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#artstyle consistancy fears me
ayellowapple · 1 month
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Based on a dvd cover for hxh 1999
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okay focused on splatoon hard enough i have a splatsona now
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hope the alt text is good enough! fun fact i didnt really pay attention to competitive players that much so i only just learnt that hiding in ink and then jumping out at people isnt actually called ''me jumpscare''
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patukkaas · 7 months
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Stocking Anarchy x Fem! Reader
Hcs
Requested by @MarsOfTheStars3020 on wattpad
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Confession
- If Stocking took a romantic side liking to you it wouldn't really, include a confession..
- It would be more like I like you, you like me we're together now.
- Don't ask me how she'd know you like her, she just kinda knew it for no reason?
Relationship
- SHE WOULD SHARE HER SWEETS. Her top love
language, and or make some for you by hand.
- Would learn EVERYTHING you liked in food and she would know everything from your allergies
to just food you slightly dislike.
- And she would not care AT ALL how you looked,
when she's in love she's head over heels.
- Would somehow fall EVEN more inlove with
you if YOU were to bake something just for her.
- She would feel like she's already back in
heaven when she eats it.
- She would dress you up in lolita clothing
atleast once.
- Talking about clothing she would 100% either
Braid or accesorize your hair.
- Will talk about you to anyone who'll listen.
- Doesn't care if Panty or Garterbelt talks shit about you or in general don't like you.
- Will slice somebody up if they talk shit about you.
- Turns guys down with a "ew I have a girlfriend" if they dare to try to shoot their shot.
- Dates will consist of picnics, going out on walks, going to coffee shops, going to the movies, reading magazines together, self-care days and junking out on hand baked sweets.
- Doesn't ever wanna think of having to leave you when she has to go back to heaven.
- But if that moment comes she makes sure to cherish every moment with you.
- Makes SURE Panty stays far far faarr away from you.
- It can be hard at times but she makes the effort.
- If you're watching her fight a ghost or in general fight against anyone she's making sure she shows off and that you'll be impressed.
- She 100% turns into that anime artstyle when she's trying to impress you lol.
Break- up
- Probably one of her first and only fears.
- It's pretty clear theres no way of you two going different ways than her having to go back to heaven, and or you dying of course..
- Can Stocking die? I don't know !
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sweebat · 3 months
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Wanted to try out the Fear and Hunger artstyle with my fursona, so have Vant as a repugnant greasy little rat thing :)
Miro has an interesting way of rendering .The style was surprisingly simple to replicate for me, but hard to carry out consistency. Really fun though
Uncensored Version under the read (18+ Only, but nothing more graphic than what Fear and Hunger usually offers)
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bonnieisaway · 1 year
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scissor seven season 3 spoilers
ok i just i was editing something real quick and i. god i NEED to talk about the art in season 3
so like the artstyle of this show very much evolves over the course of it WHICH IS A THING I LOVE because while season 1's artstyle had its charming parts i didnt enjoy it as much compared to the other seasons
like here you can see a clear difference in how they draw seven
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and this is one of the far less heavy detailed scenes but you can see it in mainly seven's hair and outfit and it's just. GOD i love it but the REASON i wanna talk about it is because of THE EXPRESISONS. THE EXPRESSIONS
and specifically thirteen's expression and how you can see what she's thinking in this moment AND ALSO HER BODYLANUGAGE GOD.
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i'll get into why this scene makes me mentally ill in a second but GOD just look at her compared to her first expression in season 1
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why was her hair black in her first appearance. like it's evident her hair didn't turn blue for animation reasons cus seven's stays consistently dark black it confuses me daily. also her swords used to have a beige handle?
ANYWAY I just. Would like to analyze the way they so excellently conveyed her absolute terror so quietly.
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Before the oracle even blacks out the sky, Thirteen is visibly worried. Somewhere between shocked and worried, I think, and she's in this pose where she's ready to attack or move at any second.
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And as he begins to black out the sky, the way her shoulders have moved it looks like she took a step back as she looked up, and she's stopped focusing on Seven and is trying to figure out what the FUCK is going on, and better yet, what to do.
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I can't really tell exactly what she's thinking here, but she's obviously stunned. Usually when Thirteen is trying to process what's going on or what to do, she jumps away from the person/danger and narrows her eyes trying to focus, presumably, sometimes overwhelmed. But there's nowhere for her to run here, she's just frozen.
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And then the prayer beads begin to fall, and she's horrified. She's realized what's about to come, and you can see her arms almost.. relaxed? I don't know if she was just so shocked that death was so imminent, or that her muscles instinctively relaxed when she knew there was nothing she could do, but god it's just so cool. Her expression isn't the normal fear we see on her in these situations, she's absolutely fucking terrified. Probably the most she's ever been, because unlike in other situations, it's coming so slowly she has time to react, but not enough to escape.
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And then in the closeup she turns to Seven, presumably because he caught her attention although i'd like to think she was either looking for comfort in him or trying to check his expression i have to admit it was most likely him turning around that caught her eye
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And you can see the shock on her face when she realizes what he's doing BEFORE WE EVEN KNOW WHAT HE'S DOING!! And it's so well illustrated because it's very clearly different from the fear she felt as the beads began to fall or as the oracle told her about the dark frost blade, but still VISIBLY shocked
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And like,,, the way you can see how hard Seven is straining to get to her? The way his mouth moves in this cutscene it almost looked like he said something as he ran to her (though unlikely, i would've died on all levels if he yelled her name as he ran to her)
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And this frame is visible for like a second tops but you can still see how surprised she is. She didn't think he would turn around to protect her.
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And of course you can't see her face as they hit the ground but you can still see she's absolutely frozen by the way her arm is placed, but also YOU CAN SEE HOW TIGHTLY HE'S HOLDING ON TO HER. GOD.
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Like yeah, this is a really tight timeframe and it's not like he'll spring up in seconds flat, but you can see how tightly he's clinging to her, and you can almost just,, tell how afraid he is? But it doesn't feel like he's afraid for himself, it's like he only cares that Thirteen is safe. And it's so fcking meaningful, because it's not that kind of "i broke the spell/curse because of the love" but it's "i love you so much that no matter how hard it is to fight it i will protect you" AND IT'S SO. FUCKING. GOD. AAAAAAAH. even the ORACLE couldn't understand
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and the surprise on her face once he pushes himself up, the way he's breathing and straining because he put EVERYTHING into saving her. He didn't fight it like at ALL until this moment. And the first time I laughed cause he was saying "get out, please," and she just Sat There but in reality it's just. she was so surprised she could barely even THINK
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and her face when she realizes THIS is what the blade is doing to him, and that he can barely even FUNCTION and just GOD i cant even fucking put it into WORDS. it doesn't need words it's just it's so beautifully illustrated and you can tell how much she means to him and the way she watches him run away to protect her, and the way that he only starts pushing through it and fighting it when she's around. and the fact that he used HIS SWORD, WHICH BACK IN SEASON TWO GREEN PHOENIX CALLS THE "ATTACK ONLY, THOUSAND DEMON DAGGERS."
AND ALSO I NEED TO TALK ABOUT SEVEN'S EXPRESSIONS IN THE NEXT EPISODE
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AND THE WAY HIS EXPRESSION CHANGES WHEN THIRTEEN APPEARS.
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HIS EYES. LITERALLY. FYCKING. LIGHT UP. HE REALIZES IT'S HER AND HIS EYES LIGHT UP.
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AND HE WINCES AND SMILES THROUGH THE PAIN, AND EVEN WITH HOW HAPPY IT MAKES HIM TO SEE HER HE STILL TELLS HER SHE HAS TO GO. AND HE WINCES AND IS TRYING SO HARD TO FIGHT IT WHEN SHE GETS CLOSE TO HIM AND
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SHE LOOKS SO SAD AND REMORSEFUL.
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honestly the only thing the expressions and their bodylanguage is missing in this episode is i wish seven cried, before she showed up, because the coughs and wincing kept looking like he was crying to me and it fucked me up so hard
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and his sad smile thinking of chicken island,,
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and the way he smiles when he asks her to distract him from the pain. god. it hurts so much. you'd think in any other situation he'd be mad, or upset, and i think a little bit is because he understands, he knew it was always her mission to kill him. but it's also like dai bo said at the start of season 3 to xiao fei, "seven's dumb as a box of rocks, and i've lied to him a million times but he still trusts me as a friend."
he still trusts her. he still loves her. he doesn't care. he just asks her to help, and honestly i can't even tell if it's because he wants her there or if he wants her to stop feeling guilty, but i just. oh my god. god. i'm crying. i'm fr fucking crying. i'm crying over the silly little anime people.
