hello vonnie
will byers stan first human second
almost home
I'd rather be in outer space 🛸

pixel skylines

oozey mess
Lint Roller? I Barely Know Her
noise dept.
he wasn't even looking at me and he found me
Alisa U Zemlji Chuda
occasionally subtle

JVL
art blog(derogatory)
KIROKAZE

Kiana Khansmith

Kaledo Art
Peter Solarz
Keni

styofa doing anything
seen from United States
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seen from United States
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seen from Malaysia
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@weaponsgradestudios

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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An in depth view of Auriel that demonstrates why Evolver is unlike any other fighting game
After losing many artists to various other pursuits, I've decided to try doing the art myself for now. Thadeo officially sketched out.
Heres a dumb progress thing
Generals of the Grimm #RWBY https://twitter.com/Dishwasher1910/status/1064742740775366656HD files will be available on my Patreon : https://www.patreon.com/Dishwasher1910all 7000 pixels of it

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Evolver AI Update & General Progress Report
It’s been pretty slow going for a few months now due to personal circumstances as well as reaching a threshold of completion. The game runs and does so pretty well, but there’s obviously still work to be done, namely, ART! As of a couple of months ago, I’ve been working with a new artist to get some sketch art into the game and playable, but (like most in the industry) he’s very busy with other works, and so it’ll take some time to say the least.
So while all that’s going on, I’ve been heavily focused on getting the netcode to a consistently working state, and as of yesterday, I’m officially implementing the updated framework for the AI I thought up some time ago. New AI Framework: The new AI Framework is designed for the AI to learn based on both player inputs as well as it’s own attacks. It starts with an equal chance to do any combo, and then increases the likelihood of attack patterns based on their rate of success over time. As a result, each individual AI will be relatively unique coming up with different attack combinations based on a player’s own inputs and play-style. Later versions may include a centralized hub of effective attack patterns for all characters.
Netcode Updates After running into a seemingly endless queue of issues trying to implement GGPO into GM:S 1.4, I’ve decided to create my own, similar set of codes and functions. At this point, everything works pretty well except the most important part: synchronizing the games consistently. Because Evolver has pixel perfect collisions, a single frame of mismatched inputs can lead to some wildly different gamestates. I’ve tried several solutions to sync the games without drastically increasing latency to little avail, but I’ve definitely made progress.
More to come . . .
Some animation concepts for Amy’s Lancet
A friend of mine told me Skullgirls was coming out on the Switch. I sighed and counted my monies because I know I'm buying it again because that's just what I do.
Added Stage kills to Evolver
Officially making the PreAlpha demo public. Simply subscribe to our website by using the blue “Join the Fight” button on the right, and the download link will be emailed to you. Once your’e jamming on Evolver, you can join us on discord to talk about the game: https://discord.gg/RJxTrdG

