💌 Comments
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If you want to share any general comments that don't relate to a specific picture, visit our Feedback Corner. Would love to hear your thoughts!
🧲 U Split
🥋 The Way of the Wasped Fist
-tbj
Yan definitely needed to show up, but you know how these stories are often written after the picture is finished, but sometimes there isn't enough content from the picture itself to make a good narrative, so I need to add in extra characters and events. But I also often write stories in hope of inspiring more artwork in the future, so who knows, maybe Yan will pop up in one of the upcoming pics.
🌿 Skinny as a Twig
-tbj
🌿 Wildbender
-tbj
💀 Necromantic Serenade
Same with the picture, because it's amazing, but it's more creepy than your usual pictures of him for some reason. I think it's his face. You tend to draw characters, irrespective of the rest of the picture, with happy or lusty faces. This is... way too realistic so it almost comes off the screen. The slight furl of his brow, the way his face almost looks blank, but there's menace in his eyes...
Maybe I woke up weird, but this might be the best Lichard yet. -tbj
🌴 Twists on the Beach
You do characters, and everything is in service to them. The world, the environments, the politics... all in service of framing compelling characters. That's awesome because they're amazing characters. If you did stories about global politics, your priorities would be different. Speaking for myself, I almost don't care what you do with the characters because I love watching them in new contexts. Martin will always be Martin, no matter the story, because you know your characters and can always be true to them. It's... A writer being able to pull off a multiverse story where all the alternates are also fully realised characters instead of "Spider-Man, but with a funny hat or goatee". A good craftsman knows their tools well enough to use them in unconventional ways - like, hypothetically, training an AI on your own art, to expedite the parts of creation that are less interesting, instead of using it to generate images (and all with the exact same art style for some reason), creating a Patreon, and making $2.15 from gooners while pretending to be an artist. I think a lot of stupid people would see your use of AI as "cheating", and those people simply have zero understanding or appreciation of actual art. Fucking Worhol used a photocopier to literally create an art "Factory". And he didn't even draw one naked boi on a teddy bear.
I think it's a disease of artists who didn't just come up aping manga artist, they never grew past that to create their own thing... And they never stopped to examine what they were copying. A good artist can make a picture with a couple brush strokes. Economy of media tends to create better art - the whole nothing left to add vs nothing left to take away argument. It's constantly like a magic trick where I'll see an artist create a piece I already saw, and a detailed building exterior is a couple lines or a few strokes. They're not painting a building because rivets are boring. They're showing you the "soul" or "impression" of a building, and letting your brain fill in details, which is what separates an artist from a draftsman. Bad artists don't see how to make something complicated into something easy. Anyone can build a birdhouse, a craftsman does it with a minimum of materials and waste.
The other side is someone like Masamune, his backgrounds are painstakingly hyper detailed - down to spokes in discarded bike wheels - but that's the story he's telling. The world Deunan lives in has impact on the characters and story, so he puts detail into them. He's also an insane person who watches German SWAT training videos to get a single panel perfect... But I'm convinced Masamune is an android built only to make the best manga.
All of this is because I'm not a craftsman with language - in fact I suck at it - so it takes me this long to explain a compliment I made because I'm worried it was mistaken for a critique.
All to say that I come to you for your art, the way you do it. I don't come to you for Patric Nagel art and I won't summon his spirit to write illustrated stories about flexible fembois - and one is no more or less good than the other in any respect.
I'm going to shut up now and stop rambling. -tbj
They have environments that are just backgrounds in a cheap movie - not good or substantial enough to tolerate the characters interacting in any way. The camera can't move or you'll notice it's a cheap matte. It completely puts the reader outside of the story because it forces a third-person perspective no matter how it's written.
You set a stage in a given environment, then notice how your characters would interact in that environment. The sun and the rocks are just as much characters as Remy is because they have impact on the story. And you do it without a thesaurus and a crippling need to prove how smart you are to the reader.
