4316: artist:Makimb0 character:Katia_Managan knock_off monochrome sketch

artist:Makimb0 character:Katia_Managan knock_off monochrome sketch

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makimb0: Kaz was doing a commission, but he didn't like how it was coming out, so he scrapped it. (He said it was too boring of a pose) He then shared it with the chat, and I (and Pronin) decided to draw/finish it.
Here's the scrapped version

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makimb0: And here is Pronin's version http://www.prequeladventure.com/fanartbooru/post/view/4318

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PermanentFace: Kaz is doing commissions now?
DAEDRIC FUN TIP:
We are watching you.

4315: Festive_Holiday_Disaster artist:invertigo character:Katia_Managan magic monochrome sketch text

Festive_Holiday_Disaster artist:invertigo character:Katia_Managan magic monochrome sketch text

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invertigo: First time reading Prequel and seeing general Elder Scrolls beyond skimming playthroughs and memes.

Katia's a cutie.
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forestOverlord: Welcome. I've never played an Elder Scrolls game either, but I'm big fan of Prequel. I like how you draw her face.

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Rick2tails: indeed she is!

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Enheldor: Learn to draw grill.

4318: artist:Pronin character:Katia_Managan knock_off machete sketch

artist:Pronin character:Katia_Managan knock_off machete sketch

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Pronin: This is a finished version of a sketch Kaz didn't want to finish drawing. Me and Makimb0 finished our own versions of it.
Makimb0's version: http://www.prequeladventure.com/fanartbooru/post/view/4316
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MetalC0Mmander: The fuck is wrong with those pants...

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Pronin: @MetalC0Mmander: It's probably the color but, it's supposed to be a torn skirt with a sort of "Panty window" added in.
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forestOverlord: This might be a fashion one day.

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Rick2tails: that skirt looks fine to me! :) also the drawings cool. Kaz is too hard on his own art

4311: artist:Kazerad character:Quill-Weave character:Weedum-Ja impure_thoughts text

artist:Kazerad character:Quill-Weave character:Weedum-Ja impure_thoughts text

showing 10 of 15 comments


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bluedraggy: Heh! I just thought she left her dentures out. Replace if desired.

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AMKitsune: @Kazerad: Gee wiz, I wish I could type while unconscious. I guess I'm just not experienced enough yet...

She also has teeth capable of reflecting light now. That's a nice thing to have.

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Rick2tails: seems like a pretty fun game of twister there.also who knew Kaz could type while asleep?
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Asperger_kitten_1337: Nude twister

Oh boy

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bluedraggy: They're not nude! Necessarily.

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AMKitsune: @bluedraggy: Those seemingly exposed legs and QW's expression certainly adds weight to the possibility.
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picartosux: @bluedraggy: They're not nude! Yet.

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Geravind: Let Khajiit guess... they're playing "saving drowning man"?
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Stankloid: Who on earth would bet on a human over a khajiit in a game focusing on balance and dexterity? You made a bad call, Weedum.
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BadReligion: ಠ_ಠ

...why Quill is so great in face expressions ლ(ಠ益ಠლ)

4312: Cosplay JoJo's_Bizarre_Adventure artist:Pronin character:Katia_Managan character:Quill-Weave crossover modern_clothing not_sure_if_racist stranger_danger text

Cosplay JoJo's_Bizarre_Adventure artist:Pronin character:Katia_Managan character:Quill-Weave crossover modern_clothing not_sure_if_racist stranger_danger text

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Pronin: Just finished this up. It only took about 3 hours to do.

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madmanransom: Cease these jests before my sides enter orbit.
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MetalC0Mmander: I'm suprised this hasn't already taken over the last one as the featured masterpiece.
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BadReligion: I love these

4305: artist:Bluedragon artist:Kazerad booze character:Katia_Managan drunk knock_off rags text

artist:Bluedragon artist:Kazerad booze character:Katia_Managan drunk knock_off rags text

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Bluedragon: I got permission from Budnick to color Kaz's sketch. So I did this thing. I had a LOT of time on my hands though. So I made a couple alternate versions. Nothing too bad but I'm already taking liberties with the sketch so this is the official version.

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AMKitsune: @Bluedragon: I'm not entirely sure what it is, but there's something about the way you clean up, colour and shade these pictures that just works so well for Kazerad's style. It also gives these images a uniquely recognisable style of their own.

Would you perhaps be willing to link the other versions in the source? I'm sure people would love to see them as well.

