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#Currently working on my webcomic project that will release soon
karstenasha · 2 months
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Happy eid guyss!!
Yes, Magnus, the axe IS necessary. I love that Sam is ready to celebrate Idul Fitri and collecting souls at the Same time
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okanra · 4 months
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An update (or an announcement, not sure but whichever is fine) while i’m working on THE UNSPOKEN webcomic offline:
So i’m currently writing and working on the groundworks for the pilot comic volume that I hope can be released with limited numbers soon. It’s good news because it means that I’m dedicated to it, but the reality is it’s a lot of work for a one man team, plus my life schedule that gets busier every year, I won’t be able to be online much like 2 or 3 years ago, and will have to focus my drawings on my career more (I do draw for a living). So whenever I can draw here, it’ll be about this webcomic aka my favorite personal project and what I can and want to share with you guys.
The real announcement is, while working on the groundworks for the webcomic, I realize that since this comic with a Dragon Ball semi-adapted script draws from life more than from fantasy, it’s better to make it something more “real” that people can relate to. And that also means I’ll be visiting China next month, specifically the Zhangjiajie area, or better known as James Cameron’s Avatar moutains, for a short research trip and take real references since it’s also my main inspiration for THE UNSPOKEN’s Son Goten (or Sun Wu Tian - 孫悟天 in Chinese dialect)’s hometown.
If you like this series and want to support it, that’ll be great since this work runs mostly by the supports from its loving fans.
Maybe the next time I post here will be the old groundwork stuff I posted on twitter/X in 2021.
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teeth-cable · 3 months
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Hey. I've seen some of your HB rewrites and their pretty cool. I even like some of the ideas you came up with (ex. Stolas & Stella being political enemies rather than a married couple, imps being intersex & following a binary gender system, etc).
I was wondering if you could give me some writing advice with rewrite stuff. See, I have this portfolio-like series called 'Let's Reimagine', where I revision (i.e. rewrite and/or redesign) a piece of media (be it a show, movie, webcomic, video game, etc), whether it be something I like, or something that while I'm not a fan of, believe that it could've been great (or at least decent) had it been handled better, while also integrating my OCs (including self-inserts) into my revisions as if they were canon characters in said media. This is one of my passion projects that I'd love to bring to life someday, as I wish to make YouTube videos about them when I create my YT channel (which doesn't exist at this point in time) in the future, so for now, I'm starting small by making posts talking about my revisions on Tumblr & Reddit as like a practice run of sorts (like for ex. creating a manga and then having that manga get an anime adaptation, or creating a comic (like a webcomic) and having that be adapted into an animation of some sort (ex. series, short(s), etc), or creating a book or novel and having said book or novel being adapted into a movie and/or series).
I'm also an aspiring writer who wishes to share their stories with everyone for them to enjoy, including 'Let's Reimagine' (where Helluva Boss is one of the shows I plan on reimagining, due to the many issues it's got, especially with the increase of them in Season 2; as much as I like & enjoy HB, I do have to agree that it's kind of a mess, and I get where fans are coming from with its criticisms, especially towards Season 2). However, there are some issues of mine that I feel could detriment my writing abilities & projects (including 'Let's Reimagine') in general (ex. not thinking about potential plot holes, inconsistencies, worldbuilding/lore issues, & questionable/weak/bad writing choices/ideas, rushing into things before thinking & planning stuff out, worrying about my stories not being good enough for anyone to enjoy, feeling inferior compared to other artists & writers, people hating what I make, and thinking the worst possible outcomes; apologizes if that got a little too personal and if I (potentially) made you worried; I suffer from anxiety and have a tendency to get anxious and worked up too quickly, especially when thinking negatively, and trying to be a perfectionist, worrying that if I or my content aren't perfect, then I come across as a failure; but I assure you that I am trying to work on these issues and getting past them for the better).
So, with all that said, do you have any advice in creating & doing rewrites/revisions (ex. planning stuff out, character arcs/development, worldbuilding/lore, plot points, fixing & covering plot holes & inconsistences, fulfilling wasted/missed potential & missed opportunities, avoiding questionable/weak/bad writing choices/ideas, integrating ocs/self-inserts into said rewrite/revision, etc) to any writers out there (including aspiring ones)?
Feel free to respond back to me whenever you get the chance. Thank you and have a wonderful day/afternoon/night. 🤗💕❤️🧡💛💚💙💜💖💕🤗
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This is very late, I'm so sorry it took me this long to answer your ask.
Things has changed sufficiently from when this ask was submitted. My HB rewrite is on currently on pause so I can focus on my Hazbin one instead.
I do like the concept of your Let's Reimagine series. It sounds like a fun passionate project in which you experiment with your writing and show tough love for the shows you're rewriting for. I hope soon you'll be able to release your first rewrite for the series.
I have some general writing advice and one specific advice for rewrites I personally use.
Create the world building first
If your rewrite takes place in a fantasy world, I suggest fleshing the world building first before the characters. This is a different world from our, so their rules and lore will affect these characters differently, and you should know why first to explain the certain elements of the both the characters and world. Fleshing the world building first can help create plot ideas and external conflict easier.
Have a Beta Reader
This one is standard. I suggest having a beta reader to review your rewrites and concepts. As writers, we think our stories make sense because we know the context, but to readers who don't know anything, our scripts realistically be confusing at first. Along the same vain, they can help you realize that an idea is underdeveloped or useless. Another good reason is they can offer new and improved concepts and ideas you didn’t or wouldn't think of before.
Be open to criticism
Criticism will help you grow as a writer. You don't have to like them all or listen to every piece, but still keep an open mind because they can and will help you. I heavily suggest being open to criticism specially when you’re writing a topic you have no experience in (Ex: mental illness, addiction, a specific identity). Again, not only will it help you improve, but also portray those topics better.
Rewrite
My only rewrite specific advice is to expand and flesh out ideas and characters, you felt the original show skimmed over. In both of my rewrites, I'm putting a greater focus on the world building, dark character concepts and how they intertwined with each other because the shows barely touches on them. It's your rewrite so do whatever you want with it, don’t feel limitless.
I hope this helps!
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cristhycb · 10 months
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🌸💧Watering our future💧🌸 Hello everyone~!✧˖° This is my very first post, so I'll go with a little presentation. I'm Cristina, industrial designer and digital artist. On my account you'll find cute art such as Animal Crossing fanarts as well as original content. Currently, I'm working on different personal projects webcomic related (which I haven't released yet) and I'll post some WIPs of them soon (ノ◕ヮ◕)ノ*:・゚✧ About this drawing, this is one of my most recent AC fanarts. I wanted to draw Kate for some years and this was the year to make it happen. Most of my AC fanarts are inspired by items and events from Animal Crossing Pocket Camp, which it's the one that I play right now, so all the future AC fanarts will be based on it.