I loved and ill shut up now. -tbj
But as you said, "The camera can't move or you'll notice it's a cheap matte." That's the reason why I'm trying to add some stories - without them, the pictures look like billboards on a matte background, so to speak. Some artists may opt for complex 3D environments to achieve immersion where you can truly move the camera around, and I find it really funny how beginner artists think that pictures should be self-explanatory and that it should be like a rule for every artist in the world. If art is self-explanatory and you're supposed to make your own interpretation of it, then what's the point of looking at art? Art is supposed to bring something new, not just let your old self judge it. So I personally prefer focusing on storytelling as a means of creating the world inside the reader's mind without using complex methods like 3D worlds. And I'm glad when it works as intended - to make the picture deeper, raise the "waterline" a bit in the viewer's mind :P
🏮 Shadows Behind the Spotlight
It's weird how many writers stick to character archetypes, or don't even bother giving their characters different personalities. You give personality to a throwaway character. Two of them, actually. You made Chen and Li feel like distinct characters even though they'll never come up again...
I suck at words, so I struggle with ways to describe you and your work, and one that's coming to mind right now is "craftsman". You really care deeply about your work. You say you blew through pictures all the time, but it just means you've gotten really good and nobody's told you that modesty is just socially acceptable lying.
I think it's the cocked hip that pulls the whole picture together. I've been trying to figure it out and it just hit me. It's a sultry and sexy pose that's distorted a bit through his natural flexibility. It's beautifully grotesque like Lichard, it's a bit past the "normal" version of the pose would be, and it makes it all the hotter - for whatever reason. I don't know.
This was all so good.
Also, is this a reboot, prequel, or did he find a way to make himself one piece again?
-tbj
Each character holds importance in their respective tales, though usually I try to re-use existing characters but sometimes it's just not possible, so I have to introduce new ones. You never know if they'll stick around for future stories, though.
I'm all for the term "craftsman" - every piece of art should be carefully crafted, however, carefully crafted has nothing to do with good, right and correct. I have a soft spot for things that might appear odd or wrong on the surface but at the same time there's an unmatched level of skill put into them.
Just to clear things up, this story isn't a reboot or a prequel, but simply another tale about Yan Feng Gu. You know, like different episodes of a cartoon series - they all stand on their own, yet feature the same characters.
🦌 Hey Trapper
3D Basil
🔬 Extreme Experiments
💫 Fasten Your Belts
🏺 Beautiful Jugs
-tbj
💀 Monster Hunter
-tbj
⌚ Working under Pressure
🎱 Fold Story
Don't worry about characters, and it might be hard for a lot of people to express what's good about an unfinished game because they don't understand what does into making one. Like walk speed, for example. That's something no players ever think of with game design, but they always notice when it's bad, even if they don't know quite why it sucks. Or the walk animation in general. It's seriously hot. I'd play a game that's just making him walk to places. My suggestion, and feel free to tell me to shove it up my ass, is to figure out what kind of story you want to tell, first and foremost. The type of story dictates the type of game. Portal wouldn't work as a side-scrolling platformer. Then plot out a simple story that can be added onto. Not just later content, but also adding an extra fetch to a good quest story that deserves to be fleshed out more, or would work as foreshadowing later. But that all comes way after. Then make just a "vertical slice".
