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4331: Marksman acrobatics artist:Furnut censorship character:Quill-Weave games hist_glands impure_thoughts out-of-character pixelated questionable text very_casually_underdressed

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picartosux: Most people here wouldn't understand the references in this image, since Kaz and BA was playing ESO as "snake people" (slim argonians) on the stream, plus BA calling lionesses "half-lions" and male lions "full lions".

And also here's a bonus screenshot from the stream: http://i.imgur.com/w8rJBpn.png

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realbboy: You should praobly also explain that Kaz was playing mostly without armor because he felt the game was to easy.
What I'm wondering is why the lioness's eyes and Quill-Weaves upper body are blurred. She's a reptile, right?

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JaHannar: How did you draw this so fast?

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Pronin: @JaHannar: It's not hard if you know what you want and know what to do.

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Ditto: Reminds me of the argonian sorcerer I made called "Enchant-Men"

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makimb0: @picartosux: I took some screenshots from when we were playing ESO, in case anyone wants them.
http://imgur.com/a/gHJb4

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makimb0: @makimb0: And here are some more screenshots BA uploaded http://imgur.com/a/VK0wa

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BlakeWolf5113: @picartosux: Thanks for the screenshot.

But actually, that was really one of the only parts I saw. I did see some of the other parts, as I was going in out of the stream, so I don't understand this, but it looks funny.
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ElstientheFallenKnight: I jump over lion, heck off pls, I am neked snek.

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Rick2tails: nakked lizzerds!

4335: Blade Conan_the_barbarian Cosplay artist:8Aerondight8 casually_underdressed character:Katia_Managan character:Quill-Weave crossover

Blade Conan_the_barbarian Cosplay artist:8Aerondight8 casually_underdressed character:Katia_Managan character:Quill-Weave crossover

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8Aerondight8: Katia: "Crom, where is the wizard who killed my update?!"

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Kewot_Rokar: Same.

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Triskelion:

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Rick2tails: this should be painted on the side of a van

4338: Kvatch_well acrobatics blood blood_from_the_eyes character:Katia_Managan fear slaughterfish teeth

Kvatch_well acrobatics blood blood_from_the_eyes character:Katia_Managan fear slaughterfish teeth

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Cremafied: soooo I have a 5000 resolution version of this too XD

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Cremafied: This isn't bad right? like I don't think some blood from the eye is too bad especially since we know she's okay and its not like an open wound?...
I'll change it if needed but I dunno

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Pronin: @Cremafied: This is pretty good but that nose could a bit bigger.

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Toryu-Mau: I'll bet mint she's going to have night terrors about being trapped in a well full of flesh eating fishes.
That's a terrifying premise even out of context.

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Cremafied: @Toryu-Mau: I had a dream like that once, but I was in a water filled cave and was fighting a current to stay away from them. Very terrifying premise XD

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Cremafied: @Pronin: True, the nose should definitely be bigger, and aligned a bit more XD

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Rick2tails: one of the lower moments in the story for our intrepid hero kitty

4340: artist:invertigo booze character:Katia_Managan chiaroscuro fireball looking_badass magic_fire painted_underwear

artist:invertigo booze character:Katia_Managan chiaroscuro fireball looking_badass magic_fire painted_underwear

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invertigo: Considering what she can do drunk without any semblance of consciousness, I hope Katia eventually masters her alcoholism and becomes a monster as a result.

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unknown_victor: Awesome expression in the face.

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Toryu-Mau: @invertigo:Witchhunters are unpredictable... So... Get them drunk, !FUN! Will happen!

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LightWave: She've dual-speced into brewmaster.

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BlakeWolf5113: I think it is interesting that the piece posted right before this one was marked as questionable for being creepy, and this one isn't. Anyways, nice art

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PermanentFace: I quite like this one.
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forestOverlord: This is really great!

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Rick2tails: total bad ass katia here!

4349: Cloak_of_Gray_Tomorrow artist:Kazerad character:Katia_Managan monochrome sketch text

Cloak_of_Gray_Tomorrow artist:Kazerad character:Katia_Managan monochrome sketch text

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Enheldor: I have no idea what this is, but it was in my envelope. I've called it "Haiku Drawing".
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BadReligion: So no one told her to avoid e621?

