YCHs Incoming and Rules
Posted 6 years agoThis is a journal announcement that YCH commissions will be incoming. The reason:
I'm in the process of finally purchasing a house and I'm seeking to mitigate some of the expense of an impending move. I don't need to do this, but I'm more comfortable doing so for a bit, since houses are such a large initial hit.
I'll be hosting the auctions to receive bidding here on Fur Affinity, and they'll most certainly be NSFW. So you'll need to be logged in to see them.
I can't say how many I'll do, or for how long, but it shouldn't affect my productivity elsewhere. It just means I'll be working longer days for a bit. :3
Just like last time, auctions will be up for 3 days before closing.
Payments will be taken via Paypal only, and must be fulfilled within 10 days of winning.
Increments of $5 or more - must be in response to the last highest bid
Cannot accept installments
Even pieces with multiple characters will be available to single bidders - character "slots" will not be auctioned individually unless specified - make arrangements with others if you want to share expenses
No chitchat in the bidding threads
No whining and making people feel uncomfortable about their bids
I'm in the process of finally purchasing a house and I'm seeking to mitigate some of the expense of an impending move. I don't need to do this, but I'm more comfortable doing so for a bit, since houses are such a large initial hit.
I'll be hosting the auctions to receive bidding here on Fur Affinity, and they'll most certainly be NSFW. So you'll need to be logged in to see them.
I can't say how many I'll do, or for how long, but it shouldn't affect my productivity elsewhere. It just means I'll be working longer days for a bit. :3
Just like last time, auctions will be up for 3 days before closing.
Payments will be taken via Paypal only, and must be fulfilled within 10 days of winning.
Increments of $5 or more - must be in response to the last highest bid
Cannot accept installments
Even pieces with multiple characters will be available to single bidders - character "slots" will not be auctioned individually unless specified - make arrangements with others if you want to share expenses
No chitchat in the bidding threads
No whining and making people feel uncomfortable about their bids
New Subscribestar Account
Posted 7 years agoI’ve created a Subscribestar account as a hedge against Patreon in case they start getting iffy about adult material. You can find my Subscribestar page here:
https://www.subscribestar.com/jaynaylor
They’re more doggedly dedicated to hosting all kinds of material. If you’re happy with Patreon, please continue to support me there! Subscribestar will just be a mirror, a backup, and an alternative for those who aren’t comfortable with Patreon.
If you're more comfortable with supporting me on Patreon, including seeing Original Life +5 pages, you can do so here:
(Adults only) https://www.patreon.com/jaynaylor
(General audience) https://www.patreon.com/jrnarts
https://www.subscribestar.com/jaynaylor
They’re more doggedly dedicated to hosting all kinds of material. If you’re happy with Patreon, please continue to support me there! Subscribestar will just be a mirror, a backup, and an alternative for those who aren’t comfortable with Patreon.
If you're more comfortable with supporting me on Patreon, including seeing Original Life +5 pages, you can do so here:
(Adults only) https://www.patreon.com/jaynaylor
(General audience) https://www.patreon.com/jrnarts
Original Life +5 Will Begin...
Posted 7 years ago... soon.
In April, I will begin to make new pages. Those who've been following me on Patreon know that I've been working on things for a bit, and I'm still compiling preliminary images. So, here's the deal:
The Original Life +5 pages will be FREE.
It has a Patreon up for those who want to support the comic, as well as all my SFW material, here:
https://www.patreon.com/jrnarts
If you're allergic to Patreon, the pages (without extra rewards) will also be posted on my SFW blog, here:
http://jrn-arts.tumblr.com/
The Original Life +5 Patreon is for my SFW material, and I'd like to keep it fairly separate from what goes on in my adult galleries. Please refrain from sexual, sexualizing, and creepy comments about the subjects of the drawings and comics, there. I know I make a living for drawing adult material, and in large part, it's what I'm known for, but I'm going to be keeping a pretty solid Berlin Wall between what goes on here, and what goes on over there.
Thank you so much!
In April, I will begin to make new pages. Those who've been following me on Patreon know that I've been working on things for a bit, and I'm still compiling preliminary images. So, here's the deal:
The Original Life +5 pages will be FREE.
It has a Patreon up for those who want to support the comic, as well as all my SFW material, here:
https://www.patreon.com/jrnarts
If you're allergic to Patreon, the pages (without extra rewards) will also be posted on my SFW blog, here:
http://jrn-arts.tumblr.com/
The Original Life +5 Patreon is for my SFW material, and I'd like to keep it fairly separate from what goes on in my adult galleries. Please refrain from sexual, sexualizing, and creepy comments about the subjects of the drawings and comics, there. I know I make a living for drawing adult material, and in large part, it's what I'm known for, but I'm going to be keeping a pretty solid Berlin Wall between what goes on here, and what goes on over there.
Thank you so much!
Art Comparison / Accusation / Feedback Recommended
Posted 7 years agoI uploaded a monochrome image of Beth recently and someone drew an (understandable) reference to an image drawn by a fantasy artist - an image I'd never seen before. The inference is obvious. The position of the camera, so to speak, is in the same place, and the orientation of the two characters to one another is almost identical. I made a side by side comparison for myself and you can see it here:
http://jaynaylor.com/images6/bethcompare.jpg
The thing is, I used no reference and the image similarities are an honest coincidence. But given their similarities, I'm unsure what I should do. Since it was purely innocent, do I just keep it up? Or do I remove it out of some sense of... deference, since it's been brought to my attention?
Especially interested in feedback from other artists. Were you in a similar situation, what would be your course and why?
http://jaynaylor.com/images6/bethcompare.jpg
The thing is, I used no reference and the image similarities are an honest coincidence. But given their similarities, I'm unsure what I should do. Since it was purely innocent, do I just keep it up? Or do I remove it out of some sense of... deference, since it's been brought to my attention?
Especially interested in feedback from other artists. Were you in a similar situation, what would be your course and why?
Original Life Updating Again
Posted 9 years agoOriginal Life is updating again. It's not on a set schedule like last time, but as I complete pages and such, they're going up. I'm posting them back on my website home page here: http://jaynaylor.com/originallife/ and I'm also updating them on my Patreon page here: https://www.patreon.com/jaynaylor?ty=h
I've been meaning to bring this back for a while and now I have the time to do it.
I've been meaning to bring this back for a while and now I have the time to do it.
Fallout 4 Impressions
Posted 10 years agoI’ve had a good bit of time to play Fallout 4, snatching a few hours of time at night before bed to explore and level up. I haven’t played through the main story completely, yet. I tend to do a lot of wandering. I thought I would catalog my impressions.
First, the good:
1.) It’s a Bethesda open world, so exploration actually pays off. It’s full of interesting locations and amusing things to uncover about the world you’re in. This is kind of a given. It’s like giving Bioware credit for having interesting characters. It’s kind of their specialty, so it bears mentioning every time. I’ve always said with Fallout and Elder Scrolls, the real character in the game is the world.
