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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.

4352: character:Aggy

character:Aggy

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randomlyFish: It is him. The elf who has decided my senior quote.

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Pronin: https://slowpokegamer.tumblr.com/post/161870740874/think-like-a-witchhunter

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Grape:

4343: Cloak_of_Gray_Tomorrow MS_Paint artist:GB17 character:Katia_Managan grape_juice meme monochrome sad sketch text

Cloak_of_Gray_Tomorrow MS_Paint artist:GB17 character:Katia_Managan grape_juice meme monochrome sad sketch text

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GB17: It's 8 in the morning and I never fell asleep I just watched GameGrumps all night and drew random garbage what am I doing
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Asperger_kitten_1337: Enjoying summer

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Pronin: I like what you did with the 3rd and 4th panels and trying to implement focus by using a lighter brush.
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ElstientheFallenKnight: serves her right for doing a dead meme

4294: Blade Official_Badass artist:Makkon character:Katia_Managan looking_badass

Blade Official_Badass artist:Makkon character:Katia_Managan looking_badass
showing 10 of 15 comments
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BadReligion: You mess with cat, you get a stab :^)

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Lykozze: This is so good! I like how the "washed out" colors and the damaged background make it look like an old illustration.

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AMKitsune: @Lykozze: Like the oblivion character class portraits, but better.

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GoodIdeasAreOverrated: Katia coming in with that s a s s hips!

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8Aerondight8: Does Makkon have like a site where he post his art stuff?

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madmanransom: God's sake, Makkon, I love it, but I don't want sadcat to die. Girl needs some proper armor!

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furnut: so very awesome :D

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Rick2tails: @madmanransom well for girls in rpgs thats actually a lot of armor

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PermanentFace: @Kazerad: Where's our update, you bastard?

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madmanransom: @PermanentFace: OOOH! OOOOOOOH! I was waiting for this one!
I saw it coming a mile away!

4325: Blade artist:LightWave cape character:Little_Katia character:Quill-Weave chiaroscuro crossover dreams fear guar_plush imminent_death limbo wooden_sword

Blade artist:LightWave cape character:Little_Katia character:Quill-Weave chiaroscuro crossover dreams fear guar_plush imminent_death limbo wooden_sword
showing 10 of 14 comments

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LightWave: @Armored-Struggle-Wagon Yup!

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Armored-Struggle-Wagon: @LightWave: Might draw something based off of this, I like the idea. ;3c

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LightWave: @Armored-Struggle-Wagon: Go ahead, this site needs more Limbo crossovers. :)

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Preston_Garvey: clicked on expecting leaked images
typed on getting nostalgia from reading creepy pastas
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Asperger_kitten_1337: This... i like this

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Armored-Struggle-Wagon: @LightWave: also, mind doing a follow-up image? I'm very curious.

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LightWave: @Armored-Struggle-Wagon: I do intend to, yes.

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Toryu-Mau: Well that's... comforting... .

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8Aerondight8: Welp there goes sleeping tonight.

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LightWave: @8Aerondight8: Sleep is overrated.

4337: character:Katia_Managan monochrome portrait sketch text

character:Katia_Managan monochrome portrait sketch text
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Shoka: Quick sketch of Katia I did on my phone the other day.

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Pronin: I get that this was on a phone which is slightly impressive but, you really need to work on that linework. The are way too many stray lines.
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Shoka: Thanks for the input.

Worth noting it was done on a 5.7 inch screen, and the canvas, originally, was at 1440x2560 (this is quite considerably cropped in). And I did zero cleanup. So it kinda is what it is.

998: artist:MikeyTheFox character:Katia_Managan internet tears text

artist:MikeyTheFox character:Katia_Managan internet tears text
showing 10 of 23 comments

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Yugjak: ...
SOMEONE IS GOING TO FUCKING DIE.
Seriously, Katia gets enough shit LIVING. Anyone else who makes her cry will face me, if I get her to cheer up Katia, and anyone else I can scrounge up from my MASSIVE SELECTION of personal characters.

Any questions?

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Nefel: Settle down, Yug

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Yugjak: Sorry. Kind of thought it would make for an interesting comment.

Lot cooler in my head I guess. Just a thought.

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felipe12305: @Yugjak: It's just a fucking comic xDD Calm down..

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MANAMEISVIKTORREZNOV: Wut huv u dune

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Filthypaladin: I like when she cries.

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Gren: @Filthypaladin: We all love when she cries. It's just they don't want to admit it. :P

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AMKitsune: @Filthypaladin: After seeing some of your 'other' web pages, I can tell XD.
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A_racist_slur_against_Khajits: What picture was it?
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SomeShadyGuy: @A_racist_slur_against_Khajits: http://www.prequeladventure.com/fanartbooru/post/view/952

4309: Sports acrobatics artist:Furnut casually_underdressed character:Katia_Managan merchandise questionable

showing 10 of 11 comments

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makimb0: This is the commission Furnut is talking about:

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Rick2tails: I like this for obvious reasons even though its pg rated ^_~

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Pronin: I just noticed the legs are wrong. Her left leg should be up, not her right.

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Rick2tails: well maybe were seeing it in a mirror?

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Kazerad: @Rick2tails: Yeah, this really needs to be mirrored. As is, it's not even the "other side", it's a 100 degree rotation! I feel gypped.

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Enheldor: I rarely have criticisms for Furnut's work, but I feel like we should also see the backside of the speech bubble.

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Unidentified_BA: @makimb0: I'm surprised nobody uploaded this one.

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Enheldor: @Unidentified_BA: I haven't uploaded mine yet because I want to upload my physical ones first and am without a scanner at the moment.

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furnut: @Pronin: ahh yeah I lazily copied the pose of the original, and didn't even think of switching the legs. I'll keep that in mind next time if an opportunity like this arises :D

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furnut: @Enheldor: ohh shoot thats a great idea!
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