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#new horizons design tutorial
reibre4d · 1 year
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anyone who plays acnh and wants to wear the pomefiore dorm uniform?
Colors:
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Pattern:
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both sleeves are the same
use darker grey on the very bottom of the sleeves and in the slit
you need the pro design editor to do this! set the design to "robe"
you can add any extra details that you see fit
if you use this and share it then please credit me!
edit: i wear the rain boots with this currently but for a more technical accuracy you can do the expensive af gold armor shoes if you have them kehe
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yirggzmb · 1 year
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Magolor Set
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I've created a hat and sweater set for anyone who wants to dress up as the egg himself. Fully creating the cat ears is, alas, not possible. But doing the patterning on the crown of the hat still looks neat.
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Above are the share codes if you just want to download them and enjoy. But if you expand the post, I'm going to try to add screenshots to make it possible to recreate them on your own if you want to hang them in your Able Sisters or don't have NSO.
So first off, here's all the custom colors I used. Mostly it's just a main blue, white, and yellow, with some slightly darker shades for a bit of shading in a few places.
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Yellow was the default shade I'm like 90% sure, but if it's not then it's the same as the two yellows here just at full brightness. Similarly, both the whites seen on the bar are the default white. The lightest shade of blue is the main shade.
So here is the edit screen for the hat. It only uses the lightest blue, regular yellow, and white. The type is the Knit Cap.
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And here are the screens for the sweater:
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The darkest shade of grey is just for the buckle. The other greys are used to add a bit of outline around the belt portion so it doesn't blend in to the rest of the white. There's a bit of grey along the edges of the "jacket" as well.
The darker blues and yellows mostly just get used along the bottom of the sweater and sleeves, to add a bit of shadow, but they can easily be omitted. The brown on the front is either default or a slightly darker version of default. You can use whatever shade you like here, Magolor just has a brownish body.
Thanks for reading, and enjoy!
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thankskenpenders · 7 months
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So I wrote a whole long thing about Amy's tarot cards, but what about, you know... the rest of the Sonic Frontiers DLC? The new alternate story route, the hours of new gameplay, all that?
Having now played it, I'm not sure Sonic has ever had this specific combination of good ideas that make the future of the series look bright, and execution that I fucking hate.
(Full spoilers ahead.)
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The good
There's a lot to like here, conceptually.
First and foremost, Tails, Knuckles, and Amy are finally playable in a new mainline 3D Sonic game for the first time since 2006! Seventeen years! We've been begging for this for so very, very long. Nature is finally truly healing from the fallout of Sonic '06. Early on I hedged my bets and expected them to be locked to Cyber Space or something like that, assuming that there was no way they'd be fully playable in the Open Zone. But sure enough, while they're a bit limited compared to Sonic, they're still all full-blown characters with skill trees to unlock and lots of exploration to do.
We also got a more bombastic alternate final boss fight, after the first take on The End kind of underwhelmed. And it's obvious that Sonic Team has listened to our pleas to focus on the 3D platforming over the forced 2D sections, and to reduce the amount of automation in the level design. This update is chock full of Actual Platforming. Wow! I can only pray this means we never get an area as agonizing to explore as Chaos Island again.
Sure, there's still some jank - especially with Knuckles' movement, which is kinda rough. But if this is the stuff they're trying out so that they can refine it further for the next game, then I'm really excited.
On the other hand, good fucking lord is The Final Horizon tedious. And that tedium sapped most of the fun out of it for me.
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The frustrating
The new scenario massively increases the difficulty over the base game, seemingly out of a desire to give the hardcore players who were posting speedrun videos and whatnot more of a challenge. It's the Super Mario Bros.: The Lost Levels of Sonic. This difficulty comes in many forms throughout your playtime, some worse than others, and continues to ramp up over time.
Rather than giving you a tutorial level, the new scenario dumps you directly into a remixed version of the final island and makes you do some fairly precise platforming with Amy, Knuckles, and Tails - new characters with new movesets that you won't have any experience with. You'll also need to find character-specific Koco that give you free levels, because Sonic's friends all start at level one and certain locked moves in their skill trees will be mandatory to progress. They don't even have Cyloop unlocked at the start. And because they're all low level, that means you'd better steer clear of the beefed-up bosses scattered around the map, which will absolutely annihilate Sonic's friends. (I honestly just avoided them and never bothered beating any of them, not even with my high-level Sonic. I have no idea if they're beatable with the others.)
None of this is explained to you particularly well. I spent my first few minutes with Amy wondering why the attack button did nothing, only to eventually think to check her skill tree and realize that I had to unlock her basic attack. If you don't bother to take the time to read through the skill trees, you'll very quickly find obstacles you have no way of getting past with no clues as to what exactly you're supposed to do.
Adding to this confusion is the fact that objective markers often tell you to go half a kilometer into the sky, and you'll have no idea how to get up there because all of the relevant platforms are out of your draw distance. Many objects seem to only pop in for me when I'm within about 60 meters of them, which isn't a long distance for a high-speed open world platformer like this. I was having this problem running the game with high graphics on PC, so I can only imagine how obnoxious it is on Switch. I'd frequently find myself poking around nearby clusters of platforming objects and praying that they'd lead me to a spring, rail, or cannon that would eventually point me in the direction of the floating objective marker.
There were always complaints about the art direction in Frontiers and the way it relies on floating rails and prefab platforms that are visually disconnected from the natural scenery of the islands, but it's even more dire here. The new platforming sections are dense and complex, but they seemingly didn't have the budget to change the topography of Ouranos Island at all, so it all takes the form of these prefabs. It very strongly gives the vibe of a Forge creation in Halo 3, back when there were no blank canvas maps and people just had to make "new maps" by jamming a bunch of shipping containers and barricades together in the sky above one of the default arenas.
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I was still more or less having fun, though, despite the jank. It's a big creative swing, I told myself! They're trying stuff out! They're experimenting!
And then I hit the towers.
The towers are agonizing because they're SO close to being great. The logical part of my brain understands why some people love them, but god, I just fucking hate them. The platforming there IS cool! These layouts are cool! The individual challenges along the way are a bit tough, but totally doable. You know what's not cool? Making one mistake and slowly falling 800 meters all the way back down to the ground, forcing you to start over. Because none of these towers have checkpoints. For me, this one decision transforms what should have been a fun set of platforming challenges into a massive, unfun difficulty spike.
I enjoy some masocore platformers, but those are typically games with quick deaths and restarts like Celeste, Super Meat Boy, or VVVVVV. Hell, the Mario games tend to get way more difficult than the average Sonic game, and those are obviously all great. Quite frankly, unlike those games, Sonic Frontiers is nowhere near tight or polished enough to make this difficulty feel fair. Bits of jank that I could ignore in the base game due to its lower difficulty are now matters of life or death. Missing a jump because I boosted off an incline in a way the game didn't like for reasons I don't understand is not fun. Falling off a tower because the camera was pointing in the wrong direction while I was in midair and I couldn't see the next thing I was expected to homing attack is not fun.
And it's such a jarring spike when moving from the base game to the DLC that it feels like the game is suddenly quizzing me on skills it never bothered to instill in me. Maybe if you've spent the last year labbing out the movement tech in this game this is all a no brainer, but for the average returning player it's a kick in the dick.