Plot out a simple quest - Go inside what looked like a cave outside but is an abandoned temple inside, talk to the dude at the end of the cave who has an interesting story but says he's sobering up but still too drunk to get to the tavern, go to the exit of the cave, uh-oh and earthquake has caused decorative statues to fall, cave is blocked by small statues that are falling down from above of naked big-dicked and/or big titted contortionists that look suspiciously like tetrominos (I'm just putting it here as an example). Clear the naked statues then proceed through the opening outside to see a sign saying X is to the left, tavern (or town) to the right. Go down the path to the tavern. Beefcake bara tavern owner says he'll part with a bottle if you can make it worth his while, but you have no money. Pick between "erotic contortion display", "vanilla contortion display because you're not that kind of boi", or "let the bartender empty his balls in you". One gives a bit of money and a pricer bottle, one gives a couple dollars and a less good bottle of hooch, and the last one gets you no money but the best bottle in the joint... and then you maybe add in a hidden slutty meter so that, if it's high enough, you have the unlocked option of servicing the whole bar which gets you all the money and several good bottles. Also, maybe the slut meter is a good idea, but a pain to integrate right now, so just put a note in the dialogue tree "Hidden Option:" and claim it's just to give people a taste of that feature - then do or don't implement down the road. You can represent it in a VN style to make it easy, just having different static images changing to scripted dialogue with button presses to continue. Then, go back and give the guy his booze and learn a hint... that doesn't have to mean anything because you end it there. It's enough to put on a shareware disk and get people interested. I can't remember if I've talked about it before, but there's a game series I'm obsessed with called "Corruption Of Champions" and it's a text-based, click options, adventure games full of all kinds of delightful porn. If it was me, I'd start with a game like that, that does still have static graphic action shots, or a VN style blended with a side-scroller. It doesn't have to be complicated because the point is to tell the story. COC has a couple dialogue puzzles and gem puzzles that are really fun that they worked them into a text adventure.
The important part is telling the story YOU want to tell so you stick with it. You want to tell X story, and you know you want a couple of mini games that you like. Guys like Henry Darger and James Hampton are two of the most fascinating artists in history, and rightly lauded, who basically didn't show anyone what they were doing and were totally (voluntarily) unknown in their life. They just had a passion they had to express. Patrick Nagel was about as commerical as you get, and he certainly worked for pay, but you can tell he just liked the challenge of design so he was always making what he wanted. You are no less an artist, so be as decadent as you want. We're here not to treat you like a vending machine, rather your artistic vision is one we all love. We just want to see what have to show us next.
You can then take it and start fleshing it out when the muse strikes you - I would start with an actual outline of a short story you want to tell. And, like we all learned from Will Eisner's "Comics And Sequential Art", don't erase or try to make something work. If it's weird, focus on something else because editing and creating are two different mindsets and you can't accomplish anything while trying to accomplish both.
Also, not for nothing, but I read the other comments here, especially Shifty, so I know I'm not the only one who genuinely loves what you do. Just make the little quest that lets you express the idea of what you're doing, with a little beginning, middle, and end. I really hope I'm not being an asshole. I'm encouraging you because I think this is something you really want to do. Maybe you finish the vertical slice and decide you don't like making games. That's cool, too. Just get that one bit done and worry about the rest later.
-tbj
Your idea about bringing the drink to the fella in the cave and not bothering about what's next got me thinking. It suddenly hit me - maybe I should consider making smaller, slice-of-life type games instead of trying to create something huge and complex. I mean the idea isn't new, like some bonus games in longer series that take under 10 minutes to finish, but I never actually considered doing something similar myself.
For me, making a full-length game has always been a challenge to even think of - feels like writing a novel, which can be quite daunting. But looking at my past works, they're mostly short stories, so maybe it's time to embrace that style once more and make some shorter games too? That would solve many problems I face while making games - like deciding on the genre, safe or xxx, etc.
In my mind making a game was something that would take 2+ years of development at least, covering every corner of the fantasy world, lots of skills and characters. However, if I could focus on creating small games within a span of two months or less, it becomes much more realistic. Plus, I could reuse existing sprites to speed up the process even further!
These micro-adventures don't have to be ultra simple either; some could include arcade or puzzle elements or difficult choices for added replayability. Some games might be sequels to previous games. The possibilities are endless!
This new idea definitely shifts the problem from the area of "dreaming to make something one day maybe" to "something I can do right away!" All it took was reducing the scope from a novel to a short story! I'm definitely going to think hard about this and see what kind of ideas I can come up with! :D
🩰 Ballet Morning
🍏 Apples of Youth
-tbj
I remember one where he used to be quite a villain but then a couple of his new slaves talked him into taking a break and going around the world with them, so maybe it was on one of those days when he tried to enjoy some silly lifestyle away from his creepy castle ;D