âplay this with someone you loveâ
i made a small game! itâs very short, best played only once with someone you love. give it a shot if you like.Â
start here: https://docs.google.com/document/d/1cmAOj2WVzBiTcYqSuPQwwfak4Roy7otpy3k0R3I3hOY/edit
todays bird
Jules of Nature
One Nice Bug Per Day
$LAYYYTER
Cosimo Galluzzi
cherry valley forever
Sweet Seals For You, Always
KIROKAZE
occasionally subtle
Show & Tell
Three Goblin Art
Not today Justin
Game of Thrones Daily
trying on a metaphor

â

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@pattheflip
âplay this with someone you loveâ
i made a small game! itâs very short, best played only once with someone you love. give it a shot if you like.Â
start here: https://docs.google.com/document/d/1cmAOj2WVzBiTcYqSuPQwwfak4Roy7otpy3k0R3I3hOY/edit

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đš MY WEBSTORE WILL BE OPENING NEXT FRIDAY, APRIL 27TH! đš
If youâve been waiting to buy my Korrasami prints online, this is your chance! Bookmark http://irenekoh.storenvy.com ! â¨
â¨đ¸đ GRAND OPENING TOMORROW AT 12 PM PST!!! đđ¸â¨
SHOP IS OFFICIALLY LIVE âď¸đ
NEW Patreon comic is up! >>>HERE<<<
â1 AMâ is about late night donuts and girl tension. Thank yâall for your support, it means a lot to me!
Happy Birthday, Bruce Lee
Today would have been Bruce Leeâs 76th birthday. It feels a bit corny typing this out, but as an Asian American man who is about the age Lee was when he passed away, itâs hard for me to imagine how badass a life one would have to live in order to have the impact he has had -- as a martial artist, a pop culture icon, a philosopher, and a proud, visible Asian man.Â
As a way of paying respect, Irene (@prom-knight) and I made a short story in Twine together. Itâs a slice-of-life story about living and learning with Bruce Lee, and we hope you like it. Also, itâs free! So please reblog and spread the word of the Little Dragon.
Download Bruce Lee Is Your Roommate
Hereâs my short Peppercorn Babycorn Unicorn! Thanks to everyone who helped make it happen. Itâs super girly and I had a blast creating it. Feel free to share around and enjoy! xx

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Oh my god, part 2
Written by Brandon Sheffield Drawn by Dami Lee
Creating plots with the zigzag method
Iâve learned this method years ago and Iâve been using it ever since. The zigzag plot creator starts like this:Â
An crescent zigzag.Â
You can have as many up and downs as you want. Iâve drawn six to keep it simple. Alright, this zigzag is your storyline and every corner is an important event that will change everything:
Every down represents a bad thing happening to your main characters, taking them further away from their goal. Every up is a good event, taking them closer to their goal:
So, when the zigzag goes down, something bad must happen. When the zigzag goes up, something good must happen. The reason why we drew a crescent zigzag is because every down must be worse than the previous, and every up must be better than the previous. As the zigzag advances, events become more serious and relevant.Â
Letâs apply the zigzag method. My storyline is a detective trying to catch a serial killer in a futuristic city. Minutes later, this is what Iâve got:
Start: Detective, our protagonist, is just promoted
Down #1: Mass suicide happens in town, detective gets the case, the whole town thinks it might have been a religious suicide act, but detective suspects that someone single-handed killed all those people
Up #1: Detective finds clue about a possible killer
Down #2: A bigger mass murder happens, a true massacre, itâs a definitely a murder
Up #2: Detective finds the killerâs trail
Down #3: Thinking he is ahead of time, close to catching the killer, detective ends up dead in another mass murder
Up #3: Because of his notes and discoveries, the police is able to find the killer before they leave town
From this point on you can play with zigzag as much as you want. For example, changing the orientation of the zigzag for a bad ending:
Lots of ups and downs:
Or just a few:
Itâs up to you (see what I did there?).
You can plot any type of story with the zigzag method. Itâs a visual and easy process for a very complex task.
