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#art block hit hard </3
woolysstuff · 9 months
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This bad boy can fit so much trauma
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I love Sun from the sun and moon show isn't he great guys
ID in ALT
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cosmic-chat · 10 months
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Long time no art! (My bad..)
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hiibe · 2 years
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do you have any idea how lonely it is here? how frightening it is to have no one?
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nomeniko · 1 month
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For the art reqs, can you draw your favorite milgram prisoner in the most self indulgent outfit you can think of/make? Also your art is sososo satisfying to look at I love it!!
thank u sm!!!!!! heres amane in sleepwear
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bigthecatirl · 1 year
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imagine biggie doing the things cats do
like the biscuits and purring and the hissing and the eye things and catnip
both cute and funny depending on what they are
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im definitely gonna draw big doing more cat ™ stuff but for now i have made this
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snailtaco · 8 months
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been in a human drawing mood so here are some snazzy totg dream doodles!
TOTG by @trialoftheguilty
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pokeymonhearts · 1 year
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Recharging~
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kiiingsnake · 1 year
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not a mutual but u should draw ur spoon oc 🙏
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on it boss
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leamhanchan · 8 months
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Bug Spotlight #2: Aetole tripunctella
Brilliant sunspurs are members of the family Heliodinidae, or the sun moth family. Many sun moths elevate their hind legs at rest. It's not know for sure why they do this, but one theory is that it's to mimic spiders.
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... how am I meant to get any sort of restful sleep when it's like 85F indoors in my bedroom at NIGHT .. hhhhhhhhhhhhhh
#why the next poll adventure and everything else has taken so long lol.. I straight up have just not done anything#the past few days... staring down my todo list and sweating hopelessly#AT LEAST it;s relatively low humidity. the highest it's been up to is maybe 65%. but is usually around 50 or 40ish#There is one small window air conditioner in a roomate's room that can KIND OF be shared by nailing a sheet up to block off the hallway#with the rooms in it so the cool air goes into the other bedrooms but doesnt flow out into the kitchen or etc but#wjhen it's the time of day that the sun is directly hitting the window & it's like 102F outside even that doesnt help much. to cool 3 rooms#and I always feel like we're going to explode the air conditioner or something running it too much with direct heat on it. sometimes it#smells like hot plastic or whatever ghj.. so it's mostly just.. block off all windows with 5 layers of blankets and cardboard#starting at 10am (meaning.. no indoor light for days basically.. no natural lighting.. time passes weird. hard to determine time of day).#throw water on the bed every night so you sleep in wet sheets and keep your clothes and hair wet at all times. ice. cold drinks. keep a#little fan running pointed directly at you nearly 24/7 even when sleeping with a fan blowing air on you makes your eyes and throat painfull#dry. etc. etc.. and i KNOW people have it worse in plenty of places blah blah. i am just complaining on my little blog that is about me lol#I think the biggest thing about lack of adequate/central air conditioning for me is just the LACK of productivity!!! I am working on games!#and novels!! and so many other crafts. costumes! sculptures!!! things I want to do!!! we all have a limited amount of time on this planet a#nd I have so many goals!! To lose basically 4-5 days straight or producivity - when if I had been able to temperature#control my environment better I could have easily gotten more done because I wouldn't be laying around nuseous and too hot#and sick to do anything all day etc. -- is like.... GRRRRRR... it just feels so senseless.. i could have USEd that time...#Every CEO who has contributed to global warming owes me 1million doallrs to fund my art projects and make up for all the time#I've lost on them due to their stupid bullshit.. also they should be stoned to death in a public square. but redistribute the money FIRST#to everyone on the planet. but especially people who have been affected by floods. fires. etc. etc.#poor people who have limited choice in housing and access to air conditioning. homeless people in cooling centers. people with disabillitie#and health issues that are worse in the heat so the entire future just seems increasingly terrifying for them. etc. etc.#ANYWAY.... eughhhgh.... It can cool down SLIGHTLY at night but the past few nights I have been sleeping in an 81 degree room and I wake up#and first thing in the morning its like 82 by then and I'm so nauseous and nasty feeling... just so so tired of it.. I NEED SNOW#literally not even joking.. snow would heal me. .. oughffff...#AND i got the new nasty stinky poo poo pee pee tumblr dashboard update lol.. e v i l
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ameriel · 9 months
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WUPS i forgot to freaking post my art fights. anyway. here are my personal top 5 faves tho some are messy :'-) character credits under cut
elysium - nekosigma (art fight) selome - @torgwn jude - littleslime (art fight) kelrinn - @axeknee zultsei - grandsheeptheorist (art fight)
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dirtymaidpanties · 10 months
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I still haven't named this fucker yet -TAKEUCHI ROBERT
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~|----------------------------------------------------------|~
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illarian-rambling · 3 months
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Yay, unsolicited advice time! Or, not really advice, more like miscellaneous tips and tricks, because if there's one thing eight years of martial arts has equipped me to write, it's fight scenes.
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Fun things to add to a fight scene (hand to hand edition)
It's not uncommon for two people to kick at the same time and smack their shins together, or for one person to block a kick with their shin. This is called a shin lock and it HURTS like a BITCH. You can be limping for the rest of the fight if you do it hard enough.
If your character is mean and short, they can block kicks with the tip of their elbow, which hurts the other guy a lot more and them a lot less
Headbutts are a quick way to give yourself a concussion
If a character has had many concussions, they will be easier to knock out. This is called glass jaw.