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and the way he looks at her when she says "that person is dead." like obviously he doesn't know who, or what happpened, but he sees the pain in her eyes and the hurt in her voice and he stops to think, he's careful not to upset her or put salt in the wound,
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and instead of dwelling on it he jsut makes a joke he knows will make her blush. and he just sits back and falls asleep. and he tries to run first thing in the morning to keep her safe. fuck. god. damnit. hell. god. fuck. lord. fuck. Fuck
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shoppncarticles · 1 year
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Every Binding of Isaac Boss: Part 1
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This is a bit of a tonal shift compared to what I’ve been talking about on the blog up to this point, but let me make it clear that the Binding of Isaac and its remake are some of my favorite games out there, and that I felt the need to talk about them in some part on this blog. My fascination is mostly due to its endless possibilities and replayability thanks to its nature as a roguelike. The games also strike my fancy thanks to their simplistic, mid-2000s cartoon artstyle, and its extensive bestiary of weird and malformed creature designs. I know Isaac has had an impact on me in several ways, so I wanted to dedicate some time to reviewing some aspect of it on my blog. Between the various enemies, floor designs, and items, I decided it would be best to talk about the game’s bosses, and instead of narrowing it down to just a few, I’ll be talking about every single one present in the game, as well as the weaker mini-bosses. Bosses are typically the ones with the full portraits, so it’ll be a lot easier to show them off anyways. I’ll be using the pixelated remake’s sprites for older designs, just for consistency among articles.
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For those not in the know of the game’s themes and story, though, Isaac is a child tormented by the harsh atmosphere of his religious household, and escapes into a daydream fantasy, which the game portrays, dungeon crawling through basements and caverns filled with giant bugs and malformed humanoids. Isaac’s fears and overactive imagination are what create most of these monsters, between those resembling religious demons and obscure medical maladies. 
In fact, with so much of the game being centered around Isaac’s psyche, it’s a common theory that most, if not all of the monsters in the game (barring a few select designs) are meant to be a reflection of himself in some shape or form. I can’t remember if that was ever confirmed by series creator Edmund McMillen, but it certainly seems to hold water considering how many of the distinctly inhuman monsters still bear simplified cartoon faces like the titular character. This is most clearly seen in…
The Seven Deadly Sins
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This collection of sinners consists of the game’s mini-bosses, each of which can randomly spawn on any given floor. In terms of design, they aren’t too much to write home about, just being Isaac’s basic appearance skewed in a certain direction to better represent each sin. I think Sloth is the most clever of the designs, though. The green gaper in the bottom right is actually just a recolor of a preexisting enemy in the game, which is an amusing representation of the sin’s laziness. Greed, sitting at the bottom-center, also is just a hostile version of the game’s shopkeeper NPCs, which is a bit funny as well. There’s also Wrath, above both Greed and Sloth, who bears a resemblance to Bomberman, and predictably fights by tossing lit bombs at Isaac. He’s got an explosive temper!
Monstro
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The first proper boss I’ll talk about though is Monstro! Monstro is one of the game’s most basic baddies, inhabiting the first area in the Basement and being nothing more than an oversized head with uneven teeth and a cleft lip. Given such a limited body, the most Monstro can do is hop around and spew volleys of bloody tears at Isaac. 
I think the best part of Monstro is that whenever he telegraphs an attack, he gives the widest shit-eating grin in the game. If you’ve read my Pokemon reviews, you know I value personality a lot in creature designs, and I don’t think Monstro is a slouch in that department. 
The Duke of Flies
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A popular concept for boss monsters in games are those which act as a bigger version of preexisting enemies, or the kingly version of lesser foes, which is what the Duke here falls under. The Duke of Flies is a big, bloated creature with various pimples and vestigial little limbs. The closest old Duke gets to an attack is coughing up more flies to surround himself with for protection, otherwise floating around the room without a care in the world and a big smile. He definitely seems like the most chill of all of Isaac’s foes.
The big stitching on the Duke’s chest is also of note. Where do you suppose he got it from, and for what purpose? I suppose to make room for all the flies in his gullet, that’d make sense.
Larry Jr.
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Larry Jr. seems to be a descendant from Larry, giant maggots from one of Edmund’s other games, Super Meat Boy. These segmented worms do nothing but squirm around the room, gnashing their teeth and dropping nasty surprises every few seconds. They kind of fill the same monster niche as Moldorm from the original Zelda, which Isaac itself was based off initially. Just some more basic wormy enemies to pose a threat to our hero, though ones that would get developed upon quite a bit in the future.
Gemini
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The last of the game’s most basic, first-floor tier bosses is Gemini, a pair between an oversized child like Isaac and their fetal sibling, attached by what I presume is an umbilical cord. The bigger sibling chases Isaac while the smaller hacks up bloody projectiles occasionally. The big sibling gets winded pretty easily though, leaving them open for attack. Once they get defeated, the little one will flail frantically through the air in attempts to kill Isaac itself. 
I like the improved portrait the remake Rebirth gives these two, it’s a lot more charming than the original and again gives the monsters a little splash of character beyond being mindless, murderous beasts.
Famine
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Once the game has been cleared for the first time, though, a few things get added to the basements, and one is that the Four Horsemen get added to each of the game’s major floor types. The first is Famine, an emaciated little freak with a giant, decrepit smile. I like that each of the Horsemen ride around on sticks with horse heads at the top, it’s a clever way to incorporate them into the game while sticking to the themes of a kid’s imagination and projections.
Steven
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Another addition is the concept of alternative bosses, monsters who fight similarly to preexisting ones but borrow their designs from other Edmund McMillen games. Steven here is lifted directly from Time Fcuk, and replaces Gemini on occasion. Time Fcuk has a lot to do with temporal loops and paradoxes, which is shown through Steven having a miniature version of himself attached to his head at all times… until it decides to pop off and chase Isaac, that is.
Fistula
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Now moving onto the second area of the game, the Caves. Named after abnormal conglomerations of internal bodily material, Fistula is nothing more than a fleshy asteroid that floats listlessly around the room, held together by staples and filled with maggots. Like the classic arcade game, Fistula divides into smaller and smaller chunks, before eventually revealing the maggot hidden inside. Not much of a monster, more of an obstacle really, but still a neat malformed design that gets a boss title to itself.
Chub
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The first proper boss that’s nothing more than a giant enemy, Chub is a massive maggot bearing Isaac’s face. I really like the smug, upturned expression that she has in the boss portrait. It’s pretty amusing, and Chub’s normal sprite has a tiny smile that occasionally gets overtaken by a massive, toothy maw when she charges towards Isaac. A gameplay detail is that Chub swallows lit bombs she might accidentally charge into, now having an expression of concern before the imminent explosion. The expressions are definitely this artstyle’s strong suit.
Peep
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Peep is a humorous monster, in a pretty disgusting way. Since the only method he has for attacking is to endlessly piss himself, that’s about all the fight with this grotesquely pudgy cretin will consist of, with a mischievous smile to boot of course. Isaac is anything but short on toilet humor, so if that’s something that annoys you, I don’t think the game will do much for you. Once Peep takes enough damage, his eyes pop out of his head and begin floating around the room, which doesn’t slow Peep down in the slightest. Peep is also really weird since he has normal cartoon eyeballs rather than the solid black eyes most other monsters have, which it fits in with the whole eye-popping thing.
Gurdy
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One of the game’s more popular creatures, Gurdy is a towering mass of internal organs with an incomplete face and nubby arms peeking out of the folds. Gurdy may be an immobile giant of gore, but wears a delighted expression at all times as she summons flies and boils to block incoming tears from Isaac. I like that very few bosses in the game seem to be pained and physically tormented, at least these early ones. It allows the game to be a lot more jovial and entertaining than it would be otherwise, both because of the apparent character of these monsters and the contrast in tone. Despite being horrible amalgamations and misconstructions of human anatomy, these monsters know how to keep themselves entertained.
Pestilence
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The next Horseman, a rotting green corpse that doesn’t seem too interested in fighting as its horse glides around in no particular direction, in between the occasional explosive green puke shot. Pestilence seems to have an interest in both sickness as well as infestation, summoning both flies and maggots, thus encompassing both definitions of pestilence effectively.
C.H.A.D.
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Another alternative boss, this time being CHAD from Super Meat Boy! While CHAD can replace Chub, he’s actually a giant, living blood clot rather than a maggot. Something I didn’t mention earlier is that alternate bosses have scripted item drops, rather than random ones that pull from a pool. CHAD here gives Little CHAD, a tiny familiar copy of himself that drops hearts on room clear occasionally. The game says that these are kisses, which is a bit charming and echoes CHAD’s behavior after his defeat in his original game.