Hey all! During the two months, I freelanced some 2D Animation with the awesome french studio, Studio La Cachette. The thing that kept me sort of busy during my off times is now publicly online (and now I can bring it up!). Itâs for the worlds 2016 event for the League of Legends tournament! It was my first time animating in a sort of Sakuga style of animation since Iâm more used to a generic style of hand drawn animation. I had to look up the animation styles of Takeshi Koike and You Yoshinari (since that was the style they were aiming for), so it was a wonderful learning experience for me.
I wanna thank Ulysse for the great opportunity, and the wonderful team (Which was a blast to work with by the way). It was a lot of fun, and Iâd love to work with these guys again!
Here be some of my roughs!
Written by Brandon Sheffield Drawn by Dami Lee

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cat
cat, by @_badgamesÂ
Someone tell me what Overwatch is about
Words and swords: an essay about Hyper Light Drifter
by Patrick Millerâââfollow me on Twitter, Twitch, YouTube, or subscribe to my newsletter! Also, you might like my short stories Re: Member and MVPâââa game dev short story.
I played through Hyper Light Drifter over the last two days and figured Iâd put down some thoughts about it. Fair warning: I know some of the folks who worked on this game! I wonât be dispensing any buying advice besides âWatch the trailer and see if you like it,â and I donât spoil any particular plot elements or story stuff.
First, letâs talk about me a lot
Over the last few years, Iâve gradually been coming to learn a lot more about how I consume and engage with different kinds of media and stories, and how the things I like and the reasons I like them tend to be a bit more specific than I originally thought. Chief among these realizations is this: I like words, and I need lots of them.
Those of you who know me might immediately reply with: âOf course you do, dipshitâââyouâve been working as a writer and an editor for years now.â Well, truth be told, it took me a while to stop taking my skills in that area for granted. I always thought of that as a thing that I could do maybe a little bit better than your average college graduate, and I didnât consider it anything particularly special.
On the other hand, Iâd be awed by anyone with the slightest capacity for visual design or illustration; things like our magazine art producer having opinions on where an image should go and why baffled the heck out of me, because to me, it didnât really make a difference. (If youâve ever stopped reading a Game Developer Magazine article because you ran into a 900-word wall of text, you can blame me for that one.)
My brain craves words. Itâs why I devour Reddit and Twitter but canât be bothered with YouTube; itâs why I read all the words on a page of a comic book before looking at the pictures; itâs why I write. Ironically, Iâm not particularly well-read when it comes to books of any kind, and I suspect it might be because Iâm too hooked on the constant feed of words from the Internet to sit down and actually finish reading something. (I also love movies and rarely watch them on my own.)
Itâs also why I adore Castlevania: Symphony of the Night and simply canât get excited for Super Metroid. Goodness knows Iâve tried, multiple times, to save the damn animals or whatever, but I just get bored. You can show me all the lovely level design and invisible tutorial stuff you like, but if you donât give me someone to give a shit about, Iâm not going to play your game. Symphony of the Night, for all of its angsty teen goth stuff, gave me Alucard, Richter, and Maria. Super Metroid didnât give me shit. Also: Another World is beautiful and splendid (and definitely not for me).
The exceptions to this rule are games where the play itself is so compelling and full of mastery that I stick around. Flappy Bird, ZiGGURAT, Super Hexagon, and Canabalt are great examples of this because they demand nothing of me other than the desire to Git Gud; competitive games use other people as the characters and give me a rich playspace upon which I may decorate them with my pain-brush.
The part where I start talking about Hyper Light Drifter
Now: on to Hyper Light Drifter. If I were to describe it in one sentence, itâd be this: âHyper Light Drifter is a beautiful â90s Frankenstein,â and if you felt like being pedantic, Iâd grumpily add the â-âs Monsterâ part at the end.
There are so many notes and moments in the game that feel like the team combed through every JRPG made in the â90s and borrowed the things they like bestâââthings that I had never even thought about until I saw them in HLD and thought, âHey, I liked it when Chrono Trigger included beautiful views in their level design,â or, âThis thing was clearly made by someone who tried to get really, really good at navigating with Teleport running in Earthbound.â
And where â90s RPGs began to inject a little bit of bleak despair into their stories (see: FFVIâs World of Ruin, Chrono Triggerâs future, pretty much everything in Illusion of Gaia), HLD starts in the despair from the first moment and never really lets up. In that respect, it feels like a post-â90s RPG, made by adults raised on â90s RPGs for other adults raised on â90s RPGs; imagine the assault on Kefkaâs Tower not as striking the first blow to bring the world back to ânormal,â but as the last chance for our heroes to have an honorable death.
