Commissions are open!
Posted 9 years agoCurrent Slots:
See
Balloondra for slot status
What I enjoy drawing:
Furries
Pokemon
Digimon
Inflatables/Balloonies
Inflation
Plushies
Popping
What I will draw:
Nudity
Hyper
Mature/Adult themed art*
Soft Vore
Fat furs
What I won't draw:
Babyfur/Diapers
Scat/Watersports
Gore
Anything lethal
Sonic
Humans
*Explicit sex or masturbation
Prices:
All prices are in US dollars and are on a full character basis! Partial characters like headshots are half price.
Sketch: $5 Example
Lineart: $10 Example
Colored Lineart: $12 Example
Full Detail: $20 Example
Full Detail + Background: $30 Example
How payment works:
Note me or Balloondra with what you want drawn. I'll discuss whether I'll draw that and how much it'll cost with you, and I'll give you my PayPal information so you can send the money for the sketch. Then I will draw the sketch and send it to you so you can look over it and ask for SMALL adjustments. A complete redo will cost extra. Once you're satisfied with the sketch, I'll ask for the full payment and get to work finishing the drawing.
For example, if you want two full characters drawn in full detail, that will cost $40. First I'll ask for $10, and when I get it I'll sketch your characters to your specification. I'll send you that sketch, and once you like it you'll pay me the other $30 and I'll finish your drawing!
TL;DR Payment for sketch up front, you get the sketch and small adjustments before paying the full price.
I should be able to complete a fully detailed drawing in two or three hours per character, depending on how familiar I am with the species and pose. I try to draw for two hours per day, if nothing goes wrong and you're active in replying I should have your commission done hopefully within three days!
Lastly, I'm new to the whole commission thing ;w; Please be patient if I mess up any of the business side of this!
See

What I enjoy drawing:
Furries
Pokemon
Digimon
Inflatables/Balloonies
Inflation
Plushies
Popping
What I will draw:
Nudity
Hyper
Mature/Adult themed art*
Soft Vore
Fat furs
What I won't draw:
Babyfur/Diapers
Scat/Watersports
Gore
Anything lethal
Sonic
Humans
*Explicit sex or masturbation
Prices:
All prices are in US dollars and are on a full character basis! Partial characters like headshots are half price.
Sketch: $5 Example
Lineart: $10 Example
Colored Lineart: $12 Example
Full Detail: $20 Example
Full Detail + Background: $30 Example
How payment works:
Note me or Balloondra with what you want drawn. I'll discuss whether I'll draw that and how much it'll cost with you, and I'll give you my PayPal information so you can send the money for the sketch. Then I will draw the sketch and send it to you so you can look over it and ask for SMALL adjustments. A complete redo will cost extra. Once you're satisfied with the sketch, I'll ask for the full payment and get to work finishing the drawing.
For example, if you want two full characters drawn in full detail, that will cost $40. First I'll ask for $10, and when I get it I'll sketch your characters to your specification. I'll send you that sketch, and once you like it you'll pay me the other $30 and I'll finish your drawing!
TL;DR Payment for sketch up front, you get the sketch and small adjustments before paying the full price.
I should be able to complete a fully detailed drawing in two or three hours per character, depending on how familiar I am with the species and pose. I try to draw for two hours per day, if nothing goes wrong and you're active in replying I should have your commission done hopefully within three days!
Lastly, I'm new to the whole commission thing ;w; Please be patient if I mess up any of the business side of this!
Birthday September 15
Posted 9 years agoI'll be 18! I'd like to ask for gift art from those who feel like it, is that an okay thing to ask for?
Curus and Trask IRL! <3
Posted 9 years agohttps://docs.google.com/forms/d/e/1.....HYVEw/viewform
curus-keel and
TraskFox want to come to life and they look so cute!! I really want to buy one but I have no monies D: Still, every person who DOES buy makes the toys cheaper overall, so please share or let them know you're interested in buying! You can do it, friends! ^w^


FA is an Amazing Website
Posted 9 years agoThis website is free. Why be upset with people who don't charge you a penny to use their site? Anything, no matter how glitchy or prone to hacking, should be appreciated because of how much the site does right. There are thousands of people with the same interest in anthropomorphic animals and a over a decade's worth of furry art to browse through at your heart's content! If anything, I'm grateful that the staff is so dedicated to providing the best experience they can, all without charging me for it. If other free websites are better, then fine! But that's no reason to get all huffy at dedicated people who love their website and are doing their best.