I'm sure I could've beaten these towers normally if I gave them enough tries. They aren't the hardest thing in the world. But I very quickly decided I had better things to do with my life and turned on easy mode, which adds tons of extra springs and homing attack balloons to make all of the platforming piss easy. I wish there was a middle option between Only Up: Sonic Edition and this extreme hand holding, but when given the choice between the two I gladly picked baby mode. I just wanted to see the story.
(The new Cyber Space levels are also long, challenging, and devoid of checkpoints, not unlike the towers. But I only ever found the entrances to two of them. So I only did two. They're theoretically required, because they give you "Lookout Koco" that you need for... some reason? But in a rare act of mercy, Sonic Team put Cyloop treasure spots that give you free Lookout Koco all over the map.)
As I continued, so many little things started adding up to piss me off. Why do you only reveal like five tiny squares of the map at a time? I would've loved to find all the new 1-on-1 dialogue scenes, but not if I had to do dozens of hard mode versions of the stupid little puzzles and challenges to reveal the whole map. Why does every character need their own unique collectibles? What is this, Donkey Kong 64? Why can't I just grab this EXP for Amy when I find it as Tails? Why can I only manually swap characters by talking to an out-of-the-way NPC unlocked right before the final boss? Why is fast travel disabled? Why are the new vocal themes you hear when playing as Amy, Knuckles, and Tails so monotonous, with a single verse repeating over lo-fi beats ad nauseum? Why is the jukebox feature completely disabled throughout the DLC, even after rolling the credits? Why can't Tails homing attack? Why do I have to wrestle with the camera so much while also holding the jump button to fly as Knuckles and Tails? How many right thumbs do they think I have? Why is this animation for picking up animals in the Cyber Space levels so incredibly slow, and why can I still take damage while it's playing? Why does the stupid starfall event have to make it so hard to see what I'm doing when climbing these towers? Why does this shitty combat trial have a popup that makes it seem like I should be using the Cyloop when the actual strategy revolves around repeated parries? And on and on and on...
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The story
What about the new story? Well, there sadly isn't much to chew on here. Most of the DLC has the cast running around and finding different macguffins for arbitrary reasons, as part of some sort of plan to divide up the work on the last island so that Sonic can go train with the spirits of the Ancients and harness the power of his cyber corruption. What the fuck is an Impact Form? I don't know, but Knuckles needs something to do, so go find one.
It's a thin excuse plot meant to make you do platforming challenges around Ouranos Island, with little room for Ian to add any real flavor of his own, even though he certainly tries. Having Sonic meet the spirits of the Ancients who controlled the Titans, who are revealed to directly parallel the personalities of him and his friends, is kinda neat, I guess? It's something. The optional conversations seem to have some fun bits, including both conversations between the supporting cast and additional lore. But again, I only found a few of those because of how tedious filling out the map was.
The writing is also let down by the voice acting - or I guess the voice direction, because I know this cast can do better. Roger's voice continues to be weirdly, distractingly deep as Sonic, which was clearly something that was requested of him just for this game. (For a recent example of him going back to his regular Sonic voice, see this LEGO trailer.) The performances of Sonic's friends are also WILDLY mismatched. This is most clear when they start feeling the effects of the cyber corruption. Knuckles seems to be barely affected at all, Tails sounds like he's moderately hurt and low on energy, and Amy starts completely overselling her pain out of nowhere. The extremely strained performance makes it sound like Cindy's literally being tortured in the fucking booth. I have no idea what's going on over there.
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The final challenges
People have debated whether or not things like the towers and the new Cyber Space levels are fair challenges. What's not up for debate is the fact that Master King Koco's Trial is complete and utter bullshit, and I can't believe they shipped this.
Before you can fight the new final boss, the game forces you to do a boss rush of the first three Titans - INCLUDING the pre-Super Sonic climbing sections - with a hard limit of 400 rings. For all three lengthy, heavily scripted fights. Back to back. You can't even cheese it with the leveling system, because you're forced to do this at level 1. This all but forces you to look up speedrun strats for the Super Sonic fights so that you don't run out of rings and fail the trial.
And the real kicker? They changed the parry just for this trial! Originally, you could just hold down the bumpers endlessly and Sonic would ready himself to parry the next attack, whenever that may hit. Now it requires you to do a "Perfect Parry" with specific timing. And you HAVE to hit those parries if you wanna clear this trial and get to the new ending. Miss a few and you're probably fucked. You just have to reset. Time to go through all those fights, all those climbing sequences, all those QTEs, and all those unskippable mid-fight cutscenes all over again. This is by far the most egregious example of the DLC deciding to quiz you on new skills that the base game never required of you, and it's one of the most absurdly unfair things I have ever seen in a Sonic game.
Easy mode does make this trial easier by making the timing window for Perfect Parries much more generous, but that's all the help you get. It's still easy to lose time failing to parry Wyvern's hard-to-read animations, or to lose rings by getting hit on the climb sections, or for things to just fuck up because these fights were always kinda jank. I gave it a few shots. I looked up guide videos. I tried the Quick Cyloop and stomp combo strat that seems all but mandatory. But I quickly decided that, again, this wasn't a worthwhile use of my time. It just sucks. And I really, REALLY didn't want to overwrite all my fond memories of these Titan fights, some of my favorite setpiece moments in any Sonic game, with memories of this shit ass boss rush.
So I cheated! And if you're on PC, you should too.
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With the worst hurdle out of the way, I turned cheats back off and moved on to the new final boss. It was pretty cool. It's much flashier than the original fight against The End, that's for sure. It's still kinda annoying, and it requires you to do very specific shit without properly telegraphing it, but it's nowhere near as bad as the preceding challenges. I was hoping for one last new metalcore song to go with the new fight, which we sadly didn't get, but at least the new version of I'm Here is good.
The ending is... mostly the same, with a couple altered scenes that don't really change anything in the long run. But overall the new finale was pretty good. I just wish it hadn't been such a slog to get there.
Closing thoughts
Sonic Frontiers: The Final Horizon wants to be three things:
A patch that adds a new alternate ending that was probably supposed to be in the base game in the first place.
An experimental take on making Tails, Knuckles, and Amy playable again, presumably testing things for the next game. And...
An official Kaizo Sonic Frontiers mod for the sickos.
The thing is, the people showing up for #1 and #2, the main things that Sega hyped up about the update, are not necessarily going to be down for #3. If they had announced some uber-hard new Cyber Space levels for the arcade mode or whatever, I'd be like, neat! And then not play them. I would never touch Master King Koco's Trial if it was an optional challenge. I would leave that for the sickos. But instead, they made the hardest content mandatory for anyone who wants to see the new Good Ending where the final boss gets an actual budget.
I'm mostly left in a state of shock that it shipped like this. I cannot believe they playtested this and decided this was the state The Final Horizon should be released in. That this should be the note Frontiers ends on. That this should be how we remember those Titan fights. That this should be the lingering taste in our mouths as we wait however many years for the next 3D game.