And more important do not browse her name in there.
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Asperger_kitten_1337: @BadReligion curiosity intestifies
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Asperger_kitten_1337: I ended up there
It wasn't sexy, only disgusting in 3 ways

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Rick2tails: theres lots of good art of katia out there. some of it is so fetishy though unless you share that its just very very weird

4350: artist:Kazerad casually_underdressed character:Adine character:Katia_Managan crossover dragon impure_thoughts questionable stranger_danger tears

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Asperger_kitten_1337: mlemlemlemlemmlemlemlemlemmlemlemlemlem

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Un_Mapache: I AM VERY CONFUSED AND SLIGHTLY AROUSED

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Pronin: It's the taste...the taste of lewd dragon! Adine!

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Bluedragon: There just... nothing to add that would in any way improve the awfulness depicted here. I know of at least 3 people I apparently pissed off with this! Though, in my defense, the commission was just "katia washing Adine in the shower". But this was well beyond expectations.

And to think I wanted this to be a drawing instead of a .gif. I need to trust Kaz more.

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madmanransom: I was there last night. At first I was scarred, then Kaz put the comment from the feed up top and it was all good, mayne.

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madmanransom: When Kaz put the comment at the top of the image, I went from scarred horribly to cheering.

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Enheldor: Since Spence's comment was used, here was mine:

Oh yea, lick my ear nins Katia - Adine, probably
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Anonymous_Person: Katia: bleh bleh bleh

Adine: stop it katia, you are doing me a concern

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furnut: oh my. yes. YES.

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Rick2tails: this is like one of the best pictures ever posted here I think ^_^

4363: artist:realbboy character:Katia_Managan

artist:realbboy character:Katia_Managan

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realbboy: How someone who isn't an artist tries to draw things. Note that this was done in a sprite editor, not a normal image editor. It wasn't really meant to do images over 128x128px. Kaz said I had to have some talent because I did the spritework for my game, but that talent obviously doesn't scale up very well. I should do a scaled down version later and I guarantee it would look much better. I didn't spend to much effort on this, but I tried my best to do as well as I could without getting over pedantic about the shapes, which would lead to me giving up.

4095: Kvatch_arena_armor artist:MikeyTheFox character:Katia_Managan

Kvatch_arena_armor artist:MikeyTheFox character:Katia_Managan

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MikeyTheFox: I finally remade Katia for Don't Starve Together. I made her before but it was using old methods which made the sprites very compressed looking. The newer and better method gives you more quality sprites with better detail even with the .tex compression. I have a few things left to do and once she's done she'll be on the DST workshop for download.

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Enheldor: Can she be used in regular Don't Starve? What instrument is used for her taking? Looks good!

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Enheldor: @Enheldor: Shit, I meant "talking".

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Toryu-Mau: Oooh, now make a re-skin for Mandrake turning it into liquor bottle and we're all set to go Mad.

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MikeyTheFox: @Enheldor: Only in Don't Starve Together right now. No Singleplayer yet. And she uses one of the default voices for now. I really don't feel like making a new voice clips for her at this moment.

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Enheldor: @MikeyTheFox: Any plans on making her singleplayer in the near future? Or at all?

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MikeyTheFox: @Enheldor: I mean I said "No Singleplayer yet."

4358: artist:Kastor character:Katia_Managan dwemer_technology modern_clothing

artist:Kastor character:Katia_Managan dwemer_technology modern_clothing

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Kastor: Given I only really started practicing digital art 5 days ago... this is okay. But still nowhere near where I want to be. How do people draw clean curves, seems impossible to me, guess it's just practice.

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AMKitsune: @Kastor: A small handful of programs have 'brush smoothing' features that smooth out your pen/mouse movements, Paint tool SAI has special 'lineart' layers which let you draw lines then easily drag parts of them around as you see fit, there's a program called Lazy Nezumi which adds that brush smoothing feature to pretty much any program you want (I use it and it works really well), but the way most people seem to handle smooth curved lines is to have their fingers on ctrl+z (undo) and try drawing their line in a single, quick, fluid motion. If it isn't right, undo and try again and again until it's perfect. It's practically impossible to get a nice, smooth line when you draw it slowly on a computer (unless your working with a low resolution image). The mouse/pen cursor just wiggles around too much.

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Radian: Clean curves is not the thing you should care about now. Learn fundamentals, perspective, anatomy, lights and shadows and shit. Apply it to your pictures. This picture definitely doesn't looks like made by someone with 5 year of practice (no offense).

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AMKitsune: @Radian: While those are also valuable things to understand and eventually master, if something as simple as line smoothness brings a sense of quality to an artists work, wouldn't that go towards building a sense of pride in their work that would consequentially give them more desire to keep drawing and get better with practice?