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Bluedragon: REALLY? To be perfectly honest, I kinda want to hear it's okay from Kaz though. I'll just be blunt - I put physics-defying cleavage and nip bumps on it. I'm honestly afraid I may have (gently) pissed off Kaz with a recent edit to a Rick2Tails commission. But when I hear something like that from YOU, well... okay. It's just on my tumblr. I'll put it in the source field.

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AMKitsune: @Bluedragon: Well, you know, booru content guidelines still stand, but provided that you're not linking to anything outright pornographic, I fail to see how linking to something that sounds like it would be classed as 'questionable' would be an issue. Then again, I'm not speaking for Kaz here, just as someone who likes seeing what people are coming up with and wouldn't mind seeing more. If you don't think your alternate versions are really suitable to be linked here, don't feel that you should just because I suggested it.
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picartosux: @Bluedragon: I don't think you can anger Kaz by adding nipples, especially since he draws them himself when he's drunk enough.

Nice coloring though. My only problem with it is that the shading is a bit too... smooth for Kaz's artstyle. It's not actually too bad, it just seems a bit "off" to me.

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Bluedragon: I'm with you picarto. Kaz invariably does hard edges and I've yet to feel confident enough to do that. Next one though I'm going to give it a shot. Fuzzy edges seem to cover for a lot of screwups. :)

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Budnick: @Bluedragon: Wow, this is terrific, nice work Bluedragon!
I'll echo others' compliments, and add that I love that you not only retained the scribbly, seeing-double "drunken" speech bubble from Kaz's sketch, but looks like you even punched it up a bit. It was a clever part of the joke in the original sketch, but easier to overlook in B&W. Looks perfect here! You rock.

4308: Cloak_of_Gray_Tomorrow Festive_Holiday_Disaster Kvatch_Mages_Guild Luck Sneak applied_telekinesis artist:realbboy booze character:ASOTIL character:Katia_Managan clannfear daedra fireball glowing_eyes gold grape_juice magic magic_fire non-alcoholic_beverage oblivion_gate pineapple red_eyes telekinesis text undead yellow_eyes zombies

Cloak_of_Gray_Tomorrow Festive_Holiday_Disaster Kvatch_Mages_Guild Luck Sneak applied_telekinesis artist:realbboy booze character:ASOTIL character:Katia_Managan clannfear daedra fireball glowing_eyes gold grape_juice magic magic_fire non-alcoholic_beverage oblivion_gate pineapple red_eyes telekinesis text undead yellow_eyes zombies

showing 10 of 14 comments


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AMKitsune: @realbboy: Ok, playing through version 1.1.0.0 (the most recent version available for download), I've noticed a few things.

Firstly, there's a 'level' that appears as a black screen with katia in the middle which has a number of black circles with red eyes floating around. After a while, I figured out that holding the mouse away from katia causes her to move and found that some of the 'entities' had names above them (I was there to!) so I presume that this is some sort of credits screen? If so, it's quite confusing, especially as it loads immediately after failing a level (sometimes) and uses a completely different control method to the the rest of the game. If this is how you want to go about handling credits (And I'll admit, it's a fun and imaginative way of doing so), I'd suggest letting the player use the standard wasd controls for movement, placing a floor texture below Katia that moves in the opposite direction she does (to give a visual indicator that she's moving across the floor) and masked in a circle around her (you probably don't want to much of the 'floor' revealed, so a small circular area around Katia would be enough to give the player that visual feedback whilst leaving the majority of the room in pitch blackness). Along these lines, the credits sequence could be ended by either touching one of these red eyed creatures of by pressing the escape key or something, which brings me on to my second point.

Secondly, there doesn't appear to be any way to quickly return to the main menu besides dying or quitting and relaunching the entire game. The ability to pause the game (and possibly present a menu allowing the player to to things like return to the main menu and adjust various settings and such) would be a welcome inclusion.

Thirdly, besides the 'empty' level, I'm afraid that the ability to manually load the levels that you bundles with the game doesn't work for me. I select the level in the popped up file browser, it then returns me to the main menu, I walk offscreen and a code error message pops up.