Armchair devs always love to say that things would be "easy to fix," but like... there really would be easy fixes for the insane difficulty and general tedium here! Add a few more tutorial popups explaining what the game expects of you with Sonic's friends. Give the Cyber Space stages and the towers a couple checkpoints. Give the combat trials more generous time limits, especially on the lower difficulties. Remove half of the map puzzles, and make the ones that remain uncover twice as many squares. Skip the startup animation for Knuckles' glide. Let me turn on the goddamn jukebox. Since so much of this update was designed around fan feedback, I can only pray that Sonic Team is still listening, and that they tweak at least a few of these things with a balance patch.
But still, after those many, many paragraphs of complaining... this still somehow makes the future of 3D Sonic seem pretty promising?
Sonic's friends are FINALLY playable again, and the focus is back to proper 3D platforming, rather than railroading players into awkward forced 2D sections in what's otherwise an open world. These are the things that they hopefully want to carry over to the next game. The difficulty? Well, that's just because it's the postgame DLC that's supposed to be the toughest challenge in the game. It's just an unreasonably cruel one of those - an example of how designing and balancing for a vocal minority of your fanbase can really hurt your game. But Sonic Team is onto something here, and I hope that they can learn the right lessons from this expansion and not throw the baby out with the bathwater.
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itsbenedict · 9 months
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aight just spent a couple hours with pikmin 4 and so far: kinda strange! in a good way! it's like... they made a game entirely out of new QoL features? it is... so much easier to control, and- apart from the really overlong tutorial sequence- so aggressive about not wasting your time. there's shortcuts for everything, they optimized the hell out of it, and it just feels good in a way that, like, yeah, pikmin has always felt pretty good, but this feels like they really went over every action and interaction with a fine-toothed comb. so many things feel effortless to the point of being almost too easy- skills developed for managing its slightly clunkier predecessors find themselves no longer necessary, because everything just works.
it really is the polar opposite of something like Horizon: Forbidden West, which was addicted to having lots of little extraneous animations to show off how much money they spent on the graphics. in pikmin 4, every little bit of animation serves a communicative purpose, and nothing takes up time when it doesn't strictly need to as a part of its core gameplay loop as a time management game.
the game is about efficiency, 段取り, optimizing for time- and the interaction designers took that to heart and made absolutely sure that the game wouldn't be fighting against that theme on a UX level.
nothing about playing it annoys me, which is a staggering accomplishment and something i'm not used to seeing from games in general. it's extremely gratifying to play a game and not be constantly distracted by all the little ways it wastes your time when it could easily just not. pikmin 4 opts to just not on a comprehensive level and i really appreciate it.
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christiansorrell · 3 months
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Play Report: Tacticians of Ahm #1
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Tonight, I ran a playtest of the first portion of an upcoming starter Tacticians of Ahm adventure I'm hoping to get out in the February update. So, here's a play report!
In their final semester at the Academy and after months of training and studying, the Tacticians begin their final exams: 2 weeks of field exercises held in the regions surrounding the Academy.
Joined by their advisor Professor Dekkin Von Lopesbane, an aging and boisterous hippofolk professor (and graduate of the First Class of Tacticians) led Quablin, a Blobish Mage and Helios, the Flame-Touched Cleric of Solara, through their trials.
First, they were put in a equal footing fight against several Imperial Army troops who had traveled from the White-Walled City of Ahm as part of an annual rivalry contest between the groups. The Tacticians pride themselves on winning (more often than not).
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Over 4 Rounds, Helios and Quablin managed to take out the soldiers, 1 Archer and 1 Spearman (both EL1 enemies), but Helios was nearly brought down and Quablin was tapped out of good combat options by the end. A challenging fight, especially with no healing abilities between the two of them.
The duo took 1 XP for the successful battle, but had fought rather disjointed and did not receive any RP for teamwork during the fight. The two were definitely an odd, not completely happy with one another duo at this point, with various barbs being thrown by Helios especially during the fight.
Next, Von Lopesbane brought the group to Penelope Thunderberry, a broad and muscular dwarven woman and one of the Academy's esteemed Beastmasters, who summoned a number of wolves for the two of them and other groups of nearby Tacticians to fight in a simulated nighttime attack.
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Over 2 high damage Rounds, Helios and Quablin took out the Wolf (EL2) but only through smart use of their shields, clever backstabs, and an ideal Stupor by Quablin. Otherwise, either would have been taken out in a single hit given the wolf's penchant for backstabs due to its high speed.
The duo took their 2nd point of XP and advanced to Level 2. They also took 1 RP due to their Stupor and spear Backstab combo that greatly shifted the fight in their favor. After the first battle's barbs, this time the duo learned to play to each other's strengths as varied as they may be.
As the advisors were bringing out a midday lunch spread, a pair of huge Griffins (EL5) swooped down, attempting to feed off the field full of students and professors. Chaos broke out and Von Lopesbane, with a mouthful of melon, was hauled up by one griffin and carried off, towards the northern horizon!
Next session: The Search For Dekking Von Lopesbane!
[GM/Designer Notes: This adventure is intended to act as a tutorial for, first, the combat and then, second, exploration, interacting with the world and NPCs, and more intense combat which will be coming in the next session(s). The battles here were crafted in line with the equivalent EL to CL guidance using rules as currently written but were varied by equal combatants in the first and one very strong (comparatively to the Tacticians) combatant but with the Tacticians having a numbers advantage. I definitely took a solid handful of notes for new areas to tweak and clarify the rules to help dodge some confusing situations.]
Tacticians of Ahm is itchfunding now! You can get the early access rulebook used to create and run this adventure at its lowest price and get all upcoming monthly updates as the game grows into its final form
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timpac-capstone · 6 months
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Week 10
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I finally did another digital drawing, this time using Adobe Fresco on an iPad Air 2. This piece was actually way more relaxing to draw than the last time I tried drawing digitally on Krita using my roommate's touchscreen laptop because nothing was glitching out. Everything worked perfectly this time and the Apple pencil felt very intuitive in my hand. I still struggled to get my line work to look nice and I'm not sure if the process in which I colored and shaded my drawing was the way most people do it but after finishing this piece I walked away wanting to do more digital art which is a victory in itself.
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When I walked out of Manga in New York I finally understood the importance of how the presentation of an art piece can add to the overall experience of the audience member. This was a quick sketch I did in Adobe Fresco of how I was planning to display my animation. I'm thinking of getting one of those old TV carts that I would often see in elementary school where it had a big CRT TV that was hooked up to a VCR. The VCR is just for display because I'm not sure how to put my animation onto a VHS tape and even if I did it doesn't really add anything but I was planning on displaying my animation on the CRT TV. The reason the setup is like this is because this is the same setup that the two brain cells have when they are watching Dillon's embarrassing memories. I will also have two bags that will be labeled Embarasing Memories and Good Memories, after the audience member is done watching my animation they will write one happy memory and one embarrassing memory on an index card/cassette tape and throw them into their respective bag. I'm not 100% sold on this idea but it is a good start.
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My professor recommended that I watch more animated short films that weren't just from previous alumni to broaden my horizons in terms of storytelling in a short animation and the way animation is used as well as its quality. I saw 10 animated short films but I'll only talk about the ones that stood out to me starting with This Actually Happens A Lot by Tom Law. I remember my professor asked me to explain why I love animation so much and I showed her the transformation sequences from Ben 10 (2005) and I just said "I mean just look at that". But she didn't see the same thing I did and said I needed to look deeper for the reason and I feel this short gave me that answer. Animation makes the unnatural feel natural without needing to explain why it is the way it is. In this short, we see that the male character's social anxiety is causing him to stick from wall to wall and be suspended in thin air. Obviously, this doesn't happen in real life but I didn't question it, I accepted immediately that this is how this world works and because of that I'm more in tune with the author's message instead of fighting the way he presented it, creating a much more enjoyable watch. If this was live-action I would be more interested in how they did the effect rather than what the point of this character being suspended in mid-air is supposed to represent in the first place.