Monstro II
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Another cool thing that Isaac features is the concept of ‘posthumous bosses.’ Most games that feature boss rematches usually have the bosses powered up in flashy new designs, but all of Isaac’s foes become dead or half-dead zombies that aren’t at all slowed down by their deaths and fight back against the kid even harder than they did before.
The only example in the original game is Monstro II, the first inhabitant of the third section of the game, the Depths. Most of Monstro has been reduced to his skeleton, but a small chunk of pale, decaying flesh lingers on his face, retaining his iconic cleft lip. A small detail only shown in the portrait sprite is the vestigial spine below Monstro’s skull, which is a cool detail to show Monstro may have had a body at some point but since atrophied into just a bouncing head.
Loki
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As I said previously, half of the horror Isaac imagines are sourced from his fanatically religious mother, the first being little Loki here. Loki isn’t much, but certainly embodies the mischievous monster archetype that I’ve praised many times in the past. The four-armed demon bounds to and fro when fighting, spraying wayward tear bullet patterns and summoning an exploding bomb fly on occasion to boot. 
The solid red color makes Loki feel like a little cartoon devil from mid-2000s goth and scene aesthetics, perfectly fitting with the rest of the game’s artstyle, and being a big positive in my book. He’s like a nasty little doodle brought to life.
War
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The most lively of all the original Horsemen, War is themed around explosives, summoning them and charging headlong whenever he comes across Isaac. When his horse inevitably gets destroyed mid battle, he just ends up chasing the poor kid on foot. Nothing much to comment on, but he certainly fits the part of War I suppose.
Gish
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The Depths’ alternate boss, replacing Monstro II, is Gish, protagonist from the game of the same name. Seems Gish isn’t too happy that his game didn’t take off in popularity like Isaac did, and has come to enact revenge. He seems themed around tar rather than the blood and ooze seen primarily through the game, slowing Isaac down rather than immediately hurting him. I like his pre-battle portrait face, though. Certainly knows how to intimidate.
Mom
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A grotesque representation of how Isaac sees his abusive religious mother, Mom acts as the game’s first major obstacle, standing in the way of Isaac at the end of the Depths and capping off the player’s first successful run through the game. I don’t think it gets mentioned enough how the boss fight against Mom seems to be themed around Isaac’s fear of his mother rather than against some giant monster version of Mom herself. Not only does she stomp down on Isaac with the bloated leg seen in her portrait, she also slaps her hands on Isaac through one of the four boss doors on each wall, as well as peeking through with bulging eyes and lumps of flesh that spawn enemies, all while grunts and angry calls out to Isaac echo throughout the fight.
It doesn’t really seem like Mom, the game boss, is one cohesive monster, but instead a coagulation of what Isaac fears about her, surrounding him from every angle and attempting to crush him underfoot when he isn’t able to grab or stare down at him. It’s a rather clever way to visualize the complicated ways the kid fears his mother, and isn’t the last time Isaac does something more multilayered along these lines.
Blastocyst
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The fourth chapter of the game takes place in a series of red, fleshy caverns titled Womb, and considering what kind of monsters inhabit it, it would appear that the name is pretty literal. The first of these is Blastocyst, a little embryo in a slime-like body of fluid. Like Fistula before it, Blastocyst splits into smaller copies of itself while it takes damage, perhaps as a reference to its namesake, when cells of an embryo start to divide and multiply properly. Clever!
Scolex
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Another big bad worm boss, only this one burrows through the ground, leaping out in great arcs to attack Isaac. Considering what kind of environment Scolex is found in, you can imagine how nasty this might be for its parasitic host. I like the weird placement of its teeth, it seems like a cross between proper human anatomy and a lamprey.
Death
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The last proper Horseman, Death rides in on his skeletal horse like a surfboard to bodaciously reap your soul when you least expect it. What’s interesting about Death is that it’s one of the few bosses to actually use a collectable item against Isaac, being an Hourglass which significantly slows down movement, making it a much easier job on Death’s part to torment you with scythes. I kinda wish that whole hourglass thing was emphasized more, those are always fun visuals.
Mom’s Heart
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The next major boss in the game is Mom’s Heart. There’s not much to say about it, what you see is what you get, it’s a giant heart. A nicely drawn one, at that. 
It Lives!
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However, after enough defeats, Mom’s Heart actually becomes It Lives! which is a massive, parasitic fetus that hangs from aortas and veins, seemingly having developed in place of a proper heart. There’s really no explanation as to what It Lives! is supposed to represent, either how Isaac sees his own birth, or how his mother maybe lacks a figurative heart, or what. It does make for a neat visual, at least.
The Headless Horseman
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One of the game’s ‘universal’ bosses, the Headless Horseman can spawn in any floor’s boss room that doesn’t hold a scripted major boss. I like that instead of being headless properly, the horseman only has a detached head, missing a lower jaw. The head and body fight in tandem with each other, and upon defeat, drops an item that allows the player to ride a flying toy horse of their very own. Now you too can become a horseman of the apocalypse!
The Fallen
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Another universal boss, the Fallen is another one of the demonic forces fighting against Isaac. It’s one of the few monsters with a complete face that is detached quite a bit from resembling Isaac, instead having a vaguely goatlike head and feathered wings. Eh. It’s okay, but the game has a better selection of demons to pick from.
Krampus
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Krampus shows up on occasion too, only as a miniboss in Devil Deal rooms rather than as a proper boss. It’s a shame he’s more restricted in appearances, since I like him a lot more than his fallen angel cousin. Krampus’s big horns and long, upturned ears, as well as his exposed nostrils make him feel like a classic folklore monster like his namesake, almost resembling Nosferateu in appearance. 
Satan
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Of course, capping the original game off is old scratch himself, Satan, who resides in Sheol. Instead of the traditional fire and brimstone hell, Sheol is a dark, barren, cold cave based more off the afterlife described in the Hebrew bible. Satan in Isaac takes on his traditional goat-like appearance, with big feathered wings like the fallen angel he is. The mouth is a bit too accurate to the whole goat head thing, though, and makes the devil feel a little silly in appearance. Even sillier is that Satan gets extremely muscular and top heavy when actually entering battle himself, after his preliminary demons fail to kill Isaac. I suppose you can’t fear the guy too much in this game, though. He spends a lot of time beforehand supplying Isaac which really strong item upgrades, it’s kind of his fault Isaac busts into his domain and mops the floor with him soon after.
And that does it for every boss in the original flash game! Things don’t stop there, however. We still have to go through the flash game’s DLC, and then the pixelated remake and all its DLC to boot. So, stick around and look forwards to that!
[Isaac Archive]
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sallufix · 1 year
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heyyy, i tried out self-indulgent drawing and bro i really should do this more often. Their great ways to practice poses, Expressions, artstyles and so much more!! I mean, just imagine me drawing random characters no one knows anything about. Its bound to be AWESOME (for me atleast). And uhh yeah here are some self-indulgent Victor doodles because i freaking love his design and overall character. I know, i know, this means ill be SO MUCH MORE multifandom from now on. Ive been kinda fearing posting art of many characters and fandoms at once because then i wouldnt have a consistent following, but i really dont care anymore. Ill post art of whatever i want and no one can stop me!! wooo!! character development once more!!
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echojulietfoxtrot · 1 year
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PSA - Tumblr, you always draw boobs way too high.
Tumblr femslash artists, I love you all, but the very welcome loosening of the rules recently has made it clear that we are struggling out here in Boobland. We've got some incredible all-over body artists, portrait geniuses, amazing spicemongers of all descriptions - but by God, we just can't draw boobs.
This isn't a subtweet style call out of anyone in particular, because like I say, this is just something I've noticed all over since the rule tweak. Very consistently, everyone's putting their boobs on way too high. And I don't just mean that in a feminist "normalize hang-low boobs!" kind of way, though that's great too - I mean y'all are literally drawing them way too high on the body, where they are not attached.
I get it - gay artist boob fear is a real thing, we all see clothed breasts more often than naked ones, and classical statues by breast-ambivalent dudes have been lying to us for centuries.
But just for fun, stop whoever you're drawing right now, and go lower her breasts by about an inch or two - there's a decent chance she'll make more sense when you do.
There's a succinct and really useful visual guide here to illustrate -
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Now, I won't pretend it hasn't been a very long time since I drew anything myself, so feel free to tell me to take a hike, but for whatever it's worth, here are my own two big tips ( 👀 ) for drawing boobs.
Boobs do not behave like pecs.
I think we're all so used to seeing bare Greek style dude chests in art that we might forget this, but boobs aren't just pecs with grandiose aspirations.