[Mini RPG Update 2] Painting a World
Posted 9 years agoI plan to have my game divided up into a grid of tiles. So when you press up, you go up one tiles on the grid, and if you press left, you go left one tile on the grid, and so forth. Now this is all well and good for the player, but when you're the programmer and you set yourself a goal to program in 2500 tiles (a 50x50 grid) for the alpha, you're going to run into some problems!
So the most straightforward way to go about it would be to tell the game where every tile is in a 2D array. That means I give the game some coordinates and tell it what's there. For example:
map[3, 5] = "plains"
map[3, 6] = "beach"
map[3, 7] = "street"
Now repeat 2497 more times. Oh, but what if you want to go through and change some of the tiles? Good luck finding them! And how would you make something like a river or coastline, that organically flows and meanders? Maybe you could draw it out on graph paper or something and then translate that into code? What I did was make the game do that last idea for me.
With some tinkering with Game Maker's "room" feature, I set up a special room in the game that's 2500x2500 pixels. So when I'm programming, I can click somewhere in this room and it puts down a map tile with just a little bit of code, which snaps to the nearest 50th pixel. In effect, I made a graph paper mini-program!
But that's not the best part. The best part is that little bit of code I mentioned: every single tile, the moment it appears when I run the game, creates a file that tells the game where it is on my grid! If a Plains Biome is at [3, 4] it'll say: map[3, 4] = "plains". All 2500 of them, in under ten seconds.
But what if I want to make a river? I just open that graph paper and paint myself a river! Change one specific tile? It's right there in front of me! This means I spend FAR less time actually making the map and far more time making the map good~ Next up: Player stats and items...
So the most straightforward way to go about it would be to tell the game where every tile is in a 2D array. That means I give the game some coordinates and tell it what's there. For example:
map[3, 5] = "plains"
map[3, 6] = "beach"
map[3, 7] = "street"
Now repeat 2497 more times. Oh, but what if you want to go through and change some of the tiles? Good luck finding them! And how would you make something like a river or coastline, that organically flows and meanders? Maybe you could draw it out on graph paper or something and then translate that into code? What I did was make the game do that last idea for me.
With some tinkering with Game Maker's "room" feature, I set up a special room in the game that's 2500x2500 pixels. So when I'm programming, I can click somewhere in this room and it puts down a map tile with just a little bit of code, which snaps to the nearest 50th pixel. In effect, I made a graph paper mini-program!
But that's not the best part. The best part is that little bit of code I mentioned: every single tile, the moment it appears when I run the game, creates a file that tells the game where it is on my grid! If a Plains Biome is at [3, 4] it'll say: map[3, 4] = "plains". All 2500 of them, in under ten seconds.
But what if I want to make a river? I just open that graph paper and paint myself a river! Change one specific tile? It's right there in front of me! This means I spend FAR less time actually making the map and far more time making the map good~ Next up: Player stats and items...
[Mini RPG Update] THE UBERTILE
Posted 9 years agoWhich is what my exhausted mind called the system I came up with to program all the map tiles of the game. Those who put up with my terrible download instructions might have noticed that my terrible game is divided into tiles, each of a separate biome. This mechanic will remain going into v0.1, and because I have such a different language to work with I've had to make a few adjustments.
In 0.0.3, tiles in the game's coding are treated... sort of like mini games, each with its own game loop and options (I actually made a huge mistake and didn't exit these loops so they just sort of nested forever but I didn't catch it in time so ehhh). This was the most elegant solution I could come up with to have each biome have unique programming.
But in GameMaker Studio, I'm a total noob so I don't even know if it's possible to define my own game loops or if only the software can do that. So to compensate, I've cobbled together a system that probably works AND doesn't infinitely nest, yaaaay. In short, whenever you move to a different tile (or really if your options change at all) I just run a script that goes through, switches out all the options, then actually ends before the frame ticks. Mistakes were made and this is probably a horrific way to go about it, but it works and that's good enough for me!
Some of my more fun moments in programming this included trying to make a script a value for a different object, having a value in script A defined as a value in script B which has a value defined as a value in script A, and the unsolved mystery of the vanishing NOSCREEN. So yeah, good progress today~
In 0.0.3, tiles in the game's coding are treated... sort of like mini games, each with its own game loop and options (I actually made a huge mistake and didn't exit these loops so they just sort of nested forever but I didn't catch it in time so ehhh). This was the most elegant solution I could come up with to have each biome have unique programming.
