynum.
A version of the Erl-King is mentioned in Zoe Gilbert's Mischief Acts, implied to be a figure related to Herne the Hunter.
In Andrzej Sapkowski's The Witcher saga, the highest leader of the Folk of the Alder elves, Auberon Muircetach, is also known as the Alder King. In the story, he maintains thematic ties to kidnapping: the Wild Hunt, known for abducting humans, is subordinate to him, and he orchestrates the imprisonment of Cirilla.
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