I hope that all of you will like most of my drawings ♡
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kinocomix · 4 months
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devlog 15: meanwhile...
The script for TSTW is coming along. So far I have written 3 scenes. i expect the pace to pick up soon, but to be completely honest with you we’re deep in the “trust the process” part of the making of this. it’s been a bit weird finally jumping into the deep end of this, i’ve prepared for it but the inevitable “this is a different story” realization finally kicked in. we march on. 
As that’s happening I want to discuss an idea I’ve had for a while that won’t really work as a webcomic per se-i imagine It’ll instead be released as a PDF or something (i’ll figure that out later) here’s what i have so far. some time ago I drew this character that a friend jokingly said should be called killouette. (this design was an early one)
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i quite liked the energy she was giving off since it reminded me of my cousin christy so initially i wanted to make a children’s book. I even got to the third draft and had some semblance of the idea of what it would look like. we’ll be talking about that later. here's the scrapped script for that:
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The reason I ended up ditching the idea of making it a children’s book is because I honestly don’t feel comfortable squeezing narratives into that small a form factor. I genuinely envy people who can do that and make it the only version of the story worth telling, as opposed to a more expanded version being the superior one. So I shelved the idea for a while until one day I was having a conversation with a friend about an experience he had as a scout. What's to note here is that I was sharing the fact that I didn’t have any worthwhile adventurous memories as a kid because I was an indoor kid. We’ll talk about that in another devlog but I want to bring your attention to a very specific thing that I do with my projects. when an idea had something interesting but not enough meat and potatoes to justify the time investment, it usually ends up getting combined with another one.
case in point: I really liked growing up media about kids with practical intelligence like Harriet the spy or kids next door or spy kids. There's like sixty million examples I can give and while I’ve always contemplated making my own, I never saw a reason to seen the overcrowded niche. At some point last year it clicked with me that i could combine the current skills that i have with killouette and the idea of very smart kids and use that as a jumping off point to talk about my experience growing up: that of an indoor child with helicopter parents who didn’t do many things. now obviously if i did that one to one it would be a depressing slog of a book that was mostly unintended emotional child abuse occasionally interrupted by me talking to my therapist at 25. instead, here’s the vision:
the book would be formatted to look like a child’s diary, except that this child loves drawing and presents their diary as a comic book. It would be a compilation of multiple children’s points of view all drawn by the same person detailing their adventures in trying to do normal kid things such as smuggle candy or get internet access. what’s better is that it makes sense for killouette to be the person drawing here because in some ways her being the head of operation who lives vicariously through her friends is the most empowering thing you could do. kids are also like, very smart. here’s some of the screenshots i’ve been compiling off of reddit:
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this one is a fake doctor’s note that was presented to a school:
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So really, the only suspension of disbelief here is the fact that the characters are animals. I’d like to include an annex for the schematics for all the machines that the kids make in the book. In addition, it would be really fun doing some parallel storytelling here (I’ve explained this in devlog 5). Maybe since this is a child's journal, it was packed alongside their favorite book, which could be about these two:
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and we could use this second story to talk about the themes of the first one in a more mature way that’s not filtered through the lens of a child.
great! making a plot at this point emerges naturally from the subject matter: what does a kid care about enough to put in their journal? I have the answer since I technically started thinking about this at the same time as this devlog started. Kids want to have fun. What does a kid hate and is afraid of? having fun taken away. great. how do we embody these two things within our narrative?
for the having fun thing, it involves answering several other questions which is the point of the whole book. what actions do these kids undertake to get what they want and what are they trying to work around? off the top of my head, based on my personal experience they could be trying to do normal kid things that they’re not usually allowed to do: leave the house, see each other outside school, have internet, pass the time… while thinking about all this i realized that everything would come as an extension of the characters because the events and reality the story takes place in are very normal. so:
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Talbas, a bear who acts as the computer wis of the group. He has access to the internet thanks to a previously successfully executed plan by the group, which was to connect an ethernet cable from the cafe at the bottom of the building to his house on the fifth floor. Talbas is a girl, easily excitable and way too down the rabbit hole of weird internet videos she should not be watching at her age. She can be quite prone to anger, given her history of online gaming and is usually the first to suggest new activities for the group to do. She's clumsy and lazy and very awkward in person, but in reality she cares deeply about everyone in the group and is always happy to be there in person.
bata tete, whose gender is never known. The kids simply refer to them as “bata” and never use any pronouns, even addressing the fact that they have no idea if they’re a boy or a girl and that it doesn’t matter, because they’re really strong and good at aiming. bata is on the large side, and frequently lets their gluttony get the best of them which is the main reason behind the candy fiasco of july 2018*. bata is very brave, gentle, and generous and frequently strands on the frontline of the group’s operations, though they can be stubborn due to their anxiety, [redacted]
Motsik, a skinny chicken who acts as the eye of the group. motsik owns a walkie talkie the other end of which is with killouette. Motsik is very softly spoken, quiet, only ever speaking when spoken to. [redacted] he also mentions at one point how he enjoys being in high up places, and wishes he could bring killouette (and even the others) to see things from his point of view. he has some self destructive tendencies that show up for example in his lack of desire to participate in some of the group’s plans, in response to which killouette has to coax him in. his occasional apathy is contrasted by his encyclopedic knowledge of certain topics, as well as his undying loyalty and love for the group. 
Falefil the bear is the spokesperson of the group. his parents are frequently shown being very kind to him. He's very polite and is learning to play the flute, citing that one day he wants to own a tin whistle:
falefil is a coward, frequently bowing out the second danger peeks its head around the corner. he’s also neglectful [redacted] he has the iq of a tomato plant and is very spaced out. [redacted]
Zmik is the new kid in town. He acts as the audience surrogate in some scenes and is…boring. He doesn’t do much, rarely has anything interesting to say on account of having lived a very similar “jailed” life to killouette up until that point. Recently he’s been allowed out of the house, and over the course of the story his character develops as he takes on the different sensibilities of the group.
Claude is a hercules beetle that lives in killouette’s closet, frequently helping her spy on her parents for intel. she’s her best friend, is a genius when it comes to making contraptions and [redacted] for the most part, claude is very cheerful and is always excited to talk about science, her inventions or anything really. She's very curious and is always excited to socialize or plan some new scheme. She's quite intolerant of authority, frequently showing signs of vengefulness whenever parents affect one of her friends.
Lastly there’s killouette. part of what killouette’s job is, is balancing all the moving parts and variables between the different members of the group. She's the mastermind of the operation, and is fiercely protective of her friends. if you hurt one of them, you have another thing coming. mischievous to her core, incredibly caring yet meek in the face of her parents. She's never allowed to leave her house alone for whatever reason other than school, and so decided to cultivate her gang of criminal friends that live nearby by inviting them to her house, eventually causing her friend’s parents to have her come for sleepovers. The story is centered around empowering the idea of killouette, so she doesn’t have any noteworthy flaws. 