Perhaps the thing that HLD nails most strongly in its homage to â90s RPGs is the weird sense of loneliness that comes in exploring a world that was made without you, the player. You donât find this as much in a Final Fantasy or a Chrono Trigger because they gave you characters that fit into the world so you could just fit yourself along with them, but games with a) silent protagonists and b) action combat often felt like you were mutely walking through a mysterious and vibrant world that was trying to kill you. Itâs the feeling of renting Link to the Past or Super Metroid and picking up from a previous playerâs save when youâve never played the game before.
Thatâs because the game is almost completely wordless.
This is what made me resent HLD as I played it. Each area has secrets hidden according to logic that makes perfect sense if youâve played the canon that inspired HLD; each fight felt punishing-but-fair; each combat mechanic felt like a good-enough balance between offering easily accessible power and rewarding those who chose to master. The problem was that I could feel the game begging me to care. Countless times I saw a secret lying just out of my reach, or a battle mechanic that could grant me immense power if mastered, or a cryptic allusion to the story hidden behind an arrangement of skeletons or an NPCâs story-comic, and in each of these elements it felt like the game was asking me to fill the gaps in with my imagination.
And each time I answered âNo, and fuck you for asking.â
I didnât get all the stuff in HLD. I donât think I even got half the stuff in HLD. I guess thereâs a costume mechanic, but I didnât find out about that until I was almost done. I lost count of all the stuff I was supposed to be collectingâââfragments and keys and something about tablets. Thereâs a boss that I definitely didnât fight. Maybe there are multiple endings? I liked the dashing mini-game enough to break 100, and I saw on the subreddit that thereâs a soccer minigame that I never found. You want me to try and remember all these things I should come back to later? Good luck with that.
Nor did I become a particularly dextrous Drifter; the battle and movement just always felt slightly off. A few more cancelable frames here and there to make weaving from combat and movement feel better, some invincible frames and better communication around hitboxes and reactions, some more love given to intertwining resource systems, perhaps. The combat system is hard, but I didnât see beauty in it; perhaps a speedrunner or a perfect play will show me something I overlooked.
This is not new behavior for me; Iâm not a completionist in any game these days. But I donât remember ever feeling like a game was thirsty in its desire to persuade me that there is something rich and deep lying beneath the surface if I would just be willing to let myself sink into it and inhale. Contrast this with Undertale, which tries to persuade me to come back with living, breathing characters that reflect the changes I make to their world, or with the Souls games, which are unapologetic and honest in how inextricable the world is to its difficulty; they are both sincere and honest in what they are and why theyâre that way.
HLD, in comparison, feels like it is trying to convince you itâs more than what it seems at first; maybe it is, maybe it isnât, but the fact that I can tell itâs trying just turns me off. If anything, the fact that itâs so damn pretty is kind of infuriating, because it makes me want more but gives me nothing I want. âLook at how cool I am,â it seems to say to me, âDonât you wish you knew more about me?â And then I say in response: âWell, I did until you said that.â Maybe thatâs why itâs silent.
Talking about me again
I donât want people to misread my opinion as âHyper Light Drifter is a bad game and you shouldnât buy itâ; I think if youâre interested, you should watch the trailer and give it a shot. It is gorgeous and well-crafted, and considering I only finish maybe three games a year on my own, I think thatâs worthy of recognizing. It tries to remake the sense of wonder many of us found in classic JRPGs, and for me it failed but was interesting in its failure because I canât tell if itâs the wrong game or Iâm the wrong personâââtoo old, or too wordy, or something.
(The funny thing about using the line âItâs not you, itâs meâ in a breakup is because it can be completely true in that instance, but if you hear it fairly often while being dumped, itâs probably, in fact, you.)
