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jcmarchi · 3 months
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New Horizons in Chemical Biology: A Novel Approach to Synthesize Dibenzothiophene S-Oxides - Technology Org
New Post has been published on https://thedigitalinsider.com/new-horizons-in-chemical-biology-a-novel-approach-to-synthesize-dibenzothiophene-s-oxides-technology-org/
New Horizons in Chemical Biology: A Novel Approach to Synthesize Dibenzothiophene S-Oxides - Technology Org
Organic compounds in the field of chemistry range from simple hydrocarbons to complex molecules, with diverse functional groups added to the main carbon backbone. These functional groups impart the compounds distinct chemical properties and participate in various chemical transformations, making them important precursors for synthesising diverse compounds. Therefore, Scientists have actively created molecules that feature novel and highly reactive functional groups.
One such class of compounds are dibenzothiophenes and their derivatives containing S-oxide or S, S-dioxide moieties (sulfur atoms bonded to one and two oxygen atoms respectively). These compounds are of special interest in the fields of pharmaceutical sciences, materials chemistry, and chemical biology. Dibenzothiophenes consist of benzene rings fused to a thiophene ring―a five-membered ring with four carbon atoms and one sulfur atom. When dibenzothiophene S-oxides are exposed to UV light, they release atomic oxygen, which is useful for DNA cleavage and oxidation of adenosine-S’-phosphosulfate kinase, an enzyme involved in cellular processes. Additionally, the S-O bond can be activated to introduce different functional groups, enabling the creation of a wide range of molecules with diverse properties and applications. The conventional method of producing functionalized dibenzothiophene S-oxides involves thiophene ring formation followed by subsequent S-oxidation. However, this reaction is challenging to carry out.
To address this, Associate Professor Suguru Yoshida, Ms. Yukiko Kumagai, Mr. Akihiro Kobayashi, and Mr. Keisuke Nakamura from Tokyo University of Science (TUS) have developed a simple two-step method of synthesizing dibenzothiophene S-oxides. The method involves Suzuki-Miyaura coupling of 2-bromoaryl-substituted sulfinate esters, followed by an intramolecular electrophilic sulfinylation.
The details of the method, published in the journal Chemical Communications, opens possibilities for creating a variety of important sulfur-containing molecules in the life sciences that were traditionally difficult to synthesize using conventional methods.
“Dibenzothiophene oxides are attracting attention in the field of chemical biology, and several researchers have developed a reaction using dibenzothiophene oxide, which can now be synthesized using this method. We expect this research to elucidate life phenomena involving reactive oxygen species,” explains Dr. Yoshida, while talking about this study.
The Suzuki-Miyaura coupling is a widely used organic reaction between boronic acids and organic halides, leading to the formation of a new carbon-carbon bond. In the proposed method, sulfinate esters react first with arylboronic acids in the presence of a palladium catalyst. Next, the intermediate biaryl compounds are activated with Tf2O, leading to subsequent cyclization by electrophilic activation.
Compared to the conventional oxidation method of synthesizing dibenzothiophene, this innovative approach developed by Dr. Yoshida and his team can accommodate a wide range of functional groups, including highly reactive ones, enabling the synthesis of polysubstituted dibenzothiophene oxides not achievable earlier. Using the method, the researchers synthesized dibenzothiophene oxides having an o-silylaryl triflate moiety, a compound useful as an aryne generation site, but tends to get easily damaged when produced using conventional methods. The o-silylaryl triflate moiety serves as a useful reactive intermediate and can undergo various transformations to produce highly substituted arenes. The proposed method, therefore, not only simplifies the synthesis method but also opens doors for a diverse range of dibenzothiophene S-oxides and their derivatives.
Schematic of the two-step process for producing dibenzothiophene S-oxides Image caption: A range of polysubstituted dibenzothiophene oxides can be synthesized through Br-selective coupling and subsequent cyclization by electrophilic activation. Image source link: https://pubs.rsc.org/en/content/articlelanding/2024/cc/d3cc05703h Image credit: Suguru Yoshida from Tokyo University of Science Usage restrictions: Credit must be given to the creator. Only noncommercial uses of the work are permitted. License type: CC BY-NC 3.0
The novel method is a significant step forward in the field of chemical biology. Going ahead, the researchers anticipate that these compounds can find useful applications in diverse research areas, paving the way for innovations and discoveries. “The proposed method can enable the synthesis of polysubstituted benzothiophene oxides, which are expected to be useful in a wide range of research fields,” concludes Dr. Yoshida.