I don't know exactly what all these mission impossible things they want to do are, but i do have a semblance of a plot structure with an end goal, thus the [redacted] bits in the above section. I don't have much in the way of themes yet, but I do know the core thesis is problems are what you make of them. In this phase of the devlog as I’m writing the script for TSTW, we’re going to be working on killouette. it’s less research than TSTW, but I do think there’s a lot of interesting things to talk about here. 
that’s it for now.
devlog updates on tuesdays. 
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painted-blackbird · 1 year
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I’m not back… yet
So that January return didn’t work out did it? But never fear! I do have an update <3
Firstly and less excitingly, I’ve officially retired Lithaira and her friends. I actually did this IRL like midway through last year and ran this blog on buffer content until I went on hiatus. I made their story when I was in my high school years, and now as an adult I’ve outgrown what I did with it. I still love a lot of what I did, so I’m keeping my favorite parts and tucking them away for another project (not the one I’m currently working on). But those four and this world is retired now, and I’ll be adding a Retired tag to all their posts.
With that out of the way, time for the fun part! That new project I’m working on that sent me into hiatus in the first place! I’m not ready to reveal any details yet, but I’m almost there! What I can say is that this new project is going to be a serially published novella. My plan is one update a week for about a year. With a couple of pre-planned breaks between acts. I’ll be posting here on this blog of course, and also on Tapas! I’m aiming for an early spring release, so late March/early April.
I plan on posting updates and actual details to this blog soon! Just gotta get all my ducks in a row before I do lol. The only thing left for me to sort out before I start revealing stuff is my antagonist and a final plot revision. I’m pretty much set on everything else <3 In the meantime, you can find me on my other blogs if you’d like to see what I’m up too!
@painted-fanbird is my fan blog! This is where I post fanart and headcanons and whatever incomprehensible feelings I have about media that is not my own. The content I post here is not consistent, it’s literally just whatever is in my brain at any given moment lol. I usually post here about once a week!
@reblogging-blackbird is my reblogging blog! This is (obviously) where I reblog stuff, so if you want to see what I’m thinking about, see some cool art (like @meroaw’s OCs and Warriors designs, and @lilianade-comics delightful slice of life (with a dash of family drama) and crafting webcomic) and read my riveting commentary in the tags, this is where to do that!
That’s all I’ve got for now, but expect to hear from me again soon! With actual updates ;)
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historyhermann · 2 years
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An Alternative to the Studio System?: Indie Animation Forges Ahead [Part 2]
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continued from part 1. Split because Tumblr claimed there was an error in the post.
Otherwise, Shannon Mowatt's 16-minute animatic of Revamped, has been released in advance of the full animated pilot. It is an upcoming short queer film about four high school sophomores who deal with school life, vampires, and the supernatural world.
Reprinted from Pop Culture Maniacs, my History Hermann blog, and Wayback Machine. This was the eleventh article I wrote for Pop Culture Maniacs. This post was originally published on July 15, 2022.
There's the Lackadaisy film about 1920s gangster cats, based on Tracy J. Butler's webcomic. Another series, Outcasts, has cats as characters. Shou Tuzi's Tallyho! series continues to develop. It is inspired by steampunk, fantastique, and other media. Tuzi's studio, Skull Hare Studio, is also working on Arthur: The Timeless Knight.
Daniel is continuing to pursue his action adventure series, Lumeon Lands, which has begin production. These series are important to highlight when Hollywood continues to end projects and sack animators. Some have put hope in indie animation, noting it has the promise to allow creators to have "creative control" unlike working under major studios.
While there are many indie animations I could mention. [6] However, I'd like to focus on a few series in development. One of those is Sam Sawyer's SALEM, also known as Salem or S.A.L.E.M.: The Secret Archive of Legends, Enchantments, and Monsters. In May, SpectroliteAAA, the lead storyboard artist said that she could talk about it soon, but not yet. In January, Sawyer, when asked by a fan, said the same thing.
The series has been fully funded. The now-fulfilled Kickstarter defines the series as an animated story about "a cryptid with a big heart and even bigger questions, on a quest to discover their true origins".
Apart from having high-profile voice actors like Laura Bailey, Rob Paulsen, and Adam McAarthur, a tweet from the show's account confirmed Petra as asexual, Salem (who is also non-binary) as pansexual, and Oliver as gay. The series has Randy Abrams as executive producer. It is being animated with help from Surfer Jack Productions, a company said to specialize in "ingenious storytelling". The company was founded by animation industry veterans Jeff “Swampy” Marsh, Lance LeCompte, and Bernie Petterson.
There are other series in development. This includes Georden Whitman's pilot named Port by the Sea on two kids who are "sailing the seas to fix a now broken moon", Matt Acuña's fantastical adventure The Garden Age, and the Far-Fetched Show, an animated series "about a rock band of misfits" by Ashley Nichols and Dave Capdevielle.
In addition, there's a demon/vampire themed series in the process entitled Bloodgore, the psychological horror dramedy named Please Stay Tuned, the ghost-themed Ghost Hunt, a sci-fi themed SpaceAges, and many more. These are a small sampling of the indie animated series out there. [7] These persist despite the problem of distribution and funding to "make original stuff", and possible iffiness of crowdsourcing, as writer Chris Hill pointed out.
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Port by the Sea's pilot will likely come out sometime later this year. The Far-Fetched Show is also moving ahead, with comics to go with the series like Wild Card. The Nichols' Patreon notes that a lyrics video for the series band, Sesemoid, is coming out later this year. This also noted they are still working on the pilot. Currently, there is wonderful fan art of the show's characters, including putting them in a Steven Universe setting, and much more.
The fact that Port by the Sea has over 1400 followers and Far-Fetched Show has over 67,600 followers, along with 406 Patreons of Nichols, proves what animator LanceArts pointed out: that the indie animation scene is "exploding with greater popularity now more than ever."
More episodes of Alpha Betas are currently in production, with recording for new episodes. Four episodes are set to be released in Fall/Winter 2022. Additionally, Lucha Vandross is fundraising for various indie animated series. This includes those inspired by 1980s Hong Kong films (Project Icarus and Project Icarus X) and a modern take on Robin Hood. The latter is about friends "robbing the rich and giving it to the poor" (Samson). [8] Animator 9Hammer is actively releasing series in Newgrounds, of all places. This includes series such as Chaotic Heart and Solace, with new episodes in production.