But in GameMaker Studio, I'm a total noob so I don't even know if it's possible to define my own game loops or if only the software can do that. So to compensate, I've cobbled together a system that probably works AND doesn't infinitely nest, yaaaay. In short, whenever you move to a different tile (or really if your options change at all) I just run a script that goes through, switches out all the options, then actually ends before the frame ticks. Mistakes were made and this is probably a horrific way to go about it, but it works and that's good enough for me!
Some of my more fun moments in programming this included trying to make a script a value for a different object, having a value in script A defined as a value in script B which has a value defined as a value in script A, and the unsolved mystery of the vanishing NOSCREEN. So yeah, good progress today~
Something I just learned...
Posted 9 years ago"It's very important to remember that studying real life should always take priority. Ultimately, reality is the source that all animators draw from. We exaggerate it and we stylize it. An animation is one animator's interpretation of reality. So if you're only analyzing other animators' interpretations and not the source that inspires them, the only thing you'll know how to replicate is someone else's interpretation and your work is gonna become derivative." ~This video
No, I'm NOT learning to animate, but I've started looking up realistic CGI and regular photos of toys and... well, hopefully I finish this next drawing soon~ It's not gonna be mind-blowing, but boy, did I learn something today.
No, I'm NOT learning to animate, but I've started looking up realistic CGI and regular photos of toys and... well, hopefully I finish this next drawing soon~ It's not gonna be mind-blowing, but boy, did I learn something today.
Toy RPG: I'm working on it, technically!
Posted 9 years agoI got pretty depressed learning that Python wasn't meant to be compiled, which is why I kind of stopped working on it. I'd like to give people a very simple download-and-run, not a multi-step program file download process!
So... I'm going to rewrite the game in C++, which has way too many compilers. This might take months depending on my motivation, but hopefully once I get the hang of it I'll be right back into adding more to the game. Thanks for your patience!
So... I'm going to rewrite the game in C++, which has way too many compilers. This might take months depending on my motivation, but hopefully once I get the hang of it I'll be right back into adding more to the game. Thanks for your patience!
Fakemon Idea: Auram!
Posted 9 years ago
Auram, the Golden Idol Pokemon:
This Psychic-type legendary Pokemon resembles a golden statue of an anthropomorphic ram with four arms in a meditative pose, two arms raised and two on its legs. It's about eight feet tall, despite being in a cross-legged pose. It rarely, if ever, moves, preferring teleportation and telekinesis. Its name is a triple pun on aura, auram (Latin for gold), and ram :P
Pokedex Entry 1: It is said that 10,000 years ago, this Pokemon started to meditate in a cave on the nature of reality. Over time, its body turned to solid gold and it became the first Psychic-type Pokemon.
Pokedex Entry 2: Legends say that all the aura in the world originates from this living statue. Simply being near it will make someone feel more alive.
Stats:
HP 100
Atk 30
Def 120
Sp. Atk 130
Sp. Def 100
Spd 20
Total: 500
Ability: Omniscience--User's Psychic-type moves gain +1 priority.
Just a little fun thing that I don't feel like drawing :P
Wow, nobody likes Kindred XD
Posted 9 years agoThat's what I get for building my fanbase the way I did--if it's not inflatable, nobody cares. Sad thing is, I'm like that a lot with the artists I follow, so I can't really complain.
...Oh no I think I'm complaining ;w;
...Oh no I think I'm complaining ;w;
Inflatable RPG Feedback & Poll!
Posted 9 years agoFeedback: Combat System!
To those of you who have played my RPG, what do you think of the combat system? Is it overly complex and imbalanced? I ask because I'm worried about that.
As it stands, combat goes by either overinflating or deflating your opponent. This requires you to grapple and then inflate/deflate your opponent and they can break away or regenerate off your damage... it feels kind of slow and unoptimized. So I'm basically asking, what should I change?
I'm not looking for new mechanics! I've got enough in mind already, I just want advice on what I should adjust that's already in place to make the game more fair.
If you all would prefer, I can completely redo the combat system: Damage and accuracy will be mostly independent of state of inflation and damaging your opponent won't make them slowly deflate, but simply weaken their hide so that a final blow pops them immediately. This means that there's no more blowing up your opponent so they're tight enough to hit accurately even though your intention was to deflate them, which I admit is counterintuitive.
Size instead will instead adjust your stats--Being regular size will increase speed/agility, being overinflated will increase strength, and being underinflated will increase defense. Specifically...