Source: Tokyo University of Science
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Slarti wants Night Food! At this rate, I will have him welcoming guests. https://www.instagram.com/p/CUwE0v-tF2O/?utm_medium=tumblr
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chemwhat · 4 years
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2,2-DIMETHYL-3-PENTANONE CAS#: 564-04-5
IdentificationPhysical DataSpectraRoute of Synthesis (ROS)Safety and HazardsOther Data
Identification
Product Name2,2-DIMETHYL-3-PENTANONEIUPAC Name2,2-dimethylpentan-3-one Molecular Structure
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CAS Registry Number 564-04-5EINECS NumberNo data availableMDL NumberMFCD00039918 Beilstein Registry NumberNo data available Synonyms2,2-dimethyl-3-pentanone, 2,2-dimethylpentan-3-one, tert-butyl ethyl ketone, 2,2-dimethylpent-3-one, t-butyl ethyl ketone, 4,4-dimethyl-3-pentanone, ethyl tert-butyl ketone CAS Number 564-04-5 CAS NO 564-04-5Molecular FormulaC7H14O Molecular Weight114.186 InChIInChI=1S/C7H14O/c1-5-6(8)7(2,3)4/h5H2,1-4H3 InChI KeyVLNUTKMHYLQCQB-UHFFFAOYSA-N Canonical SMILESCCC(=O)C(C)(C)C Patent InformationPatent IDTitlePublication DateUS4240983 Monohalogenated ketones 1980
Physical Data
AppearanceNo data available SolubilityIt is soluble in water as well as soluble in alcohol, benzene.Refractive index1.4028 Melting Point, °C Solvent (Melting Point) 123 122 - 127 -49 Refractive Index Wavelength (Refractive Index), nm Temperature (Refractive Index), °C 1.4037589201.405 589 201.4028 589 251.403 589 251.4109 589 201.4057 589 201.4049 589 20 Boiling Point, °CPressure (Boiling Point), Torr 118 - 125 3 125 759.8 123 - 126 720 79 15768 - 69 12124 - 125 680124.5 730 125 - 126 769 Density, g·cm-3Reference Temperature, °CMeasurement Temperature, °C0.8114200.8098 4200.8017 25250.8258 000.8106 0200.81 021 Description (Association (MCS))Solvent (Association (MCS))Temperature (Association (MCS)), °CPartner (Association (MCS))Association with compound CCl4282.6-dimethylphenol Association with compound CCl4 282,5-Dimethylphenol Association with compound CCl4 28phenol Association with compound CCl4 284-chloro-phenol Association with compound CCl4 283,5-dichlorophenol Association with compound CCl4 282-monochlorophenolAssociation with compound CCl4 282-hydroxybromobenzene Association with compound CCl4 282,4,6-Trichlorophenol Association with compound CCl4 282-Iodophenol
Spectra
Description (NMR Spectroscopy)Nucleus (NMR Spectroscopy)Solvents (NMR Spectroscopy)Frequency (NMR Spectroscopy), MHzChemical shifts1H chloroform-d1 400Chemical shifts 13Cchloroform-d1 101Chemical shifts 1Hchloroform-d1 Chemical shifts, Spectrum 1Hchloroform-d1 500Chemical shifts, Spectrum 13Cchloroform-d1 125Chemical shifts1HCDCl3 3001HCDCl3 300Chemical shifts 13CCDCl3 75Chemical shifts1H13Cbenzene-d6 Spin-spin coupling constants benzene-d6 Description (IR Spectroscopy)Solvent (IR Spectroscopy)Comment (IR Spectroscopy) Mid IR (MIR), Bands film Bands neat (no solvent)1710 cm**(-1) Bands hexane1715 cm**(-1)Bands CCl4 1711 cm**(-1) Bands tetrahydrofuran1715 cm**(-1) Description (Mass Spectrometry) Comment (Mass Spectrometry) electron impact (EI), gas chromatography mass spectrometry (GCMS), spectrum chemical ionization (CI), spectrum fragmentation pattern, spectrum MIKE (mass ion kinetic energy) metastable ions, collisional activation spectrum fragmentation pattern collisional activation negative ion spectroscopy spectrum collisional activation metastable ionsspectrum, electron impact (EI) charge exchange with positive ions Description (UV/VIS Spectroscopy)Solvent (UV/VIS Spectroscopy)Comment (UV/VIS Spectroscopy)Absorption Maxima (UV/VIS), nmUV/VIS Spectrum diethyl ether 260 - 310 nm Absorption maximahexane 232, 290Absorption maxima ethanol 284Absorption maxima H2O279
Route of Synthesis (ROS)