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MikeyTheFox: @Kastor: I suffer shaky hands when I draw. I can never get smooth or clean lines no matter what. Even though I have very still hands, I just tend to shake when I draw. This is something that's always bothered me for the longest time. As AMK said, some drawing programs have a "brush smoothing" feature. I myself use Paint Tool SAI. It has a stabilize feature that can make lines very smooth and very clean when I draw. It took time to get used to it. But I enjoy it very much.

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Radian: Oh shi... for 5 days it's definitely not bad! I'm probably too used to see\hear about years of practice, 5 days is not much to learn how to be good artist. Keep practicing.

@AMKitsune: Imo high quality line art isn't the most important part of art. If you can do it - good, if you just draw lines in pretty much right place - it's probably enough. And eventually you'll learn how to draw lines good enough just by practice art.

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Kastor: Ah yup... using Firealpaca (I like it's simplicity... and freeness) turns out that it's smoothing option was right there on my screen all along. "correction"

Oh man that's so much better. Now to focus on the rest of it.

4308: Cloak_of_Gray_Tomorrow Khajiit Kvatch_Mages_Guild Luck Meridia's_Beacon Sneak acrobatics applied_telekinesis argonian arrows artist:realbboy booze bow character:ASOTIL character:Aggy character:Katia_Managan character:Quill-Weave character:your_weird_OC clannfear daedra fireball glowing_eyes gold grape_juice magic magic_fire non-alcoholic_beverage oblivion_gate pineapple red_eyes telekinesis text undead yellow_eyes zombies

Cloak_of_Gray_Tomorrow Khajiit Kvatch_Mages_Guild Luck Meridia's_Beacon Sneak acrobatics applied_telekinesis argonian arrows artist:realbboy booze bow character:ASOTIL character:Aggy character:Katia_Managan character:Quill-Weave character:your_weird_OC clannfear daedra fireball glowing_eyes gold grape_juice magic magic_fire non-alcoholic_beverage oblivion_gate pineapple red_eyes telekinesis text undead yellow_eyes zombies
showing 10 of 28 comments

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AMKitsune: @realbboy: I also encountered the 'start screen crash'. It happened on the 'random flurry of fireballs' screen and upon pressing "D", the window stopped responding. As a side note, when I restarted the game, I encountered the same 'screen' but promptly pressed "D" again and got straight through to the main menu. Perhaps it has something to do with the amount of time spent on the title screen?

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realbboy: Ok, so I think these crashes are compiler specific, ie my debug compiler doesn't trigger them but the one I use for the exports does have them. I think this may be because the functions with cancel were intended for debug, so I'll try to rewrite them in the 10x more unwieldy asynchronous dialog events.

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realbboy: @AMKitsune: When testing, I encountered it immediately on the pineapple swirl screen, so I don't think it's that. I put a message about it in the disqus update, but I think this is gonna be an issue that goes unsolved until I accidentally fix it or do something that breaks it more and makes it obvious.

X-post from disqus
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The last version was bugger than expected, and was silently patched (not that you guys noticed the worst bug- the crash that prevents Quill-Weave from getting arrows) those bugfixes, as well as additional content and features, can be found here: http://www.indiedb.com/games/realbboy-infiltrate/downloads/realbboy-infiltrate-1-2-1-6

As usual, the discussion/bug report page can be found here: http://www.prequeladventure.com/fanartbooru/post/view/4308

There are three primary new features to this version are YWOC, books, and arrows sticking in things.
YWOC is the ability to add your weird oc to the game as a playable character. You can find the guide for that here: http://www.indiedb.com/games/realbboy-infiltrate/tutorials/creating-your-weird-oc-in-realbboy-infiltrate If you want, you can even give Katia a beard! (I was going to make a skyrim joke, but now I can't find any mention of how much Bethesda pushed their beards anywhere)
The second new feature, books, adds two types of books to the game, attack skill books and special skill books. Attack skill books increase your damage, and special skill books improve your special skill. ASOTIL doesn't have a special skill, but he did have the balance patch of better hit detection, so go punch away for justice!

The final feature, arrows sticking into things, is pretty small, but I think it looks cool. True to TES, you can pick up arrows that hit walls solid walls but not arrows that hit soft, yielding flesh.

KNOWN ISSUE: The game sometimes, crashes after the start screen. It usually doesn't, and I haven't seen any pattern to it yet. You can just restart the game and you lose no progress, so it's not that big of an issue, but I would appreciate any evidence you guys have to offer.
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Robbyn: @realbboy: My bad dude, 1 and 5 bug that i said only trigger on my PC... My PC can't run even Minecraft or explosins/smoke from CS 1.6...

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Robbyn: aaaannnd i just used a tag incorrectly. I am a crazy chicken for sure.

