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#qwer icons
aeraras · 26 days
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sailorjisunq · 19 days
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최애의 아이들
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alfaire · 6 months
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。 ゚⭒  𝖢𝗎𝗉𝗂𝖽 𝗌𝗁𝗈𝗈𝗍 𝗆𝗒 𝗁𝖾𝖾𝗅ㅤ  🪽  ݁ㅤִֶָ 🩸 ⋆   ◌ 🧁 
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cheeryfairygender · 3 years
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Names
Spring
Tech
Exe
AI
Noel
March
Flora
Blossom
Dawn
Peach
Zelda
Lara
Aerith
Pronouns
code/code/codes/codes/codeself
bit/byte/bytes/bytes/byteself
pro/progra/program/programs/programself
AI/AI/AIs/AIs/AIself
di/digi/digis/digis/digiself
digi/digi/digis/digis/digiself
digital/digital/digitals/digitals/digitalself
tech/tech/techs/techs/techself
cute/cute/cutes/cutes/cuteself
strong/strong/strongs/strongs/strongself
soft/soft/softs/softs/softself
love/love/loves/loves/loveself
qwe/qwer/qwer/qwerts/qwertyself
file/file/files/files/fileself
be/beep/beeps/beeps/beepself
beep/beep/beeps/beeps/beepself
boop/boop/boops/boops/boopself
mou/mouse/mouses/mouses/mouseself
.exe/.exe/.exes/.exes/.exeself
cli/click/clicks/clicks/clickself
click/click/clicks/clickself
cy/cyb/cybs/cybs/cybself
wir/wire/wires/wires/wireself
wire/wire/wires/wires/wireself
kind/kind/kinds/kinds/kindself
heart/heart/hearts/hearts/heartself
Genders
Starkgender
404gender
Robotgender
Betagender
Vurilic
Wirelessgender
Digigender
Netgender/Netgirl
Erroricine
Ludumgender
Printempagender
Roilaric
Evari/Evarigirl
Märzic
Cutegender/Gendercute
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[ID: A banner similar to a DNI banner with Cham-P, a large hamster, and Maga-Z, an aggressive hamster with a tear in its left ear, both belonging to Gundham from Danganronpa. They both are on the left and break the border of the banner. The banner reads as follows: Do not respost onto flop/cringe accounts! It triggers my paranoia, and you are not immune to being reported to your website’s staff! “My paranoia” is implied to be referring to Mod Bede. End ID]
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[ID: A DNI banner with Jum-P, a curled up and sleeping hamster,  and San-D, a calm/happy hamster holding a sunflower seed, both belonging to Gundham from Danganronpa. They both are on the right and break the  border of the banner. The banner reads as follows: Do not interact: Ed, Edd, n Eddy icons, Nazi, pedo, bigot, truscum/transmed/”nonbinary skeptic”/”gender critical”, against xenogenders, pro-shipper, think bisexuality doesn’t include trans/nonbinary people, antikin. End ID]
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lukparkeru6 · 2 years
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Questionnaire: results
Yesterday I made a questionnaire to get some ideas for my game, here is what I learned. The beginning two questions, giving me an idea of what kinds of elements a hack n slash game needed showed overwhelmingly that enemy variety was the most important element for the game, with sound effects, enemy ais and combat systems being highlighted quite majorly. Those that claimed to have played the game a lot mentioned the importance of a good gameplay loop, which is something I need to put more thought into.
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When questioning about artstyles, the general consensus was that the game should be semi realistic in the artstyle, with only some mentioning pixel styles at all (which does not bode all that well for me). It appears that the pixel arts I made leaned more towards male than female/ androgynous, with it being noted that the only one who voted female and androgynous being a female themselves. This may perhaps be a result of people pushing their own characteristics onto the character, or I may be completely overthinking it, who knows. it is notable that the front image seemed much more male than the side, which was a bit more split
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When questioning about the artstyle, it was very much clear that the artstyle was a little lacking, with answers generally either calling it too simple or unclear what the game actually was meaning to do with the style. Whether the two images were actually the same character was very split, with half voting for same and half voting for different. Quite frankly the fact that half couldn’t tell tells me all I need to know.
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For improving the design, I got some good pointers. Making sure to make the hair length more obvious in the front sprite, making it wider to fit more with the width of the front sprite, and making an iconic element to the character (looks like the bandana wasn’t notable enough) are all great ways to improve character recognisability.
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With the art questions completed, I moved on to the game mechanic questions, starting with some questions on controls. The exact number of buttons was surprisingly universal, 5 (which just happens to be the exact amount I planned to implement anyway) The way the controls are mapped is quite different however. While the majority went for using the mouse to aim, there were also votes for both the original mapping of QWER + arrow keys and also using WASD and the number buttons to use abilities? This last system seems like it would be much more fitting in a different genre, where moving is much less important, since you’d be using one hand to both move and use your abilities. The aiming system generally favoured locking on, with most wanting the ability to manually lock on, while some just wanted it done automatically. One individual wanted no lock on at all, but that sounds kind of awful.
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With all the control questions answered, balancing was another matter. Quite frankly the answers for this were so perfectly split it doesn’t actually help at all. One wanted enemies to last a while so they could be combo’d for a while, another wanted enemies to last so they actually had the opportunity to attack. One wanted enemies to die quickly and bosses to die slowly, while the last wanted enemies and bosses to die quickly. Thankfully the ideas on how many hits a player should be able to take was much more consistent. All but one individual (who I happen to know is more of a casual gamer, so not too surprising they want an easier game) voted for moderately flimsy characters, so I shouldn’t particularly struggle with health balance
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Ideas on healing were also fairly joined. It was clear most people wanted the option to heal out of combat, with one wanting it automatically and two wanting it as an option at the cost of resources. Healing inside combat was quite universally wanted via an item, with 3 wanting a risk, while one wanted to just be able to do it whenever. The exact risk varied, but this will certainly make my decisions easier to make, knowing people would rather use consumable items than abilities.
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The questions on charged abilities were universally positive, with the only issue just being that one person didn’t quite realise what a charged ability was so they proceeded to explain a charged ability " In hack n slash, the abilities usually use a longer cooldown if they are powerful, and some require killing enemies to recharge”  is what they wrote, which is pretty much exactly what I meant. The final question regarding the story idea was pretty unanimous in not wanting a basic chosen hero story. Of those that actually wanted the game to have a story, one wanted the mercenary concept, while two wanted the hero story, but with ambiguous stipulations like ambiguity or the ability to become a villain yourself.
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Overall, I learned a lot on how to improve my art, and also realised that my current control scheme isn’t all that good at the moment. My next goals are to improve the art, implement said art, before moving on to making some sort of better aiming system. I would like to try using the mouse for said system, since it would let me better learn how to use the mouse from an unlocked state to select things, since previously I only ever used it in either menus or in first person
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sailorjisunq · 19 days
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sailorzita, pode fazer icons das qwer's?? é uma banda coreana!!
♡!
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