Below base size: Defense ++, Speed -, Strength --
Base size: Speed +
Above base size: Strength ++, Speed -, Defense --
Or if you have something else in mind, please let me know! Just... be gentle, please. I'm a bit of a fragile toy, criticism is kind of painful despite how useful it is.
Poll: Next Update?
What should be added next?
1) Unique towns with quests and markets (Very hard, long)
2) Enemy and background art (Medium, long)
3) Magic, mana, and abilities (Medium, not too long)
4) More enemies and biomes (Easy, boring)
To those of you who have played my RPG, what do you think of the combat system? Is it overly complex and imbalanced? I ask because I'm worried about that.
As it stands, combat goes by either overinflating or deflating your opponent. This requires you to grapple and then inflate/deflate your opponent and they can break away or regenerate off your damage... it feels kind of slow and unoptimized. So I'm basically asking, what should I change?
I'm not looking for new mechanics! I've got enough in mind already, I just want advice on what I should adjust that's already in place to make the game more fair.
If you all would prefer, I can completely redo the combat system: Damage and accuracy will be mostly independent of state of inflation and damaging your opponent won't make them slowly deflate, but simply weaken their hide so that a final blow pops them immediately. This means that there's no more blowing up your opponent so they're tight enough to hit accurately even though your intention was to deflate them, which I admit is counterintuitive.
Size instead will instead adjust your stats--Being regular size will increase speed/agility, being overinflated will increase strength, and being underinflated will increase defense. Specifically...
Below base size: Defense ++, Speed -, Strength --
Base size: Speed +
Above base size: Strength ++, Speed -, Defense --
Or if you have something else in mind, please let me know! Just... be gentle, please. I'm a bit of a fragile toy, criticism is kind of painful despite how useful it is.
Poll: Next Update?
What should be added next?
1) Unique towns with quests and markets (Very hard, long)
2) Enemy and background art (Medium, long)
3) Magic, mana, and abilities (Medium, not too long)
4) More enemies and biomes (Easy, boring)
Compiling is soooo haaard D:
Posted 9 years agoThe very, VERY last step I need to create the game program that you can all run is to compile it from a *.py to a *.exe. However, that is proving to be maddeningly difficult! I'm actually *this* close, but I've run into this glitch that I have no idea how to fix. For the curious, I'm using a program called cx_freeze; when I run my compiled program, zipImport complains that it can't find "cx_freeze __init__" and crashes the game without it ever starting. So... yeah. I'm kinda stuck.
There IS one way you can play it, though: I can upload the source code to a website, so if you install Python and Pygame (I can link to instructions), you can just download the game folder and run it yourself! I might just do that, then...
There IS one way you can play it, though: I can upload the source code to a website, so if you install Python and Pygame (I can link to instructions), you can just download the game folder and run it yourself! I might just do that, then...
Looking for inflatable enemy suggestions!
Posted 9 years agoI have a lot of enemies to add to my RPG, and it would be a shame if I didn't get your input! If you have a good idea for an opponent for my game, please tell me in the comments! I'd greatly appreciate it~
What I'm looking for exactly:
>>The enemy must be a balloonie or a pooltoy
>>No copyrighted species/characters
>>They'd have to be an animal (feral or anthro) unless you can come up with something REALLY good
>>They must be thematically appropriate for one of the following biomes:
Plains
Forest
Coast/Beach
Ocean
Cave
Jungle
Desert
Mountains
Taiga/Tundra
>>No bosses
>>The three classes of weapons (this can include teeth, claws, etc) are Needle (accurate, low damage), Blade (less accurate, high damage), and Pump(middle accuracy, low damage, inflates opponent if it hits--think Dig Dug!)
>>Size is an important stat in this game! (For example, while parade balloon enemies could work, they'd have to have very low damage and accuracy, since they could pop you in one puff and all.
>>If all goes to plan, I'll post version 0.0.3 on Christmas Day! I'll still take suggestions later on, though; just know your idea may not be uploaded for a long time.
>>Posting an idea does not mean it will be added! I might only draw inspiration from it and make something different, or I might not use it at all.
>>Have fun!
PS:
If you have any other suggestions for the game, I'll listen, but it might be weeks or months before I'm ready to add it.