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Route of Synthesis(ROS) of 2,2-DIMETHYL-3-PENTANONE CAS#: 564-04-5 ConditionsYieldStage #1: N-cyclohexyl-2,2-dimethylpropanamide With 2-fluoropyridine; trifluoromethylsulfonic anhydride In dichloromethane at 0℃; for 0.5h; Stage #2: ethylmagnesium bromide With cerium(III) chloride In tetrahydrofuran; dichloromethane at -78℃; for 2h; Stage #3: With hydrogenchloride In ethyl acetate Experimental Procedure General procedure: Tf2O (185μL, 1.1mmol) was added dropwise to a cooled (0°C) solution of amide (1.0mmol) and 2-fluoropyridine (103μL, 1.2mmol) in dichloromethane (4mL). After stirring at 0°C for 30min, the mixture was cannulated to a freshly prepared organocerium reagent/complex (3.0mmol) in THF (15mL) at −78°C and stirred for 2h. Aqueous HCl solution (3mol/L, 5mL) was added to quench the reaction and the mixture was allowed to warm to r.t. and stirred for 2h. Ammonium hydroxide solution (25percent, 5mL) was then added to the mixture. The organic layer was separated and the aqueous phase was extracted with diethyl ether (3× 10mL). The combined organic layers were washed with brine (3× 3mL) and concentrated under reduced pressure to about 1/3 volume. The residual organic phase was then extracted with aqueous HCl solution (3mol/L, 3× 5mL). The separated organic phase was washed with brine (5mL), dried over anhydrous MgSO4, filtered, and concentrated under reduced pressure, and the residue was purified by flash column chromatography on silica gel to afford ketone. The aqueous phases were combined, washed with diethyl ether (5mL), basified with an ammonium hydroxide solution (25percent, 5mL) and back-extracted with diethyl ether (5× 20mL). The ether layers were combined, washed with brine (5mL), dried over anhydrous MgSO4, filtered, acidified with a solution of HCl in ethyl acetate (3mol/L, 5mL) and concentrated under reduced pressure to afford the desired amine hydrochloride salt.A n/a B 74% More: Inquiry all available synthetic routes with detailed experimental procedures
Safety and Hazards
Pictogram(s)
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SignalWarning GHS Hazard StatementsH319 (95.83%): Causes serious eye irritation Hazardous to the aquatic environment, long-term hazard] Information may vary between notifications depending on impurities, additives, and other factors. Precautionary Statement CodesP264, P280, P305+P351+P338, and P337+P313 (The corresponding statement to each P-code can be found at the GHS Classification page.)
Other Data
TransportationNot dangerous goodsUnder the room temperature and away from lightHS Code291419StorageUnder the room temperature and away from lightShelf LifeNo data availableMarket PriceUSD Use Pattern2,2-DIMETHYL-3-PENTANONE CAS#: 564-04-5 is commonly used as an intermediate in the synthesis of perfumes. Read the full article
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usaokay · 7 years
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Rebooting a Series
Around March 2005, I began Servers on a whim in Concerned. I always wanted to create comics, but with my self-confidence in drawings, I decided to tackle Garry’s Mod. At the time, I loved anything Rooster Teeth and other webcomics such as Ctrl+Alt+Del (before the controversy) and MegaTokyo.
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I thought, “Making webcomics. How hard could it be?”
When it took me several years to finally get up to Season 3, the answer was, “Very.”
I initially approached Servers with the intention of being short and comedic. Once I realized that the team needed to go out of de_dust and explore the world, I created the Game Helmet, a social gaming world where the user can interact with others. For the antagonists, I chose the internet’s most hated type of people: Trolls. To better fit them in gaming, they became hackers. After all, no one likes hackers.
Around Season 2, someone suggested I should make the comic longer as the plot got more serious with higher stakes. 
Even though I had the intention of the series going up to Season 4 with the plot beats involving a fallout of the team due the villain doing villainy, and the rise back into greatness as the team defeats the villain, as time went on, I changed a lot of the general plot, characters, and world.