Breasts are a distinct and unique anatomical feature - they don't just neatly overlay the same footprint as pectorals, and in fact contain no muscle at all themselves, so they sit and move totally differently to pecs too.
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Breasts are actually anchored outside the pectoral wall, and lie almost entirely below the halfway point of the pectoral muscles - even for the funsize editions.
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In terms of behaviour, well, among the special, wonderful - and if you don't mind me saying, highly enjoyable - things about boobs, is that, unlike pretty much every other body part, they don't really have rigid structures themselves.
That means they are visibly affected by just about every external influence on them, whether that's the enthusiastic mitts of a partner, or gravity, or even especially tight or inflexible fabric (ie you generally can't see the details of cleavage reflected by the shirt over them, for example, and naked boobs relax compared to clothed ones)
It also means that breasts don't stand, or pop out, or tower, or indeed strut around with the pretence of some haughty aristocrat who thinks she owns the place - rather, they hang, with the kind of easygoing nothing-to-prove confidence of that insanely hot music student you used to know in college who only ever left the house with fifty bucks in her pocket and a single loose house key.
Boobs have nothing to prove, because they're boobs, and they comport themselves with a demeanour of relaxed, self-secure charisma accordingly. They're fantastic and they know it, but they're still cool about it, you know?
As for location, a rule of thumb -
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The crease of the armpit marks pretty much the highest point you should maybe indicate the start of the boob, and even then it should just be the start of the slope down to the star of the show. Boobs generally default to a kind of "blunted teardrop" shape, so for most artstyles, there probably shouldn't be a distinct "top" line to the start of the slope - the breast will largely be defined by the sides and underside.
Which takes us to our next point.
Boobs aren't ever spheres.
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As we've also already noted, most of the breast sits below the halfway point of the chest.
And those babies are right out there, strolling into every room at chest level with no bony or anatomical structures to hide behind; so, once again, they hang, and they're subject to dynamic physics that more closely resemble "dense liquid in a balloon" than to the muscles, limbs, etc that your art teacher was less embarrassed to have you practice.
This means that on a standing figure, the top side of the breast is a slope and it's under tension, it's extended, with weight hanging from it; while the bottom side of the breast is a curve under compression, with the boobmass condensed, and usually forming a little crease where it rests against the ribcage (note again that the slope up top is more subtle than the resting curve down below)
On a lying figure, breasts are pretty much all compression, they're lying back against the torso. But they also tend to drift away from each other where they're heaviest, out towards the armpits/side of the ribcage - so again, you're not getting either a perfect sphere nor a perfect pectoral overlay. They still default to a kind of teardrop shape, the teardrop is simply flatter, wider, and further apart.
(And on a figure bent over horizontally, they more or less hang straight down.)
What they don't ever do is whatever shit Michelangelo thought was happening here -
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So don't overthink it - remember, you just have to be better than Michelangelo.
Regardless of how they're shaped or depicted though, all boobs have one thing in common - they're just fantastic, and frankly I'm just glad to have been invited to any party they're attending.
I hope this was of some value all the same, because I'm a big fan of Tumblr femslash artists, and a big fan of breasts, and it's been wonderful to have my Tumblr feed bring the two back together as nature intended.
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leechfanclub · 2 years
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Important (?) pinned post
Hi! I'm Gos (it/its)!! i'm a little dude (gender neutral) and i like the funny posts on the internet, i also draw sometimes! here's some stuff about me:
-I'm 19, my birthday is march 5th
-I'm white and brazilian
-I'm autistic
-I'm nonbinary and agender, and using any gendered terms for me is okay!
-I'm biromantic/bi-oriented nebularomantic fictosexual and on the ace spectrum!
-I'm a selfshipper (my selfship blog is currently on a hiatus) so if i retweet fan content you made of one of my f/os and it makes you uncomfortable for some reason please tell me and ill delete it!
-I have no consistency in my art, i just post fanart of whatever i'm into at the moment and my artstyle might change a lot
-You are allowed to use my art as an icon/pfp/banner or repost it as long as you credit me
-You are NOT allowed to repost my art without credit and you are not allowed UNDER ANY CIRCUMSTANCE to use it for commercial purposes, or to use it in NFTs/AI art, i am strongly against both of these subjects and i block anyone who supports them. if you see my art being used in NFTs, it's not me and that person is doing so without my permission
Extensive list of interests under the read more!
Main Interests (i may update/change this list constantly):
Shows/cartoons:
-The Boys
-Breaking Bad
-Rick and Morty
-Smiling Friends
-Solar Opposites
-South Park
-Hannibal
-Camp Camp
-Moral Orel
-Gravity Falls
-Eddsworld
Videogames (videogames are my special interest so there are a lot of games i like that aren't listed here):
-Bugsnax
-The Elder Scrolls
-Portal
-The Walking Dead (Telltale)
-Fear & Hunger (I haven't played Termina yet!)
-OFF
-Far Cry (i haven't played through far cry 1 and 2 yet!)
-Harvest Moon/Story of Seasons
-Resident Evil
-Deltarune
-FNAF
-Fallout
-Persona 5
-Pokémon (up until gen 6 because i don't have a switch to play the new games 🥲)
-Omori
Movies:
-A Clockwork Orange
-Fight Club
-Spiderverse
-Despicable Me/Minions series (/srs it's one of my favorite animated movie series of All Time i love it sm)
-Shrek
-Horror movies in general tbh. I'm particularly fond of House of Wax
Music:
-Gorillaz
-My Chemical Romance
-The Orion Experience
-Lemon Demon
-i like a lot of musicians/bands but these are the ones i listen to the most
Other (Media that doesn't really fit any of the other categories + other hobbies i like, etc):
-Welcome Home ARG
-Homestuck
-Creepypasta
-Cooking
-Leeches (the animal)! I love leeches so much. Favorite animal. Gender.
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piscessheepdog · 2 months
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Aledis the Blue Yorkie
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Meet Aledis, a Littlest Pet Shop OC (original character) that I created on October 2019. Before I could tell information about this character, I like to say what I have done on February 2, 2024 in the morning. Initially, I was going to archive more files that I considered necessary and that were only found in a desktop computer that used to run Windows 7. Unfortunately, when I started up said desktop computer, I found out that it has been broken down sometime after the end of support of the Professional and Enterprise volume licensed versions, making most of them lost media. What a pity that I couldn't archive them before that software rot!
In compensation of what happened to the older computer, I had to write the following information of this original character from memory:
Name: Aledis
Age: More or less the same as Brown Yorkie
Species: Dog (Yorkshire Terrier)
Gender: Cisgender female
Personal gender pronoun: She/Her
Alignment: Social good
Likes: Literature (especially fiction books and poems), rationalism, science (especially physics) and art
Dislikes: Pseudoscience, fringe theories, blockchain and similar concepts, negative evaluation
Description: Aledis is a blue-furred Yorkshire Terrier that is commonly seen wearing a wreath of flower in her left ear and a green bandana in one of her forelegs. She also has a white star-shaped birthmark that is slightly hidden in her neck's fur. Namewise, Aledis' attitude is described as being intelligent, innovative, progressive, adventurous, and slightly rebellious. As a result, Aledis herself is feminist and will fight for animal rights. Despite being a ratter, Aledis can spare the lives of rodents, including mice and rats. However, she has fear of negative evaluation and a slight spatial anxiety. In some occasions, she is able to take one for the team when necessary. She is depicted as the cousin of Brown Yorkie and is rational enought to be skeptical about magic and paranormal events.
Biography: Aledis was born in Pets Plaza (a place that is found exclusively on the 2008 video game adaptation of Littlest Pet Shop) along with her two siblings. One day, Aledis was suddenly become displaced from her original dimension. To make matters worse, she discovers that the planet she is sent to, the Glade of Dreams, contains hostile beings that are more dangerous compare to that of her native parallel world. In order to deal with it, Aledis uses the survival skills her mother taught earlier. During the journey, she meets a like-minded dweller of the Glade of Dreams that she befriends. Eventually, both of them are sent to a more peaceful world and, over time, she befriends two more female nonhuman characters from different parallel universes.
If anyone asks when Aledis appeared for the first time, the earliest drawings featuring her were first posted on Rayman Pirate Community, as I have a currently inactive account and Aledis used to be the co-mascot of this account along with a Rayman OFC (original female character). As drawn in an approximately five-year-old paper, she originally looked like this in an old artstyle:
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Yes, the older picture is a model sheet in the form of traditional art, and it is written in Spanish. By January 2023, I have improved this art style to the current one (such as the digital art I have made for Aledis) so that I removed these drawing quirks found on her head for consistency. Therefore, it's time to give her a chance to make a comeback.