What I'm looking for exactly:
>>The enemy must be a balloonie or a pooltoy
>>No copyrighted species/characters
>>They'd have to be an animal (feral or anthro) unless you can come up with something REALLY good
>>They must be thematically appropriate for one of the following biomes:
Plains
Forest
Coast/Beach
Ocean
Cave
Jungle
Desert
Mountains
Taiga/Tundra
>>No bosses
>>The three classes of weapons (this can include teeth, claws, etc) are Needle (accurate, low damage), Blade (less accurate, high damage), and Pump(middle accuracy, low damage, inflates opponent if it hits--think Dig Dug!)
>>Size is an important stat in this game! (For example, while parade balloon enemies could work, they'd have to have very low damage and accuracy, since they could pop you in one puff and all.
>>If all goes to plan, I'll post version 0.0.3 on Christmas Day! I'll still take suggestions later on, though; just know your idea may not be uploaded for a long time.
>>Posting an idea does not mean it will be added! I might only draw inspiration from it and make something different, or I might not use it at all.
>>Have fun!
PS:
If you have any other suggestions for the game, I'll listen, but it might be weeks or months before I'm ready to add it.
Inflation Text-Based RPG Progress Report 3!
Posted 9 years agoA little older, a little wiser, and I've finally realized that Adobe basically owns the .swf extension. This means I can't upload the game directly to FA, so I've at last gotten back into programming the game in Python.
In other news, I wrote a second program that lets me make maps with varied biomes and encounters, and ideally I should be able to easily "mark" certain places for quests, events, shops, etc once I get around to doing programming the marking feature. Additionally, I rewrote the whole game again because as I learn more, I realize better ways to get all the pieces of the game playing nicely with one another.
Furthermore, I revamped combat to focus more on the inflation/deflation aspect. Assuming your opponent isn't too loose and stretchy, your weapon will poke a hole in them, causing them to deflate based on how much damage they've taken. This means it's really hard to pop your opponent with your claws or whatever unless you're quite strong and overleveled, because they'll deflate over time rather than all at once. Instead, you and the opposing toy try to tackle and then inflate/deflate each other. Once your opponent is nice and tight, you can tear a bigger hole in them with your attack, or you can keep going until kaboom, holding their muzzle shut so they can't deflate safely. Conversely, you can keep attacking until their skin is too loose to pierce, then open their valve and hug them until they go flat.
Finally, killing toys evil or not really bothers me, so it's canon that all toys just wake up in their bed totally fine an hour later or so if they get popped. This is going to be a lighthearted world in general, I hope~
Once I get some graphics and plenty of unique enemies in place, I'll put the game on Dropbox for you all to test out! :D
In other news, I wrote a second program that lets me make maps with varied biomes and encounters, and ideally I should be able to easily "mark" certain places for quests, events, shops, etc once I get around to doing programming the marking feature. Additionally, I rewrote the whole game again because as I learn more, I realize better ways to get all the pieces of the game playing nicely with one another.
Furthermore, I revamped combat to focus more on the inflation/deflation aspect. Assuming your opponent isn't too loose and stretchy, your weapon will poke a hole in them, causing them to deflate based on how much damage they've taken. This means it's really hard to pop your opponent with your claws or whatever unless you're quite strong and overleveled, because they'll deflate over time rather than all at once. Instead, you and the opposing toy try to tackle and then inflate/deflate each other. Once your opponent is nice and tight, you can tear a bigger hole in them with your attack, or you can keep going until kaboom, holding their muzzle shut so they can't deflate safely. Conversely, you can keep attacking until their skin is too loose to pierce, then open their valve and hug them until they go flat.
Finally, killing toys evil or not really bothers me, so it's canon that all toys just wake up in their bed totally fine an hour later or so if they get popped. This is going to be a lighthearted world in general, I hope~
Once I get some graphics and plenty of unique enemies in place, I'll put the game on Dropbox for you all to test out! :D
Inflation Text-Based RPG Progress Report 2!
Posted 10 years agoI have been working hard on this! After taking the time to go through programming tutorials, rewrite the whole program (which wasn't really that bad), and work a little further, I managed to code a simple world roaming system with 100 (very empty) tiles and a fight system with three whole enemies (but a lot of room and easy coding for more~). Fighting is relatively simple - you're challenged to a battle by the toy in question, and then you two try to pop each other via three methods:
You can claw at your opponent to reduce their HP. When their health hits zero, your attack pierces their hide and pops them.
You can inflate yourself, attempt to grab your opponent, and from there blow them up until they burst.
You can try to grab them and squeeze out all the air they already have. Once they're fully deflated and unable to fight back, you automatically claw them open to pop them.