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A ton of factors could be attributed to why I haven’t really finished the series yet:
Perfectionism.
Growing up in a first generation Asian family, I’ve been taught to always strive to be the best compared to everyone else. Sometimes I think that my work is so good, I release it expecting another hit, but it ends up with people hating it without any constructive criticism. While I end up going over a lot of details, there are a lot of things I miss and I do like to see praises, but what I want more is criticism.
Laziness.
The more I felt that people have higher expectations of my work, the less interested I get because not only do I receive some sort of positive stigma, but also why break my back for perfectionism when I could just thrive on the positivity I just received? It’s ironic.
Finding the right idea.
As time went on for Servers, a lot of world events occurred in the gaming industry. Coincidentally, the PSN hack involved hackers breaking into Sony’s PS3 servers and obtaining customer information, which nearly mirrors the hackers’ goal in Servers.
Garry’s Mod is boring.
After sitting in front of a computer all day trying to get that stupid ragdoll in the right position, with the gnawing fear that the game might crash and you have to spend 5-10 minutes starting the game back up and another 5+ minutes setting up the scene (if I didn’t save). My patience and interest wears thin. With the growing standard for quality work, I have to focus intently on also providing such well-rounded settings in my comics. It’s tiring.
The long wait time caused several issues that I needed to address.
Other similar stories coming out and being popular.
Ready Player One and Sword Art Online both have similar worlds involving a VR MMO where there is way better interactivity. While Servers is very different as it tackles personal character issues, there is a gnawing in the back of my mind that readers will think that I was inspired by those properties rather than setting out to be original in some regard.
I get older and wise up about my stories and writing.
I consider this a self-improvement, but when you compare recent Servers works to the very first, it can cause some tonal and writing issues. If I was going to tackle character drama, I need to first get rid of Frank being a pervert all the time.
I can’t obtain all of my files.
Around the development of the first and second season, my computer’s hard drive went kaput. I lost everything, but thankfully I managed to go back to areas around the internet where I posted the comics. Of course I can’t get them all, but I managed to get some of the most important. I learned from this by using trusted image hosts (DeviantArt), a flash drive, and a portable hard drive to save past and future work almost every month or so.
New ideas = more story implementation = longer wait time.
Sometimes stuff occurs in my life that I want to address in Servers. It could be something that still bothers me to this day or something that I would like to praise. Sometimes I write myself into a corner and need to find a way around it.
During Season 3′s development, I realized that not only I want to end the story on a high note, but I also want to stop making Garry’s Mod comics altogether to pursue my dream as a writer. Thus, S3 became the final act, which oddly fits the entire story as some sort of trilogy.
This grew into another issue. As I was making Part 22, I wanted to give people a refresher on the story so far. I tried a small synopsis of the characters and story so far; and an actual comic that added way more to the plot than I intended. 
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Looking back on it, I don’t consider it to be a good way to present the story as people would rather go back and read my earlier work; but it’s crude, immature, and just bad. Really bad.
I tried to do a small “remake” of Season 1 that somehow still fits into the narrative of Season 3′s plot, but I eventually became disinterested as I felt that the quality wasn’t up to par.
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So, I was stuck between a rock and a hard place. On one hand, I want to get Season 3 over with and be done. On the other hand, I want people to fully enjoy the story, and with something as crude as the earlier comics with some pages missing, it may put them off.
Time went on. I focused on other comics such as further developing Team Fortress 2 Originals and a non-canon Servers work. Eventually I met a fellow Garry’s Mod comic creator who was making his own site. We got to talking about implementing my work into his site, until he said that I should find a way to update my own work to better tell the story.
I agreed.
As I knew that I once attempted to remake the first season, it was high time to tell the story I initially wanted to tell while also keeping in line with the plot, world, and tone that was the culmination of almost a decade worth of work.
I turned the remake into a reboot and began implementing and polishing up story elements I felt needed fixing. 
I actually tried to fully do a remake of the old season, such as Frank buying a helicopter and crashing it, but it didn’t fit too well with the tone I wanted to set. However, I do and try to retain some element and important plot beats that may come into play in later parts.
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While I called the rebooted series, “Servers Redone”, it’s still very much the original Servers as the previous version has been retconned in favor for the revamped tale. Think of it like Star Wars’ difference between Legends and Disney’s version. You can still enjoy the old story on its own merit and to experience the journey of my trial & error into getting where I am now. 