Aledis the Blue Yorkie © Me (@piscessheepdog) Littlest Pet Shop © Hasbro (previously owned by Kenner)
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masonuf · 3 months
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Post for 1/29
"Goodbye" by Tatsumi was short but extremely unsettling to read. Nothing could have prepared me for the incest at the end of the story. I'm unsure of the true reason why the author decided to write this story, but if I had to guess, it would probably be because he wanted to express contempt for how the Japanese people seemed subservient to American soldiers after the war.
"Onward to our Noble Deaths" by Mizuki was undoubtedly a manga that is geared toward adults who can handle a little bit of crude humor against the dark backdrop of war. Although most of the story was quite depressing because it focused on the grim realities associated with forcibly sending soldiers to die for their country to maintain their honor, I did appreciate the comedic elements sprinkled throughout the story, even if they were there as coping mechanisms. The vulgar language and cursing employed by the soldiers felt fitting and suited their demeanor. The almost caricature-resembling artstyle that depicted the soldiers with exaggerated body proportions and unusual facial geometry gave the story some irony when juxtaposed with their cruel circumstances. Of course, the slapstick comedy that arose whenever the general slapped his troops for disrespecting his authority also contributed to the occasional lightheartedness of the story. But aside from that, perhaps the part that stood out the most to me was the scene at the very end, when the soldiers all died on the battlefield and finally realized the ultimate pointlessness of their actions. I didn't expect for the author to seamlessly transition from drawing cartoonish characters to anatomically accurate corpses. The mutilated bodies of the soldiers against the heavy shading of the background really presented the gravity of the situation in a (strangely) visually appealing way. I had the impression that the author wanted to incorporate at least some elements of gore into the story when, at an earlier point in the story, one of the soldier's eyeballs drooped out of his face like mozzarella cheese, but the ending took it to another level. Overall, I think the author managed to capture the fears and doubts of the soldiers in a realistic manner and consistently demonstrated their collectively misguided devotion to upholding the honor code at all costs, whether they truly wanted to or not.
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Image of soldiers' body parts being sent flying from an explosion in "Onward to our Noble Deaths."
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ayellowapple · 3 months
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My favourite pink magical girl
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my candy love is over.
After all this years, the game that made me make this tumblr account and that probably changed my life forever is gone.
What can I even say?
I was 10 when I started playing it.
The story while simple, was so interesting and fun for me at the time, I spent 12 hour per day thinking about it, and on the other half of the day I was creating fanfics inside my head, where my oc was a mermaid, a long lost princess, a sassy blonde tsundere girl with a heart of gold... I could be all of that while looking good and having five anime boyfriends!
And the fandom...oh the fandom. I said a while ago that it was/is a very toxic community, and while I'd still consider this statement to be true, there for sure was a lot of passion and creativity in it.
Some of my current favorite youtubers and artists started here, it's crazy to see how far they've come when looking back they were just some teens with crushes on anime boys.
The memes in the fandom were also 👌👌👌 honestly, it has here were I learned what shitpost is.
As for my personal relantionship with that hell of a game well, I'm not kinding when I say It changed my life forever.
I was always a shy, self consious, anxious kid, with little to no friends, so to have a place where ""I"" was an outgoing pretty teen, who was not only beloved by all of her classmates, but also desirable by boys, so much so they would get flustered by things that I've said and compliment me for small actions???? Mannnn that was AMAZING.
I know I don't post my artwork in my tumblr so it's kind of weird for me to say that but this dating simulator literally gave me the dream of being an artist. It's true, I was so in love with ChiNoMiko's artstyle that all I wanted when I was 12 was to be able to draw just like her, so praticed every day till I could draw a girl as pretty as Candy or a guy as cool as one of the main boys.
But what helped me the most was for sure the much needed escapism MCL gave me.
I'm a pedophillia survior, for years I spent every single day of my life afraid my abuser would hurt me, rape me or even kill me haha guess what profession he occupies? yep, good ol' cop, protecting those in need! like all his noble co-workers! It felt like I was in a constant danger zone, and that no matter how much I'd pray, he would always be there to torture my existence. This trauma was the main reason why I developed depression, and why I hated being me so much.
But this game...this game helped me, it helped a lot. When I was in the school of Sweet Amoris I could take myself out of the world where there was someone trying to use me in such a disgusting way. I could distance myself from being the scared introverted girl I was and become a confident and beloved idealized version of me.
There really wasn't room for fears and anxiety when I was chasing Nathaniel, argueing with Castiel, helping Lysander find his notebook, making pop culture references with Armin and simping for Kentin.
Now I'm in no way shape or form saying My Candy Love is a good game. It's full of plot holes, has a problem with keeping its consistence in artstyle, has billions of wasted storyline, some of the wrost character development I've ever seen, had some very bad stereotypes and representation of minorities in it's early years and I'm not even going to begin on how Beemov is a shitty company runned by idiots that treats it's employees and consumers like fucking garbage.
But I can't deny my love for this series, or at least the first part of it, and how much it meant for me.
Nowadays,after somehow finishing high school, somehow getting into a happy relantionship and finally being able to have my abuser far away from me and anyone I love, I look back grateful for my times as a cringy weeb obssed with these french anime boys, if I am who I am today it was thanks to these weird memories that marked my life.
So thank you you,
For this messy story,
For this even messier fandom,
For Kentin, the biggest fictional crush I've ever had,
For making me create my account on this lovely hellsite,
For the joy,
For the laughter,
For the dream,
And so much more.
MY CANDY LOVE IS OVER BITCHES
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animesavior · 7 years
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“Even an adventurous crew like this one deserves a calm and relaxing day now and then. How many years…no, how many decades has it been since I could just sit around and take an afternoon nap in the sun without a care in the world? While I wondered the seas alone, I would lay my head down, not knowing if it was day or night, and dream of my long lost comrades…and Laboon. However it was precious little solice for when I awoke the fleeting joy became a press of loneliness. Yet, what could I do but repeat the cycle again. In those days I could find peace neither in slumber, nor in my waking hours. But now, if I listened carefully…I can hear my new friends all around me. I know I died and I am now nothing but bones but…I’m so very happy to still be alive. […] I’ve no doubt that this time of quiet will soon be replaced by the roaring sounds of adventure, a prospect I welcome wholeheartedly. But now, it’s a moment to rest one’s bones. Laboon, it seems that the next time we meet, I’ll have quite a few stories to share, old friend. Until then, I’ll keep dreaming of you, and I hope you’ll keep waiting on me.”
-          Brook, One Piece (Ep. 384)
The Toonami Trending Rundown for March 18-19, 2017. A big milestone for the better cartoon show this week as Toonami celebrates its 20th anniversary. And it would be a night to remember with some great moments including Jack getting chased down by the Daughters of Aku, and while trying to excape he kills one of them, learning that Aku’s loyalists aren’t all just “nuts and bolts”. Meanwhile, Beerus ramps up his power, hoping to see the full potential of Goku’s SSJ God abilities, and we end off Toonami’s current run of One Piece as Brook settles down and attempts to fit in as the newest member of the Strawhats.
On Twitter, Toonami and every show would successfully trend in the US and Worldwide during their respective East Coast airings, in addition to both #Toonami20, which was a hashtag used to commemorate the 20th anniversary, as well as #SandWhaleAndMe, as Toonami showcased the first part of the 5 part miniseries by Production IG. In addition, being One Piece’s final night, fans would make sure that show would go out with a bang, as #OnePiece would trend from the duration of its East Coast airing to its West Coast airing. Samurai Jack would also produce a character trend for the very first time with Aku, as 50 years on and after destroying all the known portals back to the past and hoping he would eventually die of old age to no avail, Aku has pretty much lost all motivation to try and kill Jack.
On Tumblr, both Samurai Jack and Dragon Ball Super would reach its trending list in addition to Tokyo Ghoul, as Toonami showcased a promo for its upcoming debut next week.
Finally, in a first for Toonami programming in the social media scene, both Samurai Jack and Dragon Ball Super would make the top two positions on Nielsen Social’s top 5 most talked about shows on Twitter and Facebook, the 16th and 17th time a Toonami show has made it onto the list since we started recording this feat. This would also be the second week in a row for Samurai Jack to reach the list in addition to becoming the 2nd time a show has reached the #1 spot, meanwhile this would be the 9th time in the 11 weeks it has aired so far that Super has made it onto the list.
Among some of the other features to commemorate the 20th anniversary, Adult Swim along with Titmouse created this short film titled "Exquisite Corpse". You can check it out below.