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realbboy: The next update will likely be delayed a day or two while I try to figure out multiplayer stuff, which is like three different things I don't have any practice suing rolled into one. Luckily there are plenty of tutorials and examples to pull from, so it shouldn't take to long.
If anyone's interesting in how I'm going to go about doing it, I plan to basically livestream the host's screen to the clients, who will only return input data. This means that one person will have to have a good computer and internet connection, while the others will likely only have to have a bad computer and an ok connection.

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AMKitsune: Just got around to playing your latest version. Not much in the way of feedback regarding the newer feature, just UI and engine things mainly.

1. Character able to turn infinitely without their feet turning as well. Perhaps allow feet to stay in place until body rotation is 20 degrees away, then have feet follow (as through being kept within 20 degrees)
2. occasional crash on start screen. Seems to happen upon mouse click. (window not responding)
3. Information overload on title screen. If possible, consider relegating the various 'game settings' to a separate 'options' menu. As it is, you've got 26 clickable buttons on the main menu alone and 25 lines of accompanying text.
While how you may go about reorganising the menus would be entirely up to your own design choices, I'd offer that on the main menu itself, you could have a button for starting the game (walking offscreen seems a little 'hacky' for a main menu), the tutorial level button , a 'character select' button which would open a submenu allowing the player to choose from any of the built in characters or 'OC's from the modlist. An 'options' menu which could contain things like audio, graphical and gameplay settings. High scores could still be displayed on the main menu, but the button to clear them could be located in the 'options' menu.
4. escape/enter key to pause game and offer 'back to main menu' button for easy access to main menu. The only way I can find to do that currently is to press backspace a number of times until the player character dies.
5. Currently able to enter an 'OC' into the OC input textfield that doesn't exist, causing nothing to be loaded in. Assuming you stick with a text based OC selection method (which I suggest you don't if possible), you'll want to implement some sort of input validity test before the character is loaded.

Also, streaming the hosts screen as a requirement for multiplayer seems a bit odd. Wouldn't it be better (latency wise) to have the client computers render the scene using their local copies of the game but using the entity position (and rotation) data from the host computer?

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realbboy: @AMKitsune:
1. I'm definitely going to have to do that at some point, but I'll also have to account for players moving and running backwards, and strike a balance between making noise and not making noise when they rotate, since realistically that would involve them moving their feet.
2. I still have no idea what causes this, thankfully it isn't mid-game. I'll work on it, but I don't think I will be able to fix it until another change either fixes outright or reveals it's true nature.
3 + 4: I"ll put these together, and add a pause menu with options.

On the streaming, I was poking around in the manual and noticed that the application surface (essentially the end result of all the graphical stuff, which is then displayed on the screen) apparently is saved to a buffer every step. The network functions can only send over buffers. This seemed ten million times easier than sending over all the data dictating everything's blending, movement, states, and a bunch of other stuff that I use the draw things. The problem is that I can't find where this buffer is, and the function to straight up convert it to a buffer is very laggy. I managed to scale down the surface for sending, which takes care of the lag, but a bug is causing the client connection to crash which is why it isn't out already.

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AMKitsune: I just had another blaringly simple idea while trying to create a custom level. Doors. Simple, openable and closable doors. Instead of having empty gaps in walls to signify a passage, why not have a special type of 'wall tile' that could effectively be toggled between impassable and passable upon interaction? If it had a specific texture, the player could tell that it's a door and whether it's open or closed. It would also allow the player to close a door shut behind them if they're being chased, blocking off the pursuing mobs (although this may require some quick finger work on the players part). Something else that could be done with them would be to have them emit a sound when activated. Another thing for the stealth player to consider perhaps? Finally, I'm not sure how you might go about implementing something like this, with the simplistic level creation system currently in place, but what about the idea of locked doors that require keys to open? If Keys were placable objects (like mobs and crates), you could place a locked door near the players spawn point and a key at one end of the level, effectively forcing them to traverse the level and then backtrack if they want to open the door.

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realbboy: Disqus X-Post:
EDIT: I have uploaded an update (1.2.4.4) that has fixed the startup screen crash, expanded the highscore output, introduced some neat quality of life features, and added an "Easy Mode" that will help you learn the game.
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Easy mode has the indicator stuff, if I do a sound pass, the indicators will be in that as well. The startup screen crash was caused by an infinite do loop even though I specially made in with a break out when it runs out of things to look through, but despite my best efforts it decided to endlessly look through a <?> path, which I was not able to directly fix, so I instead implemented a 20 loop limit when looking for modded room categories.
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