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It does seem weird in itself to reboot something when I think that Season 3 is still in development. As I plan to also redo Season 2, I’m not sure if Season 3′s two parts (and Hartman’s Journal) will have to be retconned away or slightly remade to better fit with whatever story I want to include in the future.
With the rebooted story, I could have more freedom to implement whatever I wanted in order to help build up the world. This eventually lead to the inclusion of what I always wanted to do: Reveal that TF2O is set in the Servers world. The Servers world is continuing to grow thanks to its reboot and I hope that readers will find it enjoyable.
Up next: Servers: Part 6 - Of Monsters and Men.
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chemwhat · 4 years
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2,2-DIMETHYL-3-PENTANONE CAS#: 564-04-5
IdentificationPhysical DataSpectraRoute of Synthesis (ROS)Safety and HazardsOther Data
Identification
Product Name2,2-DIMETHYL-3-PENTANONEIUPAC Name2,2-dimethylpentan-3-one Molecular Structure
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CAS Registry Number 564-04-5EINECS NumberNo data availableMDL NumberMFCD00039918 Beilstein Registry NumberNo data available Synonyms2,2-dimethyl-3-pentanone, 2,2-dimethylpentan-3-one, tert-butyl ethyl ketone, 2,2-dimethylpent-3-one, t-butyl ethyl ketone, 4,4-dimethyl-3-pentanone, ethyl tert-butyl ketone CAS Number 564-04-5 CAS NO 564-04-5Molecular FormulaC7H14O Molecular Weight114.186 InChIInChI=1S/C7H14O/c1-5-6(8)7(2,3)4/h5H2,1-4H3 InChI KeyVLNUTKMHYLQCQB-UHFFFAOYSA-N Canonical SMILESCCC(=O)C(C)(C)C Patent InformationPatent IDTitlePublication DateUS4240983 Monohalogenated ketones 1980
Physical Data
AppearanceNo data available SolubilityIt is soluble in water as well as soluble in alcohol, benzene.Refractive index1.4028 Melting Point, °C Solvent (Melting Point) 123 122 - 127 -49 Refractive Index Wavelength (Refractive Index), nm Temperature (Refractive Index), °C 1.4037589201.405 589 201.4028 589 251.403 589 251.4109 589 201.4057 589 201.4049 589 20 Boiling Point, °CPressure (Boiling Point), Torr 118 - 125 3 125 759.8 123 - 126 720 79 15768 - 69 12124 - 125 680124.5 730 125 - 126 769 Density, g·cm-3Reference Temperature, °CMeasurement Temperature, °C0.8114200.8098 4200.8017 25250.8258 000.8106 0200.81 021 Description (Association (MCS))Solvent (Association (MCS))Temperature (Association (MCS)), °CPartner (Association (MCS))Association with compound CCl4282.6-dimethylphenol Association with compound CCl4 282,5-Dimethylphenol Association with compound CCl4 28phenol Association with compound CCl4 284-chloro-phenol Association with compound CCl4 283,5-dichlorophenol Association with compound CCl4 282-monochlorophenolAssociation with compound CCl4 282-hydroxybromobenzene Association with compound CCl4 282,4,6-Trichlorophenol Association with compound CCl4 282-Iodophenol
Spectra
Description (NMR Spectroscopy)Nucleus (NMR Spectroscopy)Solvents (NMR Spectroscopy)Frequency (NMR Spectroscopy), MHzChemical shifts1H chloroform-d1 400Chemical shifts 13Cchloroform-d1 101Chemical shifts 1Hchloroform-d1 Chemical shifts, Spectrum 1Hchloroform-d1 500Chemical shifts, Spectrum 13Cchloroform-d1 125Chemical shifts1HCDCl3 3001HCDCl3 300Chemical shifts 13CCDCl3 75Chemical shifts1H13Cbenzene-d6 Spin-spin coupling constants benzene-d6 Description (IR Spectroscopy)Solvent (IR Spectroscopy)Comment (IR Spectroscopy) Mid IR (MIR), Bands film Bands neat (no solvent)1710 cm**(-1) Bands hexane1715 cm**(-1)Bands CCl4 1711 cm**(-1) Bands tetrahydrofuran1715 cm**(-1) Description (Mass Spectrometry) Comment (Mass Spectrometry) electron impact (EI), gas chromatography mass spectrometry (GCMS), spectrum chemical ionization (CI), spectrum fragmentation pattern, spectrum MIKE (mass ion kinetic energy) metastable ions, collisional activation spectrum fragmentation pattern collisional activation negative ion spectroscopy spectrum collisional activation metastable ionsspectrum, electron impact (EI) charge exchange with positive ions Description (UV/VIS Spectroscopy)Solvent (UV/VIS Spectroscopy)Comment (UV/VIS Spectroscopy)Absorption Maxima (UV/VIS), nmUV/VIS Spectrum diethyl ether 260 - 310 nm Absorption maximahexane 232, 290Absorption maxima ethanol 284Absorption maxima H2O279