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As the Spa Island mini-arc comes to a close, it pains for me to say that unfortunately due to flagging ratings, high costs in airing the show further, and perhaps a need to shake things up programming wise, among other things, Toonami has pulled the plug on One Piece’s run on the better cartoon show.
Initially as One Piece made its grand return to the block in 2013, things were great as Toonami enjoyed great ratings and social media buzz for the show alongside its Big 3 Shonen Jump counterparts in Bleach and Naruto. But as time marched on, ratings began to lag for multiple reasons, and by 2015 One Piece fell all the way down the schedule from 1am all the way to 2:30am and eventually being the lowest rated show on the block besides the rerun (and sometimes even being out-beaten by the rerun). At that point, the signs were probably there that the show’s days as a Toonami show were numbered. Granted, despite its shortcomings ratings wise, we all thought it was at least doing well enough to stay, and it did for a while, though we know now that it was no longer the case.
Quite a few factors likely played a role in One Piece’s demise. Some blame One Piece starting on episode 207 instead of episode 1, as newer viewers didn’t get to experience the events in those earlier episodes. To use a recently aired example, when Brook recalled his days with Laboon, Toonami never got to showcase the Strawhats encounter with Laboon, so the emotional aspects could’ve been lost with some people. Meanwhile, some blame the show not being able to catch up with the pace of the most recent dub episodes, being aired once a week. And although this is subjective, others have also commented that the show’s “goofy” feel and artstyle, for lack of a better term, could make it hard for some to take the show seriously, especially in regards to the show’s emotional moments.
Of course, One Piece’s sheer length may have played a part in its eventual demise. The show is presently up to 782 episodes and counting, which is getting right up there among the lengths of soap operas, and combined with the franchise having some heavy continuity, no doubt that some have been turned away because of the commitment. I myself was even turned away initially into One Piece because of this until Toonami’s airing got me interested. And even for those that are committed, with Toonami so far behind from where Funimation is at with the dub, much less where Japan is at (we ended at 384), along with the show only airing once a week and the show itself having no end in sight, it would have been near-impossible to catch up. Hence, this is why many decided to binge watch the series at their own pace instead, and this would show in the ratings.
And on that same note, there has been a bit of a backlash lately in regards to the amount of long runners on Toonami. When JoJo came on late last year, every single show on at the time save for Gundam and the 3am rerun would last on Toonami for at least two years. That doesn’t really give much room for a turnaround to get newer shows unless an expansion is in the cards, which we are seeing with the 11pm timeslot. While long runners do help with consistency to the block’s ratings, and no doubt the reason these shows are long is because of their immense popularity and demand for more, it doesn’t help if the popularity and overall buzz of said shows wear down. Both One Piece and Naruto have had some ratings fatigue as of late for various reasons, which is partly why they ended up at the back end of the block for the last few years. Meanwhile Hunter x Hunter fans have pleaded to Jason and the crew to keep that show at least at 1:30am for fear that it could suffer the same fate. And while JoJo’s and Gundam are doing fine for now, we feel that they could be doing much better. If you want Stardust Crusaders and IBO Season 2 to come to town, giving those shows the ratings support will help.
While Jason has promised more shows are still to come, possibly with expansion, but in regards to One Piece, it might have opened the can of worms in regards to cost considerations. With the direction things were going, One Piece would likely have been pushed to 3am or later to make way for those new shows. With most fans too tired to watch past 3am unless they used a DVR, the programming department at Toonami likely unable to pay high costs for a show so late, and Funimation and Toei likely unable to lower the renewal costs, Toonami decided it just wasn’t worth it anymore.
The problem could also go all the way back to the show’s days when 4Kids was the distributor. First impressions can often play a big role if a show becomes a smash hit or not, and with 4Kids poor handling of the show, fans were understandably turned off, and those first impressions among newer viewers were squandered. When Funimation took control, it would be too little, too late, as Toonami cancellation and the days of CN Real was upon the channel, and One Piece had to go elsewhere to gain its fanbase. One Piece would eventually rebound and gain immense popularity through other means and eventually another Toonami airing, but in comparison, the likes of DBZ and Naruto each received much better first impressions from both the Toonami and general audiences and both franchises currently benefit from massive nostalgic fanbases to this day in the US, something which we are seeing with the continued success of Dragon Ball Super and the hype for the upcoming Boruto series respectively.
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In the end, for one reason or another, One Piece just never caught on among the Toonami and general American audiences as much as we hoped and various factors each played a role in One Piece’s hopes of staying on Toonami unsustainable. Combined with the demand for more variety from viewers and the need to keep Toonami growing overall, it was no surprise that changes had to be made. While I’m sure One Piece’s Toonami viewers and even the Toonami crew themselves did everything they could to make the show work, there just wasn’t enough support to realistically keep the ship going without Toonami running into significant problems both financing and timeslot wise at some point. And as we all know, the growth and health of Toonami as a whole is much more important than one single show.
While One Piece is a beloved show to many of us, and will likely continue to be for years to come, the reality is that Toonami just can’t continue airing a show if millions of people don’t agree and watch it week after week on the better cartoon show. While the One Piece fandom is anything but a vocal minority, with millions continuing to enjoy the manga and the show on streaming sites and disc sales around the world, in regards to Toonami viewership, even Jason DeMarco himself has mentioned that “One Piece fans have been far more vocal about the show on the internet than they are focused on watching the show on TV”.
And as Jason himself has regularly said, television is a democracy and people vote with their eyeballs. It’s the reason why Naruto Shippuden, despite having the same issues with not being able to catch up with the dub and constant complaints about filler, wasn’t put on the chopping block as well, for now at least. It’s the reason why the likes of Attack on Titan and Sword Art Online have been big hits both inside and outside Toonami’s reach despite discontent from the vocal minority of detractors (as we have seen with the success of Ordinal Scale in theaters for instance), and will both likely be back at some point to air their respective sequels. And it’s a big reason Toonami mainly focuses on action oriented anime and cartoons, as the likes of slice of life, sports anime, and live action, while big on other outlets, were pretty much flops when Toonami experimented with such shows. In this case, while there were plenty of eyeballs watching, there just weren’t enough watching per week to keep One Piece running much longer.
Consider this to be a big wakeup call to fans of every current and prospective show on the block, that if a show makes it on Toonami, it has to pull through when it comes to both Nielsen ratings and overall buzz. If the show does well, all will be good as we’ll get to enjoy the show in its entirety, and if a sequel were to come, the odds will be good if not all but assured that the show will return. If not, changes will be made and another show will get its chance instead, as we saw with One Piece leaving and Tokyo Ghoul on its way. It doesn’t matter what the critics think of a show, or what your opinion might be. The moral of this story is that if you truly want a show to stay, continue to watch and enjoy, but don’t be complacent and not watch thinking it will be there forever. As the old saying goes, you don’t know what you got until it is gone.
Personally as a fan who got into One Piece via Toonami, it is pretty disappointing to ponder what could have been for this franchise, but what it did do for Toonami social media wise is one worth celebrating. During its nearly 4 year presence, One Piece would use its opportunity the best it could and no doubt fans made sure their voices were heard. The hashtag #OnePiece would trend in some capacity a grand total of 137 weeks including 19 times during the Long Ring Long arc, 29 times during the Water 7 arc, 39 times during Enies Lobby (including a marathon during Christmas 2015 showcasing the finale of that arc), 11 times during the Lovely Land arc, 35 weeks during Thriller Bark, and was a perfect 3 for 3 during the Spa Island Arc.
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The show also produced 26 different character/in-show content trends, some of which occurred multiple times, including 19 characters (Arlong, Brook, Chopper (including Chopper Man), Franky, Foxy, Kuma, Laboon, Luffy (Including Afro Luffy), Nami, Robin, Olvia, Sanji, Saul, Shanks, Sniper King, Spandam, Usopp, and Zoro), 2 attacks, (Buster Call and Third Gear), 1 response to an event (RIP Merry), and 3 story arc names (Enies Lobby, Impel Down (Which we never got to), and Water 7).
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No doubt One Piece is a part of that great legacy Toonami has made that made millions of people into anime fans and for their respective success, Toonami owes a lot for One Piece, and One Piece owes a lot to Toonami. Unfortunately, things weren’t going as well as we all hoped and Toonami decided it was best to part ways. While no show can be able to fully replace One Piece, we do hope you continue to support the block going forward or at least the shows you enjoy as it continues to showcase great anime to American audiences. Sometimes change can be good and if Toonami can use this opportunity to keep bringing in new shows, the loss of this show will at least sting less. And who knows, we could be seeing the next generation of top tier anime air here soon enough that could inspire fans both new and old like One Piece did for us.