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Resilience by Yunie Choi gave me a new perspective on the horrors of war and life after death. They used animation to do a timelapse of a decaying corpse over the course of several hundred years and it is quite beautiful to see how life moves on without you. The use of colors and interesting animal designs really add to the beauty of this animation.
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This guy, Manu Mercurial, does a lot of YouTube tutorials for animation but I haven't seen his animated projects in full before. I thought it would be topical for me since we are both interested in the subject of memories. He very much took a very different approach from what I was thinking of doing but I still think it was a good watch to see how people visualize revisiting their old memories
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I like Afternoon Class by Osro for the same reason I like This Actually Happens A Lot, I don't question why this kid's head turns into several heavy objects but I have an immediate connection to it because I understand the feeling of trying to stay awake in class. Also, the use of sound effects is excellent in this short.
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I put Forget Me Not by The Lonely Star Studio on here because it shows that even with terrible voice acting and mic quality I can still appreciate the animation of this short which has also been a huge stressor.
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Bounty by Arrowmi is on here because it has the opposite problem of Forget Me Not it has amazing voice acting but the art style and animation are pretty rough. It's not bad but it's not super pretty to look at either. However, it was still able to tell an intense story of an ex-bounty hunter and suck me into the world despite its noticeable drawbacks.
Going back through my old script ideas, I had this one part where at the climax of the story the main character would wake up in a car sitting next to his dad. He's in shock because his dad is supposed to be dead and yet here he is just driving nonchalantly, the main character knows this is a memory but he decides to ask his dad a bunch of questions to see if his dad would still be proud of him if he were to meet him as an adult. I feel that this entire scene I made was inspired by this Spiderman story I found 2 years ago on Instagram in which Peter gets 5 minutes to talk to Uncle Ben after years of being Spiderman, this story really connected with me when I first found it because what I want the most in life is to just ask my dad "am I doing good". There are a lot of things that I struggle with; not being masculine enough, I'm almost 23 and still haven't had a girlfriend, and I constantly wonder if I picked the right career choice. I don't know if my dad struggled with the same things but I assume that he didn't and I often feel that if he were to meet me as an adult he would be disappointed. I know that most likely he would say that he is proud of me despite all my shortcomings because that is what parents are supposed to do but the fact that I will never get that answer kills me. I decided to read all 3 parts of this story to get a better idea as to what led up to this Uncle Ben interaction and it was pretty good, if you watched Spider-Man 2 it hits the same story beats. Lately, I've been thinking of scrapping the two-brain cell idea and instead animating the car scene I described earlier on its own.
REFLECTION:
I'm really happy that I finally found a groove into digital art and I'm hoping this will finally jumpstart some animation this week. I'm also glad that I watched all those animated short films, they all had their unique quirks and drawbacks that you don't normally get to see in professionally animated TV shows. I also want to explore the idea of being able to talk to a dead relative for a brief period of time before you never see them again.
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*inhale* ah boy here we go! Another year of development comes and goes, and we’re on the 7th year.. Man, can’t believe it’s been 7 years since I started this game. My 20′s passed by like so haha.. So, after overhauls, and overhauls, and events that has caused me to not just lose motivation, but burn myself out to the point of avoiding working on my game for a period of time, I finally sat my ass down and reworked the game from scratch. And while I did say that I was going to maybe release the new demo either on the anniversary, or by the end of the year, I surprisingly exceeded my own expectations and finished the demo 1 day before the anniversary. That includes fixing bugs, raging over the missed bugs, raging with my friend over the missed bugs and telling them via vc how to fix them so we can proceed further, changing events, adding/removing stuff.. the pain of a game developer! *pensive* You know.. The good shit that game devs must do to ensure that the game is.. a little bit flawless, and in my case, as bug-free as possible.. unless we have a repeat of the infamous update 2... *shivers* 
Introduction
So, without further ado and without going on a soppy bawling spree about how game development is hard and how drama is fucking annoying, here it is, in all it’s glory! The new version, and essentially the new demo, of Borderline! It took time to re-write the entire thing from scratch, which meant overhauling not just the story, but events and characters, the whole 9 yards just to make it as off-esque as possible, while keeping some originality in it! I did try my best, as this is a passion project that got quite big and I got too attached to it to abandon it like so, but I managed to get help for my game, even if it is a miniscule amount of people who went out their way, and even took their sweet time, to help me progress the game further and get to this final point. Even if it’s still in it’s demo phases, I still managed to get this far.. And I’m glad I did! I got a little bit more serious than I was with Ultimatum, and my writing got a little bit better with years so I can use my own project as a learning experience for future projects.. To get to the point, this is the new, final demo of the new version of the game. I will leave a link to the old version as well, as means of comparison and to showcase how far I have gotten, achieved and lost as a game developer. 
Link to the new game: Here!
Link to the old game: Here!
I have included a couple things here, I didn’t include much without spoiling too much!
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The future
Currently the plan as of now is to take a little break from development and try out new things I guess.. I still have to search for a job, wait to get a hard drive for my computer so I can kickstart my tutorial channel, and just.. live a little.. My depression has been beating my ass for the past month, but I’ve been managing I guess. So for now, the game is in a state of hiatus. I will upload patches here and there (with new art and assets and occasional bug fixes and what not), but that would be it for the most part. Doesn’t mean that I am quitting the game, it just means that I need a long break, I’ve hyper focused so much on the game for the past 7 years that my life began to revolve around the game and nothing more.. I’ve been breaking out the mold a little and expanding my horizons, I deserved this break, dammit!!! 
Thanks
I have a lot of people I’d like to thank here. 
@wolftheidioticfan - I remember when you were making Search, you were one of the people that inspired me to kickstart my own game. You one day offered your compositions for my game, and I accepted it. You then offered to help me design some monsters for my game, and from there, I would occasionally ask you for some assistance making puzzles and what not! Over time, we became good friends! I’d like to think you’re a really close friend of mine, and I thank you for taking the time patience to help me with my game and make it flourish!
@chimakiisane - Had you not inserted yourself into my life, or even my game, God knows what my game would end up becoming. You gave me really helpful, constructive feedback, even if you constantly said: “you don’t have to take it if you don’t want to”, but I still took them because I could tell that you wanted my game to succeed! You even offered your help in making really gucci assets for me! And I love it! You were very patient with me despite all the troubles you endured in your life.. Thank you for being that blessing!
@oreo-brain You just suddenly appeared, out of nowhere, drawing that gucci ass fanart that I saw when I was going home in the bus and I tried my best not to make noises when I saw them through my phone!!! And then I gave you a new version of the game to try out and you entered my rabbit hole! mwahahha Ok ok that may have not been intentional, but when I heard you say that my fangame impacted you in a positive way, I smiled a wide smile! You motivated me to work on my game again when I was stuck in a rut, and unexpectedly made progress within a few months! You even took part in testing out my fangame for bugs, and we both raged in the vc the other day when we were doing final testing for the game! You are a blessing in disguise that I needed to kickstart my passion again.