2.) The vault suit is actually a pretty valuable piece of clothing, now, instead of something you discard as soon as you find a better armored outfit. Right out of the gate, it has some degree of radiation and damage resistance built in, and these traits can be upgraded at an armor station. My character is at level 41 and still wearing it underneath combat armor.
3.) Vodka and Whisky are now the correct color.
4.) The radiation system is much better. It makes radiation more of a concern, but not crushingly so. Coupled with specific outfits that provide incredible protection against radiation, it gives a more ominous but not impenetrable sense to highly radiated places. You just have to prepare.
5.) Shooting is better. I haven’t done a lot of melee combat, but the shooting mechanics are a little more robust. The VATS system is more of a compliment and feels less like a cheat, now, and full on FPS combat feels pretty fun. I remember being on the fence about the inclusion of “ironsight mode” in Fallout NV, but with it’s adoption here, I think it’s here to stay. And I’m strangely okay with it. I tend to do a lot of groundwork before I engage an area full of enemies. I lay mines, I anticipate reactions, I take as many scoped shots as possible before the wetwork begins, and it feels good when a plan comes together. It’s also thrilling when it doesn’t.
6.) Sprinting means you can dash away if you’re in over your head. Most enemies won’t follow you too far from their patrol point, so this makes actually escaping very feasible. In prior games without sprinting, if you bit off more than you could chew, it would usually mean reloading an old save point. This works well with their encounter leveling system, where it’s possible to stumble into areas with enemies that are much more powerful than your level.
7.) Crafting is neat, and it’s even more neat that they’ve made it entirely optional… in most cases. There are a few quests that kind of make you build things, almost as a tutorial, but overall, maintaining settlements is very optional. It may not *feel* optional, the way the Minutemen just keep pushing you to build turrets and dig wells for every helpless bum in the Commonwealth. But the ability to customize your own little dwelling area is nice. So far the random raider/mutant attack hasn’t really been a headache. I’m not sure if they’ll become more difficult, later. Armor modding is nice, but armor doesn’t change its appearance as much as I wish it did when modified. Weapons crafting is a mixed bag. The options are great, but the effects are often unrealistic.
8.) Power armor is what it should be. It’s not just a piece of clothing with higher armor stats. It feels and acts like you’re inside a tank with legs, with levels of protection that are now more in line with its appearance. I suppose my only complaint with this is just how common power armor is, scattered all over the map. It makes it feel a little less special than I think it should.
9.) Mod support. Mhmm. I can’t wait for all the survivalist options.
10.) Battle AI - as a sneak, I noticed that the enemy doesn’t have to spot you to begin shooting in your general direction. This is a nice touch. When your sneak monitor is on [CAUTION] they’ll still just fire missiles randomly in your direction, which can add an element of terror to your situation.
The “eh”:
1.) Companions - I hate traveling with companions, but if you want to level up their affinity, do their personal quests, and/or romance them, you have to drag them around and put up with their bullshit. Companions may be great for “run in and shoot” kinds of gameplay, but any other style of combat will have you telling them to sit and wait while you move ahead and disarm every trap and kill every enemy, then come back and get them. You also lose your Lone Wanderer perks if you are traveling with them just to acquire their personal quests. While I like being a Lone Wanderer, I feel like I’m missing huge pieces of the game because of it. I’d much prefer a Bioware style system where characters had a way of spawning quests that let you get to know them, without having to level their affinity by dragging them everywhere.
2.) Radiant quests. I’m almost afraid to complete a mission for Preston Garvey because I know he’s going to instantly give me another one in a place I’ve already been.
3.) Tiny unrealisms - It’s clear that the people at Bethesda who make these games have very little real world experience with manly items. I complained about Vodka and Whisky being the wrong color in the prior Fallout games, and how unrealistic gun behavior was, and now we have cigars with the bands on the wrong end, which can be unraveled to make “cloth”. I’d imagine during their trip around Boston taking photographs, someone might have bought a cigar just to examine where bands go and the fact that cigars are made of leaves, not fabric.
4.) Gun unrealism. I really liked how Fallout NV tried to supply a variety of weapons, the kinds of things you’d actually encounter in the United States after an apocalypse. They realized the gun’s DPS was as important as it’s per-shot stat, and they realized guns firing the same ammo would do the same single-shot damage. But with Fallout 4, we’re back to cartoon guns as envisioned by metrosexuals who’ve not burned a single calorie in their life learning how they work and what kinds of ammo they fire. A “battle rifle” shouldn’t be default chambered in .45. The assault rifle now looks nothing like a real assault rifle at all. It looks more like a World War 1 era machinegun, with a cumbersome water-cooled sleeve over the barrel. The damage of the 5.56 round it fires doesn’t at all reflect being a hypersonic rifle caliber. It’s all a mess. My favorite pistol is the Deliverer, which looks like a suppressed Walther PP that (somehow) fires 10mm rounds. This kind of gun unrealism makes me wonder if Obsidian will make another Fallout with this engine, and if they’ll try to maintain a better reflection of gun realism like they did in NV.
5.) Mod unrealism. I know this is for gameplay, but converting your weapon from a semi-automatic to an automatic shouldn’t reduce the damage it inflicts per shot. Its’ still the same round being propelled through the same barrel. Sound suppressors and muzzle brakes shouldn’t affect the damage or range of the round (modern suppressors don’t use wipes which play hell with accuracy, and integral suppressors that siphon gas from the barrel aren’t in Fallout 4).
6.) Gamebryo’s notorious little quirks still rear their head from time to time in Bethesda’s creation engine. Haunted crates that spin forever, strange physics that propel bodies unrealistically, my character’s boots sometimes sinking into concrete surfaces, the occasional hovering item - Bethesda still hasn’t quite worked through the impression that your character is “floating” through the universe, like a cartoon character animated over a painted background. Maybe it’s the price paid for the kind of worlds they build? I don’t know. I just know I put up with it, because everyone else’s open worlds are boring to me.
7.) The game wasn’t optimized for performance when it was released. This is why there are significant frame drops in areas crowded with objects, like downtown Boston. There are actually mods that address these concerns. From my understanding, the game is rendering details for objects at a set distance, regardless of whether or not they’re realistically visible. The mods available take into account the population of the objects around you and has the engine drop out rendering shadows for distant objects accordingly. Makes a difference. I’ve got a pretty hot machine, and without removing any limits in the game, my framerates are always between 60-72, except in some areas of downtown, where a sudden turn can see fps dip well into the low 20s for brief moments.