___________________________________________
############################################################################################
ERROR in
action number 1
of Alarm Event for alarm 0
for object textlevelgen_obj:

File is not opened for reading.
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Object_textlevelgen_obj_Alarm_0 (line 12)

Also, while the general file structure of user generated content may be clearer in the future, at the moment, it's a tad confusing in it's naming structure. With the way you say it's going to be structured, this may not be necessary, but have you considered changing the file extensions of your mob and level files? I know that mob files are currently restricted to single character long names and levels aren't but a file called MainRoom.level and P.enemy are much easier to identify at a glance than their .txt equivalents. The modlist.txt file also seems to be stored in my local\realbboy_infiltrate folder (while all the custom mob/level data is stored in that weird temp folder mentioned previously). Also, exiting out of the level select menu without actually picking a level causes the game to outright crash. You'll want to add in something to catch when the returned file is null (or whatever a cancelled file selection returns)

And finally, I love your title screen animation with the swirling fireballs and flying pineapples XD. It's not a dedicated graphic, but it's sure as hell making good use of existing ingame assets. There are however a few others that don't immediately stand out as being title screens (like the one where columns of fireballs fly in from the sides of the screen to eventually spell out the name of the game and a picture of Katia) While it's a cool tech demo of sorts, I initially dismissed it as pretty much just that. A tech demo that I assumed I wasn't meant to see and proceeded to click through it to the main menu. I'm not saying get rid of them, but I'd suggest somehow making them instantly recognisable as title screens.

One last thing actually, I also love the joke/tip button. There's some genuinely useful info in there!

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realbboy: @AMKitsune:
The fireballs, swirly stuff, and dark room are all fancy title screens/ idle start screens, with the intention of being unquie-ish if you die and rage.
The black one actually comes from someone challenging me to make a game on a fanfic, which I promptly created an decided it would go along fairly well as a loading screen:
http://disq.us/p/1jzrit9

They're not meant as much more than pretty stuff to look at/minigames, but I'll consider sprucing the darkness one up some more.

The crash you found was caused by some code that didn't update to the new level file folder format, so I fixed it for the next version. (I should also note that the tutorial overrides your choice if you haven't completed it on any version on your computer yet, not that that will likely be relevant.)

On filenames I'd prefer to keep the files as text files so that whenever anyone opens them, they will automatically use their text editors of choice, having ".file"'s by any other name is still mostly annoying. There is the matter of whether the mods should have a custom and levels subfolder or if they should go in the custom and levels subfolders as it is now. Either way will result in the same amount of folders, and differentiate the characters (which can be crates or any in-game object if you haven't realized yet, even hidden ones (try my name hint hint).

Having a misplaced modlist.txt file is concerning though, are you sure this is the case? On the other machine I tested on it seemed to work fine, but it may be different on different computers considering I generate it at runtime specifically to try to put it in the same folder as the options save.

Speaking of options, I will definitely need to add a suicide/return to menu button, but a pause menu will have to wait until I clean up the menu proper and make it more menu-able, if that makes any sense.

As for the credits, I mostly consider the dedicated line or two on the (probably outdated) help screen to be credits, but as is everything else, that is up to change.

As always, thanks for the input.

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AMKitsune: Something else that came to mind was the possible inclusion of short range melee attacks. If I understand correctly, in ASOTIL mode and when out of magicka, there's no way of attacking, right? Well, what if when the cursor is within a suitable range of the player character (about an ingame melee strikes worth of distance), left click could initiate a suitably ranged melee attack. No magicka requirement and it could be usable by ASOTIL as well. Now, for Katia, such an attack shouldn't be anywhere near as powerful as her primary fireball attack, but what about the possibility of having 'stealth attack multipliers'? Sneak up behind an enemy to within striking range and unleash an attack to do considerable damage. That would add an extra element to combat and would give players another reason to play stealthily. What do you think?

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realbboy: @AMKitsune: ASOTIL's attacks (poorly animated punches) don't use magicka, so ASOTIL doesn't actually use magicka at all.

Unarmed attacks might be nice, but I'm not sure Katia could pull off a sneak attack kill, even with her claws. Thinking about it, has she ever used her claws at actually attack something over the course of the comic? In short, it sounds good mechanic wise but would be one of the more un-canon things. I might still add it because I really like the idea, but it would have to deal enough damage to kill at least scamp instantly or it's just not worth it, because the player would instantly die.

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AMKitsune: So far, has she canonically killed anything (besides the impmaster)? Another way of handling stealth attach bonuses could be to let the player 'knock out' mobs as opposed to dealing high damage. I don't know if there's currently a 'no damage done' score bonus for completing a level without hurting any mobs, but something like that could use used to quickly and non-lethally take out mobs (for maybe 20-30 seconds or so) to enable the player to freely move around without fear of the mob noticing and attacking. And for handling mobs of differing strengths, the knockout duration could be different for different mobs (a knockout attack could effect an imp for longer than a clannfear for example). I don't know, it's a thought.

Actually, that brings me on to something else (I fear I'm incapable of shutting up at this point XD).