Others, like Warlord-of-Noodles, have ongoing series as well, which is also posted on YouTube and has a Patreon. Series like Deep States, by Molly, are on YouTube. There is the exciting 2d indie anime in development entitled Broken Beat, made by animators of prominent anime series, like Creative Theory. The series is about a protagonist, Sin, tasked with stopping the reign of the creator god, and challenged by an "endless conflict between humans and manifestors". Sin masters his form along the way.
Newgrounds is a weird place. There's a lot of terrible (and amateurish content) there, mixed with sexual content. It is more than what would YouTube would permit, and includes pornographic material. Apart from the series on hiatus by 9Hammer, Beyond the Fog, there's The Looter, and Zack and Alex. The latter, by Jayevin Abad, had its pilot posted on YouTube as well. Otherwise, there are various other series, films, and more, which have aired on the site. [9] Some shows I've noted before in this post, and elsewhere, like Ollie and Scoops, Eddsworld, Tales of Alethrion, and Satina all have pages on the site.
Apart from Newgrounds, are further series in development. This includes The Art Of Murder, produced by an Australian indie 2D animation studio named Choc Chip. It is produced by Anokhi Somaia and directed by Nirali Somaia. Sonya Belousova and Giona Ostinelli are the series composers.
The Art of Murder is a murder mystery, musical, and pop culture parody where "sketchbook characters come to life" when the clock strikes midnight. It features voice actors like Lizzie Freeman, who also voices a character in Gods' School, Lauren Lopez, who founded a popular online musical theatre company named Team Starkid. There's also Joey Richter (part of the same theatre company), Joey Bizinger, a well-known Japanese-Australian voice actor, YouTuber, and more, and Megan Lee, a Korean-American singer-songwriter. 
There's further projects of note. This includes various series by LGBTQ creators. [10] For instance, there's an animated series such as Scrappers, Swift Spark and the Defense Five, Birdboys, and Novas. Scrappers and Birdboys are by trans women, Charlie Gultiano-Wyton and Danielle Maxine specifically. Swift Spark and the Defense Five is by a trans man, Pan. Novas is by a queer and trans artist, Jesse. Scrappers is being produced by Gultiano-Wyton's animation studio, Variation Media.
Swift Spark and the Defense Five is by artist and animator, Pan, who loves Phineas & Ferb, and is based on a comic of the same name. Birdboys is by artist and animator, Danielle, with some teasers posted on her YouTube channel. Novas is the personal project of Jesse, a SCAD student, who posted a casting call for the animation on Tik Tok. What Avara, mentioned earlier in this article, stated is relevant here: support for indie creators is necessary if you "want to see diversity in animation". Part of that is LGBTQ representation.
© 2022-2023 Burkely Hermann. All rights reserved.
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lemon-ren · 2 years
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Update on the webtoon thingy.
Change of plans my friends!
Don't worry, Imma still work on the webtoon.
The current code name for it is Under Cove (Just to let you know that if I refer to this project by that name, it's just a placement holder, however, I might stick with it since it sort of fits what the story is) and it's no longer a slice-of-life fantasy story.
It's a sci-fi horror.
And another update is-
This webcomic will most likely not be coming out anytime soon, the series will most likely take at least a year of preparation and a year of studying the webcomic itself, in total it will be maybe 2 years if more until the first 3 chapters are gonna be released.
I am planning on finishing at least season 0 (It's a prolog season, leading up to the story's main events if you will).
I will not be posting many leaks for the story, at least not until I have published a good chunk.
And yes, it is a horror, I wasn't joking about that.
Here are a couple character drawings
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Just to reference the two main characters.
The one with the witch hat (Neo) will be getting a re-design, however, those are the bases of his appearance.
The other one (Luca) is a 13-year-old boy, and I am telling you I have at least 16 drafts for his design in my sketchbook, but this is what I set down on, the design may change over the next while, but this is the current design I set down on (No he is not a cat hybrid, he is a human, that's just a hoodie, he will change outfits over the course of the story, however, this is his main one).
Reson behind why this project will take a while? 1. I will try and figure out the art style in which the webcomic will be drawn.
2. I am making the entire town in blender as a reference for perspective in future panels (By this I mean that the town is gonna be a 3D model and it will have a good number of buildings furnished (Just to help with some scenes)).
3. The storyboarding and planning of the story will take a while.
4. I at least hope to be finished with season 0 and a quarter of season 1 before I publish the first chapter.
5. I need to learn how to draw horrifying creatures (It wouldn't be a horror if it didn't have them).
6. The webcomic is still unplanned, I have the concept and characters' personalities set, but the story is pretty much still bare bones.
7. I need to study other comics to figure out the layout of the comic as well as figure out the wording and bubble placement.
8. The actual rendering will take a lot of time, blender 3D modeling will take a lot, but the actual redrawing and rendering will take a good chunk too.
9. The webcomic is gonna be a long project, and I need to set up a schedule to fit within my everyday requirements (Since I am in my 3rd year of high school and am planning to go to college, it will take quite some time to figure that one out)
That's all, if you have any questions surrounding project Under Cove, please leave them in the comments and I will try to reply to them!
-Lemon Ren
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cadenzamanor · 3 years
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BIG BRAIN TIME…. So recently I’ve been looking into webcomic hosting sites and found a good one that’ll let me mess with the html and junk, which is super cool ‘cause I’ve been practicing with that a lot and I’m actually sort of confident in that skill but ANYWAY… I thought it would be super cool to add in a original track list that pair with the chapters, which I haven’t seen before but sounds absolutely badass and I wanna do it and I CAN. I just need the music(and I also need to work on my dumb comic lol). I don’t think I’ve explained this here yet but the comic I’m currently working on is called “Square Sine Sawtooth” and takes place within the Melodrama…! universe (by the title alone you can kinda already see that it’s focused a lot on sound, not to mention the plethora of pre-existing references to music terms and various artists and instruments and the absolute mother load of other references to be made). The comic focuses on how Mad and Ed came to be a family(and also how they dealt with a string of missing persons cases in a massive city that seems to have no shortage of abnormalities). I’ve recently taken an interest in circuit bending as well (if you don’t know what that is, definitely look it up because it’s crazy). If I’m able to teach myself how to work with little noise machines then the possibilities are practically endless for what I can do for this project. I think the ultimate goal would be like a comic dub or maybe a print version of the comic if I can figure that out, idk yet, but for now I am more ecstatic to have a little website of my own!! I would also definitely release the tracks in an album (probably an LP) from the story…
That said, I’m going to need the materials to make these wicked ideas come to life!! I’ll be opening up commissions again soon and I’ve even made a ko-fi account so I can start working my way up!! :D look out for updates soon ‘cause I’ll be doin all the things!!!