8.) Conversation options now feel incredibly more limited. I miss having a list of responses. I miss having unique responses that only became available if you had a certain perk or a high statistic, like Intelligence or Perception. These are completely gone, now, replaced with only four options to reflect the four buttons on a console controller. I try not to get angry over everything becoming retarded due to consoles, but this is pushing me to that. I wish games weren’t made with a “console first” mindset.
I'm not one of those people who thinks that a proper RPG has to have a lot of "book keeping" in it, which is one of the things people point to when they say Bethesda's moving away from the RPG genre. To me, it's just about playing a role, no matter how the game lets you customize that role. I'm not sure how I feel about the removal of skill points and folding everything over into a perk system, but it's pretty seamless and hasn't really obstructed my ability to enjoy the game.
First, the good:
1.) It’s a Bethesda open world, so exploration actually pays off. It’s full of interesting locations and amusing things to uncover about the world you’re in. This is kind of a given. It’s like giving Bioware credit for having interesting characters. It’s kind of their specialty, so it bears mentioning every time. I’ve always said with Fallout and Elder Scrolls, the real character in the game is the world.
2.) The vault suit is actually a pretty valuable piece of clothing, now, instead of something you discard as soon as you find a better armored outfit. Right out of the gate, it has some degree of radiation and damage resistance built in, and these traits can be upgraded at an armor station. My character is at level 41 and still wearing it underneath combat armor.
3.) Vodka and Whisky are now the correct color.
4.) The radiation system is much better. It makes radiation more of a concern, but not crushingly so. Coupled with specific outfits that provide incredible protection against radiation, it gives a more ominous but not impenetrable sense to highly radiated places. You just have to prepare.
5.) Shooting is better. I haven’t done a lot of melee combat, but the shooting mechanics are a little more robust. The VATS system is more of a compliment and feels less like a cheat, now, and full on FPS combat feels pretty fun. I remember being on the fence about the inclusion of “ironsight mode” in Fallout NV, but with it’s adoption here, I think it’s here to stay. And I’m strangely okay with it. I tend to do a lot of groundwork before I engage an area full of enemies. I lay mines, I anticipate reactions, I take as many scoped shots as possible before the wetwork begins, and it feels good when a plan comes together. It’s also thrilling when it doesn’t.
6.) Sprinting means you can dash away if you’re in over your head. Most enemies won’t follow you too far from their patrol point, so this makes actually escaping very feasible. In prior games without sprinting, if you bit off more than you could chew, it would usually mean reloading an old save point. This works well with their encounter leveling system, where it’s possible to stumble into areas with enemies that are much more powerful than your level.
7.) Crafting is neat, and it’s even more neat that they’ve made it entirely optional… in most cases. There are a few quests that kind of make you build things, almost as a tutorial, but overall, maintaining settlements is very optional. It may not *feel* optional, the way the Minutemen just keep pushing you to build turrets and dig wells for every helpless bum in the Commonwealth. But the ability to customize your own little dwelling area is nice. So far the random raider/mutant attack hasn’t really been a headache. I’m not sure if they’ll become more difficult, later. Armor modding is nice, but armor doesn’t change its appearance as much as I wish it did when modified. Weapons crafting is a mixed bag. The options are great, but the effects are often unrealistic.
8.) Power armor is what it should be. It’s not just a piece of clothing with higher armor stats. It feels and acts like you’re inside a tank with legs, with levels of protection that are now more in line with its appearance. I suppose my only complaint with this is just how common power armor is, scattered all over the map. It makes it feel a little less special than I think it should.
9.) Mod support. Mhmm. I can’t wait for all the survivalist options.
10.) Battle AI - as a sneak, I noticed that the enemy doesn’t have to spot you to begin shooting in your general direction. This is a nice touch. When your sneak monitor is on [CAUTION] they’ll still just fire missiles randomly in your direction, which can add an element of terror to your situation.
The “eh”:
1.) Companions - I hate traveling with companions, but if you want to level up their affinity, do their personal quests, and/or romance them, you have to drag them around and put up with their bullshit. Companions may be great for “run in and shoot” kinds of gameplay, but any other style of combat will have you telling them to sit and wait while you move ahead and disarm every trap and kill every enemy, then come back and get them. You also lose your Lone Wanderer perks if you are traveling with them just to acquire their personal quests. While I like being a Lone Wanderer, I feel like I’m missing huge pieces of the game because of it. I’d much prefer a Bioware style system where characters had a way of spawning quests that let you get to know them, without having to level their affinity by dragging them everywhere.
2.) Radiant quests. I’m almost afraid to complete a mission for Preston Garvey because I know he’s going to instantly give me another one in a place I’ve already been.
3.) Tiny unrealisms - It’s clear that the people at Bethesda who make these games have very little real world experience with manly items. I complained about Vodka and Whisky being the wrong color in the prior Fallout games, and how unrealistic gun behavior was, and now we have cigars with the bands on the wrong end, which can be unraveled to make “cloth”. I’d imagine during their trip around Boston taking photographs, someone might have bought a cigar just to examine where bands go and the fact that cigars are made of leaves, not fabric.
4.) Gun unrealism. I really liked how Fallout NV tried to supply a variety of weapons, the kinds of things you’d actually encounter in the United States after an apocalypse. They realized the gun’s DPS was as important as it’s per-shot stat, and they realized guns firing the same ammo would do the same single-shot damage. But with Fallout 4, we’re back to cartoon guns as envisioned by metrosexuals who’ve not burned a single calorie in their life learning how they work and what kinds of ammo they fire. A “battle rifle” shouldn’t be default chambered in .45. The assault rifle now looks nothing like a real assault rifle at all. It looks more like a World War 1 era machinegun, with a cumbersome water-cooled sleeve over the barrel. The damage of the 5.56 round it fires doesn’t at all reflect being a hypersonic rifle caliber. It’s all a mess. My favorite pistol is the Deliverer, which looks like a suppressed Walther PP that (somehow) fires 10mm rounds. This kind of gun unrealism makes me wonder if Obsidian will make another Fallout with this engine, and if they’ll try to maintain a better reflection of gun realism like they did in NV.
5.) Mod unrealism. I know this is for gameplay, but converting your weapon from a semi-automatic to an automatic shouldn’t reduce the damage it inflicts per shot. Its’ still the same round being propelled through the same barrel. Sound suppressors and muzzle brakes shouldn’t affect the damage or range of the round (modern suppressors don’t use wipes which play hell with accuracy, and integral suppressors that siphon gas from the barrel aren’t in Fallout 4).
6.) Gamebryo’s notorious little quirks still rear their head from time to time in Bethesda’s creation engine. Haunted crates that spin forever, strange physics that propel bodies unrealistically, my character’s boots sometimes sinking into concrete surfaces, the occasional hovering item - Bethesda still hasn’t quite worked through the impression that your character is “floating” through the universe, like a cartoon character animated over a painted background. Maybe it’s the price paid for the kind of worlds they build? I don’t know. I just know I put up with it, because everyone else’s open worlds are boring to me.