I went through the whole game looking for a reason to care about the Drifter, or the world, or anything enough to keep going. I could tell that the combat and movement mechanics went deeper than most, but I didnât find enough satisfaction in being good at it to find the motivation to get better. I could tell that there were characters and some kind of story going on, but without words, I couldnât be bothered to remember what the deal was with the frogs or the birds or the dog thing. Ironically, the game that I wanted to play most was the one shown in the flashback cutscenes or whatever they were, not the actual game.
And so I got the four things that made the thing power up, I went into the thing and beat the final boss, saw the ending, groaned when I saw there was a New Game+ mode, and went to go watch something on Netflix. Brooding and moody is great for a one night stand, man, but if youâre going for a relationship you better be ready to talk about your feelings.
I donât know if most will react this way. Iâm sure there are people out there for whom words and plot is a burden, and the world of HLD speaks directly to their soul, or people who see the difficulty in the combat system and are compelled to master it Because Itâs There. In the end, I still canât figure out if thereâs more lying underneath that I didnât see, or if I mistook the trappings of depth for depth itself. I guess I wrote this mostly to figure out if anyone else felt the same.
Itâs not you, Drifter, itâs me.
â patrick miller
Written by Brandon Sheffield Drawn by Dami Lee
SFV Nash in one week: Newbie tips and resources
by Patrick Millerâââfollow me on Twitter, Twitch, YouTube, or subscribe to my newsletter! Also, you might like my short stories Re: Member and MVPâââa game dev short story.
Wrapped up one week of playing Nash last night, and as it happens, that week was in-between two Infiltration tournament victories (Final Round and NorCal Regionals)! Read on to find out how I got started, tips for new Nash players, and some thoughts on what I learned from playing Nash for a week.
Nash beginning resources
First off, I recommend checking out Bafaelâs Nash stuff for a good starting point on his toolset. Once youâre a little more familiar with what he can do, watch this Infiltration compilation from Final Round, and donât forget to check out my Nash replay review video:
Getting started with Nash
It took me a few days to get used to Nashâs toolset, and with good reason: Heâs incredibly versatile. Watch Infiltrationâs matches and youâll notice that he can spend most of the round running away, harassing the opponent with Sonic Booms and pokes, and once his opponent tries to close the gap heâll dash in with a poke or a throw to reset the momentum. If he gets cornered, heâs one V-Reversal or V-Trigger away from swapping positions and putting his opponent in the corner.
Heâs also got an effective set of basic tools: crouching MP and EX Sonic Scythe as his main anti-airs, easy combos into LK Sonic Scythe after a crouching LK and a standing LP (which also combos into his super), good mid-range pokes with his f+MK, MK Sonic Scythe, and crouching MK, and even good long-range pokes in f+HK, f+HP, and his Sonic Booms. Plus, his f+MP overhead is a great way to close out a roud.
In fact, one of the best ways to understand Nashâs strengths is to read Daigoâs anti-Nash strategy post (translated by Jiyuna, thanks buddy!) to understand all the stuff Nash can shut down. The fact that he has excellent anti-fireball tools in both his V-Trigger and his super alone let him control a lot of momentum in a match.
If anything, the challenge for new Nash players is going to be getting used to the fact that Nash can fight wherever he wants, meaning itâs up to the Nash player to identify where he wants to be in any given matchup, and how to get there. If Nash wants to get in, he can do it by simply chucking a Sonic Boom and following up with a Moonsault Kick, or a dash, or a V-Trigger; or, he can run away and bait the opponent into dashing in and punishing, giving him the same end result. The latter is probably more destructive to the opponentâs morale, since they put in the work of chasing you and ended up on the defensive.
That said, Nashâs tools arenât as simple and straightforward as, say, Ryuâs. Nashâs f+LK and f+HP are pretty situational, and it takes a while to learn the rhythm and spacing for Nashâs anti-airs compared to other characters. Also, his up-close options arenât quite as scary as the rest of the characters weâre seeing do well in tournaments (R. Mika, Ryu, Necalli, Karin, or Cammy) so once you run out of fairly basic frame traps and throws youâll probably find yourself doing more of your damage at mid-range.