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rpgmgames · 5 years
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November’s Featured Game: Grimm's Hollow
DEVELOPER(S): ghosthunter ENGINE: RPG Maker 2003 GENRE: Indie RPG, Adventure WARNINGS: Discussions of death, losing a loved one, grief SUMMARY: Grimm’s Hollow is a spooky, freeware RPG where you search the afterlife for your brother. Reap ghosts with your scythe, explore haunted caves, and eat ghostly treats on your journey through death.
Download the game here! Our Interview With The Dev Team Below The Cut!
Introduce yourself! *BB: My name's Bruno and I did some of the music along with Nat! I’m super happy to have participated in this game! *NW: I’m Nat Wesley, a.k.a. Natbird! I’m a composer available for hire with a few projects in the works. I’m honored to have had the chance to work on the soundtrack to Grimm’s Hollow! *GH: Hello! I go by ghosthunter online; I started developing RPGs with a friend in school when we found out that we both enjoyed RPG Horror. I enjoy art, webcomics, cartoons and narrative-driven indie games a lot. I bought RM2K3 on sale and started pouring pixel art into it, before learning how to do things like chase scenes, cutscenes, etc. I used to fantasize about making my own game, drawing dungeons and ghosts in the back of my sketchbooks, before I finally started Grimm’s Hollow. Now I’m near the end of high-school, and I’m hoping the best for uni!
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What is your project about? What inspired you to create this game initially? *GH: Grimm’s Hollow, originally, wasn’t as ambitious or personal. It was simply just going to be “my first game”, something that I could finally put my doodles and RM2K3 skills to. I wanted a game that a younger me would have enjoyed, back when I first discovered the classic RPGMaker games and replayed them constantly for those endings. That was my initial inspiration. It eventually evolved into an action turn-based RPG that relies on timing, yet it’s mostly narrative-driven. You traverse death in search of your sibling, and try to make an escape. There are unexpected pieces of me that ended up in this game, some of which I’m still noticing even now.
How long have you been working on your project? *GH: Since the summer of June 2018.
Did any other games or media influence aspects of your project? *GH: Standstill Girl, OFF by Mortis Ghost, Undertale, Over The Garden Wall, and the animation medium in general.
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Have you come across any challenges during development? How have you overcome or worked around them? *GH: Many! Making your first game is such a giant learning curve, that the list of challenges goes on. I would say that the most difficult issue I encountered (and that, in some ways, I am still facing after release) is working around the limitations of the game engine I am using. I wanted to see whether creating an engaging but simple 1-party RPG in RM2K3 (without going completely custom) was feasible, and I experimented with quick time events as part of that. I worked around the engine’s built-in formulae so players could see progress when they upgraded their stats - although the game might display as defence as “10”, in reality the game stores it as 40 since the engine splits defence by 4. Since I did not want to create an RPG which was too complex for my first game, I also scrapped traditional staples such as armour or weapons. There were also issues such as having an appropriate “game over” handling event which wouldn’t shoot you back to the title screen after you lost a battle; getting RM2K3 to play a small cutscene where you faint and respawn somewhere else was tricky. I felt that if the player had to reload after a loss, it would disrupt the game flow.
Have any aspects of your project changed over time? How does your current project differ from your initial concept? *GH: Like I mentioned before, the game started off impersonal. I just had a soft spot for a spooky cute aesthetic, and I wanted to indulge in that. It was (and in its essence, still is) meant to be a short story, to keep the player invested for the short game length - nothing grandiose. The original draft did not have Baker play a role in the narrative - he was just an ordinary shopkeeper NPC. For a long time during development, Lavender did not even have a name. In the very first draft, she was a silent protagonist the player could name and customize. But she played a very active role in the final outline, so it was hard not to give her own unique voice when one emerged from the narrative naturally. I am glad I did; she grew on me quite quickly! Grimm was virtually unchanged from beginning to end. The only difference was that a close friend suggested that he seemed like he would be into drinking Oolong tea - so that’s what he offers you when you meet him. Timmy also did not go under massive overhauls like Lavender and Baker did, but his relationship with Lavender became much more fleshed out as I wrote the narrative. In other facets of the game’s design, there were not many changes to the original prototype.
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What was your team like at the beginning? How did people join the team? If you don’t have a team, do you wish you had one or do you prefer working alone? *GH: It was just myself, doing the art, writing, programming, etc. But halfway through creating the second cave, I realised I would need a very specific sound for Grimm’s Hollow. So, I contacted Nat for music, but I also created a post on tumblr calling for a composer since there were many tracks to make. I met Bruno as a result! I am very happy with their work and I am so grateful I’ve got to work with them! (Some players are asking for an OST release, which is in the works).
What is the best part of developing a game? *GH: I really enjoyed the early stages of development: creating new tilesets, sprites and maps and piecing them together in the editor, then taking a small screenshot and sharing it with my friend over summer vacation … It was nice to see the game’s world slowly come together. I think that’s what I enjoyed the most from beginning to end: that sense of world-building, that sense of relaxation from making a small cosy game. The latter started to disappear as work and other responsibilities started to intrude, and pressure began to seep into development time - but I never stopped loving making the world and characters. I also want to say that, by lucky chance, I have met a lot of kind people from making my first game. I’m very grateful for that, so thank you to everyone.
Do you find yourself playing other RPG Maker games to see what you can do with the engine, or do you prefer to do your own thing? *GH: All the time! Other RPG Maker 2003 projects are great inspirations for pixel art tilesets, as well as how to code harder features such as custom menus. They’re also just fun to play.
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Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?) *GH: Lavender and Timmy are relatable to me in multiple ways. I can’t elaborate on Timmy since that would go into spoiler territory, but I somewhat relate to Lavender’s insistence on managing her life on her own - sometimes to her own detriment. I’d say the most fun character to write for was Grimm. He can be unintentionally silly while speaking in the most formal way, but also very caring too. Everything he does and says was easy to write, whereas I had to think harder for the interactions between everyone else - especially for very crucial scenes regarding their development. That being said, my favourite is still the game’s central two siblings. I can not pick between them for the life of me.
Looking back now, is there anything that regret/wish you had done differently? *GH: I wish I started testing even earlier! Not only does it give you a good sense of what’s missing, but seeing people enjoy what you’ve made yet get hindered by bugs is a very strong incentive to fix your game immediately. When I was lacking motivation or was stuck, I found that good feedback and support made me motivated again. I also wish that I could have pushed the deadline a little further, or perhaps released the game on Early Access since it will take me a while to refine post-release bugs - but as it is, the 31st of October really was the deadline for my game due to external circumstances (no, that deadline wasn’t just because it was Halloween!). Other than that, I wonder if using an updated version of RPG Maker would have produced the same game …? It’s hard to tell, but I hope people enjoy it for what it is - I will be working on that post-release patch soon!