7.) The game wasn’t optimized for performance when it was released. This is why there are significant frame drops in areas crowded with objects, like downtown Boston. There are actually mods that address these concerns. From my understanding, the game is rendering details for objects at a set distance, regardless of whether or not they’re realistically visible. The mods available take into account the population of the objects around you and has the engine drop out rendering shadows for distant objects accordingly. Makes a difference. I’ve got a pretty hot machine, and without removing any limits in the game, my framerates are always between 60-72, except in some areas of downtown, where a sudden turn can see fps dip well into the low 20s for brief moments.
8.) Conversation options now feel incredibly more limited. I miss having a list of responses. I miss having unique responses that only became available if you had a certain perk or a high statistic, like Intelligence or Perception. These are completely gone, now, replaced with only four options to reflect the four buttons on a console controller. I try not to get angry over everything becoming retarded due to consoles, but this is pushing me to that. I wish games weren’t made with a “console first” mindset.
I'm not one of those people who thinks that a proper RPG has to have a lot of "book keeping" in it, which is one of the things people point to when they say Bethesda's moving away from the RPG genre. To me, it's just about playing a role, no matter how the game lets you customize that role. I'm not sure how I feel about the removal of skill points and folding everything over into a perk system, but it's pretty seamless and hasn't really obstructed my ability to enjoy the game.
Lewd Comments in General Audience Submissions
Posted 10 years agoI know it's easy for people to think that just because I make my living off of adult work, they can just inject sex crude sex into everything else that I do. It's rated "general" for a reason. Don't talk about what you want to do to the character, sexually. Don't leave comments about how you're masturbating, or whatever your lack of self awareness compels out of you.
And be considerate of others who may happen upon a "general" rated image and just want to enjoy something nice.
And be considerate of others who may happen upon a "general" rated image and just want to enjoy something nice.
Ads and Setting
Posted 10 years agoWhen I was thinking of ways to monetize FA, I didn't think the people who ran the place would choose the laziest, most uncreative, and intrusively annoying way to do it.
Adult ads are disgusting. They take any mature image you may want to create, provide a mood for, craft a specific setting for, make a point with, a theme, an atmosphere - and drag it down into the basest most juvenile level of "get laid tonight - hot grandmothers in your area". It turns an art gallery into something cheap, base, and shitty, beyond the control of the artist and their content. Some might say, if you're drawing porn, what do you care? Because not all porn has to be that kind of "stupid" porn that 99% of porn on the internet is - no characterization, no style, no soul. Let's not force that association on artists. I remember Miu once remarking that he wanted to show through his style that adult characters and stories could be cute and playful. I respected him a lot for having that specific goal, and pulling it off effectively. It's easy to see how adult ads can completely ruin such a presentation in the mind of any third party who views it.
Furthermore, any professional who may have cause to draw a "mature" image, with nudity (flagged mature regardless of how tasteful and skilled it may be), will be reluctant to host their work on FA because of this association.
nb4 "adblock blah blah blah" This is about presentation to anybody, not your own personal experience. I already use adblock.
I don't suppose it's too much to ask that the intrusive shitty ads be left aside, and instead we come up with additional services and features that some people might be willing to pay a yearly membership for? I know that's more work, but if you're serious about blending a community site with a business model, that's the best way to go as I see it. The best solutions are rarely the easiest ones. And seriously, how can you in any way have your finger on the pulse of your "community" and not foresee this reaction?
FA has become second rate - between the ads and the way they compress the quality of gallery images so they look janky on good monitors. I'm so glad I've divested my need for FA recently, but I feel very bad for artists who depend on it.
Adult ads are disgusting. They take any mature image you may want to create, provide a mood for, craft a specific setting for, make a point with, a theme, an atmosphere - and drag it down into the basest most juvenile level of "get laid tonight - hot grandmothers in your area". It turns an art gallery into something cheap, base, and shitty, beyond the control of the artist and their content. Some might say, if you're drawing porn, what do you care? Because not all porn has to be that kind of "stupid" porn that 99% of porn on the internet is - no characterization, no style, no soul. Let's not force that association on artists. I remember Miu once remarking that he wanted to show through his style that adult characters and stories could be cute and playful. I respected him a lot for having that specific goal, and pulling it off effectively. It's easy to see how adult ads can completely ruin such a presentation in the mind of any third party who views it.
Furthermore, any professional who may have cause to draw a "mature" image, with nudity (flagged mature regardless of how tasteful and skilled it may be), will be reluctant to host their work on FA because of this association.
nb4 "adblock blah blah blah" This is about presentation to anybody, not your own personal experience. I already use adblock.
I don't suppose it's too much to ask that the intrusive shitty ads be left aside, and instead we come up with additional services and features that some people might be willing to pay a yearly membership for? I know that's more work, but if you're serious about blending a community site with a business model, that's the best way to go as I see it. The best solutions are rarely the easiest ones. And seriously, how can you in any way have your finger on the pulse of your "community" and not foresee this reaction?
FA has become second rate - between the ads and the way they compress the quality of gallery images so they look janky on good monitors. I'm so glad I've divested my need for FA recently, but I feel very bad for artists who depend on it.
Signal Boost
Posted 10 years ago
Go grab her by the pony tail and tell her what a tramp she is. Then spank her.
"Open World" Games
Posted 10 years agoI guess while we're in the throes of the Fallout 4 reveal, it's a good time to jot down all the thoughts I have about games trying to be "open world" ever since the fat success of Elder Scrolls V: Skyrim.
I guess to start, I should tell you that Fallout 3 was the first game to capture my attention and keep me "addicted" for longer than was healthy. The only game to do that prior was Star Control 2, which had the mercy of being a game on a timer, preventing you from playing it indefinitely. F3 was the first game that put me on a giant grid full of things I could explore, turn over every rock, find bits of story, wonder what was over there, wonder what's behind that hill, wonder what that strange building was and what I would find there. It was a new experience, and subsequent worlds like that, from New Vegas to Skyrim, had the same feel to them: well designed landscapes dotted with features that didn't feel repetitive (except for the voice acting), and contributed a little slice of the universe's story when you explored it. This was combined with an appropriately atmospheric soundtrack to punctuate your explorative moments.
They were what games about exploration should be. They weren't good fighting games, but you could get by. The game engine made the characters feel "floaty" and janky. But while every other game could give you the action and the fighting, they all failed to give you the feeling of emerging from an enclosed dungeon, into an enormous, wild world, with the accompanying musical sting, with the need to know, "Hey, where does that river go?"