That all being said, we have seen time and again that nothing is impossible for the better cartoon show and perhaps one day One Piece could return to Toonami stronger than ever. We saw it when Toonami first brought back One Piece back in 2013, and who’s to say it can’t happen again when conditions improve? For now, if you want to continue watching One Piece, check out the DVDs/BluRays and Manga as well as checking out new episodes on FunimationNow and Crunchyroll. Funimation is presently hard at work with dubbing season 9, and while Toonami won’t be there to commemorate One Piece’s future milestones at least for now, the franchise’s popularity looks a lot stronger than before Toonami joined the fray. It will be interesting to see where the One Piece franchise goes in the years ahead as the quest to find One Piece continues.
So on behalf of the Toonami Faithful, bon voyage, Strawhats and thanks for the memories. We’ll miss you.
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Starting out as a mere idea by Mike Lazzo, Sean Atkins, and Jason DeMarco, Toonami has grown over the past 20 years to be a major phenomenon and has played a major role for why Anime is as popular as it is today. I personally started watching Toonami when I was a young kid around 1998-ish when I stumbled into Cartoon Network one afternoon as Toonami was airing Sailor Moon. While back then, it was strange to be enjoying a “girl show”, I was instantly hooked, and along with DBZ, the ThunderCats, and later Gundam Wing, I became intrigued and later became a fan with what would we all know today as anime.
We may or may not have realized it at the time, but Toonami turned out to be something special as it helped jumpstart a golden age for the anime industry as many shows were created and/or brought over to American shores partly in response to Toonami’s success. Of course, we reaped the benefits of this golden age, as we were introduced to a plethora of both anime and action cartoons, many of which we have grown to love, and some we still enjoy today. The four dark years when Toonami was off the air aside, the block was, is, and likely will continue to be a “gateway drug” for millions of anime fans, and perhaps more to come.
What makes Toonami successful, at least to me, is that it is not necessarily one show. What makes up Toonami is the 9 great action anime/cartoons that it presently airs now, plus the hundreds of shows that it aired in the past, as well as the many shows that will make its way to the block in the future (whether there are new franchises or sequels to popular Toonami shows), not to mention the packaging and adventures of TOM and SARA. From its smash hits to its underrated gems, Toonami has always had something for everyone. Add in the occasional music video, movie or animated short, game review, or other special feature Toonami has every week, and you got something millions tune in or DVR weekly every Saturday.
If Toonami taught us anything these past few years, it’s that nothing really is impossible. A few years ago, it was thought to be impossible that Samurai Jack would get a 5th season. Fast-forward to today, and here we are, talking about what’s next. Hell, Toonami returning was a miracle in itself. While many have sought a return during its hiatus, the dream never became realistic until Mike Lazzo and the Adult Swim crew decided to run Toonami and some of its past shows during April Fool’s Day 2012 and possibly see if there was interest. The response was a clear yes, and so here we are today seeing Toonami continuing to do as they do best.
And of course, the future looks bright for the better cartoon show in the months and years ahead. With Samurai Jack’s return continuing to impress and FLCL’s return also on the horizon, more original productions might be on the pipelines ahead. New acquisitions will also await, whether they are smash hits or underrated gems, each hoping to see their full potential in the west, including Tokyo Ghoul which begins next week. Previously successful Toonami shows including Attack on Titan, Blue Exorcist, One Punch Man and Sword Art Online among others will be among those to watch for in regards to Toonami potentially airing their respective sequels at some point ahead. And of course, barring any other dips in popularity and cancellations, the likes of Dragon Ball, Gundam, Hunter x Hunter, JoJo’s Bizarre Adventure, and Naruto each looks to continue to impress Toonami audiences for months if not years to come. Of course, if you have anything in mind for Toonami to show, we always recommend you sending your show requests on appropriate outlets (ex. their Facebook and tumblr message boxes). You may never know if millions of other folks, the distributors, and the Toonami crew will agree and try to make it happen.
The next 20 years or so will be one to look forward to and we could see a lot more to come ahead. And if you ask me, the success of Toonami, its partners, and even its competitors will all play a key role for the future prospects of anime and action cartoons in the west in the years ahead. Could we see a second season of another beloved Toonami show? Further expansion? A comeback for movies? The next anime boom if it’s not happening already? Or could it all just come crashing down in the end? Nothing is certain, but nothing is impossible, and we could be seeing some great things ahead. Of course, it takes two to tango, and if you do wish to keep Toonami going for another 20 years, keep supporting Toonami and the anime industry overall as always.
We continue on creating that legacy this Saturday, as Tokyo Ghoul will make its long awaited debut on the better cartoon show at 1am, while Gundam Unicorn will showcase its second half at its new time at 2am, and Naruto Shippuden will continue on at 2:30am. On behalf of the Toonami Faithful, thanks for all the memories, and here’s to many more.
Legend: The shows listed are ordered based on their appearance on the schedule. Show trends are listed in bold. The number next to the listed trend represents the highest it trended on the list (not counting the promoted trend), judging only by the images placed in the rundown. For the Twitter tweet counts, the listed number of tweets are also sorely based on the highest number shown based on the images on the rundown.
United States Trends:
Toonami/#Toonami [#4]
#Toonami20 [#1]
#SamuraiJack [#1]
Aku (From Samurai Jack) [#2]
#DragonBallSuper (Also during the primetime presentation) [#1]
#SandWhaleAndMe [#1]
#DBZKai [#1]
#JoJosBizarreAdventure [#2]
#GundamUnicorn [#1]
#HunterXHunter [#1]
#Shippuden [#2]
#OnePiece (Also during the West Coast airing) [#1]
#GhostInTheSHell [#1]
Worldwide Trends:
#Toonami20 [#2]
#SamuraiJack [#3]
Aku (From Samurai Jack) [#4]
#DragonBallSuper [#7]
#SandWhaleAndMe [#8]
#DBZKai [#8]
#JoJosBizarreAdventure [#8]
#GundamUnicorn [#7]
#HunterXHunter [#8]
#Shippuden [#8]
#OnePiece [#1]
#GhostInTheSHell [#7]
Tweet Counts:
Toonami [13.9k tweets]
#Toonami [7,729 tweets]
#SamuraiJack [10.2k tweets]
#DragonBallSuper [4,800 tweets]
#DBZKai [1,767 tweets]
#JoJosBizarreAdventure [2,027 tweets]
#HunterXHunter [2,259 tweets]
#OnePiece [6,100 tweets]
Tumblr Trends:
#tokyo ghoul
#samurai jack
#dragon ball super
Notes and Other Statistics:
#Toonami: @WhoTrendedIT reported that @blumspew and @adultswim started the trend in the US.
#DBZKai: @WhoTrendedIT reported that @FUNimation started the trend in the US.
#HunterXHunter: @WhoTrendedIT reported that @VIZMedia started the trend in the US.
Special thanks to @coreymbarnes​, @jmb70056​, @TheNextHokage and others I forgot to mention for spotting some of the trends on this list.
Eat Up. Only Toonami on [adult swim] on Cartoon Network.
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aurelliocheek · 4 years
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The Making of A Juggler’s Tale
The development story of a student game project that won several awards.
When we started working on the idea of A Juggler’s Tale in Spring 2017, we never planned that this game would accompany us for over three years. Started as a student prototype that we created within a few weeks, we are currently founding our own game development company around it, are working together with a publisher and look forward to a release of the game on both PC and all the major consoles.
A Juggler‘s Tale is an atmospheric puzzle platformer centred around a puppet ­theatre play and the connection between string puppets and their puppet master. The player experiences the story of little Abby, an imprisoned circus artiste. She escapes the circus and gets to explore a fairytale world. After a brief moment of freedom, Abby finds herself dragged into the dangers the world has to offer: She has to cross raging rivers, bandit camps and traps, always ­accompanied by the lyrical rhymes of the narrator and puppet master.
The narrator plays a big part in the game because he gives all the puppets their voice and because he is responsible for the story the audience and player gets to experience. He talks about Abby‘s fears and helps her in difficult situations – while holding the strings of his puppet firmly in his ever-helpful hands. But things are getting more complicated when the player starts to interfere with the narrator‘s story. The player has to solve small, story-based riddles centered around the mystical puppet theatre setting. The puppet strings are not only a visual representation of the strong connection between narrator and puppet, but they are also our main gameplay mechanic, creating lots of unique puzzle moments. We wanted to link modern digital gaming culture with traditional, established t­heatre and poetry culture. Germany, our home country, can look back on centuries of fairy tales, poetry and drama. We grew up between these tales, legends and worlds – and combining these narratives with our love for story-driven games was our motivation to develop a game with this setting and story.