What I learned about SFV from playing Nash
In the first week or so of SFVâs release, I thought it felt kind of like a worse version of Tekkenâââmostly because a lot of the action happens very quickly in more or less the same in-close rangeâââand so I tried to play F.A.N.G. and Ryu to see if there was a way to get more action happening further away. I actually donât think those two characters are particularly good at range, but Nash sure is, albeit for kind of silly reasons; he can close the gap very easily, engage whenever he wants, and then go back to running away at minimal risk or cost to himself. Itâs an interesting hit-and-run style of play that I havenât seen much of outside of like, Chipp in Guilty Gear.
I think that Nash probably has the most versatile toolset out of everyone in the game, and as a result it means that youâre largely stuck playing the game he wants to play and trying to beat him at it so you can play your game. That doesnât necessarily mean heâs super good or anything, but it does mean he has a pretty powerful edge over characters that need to be in a certain range or space in order to succeed. This is especially useful for when youâre playing lots of new opponents (climbing out of pools in a tournament or playing ranked games, for example) because you get to force them to play your game instead of trying to learn how to pick apart theirs, so barring some major new innovations in anti-Nash tech, Iâd recommend him as a good character to grow into.
Off the top of my head, the hardest matchups I ran into were Karin and Bison; think this is mostly because I had a hard time dealing with their approaches (especially Bisonâs dang headstomp) and once theyâre in I have to work hard or eat hits to get them off me.
Next up: In honor of Marnâs amazing run at NCR last weekend, Iâll be playing R. Mika! (Iâm still behind on my Cammy Week writeup, tooâŚ)
â patrick miller

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What I learned from a week of playing Vega
by Patrick Millerâââfollow me on Twitter, Twitch, YouTube, or subscribe to my newsletter! Also, you might like my short stories Re: Member and MVPâââa game dev short story.
(Remember when Jamie Lee Curtis cosplayed as Vega at Evo?)
I did it! I played Vega for a week.
Unfortunately, I donât have much to say about the character himself. Hereâs a handy list of per-character punishes, and Bafaelâs list of combos is a good place to start for understanding how his moves connect.
I donât have much insight into leveling up with Vega because I still donât feel like I really connected with his toolset. I played plenty of Vega in CvS2âââarguably his most straightforward (and boring) incarnationâââand I still canât say I came to enjoy playing him in SFV. I did learn some stuff over the course of playing with him for a week, though, so I figure Iâll just write about that stuff.
Vega basics
If you want to get started with Vega, the basic tools I ended up using a lot were:
-Jump MK for anti-air and pokingâââthis thing is really fast and covers a lot of horizontal range, so I used neutral jump MK a lot in footsies.
-You can also use his air throw and his standing HK for anti-airs, but theyâre a bit more situational. HK can give you a crush counter, which is nice.
-Stand LK has great range, fast startup (3f), and can combo into Crouch LP, which you can cancel into the LK roll for an easy combo. You can also use it to set up tick throws (+2f on block) but it pushes them away a bit so youâll have to walk forward.
-Stand MP (with claw) is your all-purpose mid-range poke.
-Jump LK crosses up.
-His V-Trigger will occasionally just win you rounds because you got a whiff punish and comboed it into his super.
-I have no idea what to do with his meter besides using it for V-Trigger into super.
-I didnât really play much with his no-claw stuff. Iâm sure thereâs some optimal combos and shenanigans using the claw switch but those tools were just not interesting to me. I might be missing out on a lot here, but it really felt like everything just made more sense with the claw on.
Thoughts on the character rework
I was curious to see how the SFV team was going to adapt Claw to a no-charge design, and overall I think it turned out well. Previous incarnations of Claw tend to either be very good for boring reasonsâââpokes and hyooooo shenanigans in ST, pokes in CvS2, pokes and whiffing throws for V-Ism meter in A3, though I donât know how good he ended up being in that game overallâââand heâs kind of weird because when heâs charging heâs not using his fast walk speed for footsies, and when heâs playing footsies he doesnât have access to his usually-not-that-great-specials. SFV gives him access to all his specials and makes some of them a little bit more useful (no charging needed for the BnB!), but tones down his pokes and makes him weaker on knockdown (no more flipkick or invincible supers for wakeup). All in all, itâs a cool way to keep the core feeling of the character and make him feel a little bit more whole than he used to be.