Other games claimed inspiration from these games. Dragon Age: Inquisition indicated they expanded their maps for this reason. It was a good game and I liked it, even if the ending was disappointing. I would have thought after creating Mass Effec 2 as the template for how to end a character-driven game in an emotionally satisfying way, we might have gotten more than "pick your team like always, fight a guy with a lot of hitpoints" as the final mission. Bioware's strength is character writing, and it propelled the game, but like everyone else who tried "open world", they just build larger maps to cover, without any thought to rewarding someone's desire to explore them. There were no grand moments of emerging on a mountain top and looking out over an intriguing landscape. There were no significant reveals outside of quests. There was just a lot of ground to cover. Ubisoft does similarly with their worlds, whether it's the Far Cry games or Assassin's Creed. They just seem to build larger maps and scatter collectibles around them. Not to mention repetitive tower climbing. It feels large, but none of it feels very interesting.
I'm not saying these are bad games. Far from it. I'm just saying their strengths aren't with their worlds and their maps.
I'm playing through Witcher 3 right now, in my spare time. It has a lot of the same issues. It's a great game, the fighting is great, the quests are neat, the little stories in it are pretty good to uncover (the graphics are fucking amazing - GTX980 running on max settings smooth as butter). I'm really enjoying myself. The maps feel large, but not intriguing. Each undiscovered location is marked with a question mark on your map, so you aren't really pleasantly surprised by seeing anything. Vision is obscured by foliage most of the time, so there aren't really any instances of seeing something in the distance you want to check out. The maps make me feel very uncurious, even as I enjoy everything else about the game.
I know there are people who don't get the enthusiasm for Fallout 4. I know there's the kind of person who likes "games" more than "this kind of game" in general. I'd love to see F4 adopt a better engine and work out a lot of the fighting and action issues that have dogged Bethesda's worlds right up to Skyrim. But to a person like me, these faults are easily overcome by a game in a world that I know I'm going to sink several hundred hours into, easily, just walking around, popping heads off monsters, exploring bunkers, wondering what's over that hill, and feeling like one small person in a large world I can tell the creator's really enjoyed building and writing stories into.
I guess to start, I should tell you that Fallout 3 was the first game to capture my attention and keep me "addicted" for longer than was healthy. The only game to do that prior was Star Control 2, which had the mercy of being a game on a timer, preventing you from playing it indefinitely. F3 was the first game that put me on a giant grid full of things I could explore, turn over every rock, find bits of story, wonder what was over there, wonder what's behind that hill, wonder what that strange building was and what I would find there. It was a new experience, and subsequent worlds like that, from New Vegas to Skyrim, had the same feel to them: well designed landscapes dotted with features that didn't feel repetitive (except for the voice acting), and contributed a little slice of the universe's story when you explored it. This was combined with an appropriately atmospheric soundtrack to punctuate your explorative moments.
They were what games about exploration should be. They weren't good fighting games, but you could get by. The game engine made the characters feel "floaty" and janky. But while every other game could give you the action and the fighting, they all failed to give you the feeling of emerging from an enclosed dungeon, into an enormous, wild world, with the accompanying musical sting, with the need to know, "Hey, where does that river go?"
Other games claimed inspiration from these games. Dragon Age: Inquisition indicated they expanded their maps for this reason. It was a good game and I liked it, even if the ending was disappointing. I would have thought after creating Mass Effec 2 as the template for how to end a character-driven game in an emotionally satisfying way, we might have gotten more than "pick your team like always, fight a guy with a lot of hitpoints" as the final mission. Bioware's strength is character writing, and it propelled the game, but like everyone else who tried "open world", they just build larger maps to cover, without any thought to rewarding someone's desire to explore them. There were no grand moments of emerging on a mountain top and looking out over an intriguing landscape. There were no significant reveals outside of quests. There was just a lot of ground to cover. Ubisoft does similarly with their worlds, whether it's the Far Cry games or Assassin's Creed. They just seem to build larger maps and scatter collectibles around them. Not to mention repetitive tower climbing. It feels large, but none of it feels very interesting.
I'm not saying these are bad games. Far from it. I'm just saying their strengths aren't with their worlds and their maps.
I'm playing through Witcher 3 right now, in my spare time. It has a lot of the same issues. It's a great game, the fighting is great, the quests are neat, the little stories in it are pretty good to uncover (the graphics are fucking amazing - GTX980 running on max settings smooth as butter). I'm really enjoying myself. The maps feel large, but not intriguing. Each undiscovered location is marked with a question mark on your map, so you aren't really pleasantly surprised by seeing anything. Vision is obscured by foliage most of the time, so there aren't really any instances of seeing something in the distance you want to check out. The maps make me feel very uncurious, even as I enjoy everything else about the game.
I know there are people who don't get the enthusiasm for Fallout 4. I know there's the kind of person who likes "games" more than "this kind of game" in general. I'd love to see F4 adopt a better engine and work out a lot of the fighting and action issues that have dogged Bethesda's worlds right up to Skyrim. But to a person like me, these faults are easily overcome by a game in a world that I know I'm going to sink several hundred hours into, easily, just walking around, popping heads off monsters, exploring bunkers, wondering what's over that hill, and feeling like one small person in a large world I can tell the creator's really enjoyed building and writing stories into.
FA Site Changes - Running the Beta Layout
Posted 10 years agoI'm running the beta layout, so I'm probably not getting it as badly as some, but there are a few observations about the beta as it stands now, that are worth mentioning. This is my helpful critique to anyone who may see it/read it/link it to anyone who can affect it:
1.) When you go to the "next" page in the "scraps" gallery, it actually sends you to the next page in the main gallery, making it impossible to browse scraps beyond the last 60 submissions.
2.) Sidebars that constrain the size of horizontal art are bad. One of the (few) things I actually liked about FA's layout was how it didn't constrain images like many other sites did, except in cases of only the most extreme size. I know the sidebar exists because someone in web-design-psychology school was taught that anything you have to scroll down for would be less likely to be seen by the masses you're trying to advertise to. I'm not sure how many people IMVU is going to entice, instead of just annoy. I'm not in touch with the 13-20 year old demographic they seem to be targeting.
3.) The vertical orientation of the mobile site is great, but for some reason, it breaks pinch-to-zoom on my phone. Since many of the links are still tiny text links, especially at the top, the ability to zoom would be great.
4.) The "Featured Image" thing is something that I greatly miss.
5.) The ability to see someone's favorite's gallery on their front page is missed. This was a *great* way to notice new skilled, talented people at a glance, a good way to help the discovery of people outside of your watch list, when you went to someone's page to leave a shout, or send a note, or whatever else.
6.) The vertical orientation of the mobile site still breaks the "Notes" section When you pull up a note, it displays the note off to the side and you cannot scroll sideways to read it. The only way to read a note on your phone is to hold down the link to the note until a menu pops up allowing you to open the note in another tab on your mobile browser.
7.) The large preview image of the last submission is absent on the mobile version, leaving a huge open space.