So far there are only two classes - balloonie and pooltoy. While this doesn't do anything besides change text at the moment, balloonies will be able to take a lot more air before bursting at the cost of defense, while pooltoys have a higher defense at the cost of being easy to overinflate or deflate entirely.
I'm also going to see what I can do with plushie, poolplush, and Bio classes. Plushie would be immune to inflation but can't inflate themselves, bios (being regular furs) can't deflate entirely but can't give or take much more air, and poolplush would be extra-defensive while being the easiest to deflate.
Finally, I'm hunting around for a software that'll let me convert .py files into .swf files, so I might be able to upload it directly! If I do manage to pull it off, who'd want to try the game as it is? The graphics are abysmal, just to warn you all.
Once again, this is directly based off of
noone's Fatty Text Adventure game; go check it out!
You can claw at your opponent to reduce their HP. When their health hits zero, your attack pierces their hide and pops them.
You can inflate yourself, attempt to grab your opponent, and from there blow them up until they burst.
You can try to grab them and squeeze out all the air they already have. Once they're fully deflated and unable to fight back, you automatically claw them open to pop them.
So far there are only two classes - balloonie and pooltoy. While this doesn't do anything besides change text at the moment, balloonies will be able to take a lot more air before bursting at the cost of defense, while pooltoys have a higher defense at the cost of being easy to overinflate or deflate entirely.
I'm also going to see what I can do with plushie, poolplush, and Bio classes. Plushie would be immune to inflation but can't inflate themselves, bios (being regular furs) can't deflate entirely but can't give or take much more air, and poolplush would be extra-defensive while being the easiest to deflate.
Finally, I'm hunting around for a software that'll let me convert .py files into .swf files, so I might be able to upload it directly! If I do manage to pull it off, who'd want to try the game as it is? The graphics are abysmal, just to warn you all.
Once again, this is directly based off of

A little insight...
Posted 10 years ago
RULES :
1. Pick a character you've created.
2. Fill in the questions/statements as if you were that character.
3. Tag at least four people to do this meme
4. Tell people that they been tagged with a link from your journal
Character picked: Sai's Manufacturer
1. What is your name?
I don't... fine. Call me Synthi.
2. Do you know why you were named that?
I chose a new name when I started my craft. It fits better, I think.
3. Single or taken?
Single... and not looking!
4. Have any abilities or powers?
I can craft living toys out of synthetic materials, as well as turn other living creatures into living toys as well. Are you interested?
5. Stop being a Mary Sue!
No.
6. What's your eye color?
Red. It took me forever to find the right shade, though.
7. How about hair color?
I don't have hair, or anything resembling it.
8. Have you any family members?
Well... had...
9. Oh? How about pets?
I prefer not to think of Sai as a pet, honestly.
10. That's cool, I guess. Now tell me something you don't like.
The evil in the world. If only I could cleanse it sooner...
11. Do you have any activities/hobbies that you like to do?
When I need a break from toymaking, I do love to fly.
12. Have you ever hurt anyone in any way before?
Yes. My sole consolation is that they're happy with Xeian now.
13. Ever… killed anyone before?
N-no!
14. What kind of animal are you?
Th-that's private information!
15. Name your worst habits.
I'm terrified and distrustful of anyone I didn't craft myself. I can't hurt someone, even in self-defense.
16. Do you look up to anyone at all?
I admire anyone who goes out of their way to do the right thing~
17. Are you gay, straight, or bisexual?
Asexual.
18. Do you go to school?
No.
19. Ever want to marry and have kids one day?
No. My toys are family enough.
20. Do you have fangirls/fanboys?
My toys look up to me, but that is all.
21. What are you most afraid of?
People I can't... reason with. The ones that want to hurt me or my toys, no matter what I say.
22. What do you usually wear?
Nothing.
23. What's one food that tempts you?
Ever since I invented this special kind of tea, I haven't been able to get enough of it...
24. Am I annoying you?
Scaring me a little, yes.
25. Well, it's still not over!
Oh. Carry on.
26. What class are you (low class, middle class, high class)?
High class, technically.
27. How many friends do you have?
Plenty! I do try to keep in contact with my toys fairly regularly, even if they are far away.
28. What are your thoughts on pie?
I haven't had pie in years... I should get around to inventing one, now that I think of it.
30. Favorite drink?
My special tea, of course.
31. What's your favorite place?
The lonely, quiet places, where I may work in peace.
32. Are you interested in anyone~?
Yes, actually! There's this poor Floatzel down by... er, that's private... who refuses to go in the water after she punctured her vest and nearly drowned. I'm hoping a nice, dependable pooltoy like a Lapras will help her get back to swimming. But I can't quite decide on the personality yet...