Route of Synthesis (ROS)
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Route of Synthesis(ROS) of 2,2-DIMETHYL-3-PENTANONE CAS#: 564-04-5 ConditionsYieldStage #1: N-cyclohexyl-2,2-dimethylpropanamide With 2-fluoropyridine; trifluoromethylsulfonic anhydride In dichloromethane at 0℃; for 0.5h; Stage #2: ethylmagnesium bromide With cerium(III) chloride In tetrahydrofuran; dichloromethane at -78℃; for 2h; Stage #3: With hydrogenchloride In ethyl acetate Experimental Procedure General procedure: Tf2O (185μL, 1.1mmol) was added dropwise to a cooled (0°C) solution of amide (1.0mmol) and 2-fluoropyridine (103μL, 1.2mmol) in dichloromethane (4mL). After stirring at 0°C for 30min, the mixture was cannulated to a freshly prepared organocerium reagent/complex (3.0mmol) in THF (15mL) at −78°C and stirred for 2h. Aqueous HCl solution (3mol/L, 5mL) was added to quench the reaction and the mixture was allowed to warm to r.t. and stirred for 2h. Ammonium hydroxide solution (25percent, 5mL) was then added to the mixture. The organic layer was separated and the aqueous phase was extracted with diethyl ether (3× 10mL). The combined organic layers were washed with brine (3× 3mL) and concentrated under reduced pressure to about 1/3 volume. The residual organic phase was then extracted with aqueous HCl solution (3mol/L, 3× 5mL). The separated organic phase was washed with brine (5mL), dried over anhydrous MgSO4, filtered, and concentrated under reduced pressure, and the residue was purified by flash column chromatography on silica gel to afford ketone. The aqueous phases were combined, washed with diethyl ether (5mL), basified with an ammonium hydroxide solution (25percent, 5mL) and back-extracted with diethyl ether (5× 20mL). The ether layers were combined, washed with brine (5mL), dried over anhydrous MgSO4, filtered, acidified with a solution of HCl in ethyl acetate (3mol/L, 5mL) and concentrated under reduced pressure to afford the desired amine hydrochloride salt.A n/a B 74% More: Inquiry all available synthetic routes with detailed experimental procedures
Safety and Hazards
Pictogram(s)
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SignalWarning GHS Hazard StatementsH319 (95.83%): Causes serious eye irritation Hazardous to the aquatic environment, long-term hazard] Information may vary between notifications depending on impurities, additives, and other factors. Precautionary Statement CodesP264, P280, P305+P351+P338, and P337+P313 (The corresponding statement to each P-code can be found at the GHS Classification page.)
Other Data
TransportationNot dangerous goodsUnder the room temperature and away from lightHS Code291419StorageUnder the room temperature and away from lightShelf LifeNo data availableMarket PriceUSD Use Pattern2,2-DIMETHYL-3-PENTANONE CAS#: 564-04-5 is commonly used as an intermediate in the synthesis of perfumes. Read the full article
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usaokay · 7 years
Text
Commandments
To ensure the quality isn’t deviated, I come up with a self-ruling for my two series and comics in general. Some of these commandments were developed during my past reviews on previous works.
I will also explain why I came up with each of these commandants.
General
Make the comics for people over the internet and you know in real life.
Unless you like making alternate accounts with different usernames, if you talk about your work, it needs to look “approachable” and not too weird that your mother would disapprove of.
No porn. Ever.
Speaks for itself.
Make what you want to make. Write what you like. Don’t be fully influenced by what everyone else thinks is best.
If you want to write stuff other people WANT you to write, your disinterest in it may suffer through quality.
The wrong way is the right way.
Go against the grain of the popular thing that everyone wants to do. When people want to make Half-Life 2 fanfiction, historical war screenshots, and silly TF2 machinima; find your own voice.