8.) The large preview image of your last submission, or the last image you moused-over on the artist's front page, no longer acts as a link to that submission. That may be something small but eh, that's why it's #8.
And just a suggestion:
9.) The ability to search notes for users and subjects would be an A+ #1 feature.
1.) When you go to the "next" page in the "scraps" gallery, it actually sends you to the next page in the main gallery, making it impossible to browse scraps beyond the last 60 submissions.
2.) Sidebars that constrain the size of horizontal art are bad. One of the (few) things I actually liked about FA's layout was how it didn't constrain images like many other sites did, except in cases of only the most extreme size. I know the sidebar exists because someone in web-design-psychology school was taught that anything you have to scroll down for would be less likely to be seen by the masses you're trying to advertise to. I'm not sure how many people IMVU is going to entice, instead of just annoy. I'm not in touch with the 13-20 year old demographic they seem to be targeting.
3.) The vertical orientation of the mobile site is great, but for some reason, it breaks pinch-to-zoom on my phone. Since many of the links are still tiny text links, especially at the top, the ability to zoom would be great.
4.) The "Featured Image" thing is something that I greatly miss.
5.) The ability to see someone's favorite's gallery on their front page is missed. This was a *great* way to notice new skilled, talented people at a glance, a good way to help the discovery of people outside of your watch list, when you went to someone's page to leave a shout, or send a note, or whatever else.
6.) The vertical orientation of the mobile site still breaks the "Notes" section When you pull up a note, it displays the note off to the side and you cannot scroll sideways to read it. The only way to read a note on your phone is to hold down the link to the note until a menu pops up allowing you to open the note in another tab on your mobile browser.
7.) The large preview image of the last submission is absent on the mobile version, leaving a huge open space.
8.) The large preview image of your last submission, or the last image you moused-over on the artist's front page, no longer acts as a link to that submission. That may be something small but eh, that's why it's #8.
And just a suggestion:
9.) The ability to search notes for users and subjects would be an A+ #1 feature.
Back From FWA
Posted 10 years agoIt was nice. I'm going to be a lazy pile of shit until tomorrow, now.
(also pushing that IMVU journal off my front page)
(also pushing that IMVU journal off my front page)
Fur Affinity and IMVU
Posted 10 years agoA friend of mine retweeted this open letter to Dragoneer, today: https://docs.google.com/document/d/.....it?usp=sharing
It runs through a lot of the usual issues people have with this sort of thing in this fandom, but there are a few interesting things I'd like to mention, when it comes to the letter's squeemish and unspecific revulsion to FA becoming a commercial asset.
Becoming a commercial asset that someone has a vested interest in maintaining is *not* one of FA's problems.
In fact, it could be the solution to a lot of them. I've been saying for years that the way FA looks, feels, and runs, is exactly what happens when someone has no commercial interest in their product. Admins who don't respond to trouble tickets in a timely manner. A marked air of unprofessional handling. A site code that's old, boated, and silly, with promises of change, big project announcements, and hardly any significant progress. Community projects usually end up looking like community projects, without someone having any incentive to light a fire under themselves to personally put their best forward. I've been saying for years that FA actually should try to run itself like a business. Invest in serious overhauls, leave current services as-is and offer additional features for a small annual payment, do something to incentivize maintaining and upgrading the site, that doesn't require begging for donations every time something goes down or needs improvement.
IMVU is a pretty sleezy company. Go ahead and call them out for their management practices, and how they won't lift a finger to protect intellectual property unless a creator burns precious time and calories filling out a DMCA for every instance they notice. Go ahead and call them out for making the decent thing to do an inconvenience for the people who actually create the content that generates the traffic they intend to advertise to. It's fine to worry about how their specific intentions toward FA might manifest themselves for the website. But lambasting "commercialization" isn't going to help anything. If you want to look at the history of a website run without any proper, intelligent, long-term commercial interests at heart, I present to you FA, its trouble ticket forum, its code, Project Phoenix redux redux redux, etc.
I intend to use FA's enormous traffic for my own profit for as long as I can, and I expect other artists to keep doing the same, while I cultivate other avenues, and mirror galleries, as well. My problem with the IMVU deal has nothing to do with the fact that a company wants to do with the site the same thing every profitable artist has been doing with it for the last decade.
It runs through a lot of the usual issues people have with this sort of thing in this fandom, but there are a few interesting things I'd like to mention, when it comes to the letter's squeemish and unspecific revulsion to FA becoming a commercial asset.
Becoming a commercial asset that someone has a vested interest in maintaining is *not* one of FA's problems.
In fact, it could be the solution to a lot of them. I've been saying for years that the way FA looks, feels, and runs, is exactly what happens when someone has no commercial interest in their product. Admins who don't respond to trouble tickets in a timely manner. A marked air of unprofessional handling. A site code that's old, boated, and silly, with promises of change, big project announcements, and hardly any significant progress. Community projects usually end up looking like community projects, without someone having any incentive to light a fire under themselves to personally put their best forward. I've been saying for years that FA actually should try to run itself like a business. Invest in serious overhauls, leave current services as-is and offer additional features for a small annual payment, do something to incentivize maintaining and upgrading the site, that doesn't require begging for donations every time something goes down or needs improvement.
IMVU is a pretty sleezy company. Go ahead and call them out for their management practices, and how they won't lift a finger to protect intellectual property unless a creator burns precious time and calories filling out a DMCA for every instance they notice. Go ahead and call them out for making the decent thing to do an inconvenience for the people who actually create the content that generates the traffic they intend to advertise to. It's fine to worry about how their specific intentions toward FA might manifest themselves for the website. But lambasting "commercialization" isn't going to help anything. If you want to look at the history of a website run without any proper, intelligent, long-term commercial interests at heart, I present to you FA, its trouble ticket forum, its code, Project Phoenix redux redux redux, etc.
I intend to use FA's enormous traffic for my own profit for as long as I can, and I expect other artists to keep doing the same, while I cultivate other avenues, and mirror galleries, as well. My problem with the IMVU deal has nothing to do with the fact that a company wants to do with the site the same thing every profitable artist has been doing with it for the last decade.
Fur Affinity Timestamps
Posted 10 years agoWhy are FA's timestamps 1 hour ahead of Eastern Standard Time? Are the servers in Newfoundland? Sometimes people search for timestamps of bidders on YCH auctions and they look like they're after bidding expires, because FA timestamps don't indicate what time zone they're in.
YCH Commissions - Terms and Clarifications
Posted 10 years agoThere were some instances where these terms in my YCHs have needed to be clarified, so I thought I'd write this here so I can provide a link to it in all future auctions.
YCH Commissions - Terms, Rules, and Clarifications
Gender Slot Clarifications
“Feminine” - Slot allows for any character with a female body shape, including females, hermaphrodites, transgender MtF characters. This does not include characters with a male body but who have female genitals instead of male genitals.