@thejudge​ - I personally did not know you, only through the word of mouth of the people who knew you before your sudden passing, who had said a lot of positive things about you. Your fangame was among the first fangames that I had played, and that made me want to give game development a chance. It took time to learn the basics of the program, but I was stubborn and didn’t give up haha. Thank you for inspiring me and everyone in the community. You are, even after half a decade, missed dearly. I hope to strive to be like you and walk in your footsteps; to be an inspiration to the new-gen developers who want to try game development as well. 
To the people from my own server, and Chii’s server, I thank you for your time and help!
And that’s it.. 
What to expect in the game
I’ll keep this part short, there are still some stuff that needs to be worked on, mostly visual assets like sprites and art, but that’s mostly it. There might be some pieces that are looking weird, but I drew those like a long time ago.. You might notice a major difference in art style from zone 1 to zone 3 where my art changes drastically. a friend of mine offered to remake some pictures so expect that in the near future!
The game starts from the introduction, and goes all the way to the end of Zone 4 for now. There are some things that I have added into the game, some mechanics that you might find useful, or not.. 
-anxiety time
There are people who are anxious about performing time based events (or hate it), so I added an option to expand time in certain parts on these events (not counting events under 1 minute, talking more about events OVER 5 minutes or so), the maximum amount you can add is up to 45 minutes. so let’s say there’s an event in the game with a timer of 15 minutes. depending on your choice, you add to the timer. 15 minutes adds to 30, 30 to 45, 45 to 60. Or you’re lazy, idfc anymore...
-system boxes
*wiggles eyebrows* you heard it here, folks. I added a little thing in the game where you can change your boring system box from one color to the other. there are about.. pfft.. 12-13 colors to choose from, one referencing LISA’s system box, and one OFF system box. I will add more in the future. all you have to do is click around until you find your favorite color.
-sidequests
self-explanatory, there will be events in the game where you can optionally perform a sidequest.. you can earn some exp and some premium items that you might need in the future. 
And that is it for now. Hope you enjoy this experience, if you do find bugs, please do contact me via dms with a screenshot of the bug where you found it!
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sunscreenstudies · 10 months
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🌞 How to Have a Productive Summer 🌞
Summer is here, and it's the perfect time to recharge, pursue your passions, and make the most of your well-deserved break. In this post, I'll share some tips on how to have a productive summer that balances relaxation and personal growth. Let's dive in and make this summer your most fulfilling one yet!
1️⃣ Set Meaningful Goals: Take some time to reflect on what you want to achieve during the summer break. Set specific, measurable, and realistic goals that align with your personal, academic, or career aspirations. Whether it's learning a new skill, reading certain books, or completing a project, clear goals will guide your activities.
2️⃣ Create a Schedule: Establish a flexible schedule that includes dedicated time for rest, recreation, and your chosen pursuits. Designate specific blocks for studying, pursuing hobbies, engaging in personal projects, and enjoying downtime. A well-planned schedule helps you stay organized and make the most of each day.
3️⃣ Learn Something New: Use the summer break to expand your knowledge and skills. Enroll in online courses, workshops, or tutorials to learn a new language, develop coding skills, or explore a subject that interests you. Continuous learning keeps your mind engaged and opens doors to exciting opportunities.
4️⃣ Read Widely: Dive into a diverse range of books that broaden your horizons and spark your imagination. Create a summer reading list that includes fiction, non-fiction, self-help, or any genre that captivates your interest. Reading helps improve vocabulary, critical thinking, and provides a much-needed mental escape.
5️⃣ Pursue Passion Projects: Allocate time to work on projects that ignite your passion and creativity. Whether it's writing, painting, photography, or starting a blog or YouTube channel, summer offers an opportunity to dedicate focused attention to your hobbies and unleash your creative potential.
6️⃣ Stay Active: Don't forget the importance of physical activity during your summer break. Engage in regular exercise, outdoor activities, or sports that you enjoy. Staying active not only benefits your physical health but also boosts your mood, energy levels, and overall well-being.
7️⃣ Explore Internship or Volunteer Opportunities: Consider internships or volunteer work that align with your career interests or passions. It's a fantastic way to gain hands-on experience, expand your network, and make a positive impact in your community.
8️⃣ Reflect and Journal: Dedicate time to self-reflection and journaling. Set aside moments to reflect on your personal growth, accomplishments, and lessons learned during the past year. Documenting your thoughts, ideas, and aspirations helps cultivate self-awareness and provides valuable insights for the future.
9️⃣ Take Time for Self-Care: Prioritize self-care and take care of your physical and mental well-being. Practice mindfulness, engage in relaxation techniques, get enough sleep, eat nourishing foods, and spend quality time with loved ones. Nurturing yourself ensures you have the energy and clarity to thrive.
🔟 Connect with Others: Summer is an excellent time to connect with friends, family, or like-minded individuals. Attend meetups, join study groups, or organize virtual hangouts to share experiences, exchange ideas, and foster a sense of community.
Remember, a productive summer doesn't mean eliminating relaxation or fun. It's about finding a balance that allows you to grow, explore, and enjoy the break. Embrace this season of rejuvenation and seize the opportunities that come your way! 🌞
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thedunwitchghost · 16 days
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youtube
A exceptional tutorial on how to make the most standard pathing designs used for new horizon islands, as taught by consolecaito
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boobaloof · 1 year
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What do you think beta's cannon design should be for Horizon 3, also have you seen the Horizon multiplayer leaks?
Hello!!
Ooh Beta's design? First, I really really hope she has a major part for hz3, the tutorial part for the next one could be Aloy teaching her how to hunt and use the focus outside-- and for that, she's gonna need some armor!
For her outfit, I see most of the fandom (including me) has come to the conclusion that the best armor design is a mix of the different tribes of the characters we have at base, and its just so perfect!
It'd be so lovely for Beta to choose some new clothes that aren't her Zenith outfit, and for her to choose the small bits and pieces of the diferent tribes her friends belong to? AHH! It'd be such a nice touch for her character, since there's still much to see of her.
And regarding the multiplayer leaks... yyyyeeeah. I'm not too excited by the looks of it. Fortnite style ain't really my thing, but since its an alpha, perhaps there are going to be some big changes as it gets developed. Some designs do look fantastic, like the one that looks shadow carja, but I'm not too keen on the rest. It also looks like they're working with some mulitplayer game-exclusive tribes? It'd be cool if they did that, but for now I'll just wait and see what comes next.
I'm super thrilled for the DLC though! I got high hopes on that one.
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asdckanpur12 · 2 months
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changeling-of-the-fae · 4 months
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Post-Op Day 4
Today has been exceedingly educational. Aka, when everyone says "don't stop taking your meds" you should probably listen:
You might need them for longer than you think.
I tried to taper off the percocet - I did fine with 12 hours between doses, so buoyed by my previous success and relative lack of pain, I tried to hold out for 24 hours.
That turns out to have been a mistake.
I have writer brain, so I'm filing this all away for future reference. But I understand now that people react very differently to pain. I think I always sort of knew that, just like I know sometimes I feel sick because I have a bad headache, and not because my stomach is upset.