I didnât really dig the no-claw stuff, though. While his mask and claw gameplay in previous SFs was certainly something that could be improved on, I donât like that he ends up losing a LOT of poking range and power when he loses his claw and instead gains comboability at shorter ranges. It seems weird to me that when he gets beaten up and loses his claw, he then has to get closer and do some damage. I guess they probably wanted to avoid play patterns that reward Claw players for running out the clock.
Ranked play is not a measure of progress; it is just a higher-pressure testing ground
Over the course of Vega Week, I played unranked matches for a few days, then hopped into some ranked matches and lost about 800LP over the course of two days. The day after that, I got about 600LP back. I donât think itâs because I got dramatically better over that time, of course; I was playing perhaps a little smarter, but that was about it.
Iâm not terribly invested in my LP score, but it does feel good to see that number go up, and bad to see it go down, especially with the constant ping-ponging between divisions. If nothing else, Vega Week was actually pretty good reminder that oneâs ranked performance in any given day doesnât really say anything about your skill as a player; over long stretches of time itâll give you a general idea as to your overall range, but in any given day you could be getting paired up with players that are way better or way worseâââand since theyâre running into the same thing, you canât even do much to extrapolate their talent level from their LP or division either.
Iâve said this before, but: If you focus on wins and losses as your benchmark for improvement or fun, youâre probably not going to have fun that often with a fighting game. Do your best to think of days where you lose LP as days where you learned a lot (LP = Learning Points!) and think of days where you gained LP as validation that the things youâre learning in losing that LP is paying off. Ranked games are just a chance for you to test your skills against people who are more serious than they are in unranked or lobby matches.
What Vega taught me about SFV
I mentioned in my Laura Week post that I picked up Laura because her in-your-face, fast-paced footsies felt like a core part of SFVâs identity as a game, and also something that Iâm really bad at and needed to get more comfortable with.
Similarly, Vega also strips down the game to a smaller subset of the space: You win if you can keep the game in pokes/footsies/throws, and you lose if you canât. In order to keep the game in that phase, you need to control the opponentâs momentum, and youâre given three tools to do that: Crouching RH (slide), F+HP, and his jump-ins. Each of these are fast and powerful enough that your opponent will need to watch for them even from far away, because if Vega connects with them, heâll be able to turn it into pressure and damage (and if he gets to bait a reversal DP, that crush counter damage will be big). Each of these options also have a simple answer: Block the sweep, jump over the F+HP, and AA the jump-ins.
Vegaâs range and walk speed means that heâs almost always a threat with at least two of those options. Your goal as a Vega player is to figure which ones the opponent is looking for on their approach (and they most likely will approach, as Vega completely breaks down under pressure). If theyâre walking back and forth or overusing their dash, you can probably catch them with a sweep. If you see them start adding crouch blocks to their footwork patterns, it means theyâre thinking of blocking the sweep and punishing, so you can poke with F+HP instead.
That will get them jumping, which you can shut down with nj MK. And once youâve intimidated them with your control of the far range footsies, you can start jumping in while theyâre focused on not getting swept and stabbed, which gets you free up-close pressure. Vega doesnât have much in the way of consistent Big Damage Combos up close, so youâll be playing simple throw/standing LK mixups and turning that into damage.
Of course, this kind of game is something that everyone in SFV plays, but with Vega itâs pretty much all heâs got. He doesnât have a whole bunch of crazy mixup strings that test your opponentâs patience or reactions, so you pretty much have to go for honest, vanilla stuff like âYou teched the last two throw attempts, so now Iâm going to bait it and punishâ or âYou keep getting hit in pressure strings so Iâm going to try for a Crush Counter setup.â And when youâre on defense, all you can do is block until you find an opening for a lucky escape or standing LK. Vega can play a simple game, especially if you focus on winning with the claw on, and I think thatâs a pretty great thing for new players to get used to.
Iâm still overdue on my Cammy Week post, so thatâll come next!
âââpatrick miller
This my bebe. Bebe is bigger than me. Strong bebe
ok friends i wanted to confirm this storyâs accuracy before reblogging so i googled it and yes itâs TRUEÂ
AND ALSO the mom cat raised the lynx baby ALONGSIDE HER KITTEN so we have all these cute pictures of the lynx cub with the kitten please look at them
^^^ FAMILY PORTRAIT