“Female” - Female body shape possessing only female genitals.
“Character With A Penis” - Refers to the traditionally male role in a scene. In my auctions, this slot can be taken by a purely male character, but also by any character with a penis which might otherwise qualify as “feminine”, including women who buy penises from stores and wear them on their bodies.
“Male” - Male body shape possessing only male genitals.
“Any Gender” - All of the above and everything else you can imagine in your fevered brain.
Exceptional Weirdness Clause
For all YCHs, I reserve the right to invoke the exceptional weirdness clause, where something is so bizarre and unforeseen and strange, that I don’t want it associated with my work. If you need clarifications about a character, always ask prior to bidding. Don’t think this is too restrictive. Something *really* has to be very “out there”, or ugly, or painful to look at, or just disgusting, to get me to use this. This is also to prevent strange non-humanoids, odd monsters, assorted grotesqueries, or obese characters, from inserting themselves into and “breaking” pre-drawn poses and scenes, or just turning off most people (the artist included).
Settings and Atmosphere Clause
Most YCHs won’t ever need this. For those that do, I will announce it on the YCH image file itself, as well as in the image description beneath. Some images may attempt to invoke a specific kind of feeling or atmosphere, and therefor may be inappropriate for certain types of characters, or specific clothing that a bidder wants. This clause is designed to prevent characters and clothing from destroying whatever feeling or atmosphere the image is trying to convey. The explanation of the setting and criteria for character types will usually be explained with the YCH.
Thanks!
YCH Commissions - Terms, Rules, and Clarifications
Gender Slot Clarifications
“Feminine” - Slot allows for any character with a female body shape, including females, hermaphrodites, transgender MtF characters. This does not include characters with a male body but who have female genitals instead of male genitals.
“Female” - Female body shape possessing only female genitals.
“Character With A Penis” - Refers to the traditionally male role in a scene. In my auctions, this slot can be taken by a purely male character, but also by any character with a penis which might otherwise qualify as “feminine”, including women who buy penises from stores and wear them on their bodies.
“Male” - Male body shape possessing only male genitals.
“Any Gender” - All of the above and everything else you can imagine in your fevered brain.
Exceptional Weirdness Clause
For all YCHs, I reserve the right to invoke the exceptional weirdness clause, where something is so bizarre and unforeseen and strange, that I don’t want it associated with my work. If you need clarifications about a character, always ask prior to bidding. Don’t think this is too restrictive. Something *really* has to be very “out there”, or ugly, or painful to look at, or just disgusting, to get me to use this. This is also to prevent strange non-humanoids, odd monsters, assorted grotesqueries, or obese characters, from inserting themselves into and “breaking” pre-drawn poses and scenes, or just turning off most people (the artist included).
Settings and Atmosphere Clause
Most YCHs won’t ever need this. For those that do, I will announce it on the YCH image file itself, as well as in the image description beneath. Some images may attempt to invoke a specific kind of feeling or atmosphere, and therefor may be inappropriate for certain types of characters, or specific clothing that a bidder wants. This clause is designed to prevent characters and clothing from destroying whatever feeling or atmosphere the image is trying to convey. The explanation of the setting and criteria for character types will usually be explained with the YCH.
Thanks!
YCH Weirdness
Posted 10 years agoSo far, the two people who've won YCHs from me this month (one on Weasyl, the other on Fur Affinity) have paid for their commissions, but have yet to provide me with the character information necessary to complete the images. At this rate I'm going to have to make a rule regarding how soon you'll have to furnish the information for image completion. Must be something with the season, or...
I hate having work back up like this, just as I'm on the verge of launching another YCH. We'll see what comes of this.
I hate having work back up like this, just as I'm on the verge of launching another YCH. We'll see what comes of this.
Testing Notifications - Announcements - YCH News
Posted 11 years agoTesting the notification system here, seeing how many people this reaches. Hopefully, the usual amount.
- The last YCH I uploaded is here: https://www.furaffinity.net/view/15122593/ It was strange seeing it receive less than 2,000 views in 4 days. Apparently a *huge* number of people never even saw it, even while it continues to perform normally on my other galleries.
- I'm running a YCH auction on Weasyl to test the market. Despite making announcements on Twitter, Tumblr, Patreon, and here, the price still remains lower than average for one of my YCHs (at this time of this writing). If you've wanted to try to get something for less than what my YCHs tend to go for here, this is probably your best shot. You can find the auction here: https://www.weasyl.com/submission/8.....uction-pantsed It ends Friday 12-5-2014 at 8pm EST or ten minutes after the last highest blah blahblah.. etc..
- Because Patreon is doing so well, I have more time to do pics of my own. I've held off on uploading the latest one here, so far, but will do so soon, presuming notifications seem to be working normally. Feels bad to let something go neglected.
- A reminder of all my other gallery locations if you want to keep up with me when FA is crapping the bed:
https://www.weasyl.com/~jaynaylor
http://jayrnaylor.tumblr.com
http://jaynaylor.deviantart.com
http://www.patreon.com/jaynaylor (for backers, supporters)
- The last YCH I uploaded is here: https://www.furaffinity.net/view/15122593/ It was strange seeing it receive less than 2,000 views in 4 days. Apparently a *huge* number of people never even saw it, even while it continues to perform normally on my other galleries.
- I'm running a YCH auction on Weasyl to test the market. Despite making announcements on Twitter, Tumblr, Patreon, and here, the price still remains lower than average for one of my YCHs (at this time of this writing). If you've wanted to try to get something for less than what my YCHs tend to go for here, this is probably your best shot. You can find the auction here: https://www.weasyl.com/submission/8.....uction-pantsed It ends Friday 12-5-2014 at 8pm EST or ten minutes after the last highest blah blahblah.. etc..
- Because Patreon is doing so well, I have more time to do pics of my own. I've held off on uploading the latest one here, so far, but will do so soon, presuming notifications seem to be working normally. Feels bad to let something go neglected.
- A reminder of all my other gallery locations if you want to keep up with me when FA is crapping the bed:
https://www.weasyl.com/~jaynaylor
http://jayrnaylor.tumblr.com
http://jaynaylor.deviantart.com
http://www.patreon.com/jaynaylor (for backers, supporters)
YCH on Weasyl
Posted 11 years agoI'm testing the market on Weasyl to see how successful they can be outside of the tremendously huge traffic on Fur Affinity. It can be found here: https://www.weasyl.com/submission/8.....uction-pantsed
I'm hoping it does well, and one can start moving away from a dependence on an unreliable site. Moving a bulk of people away from Fur Affinity feels like trying to roll a skyscraper, though.
I'm hoping it does well, and one can start moving away from a dependence on an unreliable site. Moving a bulk of people away from Fur Affinity feels like trying to roll a skyscraper, though.