Do you plan to explore the game’s universe and characters further in subsequent projects, or leave it as-is? *GH: There are no current plans, but I would be happy to have the opportunity to improve and expand on the game. As it is, the game’s released for free and done as a hobby, so I would struggle to do that by myself.
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What do you most look forward to now that you have finished the game? *GH: Earlier on, I was really looking forward to players’ reactions. Games are made to be fun, and I would have felt distraught if my game didn’t achieve what it was set out to do. Yet it was not just about the gameplay; it was about the narrative. I hoped that what I found funny, the player would too; what was heartfelt to me, was heartfelt to the player as well. Like sharing a laugh, or just a good experience together. I hoped they would enjoy the feeling that went into it, despite the struggle of making it against circumstance and limitations. Now, I look forward to resting and sleeping once this over. I want to explore my other interests, improve, and explore new media. I want to relax, and refocus again like I was before the heat of development.
Is there something you’re afraid of concerning the development or the release of your game? *GH: Bugs! Some are easy to fix, but others are harder due to the limitations of the engine (e.g an error in one ending is caused by an overflow error).
Do you have any advice for upcoming devs? *GH: Show your game as early as possible, to as many people as possible. As soon as you have something playable, it’s ready for feedback. You’ll see if that game mechanic you spent hours refining works, or if it doesn’t work and why. You’ll understand what players enjoy and what they want more of, but also what they don’t like or don’t enjoy. And you will definitely encounter bugs. You’ll be able to pinpoint and fix minor problems early on that can easily become a larger issue later. You’ll be able to fine-tune your game so its best bits shine, and the difficulty is just right.
Question from last month's featured dev @dead-dreams-dev: Is there anything you’ve added to your game for no other reason than because you’re hoping fans will get a kick out of it? Fanservice, fourth wall breakage, references to other games, jokes, abilities that are just ridiculously overpowered and badass, etc? *GH: It’s hard to say; game design is trying to find the intersection between what’s good for the player, what the developer enjoys, and what’s feasible to implement. Every decision made should be conscious of that … I think a lot of the game’s early light-hearted jokes was not only made because I enjoyed it, but I hoped the player would “get a kick out of it” too. But more so, I think it’s because I would struggle to write a story which is serious and bleak from beginning to end. The game is a little self-indulgent in the narrative that way.
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We mods would like to thank ghosthunter & team for agreeing to our interview! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved!
Remember to check out Grimm's Hollow if you haven’t already! See you next month! 
- Mods Gold & Platinum
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maxsmusicmacrology · 4 years
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Artist Profile: Toby Fox
Many of you may be most familiar with Toby Fox as “the guy who made Undertale”, or maybe as “the guy who made Megalovania”. The latter is actually a surprisingly useful way to think of the man, as the journey of Megalovania is wound very closely to the journey of Toby Fox. Just trust me on this part.
In the mid 00’s, Fox was a teenager frequenting Starman.net, a popular forum for the game EarthBound and the other titles in the Mother series, under the username “Radiation”. He created two ROM hacks of the game, releasing the first one in 2006, but his much more successful and influential hack was the EarthBound Halloween Hack, a submission to a 2008 Halloween-themed competition run by Starman.net.
After Fox rose to popularity, he went on to say that he’s not very proud of the hack, and in a deleted 2016 tweet he referred to it as a “bad rom hack with swears”. Having played through it, it’s an apt description- several of the fights are incredibly unbalanced and the villain drops a few slurs- but I don’t believe the hack should be entirely written off either.
In 2008, hacking new music into EarthBound was incredibly difficult, so both composing original music using the EarthBound soundfont and getting it to play in the game was an impressive achievement. While the game certainly has the usual Halloween aesthetic, full of pumpkins and zombies and ghosts, the real horror of the game is psychological, creating a much more fascinating story than a traditional halloween slasher. The final villain is consumed by grief after the death of his son and the estrangement of his wife, becoming a broken man who turns to violence— which are the exact same themes that would later be explored through Asgore when Fox would go on to make Undertale.
Anyway, this was the first and original appearance of Megalovania.
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In 2009, Andrew Hussie launched his webcomic Homestuck on mspaintadventures.com, his fourth and final work to be published on the site. It ran until ending 2016 (with Epilogues launching a few years later), and is best known for having possibly the worst fandom in modern history until people started losing interest in 2013. Its second most notable characteristic is how heavily it embraced its online medium, including not just text and images but also gifs, animations with music, and even little interactive games. Over the comic’s seven year run over 500 pieces were written as part of Homestuck’s discography by a variety of artists, and while only a few dozen were included as part of the comic, all of them were made available online through Bandcamp under the Homestuck umbrella.
Toby Fox joined the music team in 2010 with two contributions to the comic’s fourth album, and from there he went on to be their most prolific contributor. From 2010-2016 Homestuck published roughly 90 of Fox’s songs, and he also hosted and managed a contest that led to nearly 60 fan contributed pieces being published. After Homestuck ended, Toby Fox went on to be one of the composers for the various spin off titles: Hiveswap Act One, Hiveswap Friendsim, and Pesterquest, so it seems he has no intent to leave the Homestuck universe anytime soon.
Undertale’s soundtrack was highly praised through its use of leitmotifs (and trust me, I’ll be talking about that plenty later on), but some of his tracks written for Homestuck make even better use of their motifs and reach some fairly complex heights. This video goes through Descend, which ended up during a critical moment during the early comic, and lists the twenty seven songs sampled during.
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Of course, these aren’t just empty motifs for fun. The characters introduced thus far all have various themes associated with them, each motif bringing to mind the characters, their factions, and their histories. This is musical storytelling done through completely instrumental songs, and it is fantastically done. Several of his tracks do this, Jade’s medium entrance theme Umbral Ultimatum samples three songs she’d already appeared in, and his final track for the comic’s main run was a glorious melody of several prior battle themes.
Anyway, in 2010 he published the second appearance of MeGaLoVania, which was used during the [S] Wake animation and appeared on a 2011 album.
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In 2012, Toby Fox contributed to an EarthBound fan album called “I miss you”, organized by bandcamp user sleepytime Jesse. He contributed four tracks, including Fallen Down (which would later feature in Undertale) and a remix of Megalovania. This isn’t a major milestone in his career like his EarthBound hacks or Homestuck, but I think it says a lot that he loves EarthBound and its community so much that he’d compose songs for a small fan album.
In 2015, Undertale came out and took the internet by storm. Like it or hate it, it was everywhere you looked for a while, from every gaming channel covering it to endless quoting on Reddit or Tumblr. Fox made the majority of the game himself, which of course includes making the soundtrack. There are a total of one hundred and one songs, and it would not surprise me if every single one of them (except Megalovania) was tied to all the others through some web of samples, remixes, and motifs.
Oh yeah, the third version of Megalovania is here, once again featuring as a final battle theme.