Avoid the Ctrl+Alt+Dlt approach
People made fun of the overly serious and otherwise dark subject of miscarriage. They also make fun of the overly wordy strips. I want to avoid those at some extent.
Servers
The entire canon comic must take place within the Game Helmet with some direct relation to real life.
I try to make Servers use only Garry’s Mod screenshots. I thought about real life photos to tell the canon story, but it would otherwise take focus away from the inside world of the Game Helmet.
Avoid the Flanderization of characters in the canon. In the non-canon, anything goes.
The characters are complex, but also simplified to be understood by the general audience. I don’t want them to always haggle on about their one defining feature.
Avoid the same mistakes brought on by: Megatokyo, Red vs Blue, The Leet World, Uncharted 3.
When you watch, read, or play something, there’s a part you may not like and will not try to replicate in your work. On the flip side, there may also be some good stuff you do want to copy. As Servers takes a lot of story inspirations more so than my other works, I try to avoid the huge mistakes that other stories made. With Megatokyo, the plot became overbearing. RvB and Leet World focused on a serious conspiracy plot that didn’t fit the comedic tone. Uncharted 3′s pirate level didn’t fit in the story structure and overall mood of the desert adventure.
Real world situations and behavior shouldn’t conflict too much with the weird world of video games. 
There’s a difference between how people react when they play games and interact in real life. Sometimes they’re a dick in-game, but less of a dick in real life.
Focus on all of the Bravos even though Bravo 2 seems to be a focal point.
As I continue to develop Servers, I realize that Bravo 2 seems to be the center of it all the plot reasons. Since I’m basing Bravo 2 off of myself, it seems a bit too...egotistical and weird. I also feel like I need to convince people to enjoy everyone rather than getting annoyed to see one character.
Frank will never get with Katie.
Story reason.
Frank isn’t retarded or a huge pervert. At times, he’s insensitive even when he isn’t aware of it.
Frank’s pervertness in the old comics were mainly my way of imploring cheap comedy when I enjoyed it through reading mangas.
Katie isn’t entirely vulnerable. She’s an adult. She can handle her own misfortune.
Some people out there want a strong female character in their stories. Katie needs to be someone who, like her Bravo teammates, strengthen herself through the journey.
Bravo 2 is a gamer who has experienced it all throughout the past two decades. He is representative of the general gamer who spends most of his time on the internet. He’s human. He makes mistakes.
Bravo 2 is THE person that the general gaming audience connects to. He’s cynical sometimes. He’s an asshole sometimes. He’s caring sometimes. He enjoys being a geek but at the same time, is conflicted about it as his life hits one awkward point after another.
The cast can make easter egg cameos in other non-Servers works, but not directly a confrontational appearance.
Since TF2O: Maggot where Frank made an appearance in the cover, I feel it became both a self-amusing joke and tradition to include the Bravos in most non-Servers works at this point. Their easter egg appearance doesn’t really take the reader away from the full story experience unless if it suddenly becomes a direct minor interaction such as, “Hello, I’m the TF2 Pyro! Woah, you guys at the Bravo team!” It would alienates TF2-only fans further as they think I’m advertising my other comics. I came up with this commandment after reviewing my past comics (Quest for Candy and Pyro & Bear) where the Bravo team seem out of place.
Team Fortress 2 Originals
The setting must take place within Team Fortress 2 unless through a greater force.
As the comic is meant for TF2 fans, it needs to only be in that world. Cutaways are fine and so are trans-dimensional (aka. general teleportation) trips to other games.
Serves more as editing and posing practice.
My lowered expectations for making TF2O comics the “best thing I will ever make” has (sometimes) worked out in the end. Servers, not so much.
RED Team should be viewed as protagonists.
Valve does it.
Scout’s Sister is nameless.
Valve doesn’t bring out the TF2 casts’ real name on a pedestal.
No one dies on-screen. Corpses and injuries are fine though.
For kids!
No curse words.
Valve doesn’t do it.
Plot’s background should loosely, but closely, follow TF2′s plot.
It’s pretty much a TF2 fan-fic.
Use a map once per TF2O comic unless otherwise.
I want each comic to serve as a standalone and its own adventure. It also helps if I use an official map (Valve-made or community-accepted), TF2 players can know where all of the scenes are and imagine themselves watching the comic events unfold. For community maps not-yet accepted, I wanted to showcase the mappers’ work.