33. That was a stupid question.
Oh... sorry to bother you.
34. Would you rather swim in a lake or the ocean?
The ocean.
35. What's your type?
That... would be rather revealing of my identity. Sorry.
36. Any fetishes?
A-a bit of a sensitive question... But none.
37. Seme or uke?
Neither! I have zero sex drive, okay?
38. Camping or indoors?
Oh, good, a non-invasive question. Indoors. It's safer.
I tag




Inflation Text-Based RPG Progress Report
Posted 10 years ago-Player can move around a 10x10 square map, advancing one square per movement.
-Graphics include an simple information box, a placeholder box for environment and enemy graphics, the player's stats, and nine buttons that don't do too much yet.
-A random encounter system is in place, with encounters and options depending on the player's location.
-The very basics of a combat system are in place, along with efficient storage techniques for adding more enemies.
And all this took about twenty to thirty hours, mostly because I had to learn how to design everything such that I can very quickly add as more content, so updates are easy to make. Oh, but it is just too much fun. I love it sooo much~
-Graphics include an simple information box, a placeholder box for environment and enemy graphics, the player's stats, and nine buttons that don't do too much yet.
-A random encounter system is in place, with encounters and options depending on the player's location.
-The very basics of a combat system are in place, along with efficient storage techniques for adding more enemies.
And all this took about twenty to thirty hours, mostly because I had to learn how to design everything such that I can very quickly add as more content, so updates are easy to make. Oh, but it is just too much fun. I love it sooo much~
Attempting Art Upgrade...
Posted 10 years agoMy current style doesn't leave much room for super intricate detail, I found. While it is effective for drawing inflatables (to an extent), it doesn't perform too well to draw things like furries or anything not unnaturally smooth. This is, of course, because I use a "lineart" layer that makes it much easier to color and detail smoothly, but only within the lines, This leads to a number of complicated problems that I can't really explain, mostly involving fur and other loose or chaotic textures.
So I've been trying to pick up a new style that will let me really push myself to draw extremely well. What I sort of forgot, however, was that I'm not going to be as good at drawing with these new techniques than I am with my current ones, which has led to many aggravating hours of looking at a poorly drawn picture and trying to make something half-decent out of it. This means that I might continue to be quiet as I have these past couple weeks as I stress and agonize over trying to figure out how to make something look good. I guess I could post drawings once I finish/give up on them? I just don't know if anyone would want to see it, is the thing.
And to the two people that I've promised a request to, should I go ahead and finish them now or would you prefer I wait until I think I'm good enough to start drawing for real in this improved style?
So I've been trying to pick up a new style that will let me really push myself to draw extremely well. What I sort of forgot, however, was that I'm not going to be as good at drawing with these new techniques than I am with my current ones, which has led to many aggravating hours of looking at a poorly drawn picture and trying to make something half-decent out of it. This means that I might continue to be quiet as I have these past couple weeks as I stress and agonize over trying to figure out how to make something look good. I guess I could post drawings once I finish/give up on them? I just don't know if anyone would want to see it, is the thing.
And to the two people that I've promised a request to, should I go ahead and finish them now or would you prefer I wait until I think I'm good enough to start drawing for real in this improved style?
Two Request Slots! [CLOSED]
Posted 10 years agoI'm going to take two requests. First come first served. Just comment below if you'd like one!
1)
UtopiaRayZexal
2)
StereoMaster
1)

2)

Yooka Laylee!
Posted 10 years agoI'm so hyped for this <3 It's a spiritual successor to Banjo-Kazooie and has one of the most impressive Kickstarter campaigns I've ever seen. Case in point? At the time of this journal, the campaign began May 1st... and has already raised 1,055,000 pounds. That's just under $1.6 MILLION! In one day!
Banjo-Tooie was the first N64 game I ever got (I think I was like four or five?) and it's STILL a marvelous game. If you look back fondly on the collect-a-thons of Banjo-Kazooie, Banjo-Tooie, or DK64, this is looking to be a fantastic revival of the genre.
Banjo-Tooie was the first N64 game I ever got (I think I was like four or five?) and it's STILL a marvelous game. If you look back fondly on the collect-a-thons of Banjo-Kazooie, Banjo-Tooie, or DK64, this is looking to be a fantastic revival of the genre.
Inflation-Based RPG?