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Once again, Fox uses motifs expertly as a form of storytelling. Let’s take a look at the track ASGORE, which is entirely created from other songs. The opening is bergentrückung, the intro theme that plays before the battle starts. That flows into Heartache, the battle theme of his ex-wife Toriel, showing that even after she left him, she’s still important enough to be part of his main theme. It also includes the Game Over theme, guiding the player to remember that it was his voice encouraging to continue playing when they failed, urging them forward only to reach him, as well as Undyne’s theme, who looks up to and idolizes him without knowing the truth of who he is.
The entire game is like this. If the player decides to turn evil, they gain a genocide motif that appears in some of the genocide-only bosses. The true final boss is foreshadowed through His Theme during important moments. Undyne and Alphys end up dating in the true ending, and in the genocide run Undyne resurrects herself from the brink of death while Alphys’s melody plays.
Fox’s music makes itself special by being so connected. His songs call back and call forward to other songs, making each of them important in some way or another. The Homestuck and Undertale soundtracks feel holistic, they’re not just “songs that happen to be written by the same guy”, they’re united soundtracks where every song has a greater meaning than just the scene they play over. Hell, even the Homestuck and Undertale soundtracks reference each other, and not just through Megalovania. Another Medium from the latter soundtrack samples Doctor from the former, and the final battle theme Collide samples Death By Glamour.
He’s currently working on his new game Deltarune, the first chapter of which (and its soundtrack) are available for free on PC and various consoles. The music already slaps, and I’m looking forward to seeing where it goes.
Anyway, the fourth and (as of now final) version of Megalovania was included into none other than Super Smash Bros. Ultimate, added into the game alongside a Sans costume for Mii fighters.
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This, in my opinion, is nothing short of incredible. Toby Fox went from a Nintendo fan who made a “bad rom hack with swears” for a game he liked, and now his music is appearing in one of the largest gaming franchises of all time. Shoot for the stars, everyone.
I think this is the part where I’m supposed to give a track listing, but come on, you’ve been reading. 90 Homestuck tracks and 101 Undertale tracks, plus everything before and after and in between. Fortunately, his page on the Undertale wiki has his entire discography listed, so I’m going to take the easy way out and link that.
https://undertale.fandom.com/wiki/Toby_Fox#Discography
He has done and has planned a few other projects, but I think the right place to end off is by mentioning his contribution to Pokemon Sword and Pokemon Shield, the Battle Tower theme. This is notable not only for being an awesome song that he composed for a massive franchise, but because it samples one of his early contributions to the Homestuck fandom. I am of course talking about The Baby Is You, an “opera” he wrote as a fan contribution to protest forum rules, which was subsequently banned from even being mentioned on said forum. Not only is this another example of all Fox’s projects fitting in with each other, it’s also a nearly decade-old callback to an obscure edgy joke he made and then hid as an easter egg (or an afikoman for you Jewish folk) in an official Nintendo title.
And I think that’s beautiful.
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spearxwind · 5 years
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hdfkdh well, best time to follow me was years ago, second best time to follow me is now!! its all good!! B)
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there really isnt atm. I have two main story projects i have on hands atm, EXTINCTION which is the bigger priority one and im currently working on a comic/graphic novel about it. i have no release date yet bc i just started but itll be a webcomic with periodic weekly-ish updates until i finish it
the other project is called ‘the hollowridge incident’ and its bigger in scope and cast, at the moment instead of being a story with a plot its just an intentionally uber edgy setting i like to have fun in. it does have a driving thread for things to happen in it, but i dont plan on writing anything for it or making a comic anytime soon it’s seen a lot of heavy development changes since i conceived it and right now its finally at a place where id like to keep it. ive started making little interaction things with the characters and i have three rly short 4-8 page comics that ive done in this setting (older two are kind of outdated and they all involve adri bc my favoritism is off the scales) 
either way, anything involved with this one I’ve started tagging as ‘#hollowridge incident’ so it can be searched. eventually ill go back through my tags and slap that tag on older scribble comics/interactions that still hold up 
i also plan on at least making a post with a little info on the setting as is now, maybe even in my oc page just for ease 
tldr: working on a comic rn but i just started, so theres really nothing besides just scouring my tags and hoping shit makes sense even tho a lot is outdated kjdfskdjsdkjlsd you’re all just coming along for the ride with me for the moment
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thats all near my zone lsjkhklssdkhsdklh but the place where im staying for studies has seen absolutely 0 rain and im perpetually mad about it. even in my hometown, where it has never fucking rained ever bc its a desert, its been getting flooded these days
last year we DID have some severe flooding at my study place but good lord son its not remotely close this time. wheres the rain. @ sky please im begging you just rain here im so thorsty
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unclegamecube · 5 years
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The Onion Knight: a proper announcement
So, this past weekend I finally made an announcement regarding something called The Onion Knight. For the past 3 years, I’ve been nailing down the concept, writing story outlines, designing characters, re-writing story outlines, throwing away storylines, and generally spinning my wheels on my first real creative project in a very long time. This past year, some real progress (slowly) started happening, and I’m now in a place where not only do I feel comfortable properly announcing it, but I’m planning on releasing it very soon.
The Onion Knight is going to be a webcomic that will span many chapters, very likely over the course of many years to come. my schedule doesn't really allow me to go all-out and devote 100% of my time all the time to working on it. It won’t follow any kind of regular update schedule, but I’m also not planning to update it on a page-by-page basis. When it’s updated, it’ll be an entire chapter, all at once. This will mean gaps of a few weeks to a month between chapters, but I’d rather do it this way than push out page after page over the course of many days and drag down the pace of each individual chapter. That being said, the first chapter should be out soon. Very soon. 
I’m currently aiming to release chapter 1 sometime in the very beginning of November. I don’t feel comfortable nailing down an exact date yet, but it’s gonna be soon. Really soon. It’s looking to be 23 pages in length and I honestly can’t wait to finally share it with you guys after so long. It feels like I’m finally at the end of a weird, crazy journey, and maybe one day I’ll talk about that journey, but for now, just hang tight and stay tuned, more is coming, and soon! 
ALSO, an addendum to this is that while the early chapters will be pretty mellow, I’d like to at least mention that I am putting down a gore/body horror warning for the series as a whole. If that’s not your thing or if it’s upsetting for you, you may want to steer clear. The last thing i want is for any of y’all to have a bad time reading my stuff.
See you again soon!
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Current Project Talk [August 2019]: Part 2 - Moth to the Flame
This is Part 2 of my project talk for this month, Part 1 is here!
This part will focus on Moth to the Flame, the second of my active comic projects. This particular project has been on pause for the past month or so as I worked on revamping Starglass Zodiac, but I hope to get back to it soon. I’ll talk a little bit more about the plot of this one as, compared to SGZ, this story is less well-known even amongst my friends and family, much less my followers. SGZ had the luxury of being developed over my time at school and thus had more exposure in that regard.