While it may take away from the visual immersion of the game, while watching Kazerad try your game on his live stream last night (Yeah, that's a thing that happened), it occurred to me that having little indicators above mobs heads to indicate their current 'status' could be a good way of quickly and easily conveying their state to the player. For example, if a mob 'partially detects' the player and goes to investigate, that mob could display a tiny question mark over their head for the duration of their search. Likewise, an actively aggressive mob could display an exclamation mark. Linking this to the previous suggestion, a system like this could be used to display little sleep "zzz"' above a knocked out mob for the duration of the unconsciousness. the reason that I think these sorts of 'notifications' would be beneficial is because, while the mobs in your game have a number of different states that they could be in, the sound and graphics of the game don't really allow you to relay those states to the player particularly well. I dare say, but these little 'emotes' could even give the mobs an additional sense of intelligence and realism (A bit like how enemies in TES games say things like "Huh, what was that", and "Found you!").

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realbboy: @AMKitsune: I'll definitely have to add indicators, and the sleep thing will probably work out to, although I'm currently implementing other characters besides ASOTIL so that'll have to wait.

What did Kaz think about the game? What did he say? This is the first time that I've heard him directly acknowledge it, so I'm kinda really excited to hear how he think more work holds up.

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AMKitsune: Well, it was right at the end of the stream and he'd pretty much been up all night at that point, so he may well have been a bit 'tired' at the time, but he seemed to have a little trouble grasping the use of things like the cloak, the fact that crates don't block line of sight and the fact that the levels repeat in a seemingly random order (I'm guessing he was assuming that they'd play in a linear fashion). The main things seemed to focus around controls and game to player information conveyance mostly.

Don't take my (probably inaccurate) word for it though, Send him a PM and ask him yourself!
http://www.prequeladventure.com/fanartbooru/user/Kazerad

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realbboy: @AMKitsune: Ok, thanks, I sent him a PM about it.

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OhHiThere: Hey, uh, how do you actually get into the game? I'm literally just wondering where it is in my computer's files because I can't find it.

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realbboy: @OhHiThere: It's an .exe file, which means you can just double click it to run it. Sounds like you're having trouble finding where you downloaded it to, though. Depending on your browser, you might be able to find it by clicking on some sort of download queue and clicking 'open file location'. Alternatively, you can poke around your /C: drive or search for 'downloads' in your entire computer'

4314: Armour Commission Cosplay Halo Khajiit Mjolnir_Armor Mjolnir_Armour armor artist:ARandomGuy artist:Kazerad character:Katia_Managan crossover inconsistent_tracing knock_off modern_clothing monochrome no_colour plain_background text worried

Armour Commission Cosplay Halo Khajiit Mjolnir_Armor Mjolnir_Armour armor artist:ARandomGuy  artist:Kazerad character:Katia_Managan crossover inconsistent_tracing knock_off modern_clothing monochrome no_colour plain_background text worried

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ARandomGuy: >Katia: Worry about the words floating over your head.

>KAtia: Worry about that smiling face, too.

4310: Kazerad:ADVENTURE animation artist:Furrymoan character:AMKitsune character:Grape character:Katia_Managan character:Kazerad character:grahp character:unidentified_BA ear-tilt fansnark text

Kazerad:ADVENTURE animation artist:Furrymoan character:AMKitsune character:Grape character:Katia_Managan character:Kazerad character:grahp character:unidentified_BA ear-tilt fansnark text
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Furrymoan: Ok now is the time for suggestions as to what to do

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Enheldor: Kazerad: Extrapolate
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picartosux: Grahp: Jump in the CODA chamber and become the Villain

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AMKitsune: @picartosux: Yeah, for the sake of conflict, I was going to suggest pretty much the same thing. Score two for this suggestion ^.
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Anonymous_Person: Kazerad: Do the thing!

And yet again:

Katia: Wake up dramatically.

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Ja_Jarsha_Rovandi: Kazera: Go into the chamber but then wake up dramatically. Or did you?

4304: Cosplay JoJo's_Bizarre_Adventure Safety_hat artist:Pronin booze character:ASOTIL comic crossover disguise featured_masterpiece modern_clothing text

Cosplay JoJo's_Bizarre_Adventure Safety_hat artist:Pronin booze character:ASOTIL comic crossover disguise featured_masterpiece modern_clothing text

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Pronin: Here's the finished version with proper tagging this time. This took about 4-5 hours all together.
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picartosux: The guard on the left seems confused and the one on the right seems a bit skeptical. I don't think this is actually working.

You're getting pretty good at your Jojo-inspired art-style, keep it up.

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Pronin: @picartosux: Thanks!
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BadReligion: gr8 m8 8/8
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Nafaalilargus: GG

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Pronin: I need to work on adding backgrounds into my pictures. I would have added a bunch of anime pink sparkles around Asotil.
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