I saw a lot of posts about people crying, or screaming, when they didn't keep up with their post-op meds (or waited until the nerve block wore off to take them.)
I didn't see anything about throwing up, so I'm going to add my experience to the hat which is to say:
Pain makes me nauseous. I felt sick to my stomach before I even realized I was in pain. When I did, it was that burning again - only worse. I've never been tazed, but I'm imagining it feels something like this, on your whole leg.
Imagine someone replacing your leg with a hot fire poker.
The good news is, percocet kicks in pretty quick. So after white knuckling it for about 30 minutes, hoping it would just pass, I gave up and went for the meds.
I will say, my diversion tactics seem to work to a certain extent - pain is noise and if I give my brain enough other noise to focus on, it seems to help.
Some of it is literal noise - apologies to my eardrums, but it's for a worthy cause. And the rest is sensory - I refilled my water bottle with cold water and put it against the side of my face. I'm not saying I could have functioned in that state, but it was slightly more bearable (and I managed not to puke while waiting for the meds to do their thing.)
Tomorrow we're going to stick to the 12 hour schedule, but on half doses. Just to be on the safe side.
I took my notes and that's not an experience I care to relive.
On a bright note, I finally started Horizon: Forbidden West today. I set it to Ultra Hard to make it last as long as possible - so far so good, since I haven't managed to beat the tutorial boss.
It'a good to have goals.
And skills - I've gotten really good at using my non-op leg to move my bad leg around. I had a lot of practice since I injured it mountainside, then had three days before leaving, then on and off the plane and back to the airport again, and all the time after when my quads weren't firing.
Nurse Hottie was shocked post-op by how well I could maneuver without help. I didn't consider it much, but now I'm remembering a friend explaining how she had to hold her son's leg when he went to the bathroom or showered, and how it was awful for both of them because sometimes she would drop it on accident.
Which is a lot of words to say that no one can be as careful with your knee as you are, and I've been really lucky because I've been managing without a designated Leg Lifter.
Which is probably why I was so startled today when I finally dropped my leg for the first time. I've been elevating on an wheeled ottoman, with stuff behind it so I can't accidentally slide it away. The problem is that then it's in the way when I want to get up, and I can only push it so far, so I need someone to slide it the rest of the way.
Well. They did that thing, but boy was I ever not ready. I'm not sure who was more surprised when my leg came crashing down. It hurt (surprise surprise), but I'm pretty sure it's going to take more than a little unexpected gravity to undo my surgeon's fine handy work.
My lesson here is to put up warning signs, by which I mean micromanage and advocate loudly for your needs to whoever is helping you.
It's one thing to hurt yourself, and another for someone who has no idea what hurts where to accidentally do it.
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Mastering Self-Taught 3D Modeling: A Comprehensive Guide
Learning 3D modeling independently can be an immensely rewarding endeavor. Below, you'll find a step-by-step guide to embark on this creative journey successfully:
Define Your Objectives: Begin by clarifying your reasons for learning 3D modeling. Are you interested in game design, animation, architecture, or another specific application? Establishing clear goals will help you stay motivated and focused.
Select Suitable Software: Numerous 3D modeling software options are available, ranging from free to paid. Popular choices include Blender (free and open-source), Autodesk Maya, 3ds Max, Cinema 4D, and ZBrush. Choose software that aligns with your goals and budget.
Grasp the Basics: Start with the fundamentals. Familiarize yourself with the software's user interface, navigation, and basic tools. Most software packages offer introductory tutorials and documentation to facilitate your initial steps.
Access Online Courses and Tutorials: A wealth of online courses and tutorials awaits you on platforms like YouTube, Udemy, Coursera, and Khan Academy. Seek out beginner-level courses that cover the basics of 3D modeling. Follow along and practice consistently.
Regular Practice: Improvement in 3D modeling is directly linked to practice. Dedicate time to create simple objects, experiment with tools, and gradually advance to more intricate projects. Steadfast practice is key.
Study Anatomy and Reference Materials: For those interested in character modeling or organic shapes, in-depth knowledge of anatomy and reference materials is invaluable. This understanding enhances the realism of your creations.
Master Texturing and Materials: Explore texturing techniques and materials. Proficiency in applying textures, shaders, and materials to your 3D models is essential for achieving realistic renders.
Delve into Specializations: 3D modeling encompasses a wide array of specializations, such as character modeling, architectural visualization, product design, and more. Explore various areas to discover your passion.
Engage in Online Communities: Connect with fellow 3D artists and enthusiasts through forums, social media, and 3D modeling communities. Sharing your work, seeking advice, and receiving feedback can be immensely beneficial.
Develop a Portfolio: As your skills evolve, start crafting a portfolio showcasing your finest work. A well-structured portfolio is essential if you aim to pursue a career or freelance opportunities in 3D modeling.
Stay Current: The 3D modeling field is in constant flux. Stay informed about the latest trends, techniques, and software updates by following industry news, blogs, and online courses.
Consider Advanced Training: If you're committed to a career in 3D modeling, contemplate advanced training or pursuing a degree in computer graphics, animation, or a related field. Such education can broaden your horizons.
Innovate and Experiment: Dare to innovate and experiment. Push the boundaries of your creative abilities, and don't be disheartened by setbacks. Learning from your mistakes is an invaluable part of your journey.
Cultivate Patience and Perseverance: Mastering 3D modeling is a gradual process, and each individual progresses at their own pace. The key is to maintain patience, practice consistently, and persist through challenges. Remember that setbacks are a natural part of the learning process.
Recommended Article:
3D Jewelry Rendering For Online Store
Embarking on the path of self-taught 3D modeling can be challenging, but with dedication and the guidance provided above, you can make remarkable progress and achieve your artistic and career goals.
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ananya-chatterjee · 8 months
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From Zero to Hero: Navigating the Advanced Features of Illustrator
Welcome to the world of Adobe Illustrator, where creativity knows no bounds, and design possibilities are limited only by your imagination. In this blog, I invite you on a journey—a journey that spans my transformation from an Illustrator novice to a virtuoso of its advanced features. Together, we will explore the significance of mastering Illustrator's advanced capabilities, my personal evolution, and what you can expect to discover throughout this narrative.
The Novice Stage: Getting Started with Illustrator
My journey with Adobe Illustrator began like many others—with curiosity and a blank canvas. As a novice, I was eager to dip my toes into the realm of vector design, but I had a long road ahead.
Reflecting on the Early Days
In the beginning, Illustrator felt like a vast and intricate puzzle. I was fascinated yet overwhelmed by the sheer array of tools and options. But every designer starts somewhere, and I began by mastering the basics.
Embracing the Fundamentals
The basic tools and features of Illustrator were my foundation. I delved into concepts like shapes, paths, and colors. It was a phase of exploration, trial, and error, but it laid the groundwork for my journey ahead.
The Novice's Misconceptions
Looking back, I can't help but chuckle at the misconceptions I had as a novice. Some tools seemed mysterious, and I wondered if I'd ever need to use them. Little did I know that they would become indispensable in my advanced design work.
The Turning Point: Discovering Advanced Features
Every artist has a moment when they decide to venture beyond the familiar. For me, it was the allure of Illustrator's advanced features that beckoned me to explore new horizons.