Alright, let’s do it! :D
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If you’ve read part one of this talk, you’ll know that I consider Moth to the Flame the smaller of the two projects, as the scope of the story and characters is much smaller than that of Starglass Zodiac.
And unlike SGZ, Moth to the Flame is not currently being uploaded in a webcomic format (at least not right now), but I still consider it an active project. It likely will have a digital release at some point, but the timeline for this project differs from SGZ. If I can manage it, the timeline will be much faster, as I hope to publish this story in some way within the next year or so. SGZ may be my first comic, but MttF will likely be the first one completed. Digital first, then hopefully a physical release somewhere down the road. The ultimate goal for this project is, like the others, getting it published and holding the book in my hands someday.
As I mentioned earlier, the scope of MttF is smaller, meaning that overall the story is a lot simpler. The cast is smaller, and the world itself is far less relevant to the story at hand, (i.e. less “lore” involved). That’s not to say that I want to get lazy with the world or lower the stakes, but rather to focus on the characters themselves.
Fundamentally, the world the protagonists live in (a giant forest) serves the narrative as a source of danger in their travels. There isn’t a deeper meaning to the world like it would be in SGZ, where the Astral Plane and how it functions is integral to how the characters interact with it, and the history of the world is important to the present plot. In Moth to the Flame, it’s more about the individual, in this case Kiida and, later, the Z-Squadron. SGZ has importance in the characters too of course, but the actions of the characters in MttF do not have a grander purpose to the world at large. They are individuals trying to find their way in a world much bigger than them, and I felt this was appropriate for a story about insects.
The core of Moth to the Flame is the interactions and relationships between the protagonists, and the struggles that they overcome together. You’re not really supposed to question why other insects in this world are not anthropomorphized in this universe, as that is not relevant to the story either (think DuckTales). The predators that hunt them are just that: predators, and narratively speaking they aren’t more than that. I thought about expanding the world multiple times in the process of writing this story, but I felt that distracted from where the heart of the story was in the first place. 
If I write it well enough, the reader will have a deep connection to the characters and their relationships as they grow and develop over time. Kiida’s initial goal in this story is simple: find her way back home. How she became separated from her home and why she acts the way she does is initially hidden from the reader as it is to the rest of the characters, and the journey to revealing that takes up a good chunk of the story along with returning Kiida to her home at Willow Bush.
Moth to the Flame may have simplicity in overall scope, but the same cannot be said for the art style I wish to have for it. I’m planning on a lineless storybook-esque feel to it, for both the backgrounds and characters. SGZ may have more complex locations, but the character designs and art style are much closer to my baseline when making art. It’s the style I gravitate to the most when I don’t have a specific one in mind. That said, I think the lineless style really lends itself to the general “feel” of Moth to the Flame in the tests I’ve done so far. Somewhat whimsical with a nice focus on colour, but also simple enough to convey expression without complex lines and textures.
Overall, this story feels a lot less daunting compared to Starglass Zodiac, but I love both of them equally. I think that’s why I like doing both at the same time, to strike a balance between the large and small when it comes to storytelling and the learning process along the way. The heart of all of my stories will always be the characters, and I hope that remains true through both of these projects.
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varyupon · 5 years
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I can’t believe I forgot to post this here, but here are all the logos I’ve created for all my current original projects!
Ahahaha, you can probably tell which projects are a lot more light-hearted and “fun” compared to others. Also, I have zero background in graphic design, so the technical integrity in the logo designs are far from perfect, but they fill the needs of the stories I want to tell. 
Each informational hub page is listed below, and you can have a reference of all my current protagonists in this group picture here. 
“NAMU” The only video game project I am attempting to make.
“Everyday Christmas” Spoken about previously HERE.
“Sow Don’t Sing” Part 2 of the “I Am” series, which has it’s own blog/page here.
“Clouds Over Clover” had a recent partial BTS release here.
“Sugar Shore” has been worked on extensively up until a good point, so I’ve shelved it for now and will await to work on it again when I feel like it.
“Cogito Ergo Sum” Part 1 of the “I Am” is giving me development hell right now, especially with it’s relationship with “Sow Don’t Sing” but I hope to figure it out soon.
“Djinn” is either going to be a webcomic series, or an episodic animated series. As of now, the story is finished conceptually, but executing it will take some time. 
“Send a 📝 and I’ll introduce you to one of my OCs!”
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snarksonomy · 6 years
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Updates! (Commission, projects, patreon, etc.)
♥ Webcomic:
Myfavorite part of a new project is, tbh, the research & conceptualization portion of things.
The librarian comic concept is being put on the shelf (pun not entirely intended) for the moment because I strongly believe a concept should be, at it’s core, clear enough that it can be expressed in a sentence or two -- and I’m not quite there with that project just yet.
I have snippets of plot, of characters, place, purpose (and supplementary media) - but I still need an overarching hook. A way to succinctly sum it all up thematically. 
I do, however, have another story I am working on! More details soon, unless you’re a patron over on patreon, where I’ve been talking a lot about my planning and conceptualization process in my discord community! ;)
♥  Commissions:
I currently have 3 larger-scale outstanding pieces. The oldest of them, I aim to have finished within the next week or two as well.  I will have progress for the others real soon!
I will be opening commissions on Sept 15th for patrons. Sept 20th for everyone else. This will include my yearly Halloween Themed Sale. Still thinking of a theme for this year!
♥  Patreon:
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http://patreon.com/snarksonomy ♥ ♡
I am 66% to my first goal! Thank you! When I reach this point, I’m going to begin streaming work on a more regular basis, including once a month for patrons only where I’ll answer questions, offer redline & critique, share technique and process, and maybe even take some requests!
I still have slots available for those wanting monthly headshots or full-body commissions, and a reminder that all patrons $5 and up receive art from me periodically through the year. All patrons $2 and up receive a headshot for their birthday month as well. :)This month, I began releasing art-packs of my finished pieces.  on the 15th and 30th of each month, I’ll be bundling 2 - 5 high-res .psds for folks!
Coloring pages are coming!
If you’re interested in seeing my WIPs and process, all patrons $2 and up and are in my discord get a step-by-step look at my work-in-progress!
September goals: I’ll be releasing my first clip studio paint brushes! Preview soon!
Paint tool SAI brush settings, and a small overview of how I use them (estimated sept 1st -5th )Sharing daily ‘sketchbook’ and warm-up exercises!
I am currently 2-3 weeks behind schedule and tying to play catch-up. I will be streaming outfit commissions beginning this weekend, and aim to have them all finished next week.
♥ Twitter:
https://twitter.com/snarksonomy
I post stuff here too!!
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