A Juggler’s Tale has a more modern, stylized artstyle.
Development Story We are all students of Filmakademie Baden-Württemberg, an internationally renowned university for film, animation and interactive media. Instead of having regular classes, our courses are centered around the projects many small student groups are currently developing, with lecturers being invited on demand. In one of these project phases (4 months) during our second year, we started developing the idea for ­A ­Juggler’s Tale – a game with five theatrical chapters, dozens of locations and puzzles. After realizing that we would never be able to create the game that we were aiming for within such a small project phase, we put all our energy into creating a vertical slice of one chapter, already including all the elements that we would like to have in the final game: the interactive narration, a few story-based puzzles, NPCs and great, stylized visuals. We were quite happy with the result – and after a year of other university projects, we had the opportunity to take a break year to get some working experience.
We decided to use this year to do a test run for a studio experience in this group with the help of our former lecturer Sven Bergmann. We were lucky enough to receive funding from the Digital Content Fund from Baden-Württemberg for this project, so we could rent an office in our hometown. During this one year, we gained a lot of team working experience and made big progress on the ­development of the game. At the end of the year, the game was in a state that we could confidently submit to a few festivals and award shows. And surprisingly we could not only win Germany’s main game award Deutscher Computerspielpreis as “Best Newcomer Prototype” but also six out of twelve possible awards at Game Connection Europe 2019 (Grand Award, Best Art, Best Narrative, Best PC, Best Upcoming, Best Casual). And we are nominated as “Best Student Game” at IGF Awards in San Francisco.
This took us by surprise and made us believe in the game even more – we are now finishing the production during our final year of university as a co-production between our company and the university and with the additional help of a publisher. Looking back at the past few years, we are just really happy how everything turned out and that we now are not only confident working together but also have the opportunity actually to bring this game to the market.
The camera limitations of a sidescroller made designing the final images of the game easier.
Working in a tiny team We worked on A Juggler’s Tale in a very small group, mainly consisting of only three students. Steffen was responsible for the story and narration design as well as the 3D Art, Enzio for core programming, shading and lighting and Dominik for gameplay design and programming as well as level art. But when you work in such a small team, it is quite natural that everyone is constantly changing roles. On the one hand, this creates a lot of creative variety. On the other hand, it is sometimes tough to focus on one important task, because there are so many things depending on various other things you need to do. For the final months of the project, Elias will join our team and help us with programming and art – and we also already got and will get a lot of external help from other fellow students, for example in the fields of music & sound, concept art, motion design and animation.
Finding a visual style Without a concept artist in our core team, finding a visual style was tough. We got inspired by various artists online and knew that we’d like to have a more modern, stylized look – but we also didn’t want to neglect the physical background of the string puppets. As the game is divided into several chapters, we had the idea to have a more realistic puppet theatre with wooden backdrops at the beginning and the end of each chapter. Once the player enters the chapter, the backdrops change into the stylized artwork – the player dives into the world of the puppet theatre, forgetting everything around it. Only the puppet strings remain there to remind the player of the connection between all the characters and the narrator. Although our theatre play takes place in medieval times, we didn’t want to go for the typical medieval look but fell in love with a much more colourful, modern style – sometimes, our sky is green or red, the grass purple, etc. Our environments should reflect the mood of the story and don’t follow any real-world rules.
We use our textures to save object types and color ­variations instead of the actual colors.
With our team’s more technical background, our art and level-art workflow has a more technical approach than usual. Instead of texturing, we decided to generate colour ID textures for all our assets with information saved in the meshes vertex ­colours as well as in every colour channel of the texture. After bringing all the saved information together in our shaders, we were able to create a system that we internally call colour volumes: Every asset uses the same colour collection that we can modify with placeable volumes in the engine. Similar to the Unreal Engine post-process volumes we can place colour volumes in our levels that gradually change the colour of the environment based on the player position. To bring an example, we can always use the same tree, but change its leaf colour based on the location of the main character in the level, enabling us to tell great looking ­atmospheric changes and giving us the flexibility to change the whole look of a level at the very end of the design process. Apart from the assets colour, our colour volumes also control the fog, light, wind, etc. of the environment, making it easy to do visual changes quickly and thereby enabling an ­iterative design workflow.
Animation workarounds Another problem we had to solve because of our team constellation was the animations of the game. Without a team member capable of doing proper animation, we had to find some creative solutions to get to our animations. We were lucky enough to be able to do professional mocap animation recording at our university, but most of our standard animations are actually from the online motion capture database Mixamo from Adobe. But instead of using a single animation, we often stitched multiple ­animations together with Blender to create the exact animation we need. This felt very clumsy at first, but over the course of the project, we became experts in finding and misusing parts of animations for our needs. Of course, this does not always work (and you can’t mocap everything), for specific animations we still had to do a lot of animations by hand, but we could reduce the animation work quite a lot. Apart from that, we use a lot of the Unreal Engines physical animation functionality to create a more string-puppet like movement. Usually, only 80% of the movement is driven by animation data and 20% is being simulated in ­real-time. This creates a very cute physical animation style, for example, when our main character Abby jumps, her arms and legs wiggle around in the air, and every jump looks and feels quite different.
The assets are being colorized within the engine, with our so called “Color Volumes”.
Our Narration Workflow The narrator tells a theatrical story and therefore uses poetic language to describe the environment, to give puzzle hints and to speak for all the characters: “Little Abby takes a pause and stops with a shiver / If you want to be free, you’ll have to cross the river! / If worse comes to worst, you can count on me / Those strings on your hands are wings, you see!” We wanted to have both English and German narration, so we had to find a way to this kind of poetry in both languages. We created a huge spreadsheet with detailed descriptions, dummy sentences and estimates of the length of the sentences. After that, a German writer (Manuel Ostwald) wrote our German narration with our feedback on the overall tone and style of the poetry. We were lucky enough also to know an English writer (David Maas) who lived in Germany for the last couple of years – he transcribed the German narration into beautiful English poetry. Of course, not all the sentences say the same thing in both languages, but with our description and the German text, David could create poetry that transported the same message or atmosphere as in the German version. The narrator in A Juggler’s Tale is omnipresent because of the interaction between the string puppets and narrator, so we put a lot of work into finding a narration style that is interesting to listen to but not annoying ­after a short time.
Most of the story and design work was done the oldschool way, on the walls of our office.
Finding a unique gameplay element We found out about our true “unique gameplay” when we were already pretty far in development, while programming and designing puzzles for chapter 4. It’s a chapter where the role of the player changes from passively running away to actively interacting with and challenging other string puppets. Because of the puppet strings, there is a lot of physical movement restriction in these kinds of puzzles – string puppets can’t hide under objects or can get stuck and the strings entangled. All these game mechanics sounded interesting, but we had to change the way our puppet strings work so that they actually could do these things. We programmed our version of a Cable Component in Unreal Engine that could do things like being ripped or being attached to multiple points. Suddenly, we saw a lot of new possibilities for puzzles in the earlier chapters, so we had and still have to iterate over these chapters again. Where we used to try to build the levels in a way that the character never walks beneath objects, we now plan to add more of these objects, using this physical restriction for a interesting story and puzzle moments. With our new puppet strings, we can also add a lot of nice little details like them getting entangled in the branches of a tree when the player walks beneath it, for example.
Our puppet strings can be attached to multiple actors in the scene.
The Future & Conclusion In the upcoming months, we will finish the level and puzzle design for the game and then concentrate on visual and gameplay polishing. The art for some chapters is still missing, the narration has to be rewritten at some points, and we still want to add a lot of details for attentive players to spot. There is a lot of work to be done, but with over a year of university left we are quite confident that we can bring the game to a level of quality that we are proud of. We can only encourage everyone in a similar situation as we were to believe in your project and team. For us, being able to find this team and working together at university – a place where you can experiment and try something out in a more controlled environment – was the biggest win we could have hoped for. We often overestimated our working capacity, and it took us quite a long time to find the right working structure and task distribution. But we are very happy we had these setbacks and failures, as we are only getting better in these things. We are excited about the future projects our small team will create and of course about the actual player feedback we will receive for our launch title – but until then, there is still a long – but fun and creative – way to go!
Dominik Schön Game Designer
Dominik started developing games when he was still in school. After being a game and level design intern in two major German studios (King Art, Mimimi Games) he started studying Interactive Media at Filmakademie Baden-Württemberg. In January 2020 he and his study friends founded the development studio kaleidoscube.
The post The Making of A Juggler’s Tale appeared first on Making Games.
The Making of A Juggler’s Tale published first on https://leolarsonblog.tumblr.com/
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sharmonie-blog1 · 7 years
Text
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