The Turning Point
There came a day when I realized that Illustrator offered more than just basic shapes and colors. It held a treasure trove of advanced capabilities waiting to be uncovered. This realization marked a turning point in my Illustrator journey.
The Fascinating Advanced Features
What advanced features fascinated me the most? The answer lies in the realm of precision and creative freedom. Features like the Pen Tool, gradients, blends, and intricate text effects opened doors to endless design possibilities.
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Motivation to Excel
The motivation behind delving into Illustrator's advanced features was simple: the desire to excel in design. I wanted to create artwork that not only captured attention but also pushed the boundaries of my creativity. Illustrator's advanced tools promised just that.
Mastering the Pen Tool: Precision and Control
The Pen Tool—a powerful yet enigmatic instrument in Illustrator's arsenal. It became my first stop on the journey to advanced vector design, offering unparalleled precision and control.
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The Pen Tool Unveiled
The Pen Tool was my gateway to vector mastery. Understanding anchor points, curves, and handles was like learning a new language. But with practice and patience, I unlocked its potential.
A Journey of Precision
Mastering the Pen Tool is akin to mastering calligraphy—it requires a steady hand and an eye for detail. I share my learning process, tips, and techniques for achieving precision and control in your vector designs.
The Pen Tool in Action
From creating intricate illustrations to crafting custom typography, the Pen Tool played a pivotal role in my advanced projects. I showcase examples where precision and control were paramount.
Beyond the Basics: Gradients, Blends, and Meshes
Beyond basic shapes, Illustrator's advanced features brought gradients, blends, and gradient meshes into focus. These tools added depth and realism to my designs, transforming them into works of art.
The Artistry of Gradients
Gradients became my go-to for adding depth and dimension to my designs. I delve into advanced gradient techniques, sharing step-by-step tutorials and examples of complex gradient-based artwork.
Seamless Blending
Blends allowed me to seamlessly transition between objects, creating smooth transitions and captivating visual effects. Discover how I harnessed the power of blends to elevate my design game.
Mastering the Mesh
Gradient meshes—the secret sauce for creating realistic shading and textures. I unravel the complexities of mesh creation and provide insights into its application in advanced Illustrator projects.
The Art of Typography: Advanced Text Effects
Typography is the unsung hero of design, and Illustrator offers advanced text effects that can turn a mundane text element into a stunning visual centerpiece.
Typography's Vital Role
Text effects can make or break a design. I discuss the significance of typography in design and how advanced text effects became a game-changer in my projects.
Showcasing Text Mastery
I proudly showcase examples of intricate text designs and typography projects I've undertaken. From 3D text to custom lettering, these advanced text effects brought my designs to life.
Manipulating Text with Finesse
Manipulating text effectively in Illustrator is an art in itself. I share insights into techniques for fine-tuning typography, achieving visual harmony, and creating typographic masterpieces.
Illustrator's Hidden Gems: Lesser-Known Advanced Tools
Illustrator harbors hidden gems—lesser-known advanced tools and features that can significantly enhance your design workflow and creativity.
Uncovering Hidden Treasures
Exploring these lesser-known tools felt like stumbling upon a hidden garden in a bustling city. I unveil some of Illustrator's hidden gems and explain their potential impact on your design work.
Practical Tips and Use Cases
I offer practical tips and use cases for these hidden gems. Whether it's using the Shape Builder tool for intuitive shape manipulation or harnessing the power of the Width Tool for expressive strokes, you'll find valuable insights here.
Streamlining Your Workflow
These hidden gems aren't just novelties—they are efficiency boosters. Discover how incorporating these tools into your workflow can streamline your design process and elevate your output.
Real-World Applications: Showcasing Advanced Projects
The true test of any skill lies in its application. I share a glimpse into real-world design projects where I applied advanced Illustrator techniques to solve complex design challenges.
From Concept to Creation
Walk with me through the creative process of these projects, from concept development to execution. Each project posed unique challenges, and Illustrator's advanced features were my trusty companions.
Challenges and Solutions
Designing at an advanced level isn't without its hurdles. I candidly discuss the challenges I faced and the creative solutions I devised to overcome them. These experiences enriched my journey.
Elevating Design Quality
The advanced skills I honed in Illustrator undeniably elevated the quality of my work. See for yourself how these projects reflect the power and versatility of advanced Illustrator techniques.
Bridging the Gap: Integrating Illustrator with Other Adobe Apps
Illustrator doesn't work in isolation—it thrives when integrated with other Adobe Creative Cloud applications. I delve into the advantages of seamless integration and offer tips for collaboration.
The Adobe Ecosystem
Adobe Creative Cloud is a family of applications, each with its strengths. I explain how Illustrator complements other Adobe apps like Photoshop and InDesign, creating a harmonious design ecosystem.
Enhancing Design Capabilities
Integration isn't just about convenience; it's about enhancing your design capabilities. Discover how the synergy between Illustrator and other Adobe apps can empower your creative endeavors.
Collaboration Made Easy
For designers, collaboration is key. I provide insights and strategies for collaborating seamlessly between Illustrator and other Adobe software, ensuring a smooth workflow in team projects.
Continued Learning: Resources for Aspiring Virtuosos
The journey from novice to virtuoso is ongoing, and the quest for knowledge never ends. I recommend a curated list of resources for those aspiring to advance their Illustrator skills.
Books for In-Depth Learning
Reading has always been a great way to learn new things. I recommend essential books that delve deep into Illustrator's advanced features, offering in-depth insights and tutorials.
Online Courses and Tutorials
The digital age brings learning to your fingertips. I point you to online courses and tutorials that cater to various skill levels, helping you master advanced Illustrator techniques at your own pace. Think about enrolling in extensive educational platforms like the ACTE Institute, which provide a wealth of materials and programs especially designed for Adobe Illustrator students. These platforms frequently offer structured courses, mentorship, and certification alternatives, enabling you to systematically lay a solid foundation.
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Joining the Illustrator Community
The Illustrator community is a vast and supportive network of fellow designers. I encourage you to join forums, social media groups, and communities where you can learn, share, and grow with like-minded enthusiasts.
In conclusion, As I reflect on my journey from Illustrator novice to virtuoso, one thing becomes clear: the path to mastery is marked by curiosity, practice, and an unwavering commitment to continuous learning.
I summarize the transformative experience of navigating Illustrator's advanced features and how it elevated my design prowess. Illustrator is a canvas of limitless possibilities, and my journey is far from over. I encourage you to embark on your own odyssey, embracing the challenges and triumphs that await. To those aspiring to become virtuosos of Adobe Illustrator's advanced features, remember that the path may be daunting, but the rewards are immeasurable. May your creativity know no bounds as you navigate the advanced features of Illustrator.
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hollowwhisperings · 11 months
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KH Spec: Identifying The Seven Lights, TL;DR 1/3
an episode of brain fog is coming on so i'mma do a series of Info Dumps so i have these thoughts in order, for future reference, in case i've forgotten them by the time my brain can Brain again.
Princesses of Heart: Key Themes
Dreaming: nature of hearts, proximity to death, imagination & belief. Cursed sleep & living nightmare sequences of SW, Aurora & Kairi; Cinderella's "A Dream is a Wish Your Heart Makes"; Alice dreamed herself to Wonderland; Jasmine's "A Whole Nrw World"; Belle's reading of fairytales
Wishes (stars & magic): "I'm Wishing"; Cinderella wanted a night off; Aurora's birthday; Wonderland; Genie; Kairi was a literal shooting star; Belle's wish to save her father.