FA's Notification Issues
Posted 11 years agoI'm going to refrain from posting to FA until the notifications are back to normal. It feels a little strange having your latest image only get a tiny fraction of the views it would normally get, as if barely anyone's getting any notices. So I'll just hold off for now.
A good reminder, if you're looking for my stuff, you can always check my adult Tumblr at jayrnaylor.tumblr.com, or Weasyl https://www.weasyl.com/profile/jaynaylor or Patreon www.patreon.com/jaynaylor
A good reminder, if you're looking for my stuff, you can always check my adult Tumblr at jayrnaylor.tumblr.com, or Weasyl https://www.weasyl.com/profile/jaynaylor or Patreon www.patreon.com/jaynaylor
Original Life Hiatus
Posted 11 years agoOriginal Life is going on an indefinite hiatus. It's not an easy thing for me to do. I've realized how stretched I am, and it's not just about physical time, but the time spent thinking about new projects. Several things have lead me to this:
- The ideas for new stories and pages aren't satisfying to me and I find myself begrudgingly working to fill out my weekly quota, while I'd rather be working on other things.
- This is disheartening to me because I like having that avenue of creativity to keep out there. I just haven't had the place of mind to really be into creating it for the past several months.
- The only way to maintain the comic as it is would be to eat into the production of other things that I prefer working on, or to give myself no spare time to relax at all. I've found that when I make myself work on something, the quality suffers.
- I don't want to grit my teeth and force myself to produce pages I'm not happy with.
There's every chance I will update the comic sporadically as I come up with page and story ideas, instead of forcing myself to produce two pages a week regardless of what else I have going on.
1,210 webcomic pages in, I'm slowing down. Thanks for the continued support. You're great fans.
- The ideas for new stories and pages aren't satisfying to me and I find myself begrudgingly working to fill out my weekly quota, while I'd rather be working on other things.
- This is disheartening to me because I like having that avenue of creativity to keep out there. I just haven't had the place of mind to really be into creating it for the past several months.
- The only way to maintain the comic as it is would be to eat into the production of other things that I prefer working on, or to give myself no spare time to relax at all. I've found that when I make myself work on something, the quality suffers.
- I don't want to grit my teeth and force myself to produce pages I'm not happy with.
There's every chance I will update the comic sporadically as I come up with page and story ideas, instead of forcing myself to produce two pages a week regardless of what else I have going on.
1,210 webcomic pages in, I'm slowing down. Thanks for the continued support. You're great fans.
Shitty FA Quality
Posted 11 years agoTonight I've noticed that some people are seeing really shitty quality versions of submissions to work I submitted tonight. They're seeing super low quality images full of jpeg artifacts that just look completely purile. When I first noticed this on a sketch I uploaded, I re-upped the file on the same submission and it seemed to fix the problem, on my work station at least. When I uploaded another image, it showed up just fine on my work station, but showed up as shit quality on my laptop.
There's a huge decrease in thumbnail quality, as well. I can't account for what's happening to this god damned website.
There's a huge decrease in thumbnail quality, as well. I can't account for what's happening to this god damned website.
I Have A Patreon
Posted 11 years agohttp://www.patreon.com/jaynaylor
I’ve pondered what I’m going to do with Patreon for a while. I’ve always wanted to let people support me in other ways besides my website’s catalog, which is a little old and cumbersome, now. What I’m doing with Patreon is:
I’m going to be posting my full color adult comic pages as I complete them. I’m also going to be posting my warm up sketches, many of which are little serials with characterizations and little plot elements (like the Persia-Flounce cuckolding sketches I’ve posted prior). I also intend to listen to contributors and allow some tiers to have input on which projects I do next. I’m hoping as Patreon becomes more successful, it will free me up to provide more exclusives.
Right now my next adult comic project is going to be the third part of The Rise of the Wolf Queen. It’s been a while and things are set to get kind of intense. (I'm allowing the $12 tier or more to vote on whether I do the Wolf Queen comic, or the Mandy Mare comic starting next week, as I'm writing this).
I’ve also made a tier which guarantees a shaded sketch commission every month, but there are only a limited number of slots available. (These are sold out as of this writing).
What does this mean for Fur Affinity, Tumblr, Deviant Art, Weasyl, and etc? It will mean that Patreon will become the most complete gallery of things that I create from here on. All my other web accounts will get the things I want to make public, like maybe the first one or two parts of a sketch series that is on Patreon, available to contributors, and the occasional stand alone piece, and comic sample page.
What does it mean for my site’s catalog? It will remain, and completed projects will continue to be posted there. Patreon will be an alternative way for people to support me, and I hope it’s an attractive one. I don’t see Patreon surprising me so much that the site catalog becomes superfluous, but who knows?
Thank you again for all your support! You guys are great.
I’ve pondered what I’m going to do with Patreon for a while. I’ve always wanted to let people support me in other ways besides my website’s catalog, which is a little old and cumbersome, now. What I’m doing with Patreon is:
I’m going to be posting my full color adult comic pages as I complete them. I’m also going to be posting my warm up sketches, many of which are little serials with characterizations and little plot elements (like the Persia-Flounce cuckolding sketches I’ve posted prior). I also intend to listen to contributors and allow some tiers to have input on which projects I do next. I’m hoping as Patreon becomes more successful, it will free me up to provide more exclusives.
Right now my next adult comic project is going to be the third part of The Rise of the Wolf Queen. It’s been a while and things are set to get kind of intense. (I'm allowing the $12 tier or more to vote on whether I do the Wolf Queen comic, or the Mandy Mare comic starting next week, as I'm writing this).
I’ve also made a tier which guarantees a shaded sketch commission every month, but there are only a limited number of slots available. (These are sold out as of this writing).
What does this mean for Fur Affinity, Tumblr, Deviant Art, Weasyl, and etc? It will mean that Patreon will become the most complete gallery of things that I create from here on. All my other web accounts will get the things I want to make public, like maybe the first one or two parts of a sketch series that is on Patreon, available to contributors, and the occasional stand alone piece, and comic sample page.
What does it mean for my site’s catalog? It will remain, and completed projects will continue to be posted there. Patreon will be an alternative way for people to support me, and I hope it’s an attractive one. I don’t see Patreon surprising me so much that the site catalog becomes superfluous, but who knows?
Thank you again for all your support! You guys are great.
40,000+ Watchers
Posted 11 years agoThanks guys. That's a heck of a number. You're the best.
Workflow and Chat Video
Posted 11 years agoA video where I work on this picture for 50 minutes, while talking about space bunnies as well as bunnies in outer space.
https://www.youtube.com/watch?v=KvirbvY3kQg
https://www.youtube.com/watch?v=KvirbvY3kQg
Win a Lot of Art - SpaceCadet's Service Dog Auction Ladder
Posted 11 years ago
Here is the auction link: http://www.furaffinity.net/journal/5874078/
Good luck!