Bad places to get hit that aren't the groin: solar plexus, liver, back of the head, side of the thigh (a lot of leg kicks aim for this because if it connects, your opponent will be limping)
Give your character a fighting style. It helps establish their personality and physicality. Are they a grappler? Do they prefer kicks or fighting up close? How well trained are they?
Your scalp bleeds a lot and this can get in your eyes, blinding you
If you get hit in the nose, your eyes water
Adrenaline's a hell of a drug. Most of the time, you're not going to know how badly you've been hurt until after the fact
Even with good technique, it's really easy to break toes and fingers
Blocking hurts, dodging doesn't
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Just thought these might be useful! If you want a more comprehensive guide or a weapons edition, feel free to ask. If you want, write how your characters fight in the comments!
Have a bitchin day <3
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fdragon-art · 2 years
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Day 349 - Frederick
"What's with the noise at this time of day...?"
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vocaimagines · 2 years
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so i might have forgotten about this blog a little bit ... ; ̄ロ ̄)
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jovial-thunder · 3 months
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Lancer Tactics devlog
I'm gonna try out posting my ~monthly devlog roundup here as well. These suckers are glorified changelogs with anecdotes and gifs galore. Let me know if this is something you like seeing show up on your dash?
Map Editor
Got units able to be placed/deleted/moved in the mission editor
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Can paint/remove command zones in the editor
Can paint minecraft-like terrain blocks in the editor
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Can paint/rotate multi-tile props in the editor
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Can edit unit character sheets and portrait via the editor
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3D maps
Did a bunch of art tests with 3D mech models, provided by GeneralChaos, which we ended up deciding not to go with to keep things simple.
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To avoid the can of worms that is animation, we'd have to lean into a static "tabletop minatures" aesthetic which we decided is not a style we want to be stuck with. By sticking with 2D sprites, we avoid falling into a sort of uncanny valley; it's easier to get away with not animating a 2D sprite than it is for a 3D model.
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 We also experimented with 3D terrain. We decided to make a rule that the visual style for a piece of terrain should match its mechanical effect: obstructing terrain that you can't move through, such as rocks or buildings, will be in 3D, while non-obstructing terrain like trees will stick with 2D sprites.
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Hooking up the 3D camera to follow events like movement and attacks did a LOT for making it starting to feel like it's cohering into an Actual Game™
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Implemented cover! And an attack preview! Cover works by aiming a ray from the target to the originator (technically to and from each voxel of each, respectively, to handle size 2s shooting above size 1 cover) and tracking all the terrain blocks it hits (how we'll handle non-terrain hard cover TBD). I think I have it working according to Perijove's cover rules manual, but I'm sure there'll be edge cases to work out. This is a case where things are significantly simplified by working in squares instead of hexes; hexes have a lot more possible weird angles you have to deal with.
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Re-added what I'm stubbornly calling Combat Popcorn; little bits of text that pop out when you use abilities and attacks.
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UI & game screens
Added ability for the engine to show UI that's anchored to the game world via a little word bubble line but also stay on screen as the camera moves around.
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Got word bubbles working; you can now write dialogue in the mission editor, hit playtest, and see it work in a mission! (it does actually translate correctly now; this gif is just from a bug I thought was funny)
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Got ability effects mostly behaving appropriately again, including muzzle flashes. The easiest way to handle them ended up being NOT billboarding them so they always face the camera (like all other 2D sprites in the game); instead, I put them on a plane parallel with the ground and just spin them around the unit to point at wherever their target is.
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Did some work ironing out our tooltip system. The standard in CRPGs these days is this kind of nested labyrinth of tooltops that you see in Baldur's Gate 3:
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I Did Not Want to try and figure out how to wrangle that much UI, so we're instead opting to cap the nested tooltips at the second layer. You can lock a general tooltip for e.g. an action and then mouseover various items within that tooltip to get glossary definitions...
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...and then instead of having those glossary tips be lockable/mouse-overable themselves, I collect all related terms to that glossary definition and let you tab through them.
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Added skin overlay functionality to the portrait maker, enabling textures like scars, tattoos, stubble, and vitiligo to be applied to just the skin and not extend off into space.
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Midway through writing this update, Carpenter sent me this gif of the randomization button working! There's a still a bunch of skintones/assets missing and a few are a bit janky, but it was exciting to start seeing the range of these lil freaks (affectionate) that this editor can create.
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Mourning cloak license!
This is the one I'm probably most excited about: I did a bit of a content dive and implemented a basic character sheet + all Mourning Cloak traits and equipment. They don't have fancy graphics yet, but the weapons and systems can be added via the character sheet and used in-game.
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It took a little under a day, including adding soon-to-be common mechanisms like bonus damage. This is great news in that it means the engine we've been building for so long in the abstract seems to do a great job in handling comprehensive actual game content, and that it looks like we've set ourselves up for success when it comes time to buckle down on churning that out.
I'm sure other licenses will come with unique difficulties (I fear the day it comes time to do the Mule Harness // Goblin CP) but I'm feeling good about it!
Vertical slice?
Taking a step back, the pressing question on my mind has been "when will we have a playable early access build?"
I was originally hoping for Feb/March, but what we've internally been referring to as the "3D cataclysm" has pushed everything back by at least three months, so the target for the first alpha build is now in May. So, ah, thanks for your patience! Seeing things come together, I've become more and more convinced that moving to 3D was the right call.
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