To Love & Inspire Love in Others: loyal animal companions, Found Family & "Fairy Godmothers", Redemption, Sacrifice & True Love.
Miracles: Resurrection, Transformation, Dreams Bexoming Reality.
Hoping (freedom): to strongly believe in all the above, against all odds & to be in circumstances that test that 'hope' indefinitely.
Secondary Themes
coming of age (often literally trapped in childhood homes; end up married or crossing a horizon)
water & mirrors (kairi, royal blood, tears, reflections, KH uses water-as-darkness but also water-as-veil)
curiosity for the wider world(s): kindness & interest in others, exploration.
a "prince & pauper" dynamic
pawn-to-queen narrative
"beauty & beast" (light & darkness, magical transformations/redemptions)
"fairy godmothers" (dwarves, genies, grandmothers, actual fairies)
the Heroine's Journey
story parallels that of Sora &/or Riku's
below are Additional Lists that sort of lead to my concluding to the Above Themes, my 2 very confident guesses on New Lights & the beginnings of my disqualifying others.
Notable (& Informative) Non-Lights
Aerith, Radiant Garden & Traverse Town.
Queen Minnie, Disney Town/Castle.
Jane, Deep Jungle.
Ariel, Atlantica.
Sally, Halloween Town.
Wendy, Neverland & London.
Boo, Monstropolis.
Naminé (canonically impossible)
the Dandelions except maybe Ventus (as a substitute or an heir to Kairi)
Riku (heart seen From Space in BBS: Aqua confirms nature of his Light as different from Kairi's)
New Light #4: Tiana
Dreaming: "Almost There", ambition.
Wishes: literal wishing upon star scenes, the firefly & evangeline, plot offilm is a whole de- & re-construction of the entire Disney "Wish Upon A Star" ideology all KHA princesses have thus-far represented.
True Love: parents & Charlotte, inspires Naveen's character development, passion for her craft.
Miracles: magical transformation.
Hope: being ambitious in spite of implied historical accuracy of story setting.
additionally:
star imagery ahoy
new orleans bayou would be super fun to design gameplay with (both city & swamp) & is unlike any world thus far (PotC doesn't count)
enables integration of story & gameplay mechanics (cooking & foraging systems)
P&tF was the last trad. animated Disney film & Nomura is a Disney Nerd (see consistent usr & relevance of Disney's 'Pinnochio')
as above, her film is a love letter to Disney's Animated Canon, just as KH often is: "wish upon a star" is the uniting concept of the seven lights
regardless of where in her own story Tiana is, ir would resonate with where Sora &/or Riku are within their own
the MUSIC
bayou = water = emphasized relevance of kairi (worldbuilding & lore-wise)
New Light #5: Moana
Dreaming: "how far i'll go".
Wishes: heroic quest, sailing past the horizon, stars, her grandma's, stars are an actual plot device.
True Love: inspires Maui' character development & her literal returning of a heart.
Miracles: Resurrection.
Hope: set off on a heroic quest armed with 1 chicken (& a piglet? i forget).
additional reasonings:
exactly parallels the stories of each Destiny Islander, especially Riku & Sora (islanders who dream of sailing beyond their small world to explore beyond it)
enables post-tutorial/non-cutscene gameplay in a Destiny Islands-esque setting (PotC, again, Does Not Count)
easier method of achieving above, gameplay-wise, than attempting Lilo & Stitch's "Hawaii"
similarities in origin would highlight respective emotional journeys & the need to address emotional hurt over physical strength
Ineligible Heroines
animal heroines such as Lady, Maid Marian, Bianca, either princess from A Bug's Life, etc.
Eilonwyn from The Black Cauldron (too young, thematic mismatch),
Violet from The Incredibles (would join the Elsa Club of Riku Parallels)
anyone original to the Once Upon A Time, House of Mouse, Sofia The First, or Kilala manga series.
(that means Elena of Avalar is also, sadly, excluded)
Atlantis may be too alike to Atlantica & Triton's awareness of the Worlds is likely true of Kida, rendering her ineligible.
Kuzco is not pure of heart.
Nemo is a fish & a literal child.
Lilo has Darkness & is also a Literal Child (Alice, at least, has the Victoriana & Role Archetype things rendering her age irrelevant; Kairi was a tween).
Giselle from Enchanted: requires consent of IRL persons to use the likenesses thereof, her Worlds are not very interesting gameplay-wise, she does not resonate with the themes of the KH series at this point of its story.
Leia from Star Wars: IRL likenesses, has Darkness, Star Wars is its own form of multiverse (like the crossover series excluded above), sequel trilogy messed up its own Heroine's Journey by switching heroes & would lead KH audiences astray.
anyone from Marvel except (maybe) Kamala Khan.
Remaining 4?
Merida from Brave seems a toss-up: on the one hand, she fulfils many of these themes to varying degrees (freedom, wisp lights, magical transformation, true love); on the other, Merida rejects many of these same themes. I'm also skeptical on how well her setting would act as a playable World in KH (assuming that the New Lights will feature alongside said worlds: this is a flawed rationale). Merida's narrative arc does not easily align with where Sora or Riku are "at" in their journeys: if we meet her & her world, it won't be as "Sora" or "Riku" but as "Donald&Goofy" or the "Wayfinders&Kairi".
Riley, Inside Out? Cons: non-magical setting; game world of her Mind (playing with un/reality) is too useful for the development of Donald, Goofy & Kairi (wrt Sora) & the concept might evengo Christopher Robin (Sora taking Riley's role) though the latter seems unlikely; meeting Riley after playing around in her head would be Awkward.
Ventus? only as a Substitute due to his purity being artificially inflicted on him.
Naminé? only as someone for Kairi to "pass the torch" to, not possible within the KH3 timeline.
[daughter of Simba & Nala]? Nala was pregnant with her in KH & her story is about reuniting [light & darkness] (romeo & juliet, but lions). cons: timeline??? animal heroine.
[any number of Final Fantasy characters that have not yet featured in the KH series]
Pocahontas-the-character thematically fits almost perfectly... but her film's story is one of the cruelest decisions made by Disney as a company, one that continues to cause harm when allowed to stand uncontested.
the boy scout from Up?
Bruno or Alberto, if Disney/the film's creators are willing to make their film's Subtext into "Text".
i have not seen Encanto nor Coco nor Seeing Red: any of these films may harbour an additional Light for Nomura to borrow... but i doubt that he set up the concept of "New Lights" in KH3 without already having most (if not ALL) of its roster already accounted for.
(Disney DOES let Nomura know about upcoming films but, after Frozen's success changed how it was "allowed" to be used in KH3... i find it more likely that the new roster [of Kairi, Rapunzel, Anna, Tiana & Moana] will find its final 2 additions from Pixar &/or Final Fantasy instead).
i highly suspect that at least 1 of the new 7 lights will be male or non-specifically gendered (Wall-E, for exanple).
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ayurveda112233 · 9 hours
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Unlock Your Creative Potential: A Review of the Digital Creative Online Course
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