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Concept art for a rooftop stage in Blue Light City, home to our hero, Thadeo.
Patch Notes 4.12.18
· Added auto combos
o Mashing any key will always output the basic string assigned to that button. Now mashing the button at the end of the string will also do the stance burst for that string, and mashing R2 while holding forward will autosuper if done at the end of an auto combo. This is to give casual players more equal footing without robbing more seasoned players for putting more time into the game. Auto combos can do as much as 50% damage or so, and they can be even more effective when strung together with good timing.
· Updated ArtiSen Burst mechanic
o Armor earned now drains over time
o Green health is now drained when attacking; more armor is awarded than green health drained
o Fixed bug where cooldown drained when not attacking
· Added spider charts to character select
o Players can now see 5 point attribute chart of each stance they choose
o Chart updates in real time based on current character build
· Updated parry mechanic
o Parries now destroy projectiles and repeater attacks, but only parry individual hits of 2 hit attacks such as Unko’s staff attacks
· Updated shadows
· Created demo mode which runs AI vs AI for 30 seconds to interrupt start menu; prevents memory leaks and serves to demo game without player input
· Fixed bug causing health to reset if killed by environment
· Fixed bug where game would freeze due to hitboxes with obscure hitAdvantage decimal places
· Updated grabs on slopes; slope combat still iffy
· Fixed bug where Briah would fly away when hit on dash
· Fixed bug with Thadeo’s lightning attacks crashing game
· Fixed many character attack animations to hit more consistently and/or fairly
· Added recordable AI to practice mode
· Repaired window sizing tool
· Updated Unko’s super to respond to sand attacks
· Fixed bug where Synergy was locked in practice mode
· Increased Elena’s invisibility duration from 3 seconds to 7 seconds
· Fixed bug with Pause Menu restarting tutorial
· Fixed bug causing throws and breakers to animate at current attack speed
· Decreased hitStop by 35%
· Updated slow motion functionality for augmentBursts
· Fixed bug with quick moves list displaying incorrectly in pause menu
· Players can now only store 2 breakers at once
· Wakeup attacks now have armor
· Decreased Briah super damage
· Removed throw cancels; the same combos are still possible, but the input timing is different.
· Removed super cancels; see above.
· Fixed a bug where the game would freeze on enemy respawn during Amy super
· Fixed a bug where Auriel could teleport enemies out of the ring
· Increased meter earned while hit by 200%
· Fixed a bug where annihilation kills weren’t displayed in notifications
· Updated spacing of Survival room
In the midst of waiting for various art hold ups, I've been working on the netcode and improving smaller features of the game like the bot AI. This week I've...
In the midst of waiting for various art hold ups, I've been working on the netcode and improving smaller features of the game like the bot AI. This week I've been focusing on making the bot more reflexive and responsive without making it impossible for the player to win. I'm somewhat satisfied with it, but it's still not very good at doing combos to be the most difficult bot in the game. I don't want to limit the bot to do preprogrammed combos over and over, so I'm working on some code to predict whether an attack will connect during a combo.
Hadn’t posted this on our site yet, so here it is! Updated concept art for Dr. Amy Scuziak. Amy is the primary physician for the rebellion’s military, but don’t underestimate her in a fight! With her giant Lancet and Trocar, she wields her medical knowledge to take her opponents completely apart.
Spider/Radar Charts @ Character Select
http://gph.is/2GhgRbV Spent the past couple of days programming radar charts for Evolver’s character select screen. Ironically, considering how little it actually effects the game, it was probably the most difficult addition I’ve made to the game in some time. Not only was it tedious (determining and then logging stats for the charts to show in the first place), but I lacked the necessary geometry skills to program the chart in the first place! Initially, I was trying to determine a way to draw a closed, regular polygon based on a starting point, but this revolved around me being able to determine the angle to start drawing at. After some thought, I figured that the best way to do this would be to, since it will always be a regular polygon, determine the polyagonal radius and then calculate the coordinates to draw around that way. With some research (thank you interwebs!), I was able to write a function that not only draws the pentagonal spider charts I need for my game, but is actually general enough to draw spider charts of any polyagonal size, at least as far as I’ve tested. Once the project is closer to completion, I plan on releasing some assets from the game that are generally useful for any project, and this’ll almost certainly be with them. Cheers, NrdShmN

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Patch Notes 1.2.18
· Fixed bug with deselect on VS AI
· Fixed bug where kits were displayed based on player side
· Increased camera functionality
· Updated menus to show options available in completed project
· Repaired and updated Survival & CoOp Survival
o Updated map structure to improve game flow
o Repaired timer programming
o Updated HUD for player 2
o Added XP to HUD
o Capped starting HP/MP
o Repaired game end sequence
o Repaired bots
o Updated scoreboard functionality with consideration for online scoring
o Update bot functionality
§ Bots have decreased reaction times
§ Bot attack speed will increase over time
§ Bot movement speed will increase over time
o Added boss battles
§ Bosses will spawn periodically as playable characters with reduced starting health
§ Bosses destroy all enemies on spawn causing them to drop mp
§ Killing a boss grants bonus XP and points
· Extended Practice Mode - Practice mode now has general settings as well as a programmable AI
o Vitality settings
o Senergy Settings
o Input display
o Show hit data (damage, hit zone)
o AI Options
§ Default Action (Idle, Run, Jump, Guard)
§ Wakeup Action (Idle, Evade, Repulse, Attack)
§ Auto Recovery
· Added input to clear selected stances at player select
· Repaired Wakeup Attacks
· Added hit type notices (Counter, Reversal, Infinity, Wakeup, Throw Reverse)
· Select now goes back in menus
· Improve playable character AI
o Decreased difficulty of easy/normal bots by limiting combo damage
o Improved difficulty of harder AI by limiting poor option selection
· Buffed Break Burst hitStun
· Added gameplay settings
o Gore
o Default bot difficulty
o Delete Loadouts
· Added guard crush
o Certain attacks will now crush repulse bursts
o Supers will generally crush repulse bursts
· Updated hit/hurtboxes to increase consistency of certain attacks
· Other minor repairs & modifications
All concept art so far! More to come.