Up next: How I make my comics.
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usaokay · 7 years
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Evolution of my Layouts/Editing
For the past 13 years, I have been using photoshop to help design my comic pages while also touching up some of the lightning. 
I admit I don’t have much artistry nor professional experience compared to other Garry’s Mod editors (see: Crazy Knife and Vortex), so most of my focus has been on making a good story with entertaining characters. 
I slowly improved my comic layout editing over time and mainly focused on that while everyone did Garry’s Mod scenebuilding or editing a specific image.
Keep in mind that these comics contain suggestive material which may be offensive to some. The works here are to provide a substantial evolution in not just my editing skills, but also my writing. 
These subjectively offensive jokes don’t reflect me today, but it does reflect how much I have grown past these type of humor.
I’m afraid I don’t have really early images of my first comic as it’s just screenshots with comic sans text added to it. I didn’t have photoshop at the time unlike what all the cool kids have, so I was stuck to using MS Paint to convey my 11-year-old wit.
It wasn’t until I turned 12 and had a spat with some of the comic makers I looked up to. Finally receiving photoshop from my parents who returned from a trip to Cambodia (yes, it’s a pirated disc), I went in to convey my skills.
Looking to Concerned as inspiration, Servers was made in March 2005.
I downloaded a speech bubble shape for photoshop because I didn’t know how to construct my own bubble.
I mainly took the screenshot, resized it, added in the text, try to shape in the speech bubble to make it fit with the dialogue, and call it a day. 
Lazy, I know.
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For Servers Season One (now non-canon): http://imgur.com/a/VVlzQ
Made in December 2005, I discovered that I could add colors and shadows to fonts and including page borders.
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Servers: Part 14 was a shift from whatever ugly font I was using to Anime Ace. It was also when I finally begun using panel borders, making speech bubbles, and reshaping/cropping my screenshots. 
Comic creators were really helpful with their tutorials on making comics. I owe it to people like Near_Elite for teaching me how to construct speech bubbles. Totally changed my life.
Released in January 2006.
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Grabbing layout inspiration from other Garry’s Mod comics, I opted for larger panels and longer pages to help show off my scene-building skills.
It was also when I begun including more and more words in a speech bubble, which makes it extremely messy.
Servers Part 17 came out in 2007 (forgot the month).
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I moved onto having larger panels being on top of each other, as I think it saved more time and effort.
Beginning with Servers Part 18, having larger images also meant showcasing more of the scene. This has gone on from this comic until the beginning development of TF2O: Maggot (released Jul. 2008) where I opted to stack it without any white space.
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I lost a lot of files to Servers Part 18 due to how large each page was since my PC couldn’t handle previewing each page at the time and I couldn’t save the image-hosted pages to my hard drive.
Good Ol’ Boy was a turning point into my layouts back in July 2010. I begun to focus on having prettier comic book-esque pages. However, there have been times where I grown lazy and resorted back to the previous style, but I had to force myself to use this type of editing work with the realization that it looks better than anything else.
I improved on pinpointing good areas to take photos too.
I later used the editing style again for Fairly Bonking Road Trip, and while the comic wasn’t that great, the layout editing was a stepping point to future works.
Released in November 2010.
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Rise of the Video Game Characters was released on June 2012.
I began to have character emanating sound effects on their speech bubbles.
And when possible, I remove any unnecessary space from the speech bubbles if most of it is outside the panel. You can see that example in panel 2.
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TraceCast (Dec. 2015) was where I begun using more character intersecting other panels and providing better camera positions.
And thanks to criticism from speech bubbles, I begun to enclose dialogue to make sure there isn’t too much white space in said bubble.
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Servers Part 4.5 - Birthday (Nov. 2016) made a small step back, which was to quickly make a comic within two days. I had to sacrifice certain special editing to convey the story.
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A page from the upcoming Servers part, Of Monsters and Men.
Not much has changed in my layout style with the exception that radio speech bubbles have less spikey things going on.
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Having pretty layout pages is just icing on the cake, but I later did realize it plays a lot into how a comic is written. Each panel needs to fit well with the scene’s tone.
My layouts and editing may have gotten to the point of almost being an actual comic, but with the criticisms I have been receiving on certain mistakes, I know I could get better and that’s what I aim to do.
Next up: Creating non-Servers comics and initial thoughts/opinions on it.
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