Posted 10 years agoI've been thinking about making one, despite me having very little programming experience. I don't know if you've seen this fat fur text-based RPG game, but it's a rather fun way to kill a few hours for it's simplicity. So I want to make my own, this one focusing on inflation (with, of course, pooltoy and balloonie classes) rather than fat furs. That's what's been consuming my time recently. When will it be out? Um... don't hold your breath. The first fully functioning alpha will probably take months, and that's if I actually see it through. Programming is hard! It took me three hours to figure out how to WALK! XD
This'll be written in Python, by the way, which means you'll have to download it offsite to play (again, if I ever get around to finishing it). Hopefully that doesn't exclude too many of you.
This'll be written in Python, by the way, which means you'll have to download it offsite to play (again, if I ever get around to finishing it). Hopefully that doesn't exclude too many of you.
Linear Extrapolation is Fun~
Posted 10 years agoNumber of bad FA updates since 25 April 2015: 2
Number of days since 25 April 2015: 1
At this rate (literally), after just a few months FA will have had hundreds of horrible, site ruining changes, with more coming every day.
Isn't linear extrapolation just great? :P
Number of days since 25 April 2015: 1
At this rate (literally), after just a few months FA will have had hundreds of horrible, site ruining changes, with more coming every day.
Isn't linear extrapolation just great? :P
Some Theories of Mine About Pokemon
Posted 10 years agoKeep in mind these are flawed; I just think they're interesting nonetheless.
How to not feel bad about taking Pokemon from their homes and using them to beat up other Pokemon: There are VAST stretches of land not on Routes, right? And while it seems easy to leave those Routes, your character simply can't. Why? It's illegal to catch Pokemon who haven't willingly gone out into a route to be captured. Pokemon are presumably intelligent if you're going by the anime, but even if not, over time I'm sure they've become well aware the Tall Grass on Routes is where Pokemon are captured. Don't want to be captured? Stay out of the grass!
The same can even apply to the open waters and caves where there's nowhere else for Pokemon to go. Remember, wild Pokemon attack YOU, not the other way around! With that said, even if you pass by countless Pokemon in caves or the ocean, it's only when THEY instigate a fight against someone who's CLEARLY a Pokemon trainer do you get a chance to capture one.
They fight back and break out of Pokeballs once encountered as a way to weed out weak trainers- only the trainers that can successfully win against the wild Pokemon in question would the Pokemon allow themselves to be captured by. The lower their health, the stronger you are and the more potential as a trainer you show to them. And why can't you capture a Pokemon once it faints? Again, the idea that the Pokemon allows itself to be captured- if its unconscious, it has no say in the matter.
Why so many Pokemon are okay with beating each other up until someone falls unconscious: The Pokemon Centers. Fighting can be exhilarating, and going by the theory above, all your Pokemon already have a penchant for it. Now, say that no matter how hard you fought, no matter how many injuries you sustain, a few seconds in a machine will completely restore you to full heath? Wouldn't you be encouraged and excited to fight to your fullest potential? There's ZERO risk of permanent injury to Pokemon in their battling; of course they'd enjoy knocking each other unconscious!
Why bad guys surrender after you beat up their Pokemon: This one's easy! Because then there's nothing to protect the bad guys from YOURS.
So there you go! Pokemon can make sense sometimes.
How to not feel bad about taking Pokemon from their homes and using them to beat up other Pokemon: There are VAST stretches of land not on Routes, right? And while it seems easy to leave those Routes, your character simply can't. Why? It's illegal to catch Pokemon who haven't willingly gone out into a route to be captured. Pokemon are presumably intelligent if you're going by the anime, but even if not, over time I'm sure they've become well aware the Tall Grass on Routes is where Pokemon are captured. Don't want to be captured? Stay out of the grass!
The same can even apply to the open waters and caves where there's nowhere else for Pokemon to go. Remember, wild Pokemon attack YOU, not the other way around! With that said, even if you pass by countless Pokemon in caves or the ocean, it's only when THEY instigate a fight against someone who's CLEARLY a Pokemon trainer do you get a chance to capture one.
They fight back and break out of Pokeballs once encountered as a way to weed out weak trainers- only the trainers that can successfully win against the wild Pokemon in question would the Pokemon allow themselves to be captured by. The lower their health, the stronger you are and the more potential as a trainer you show to them. And why can't you capture a Pokemon once it faints? Again, the idea that the Pokemon allows itself to be captured- if its unconscious, it has no say in the matter.
Why so many Pokemon are okay with beating each other up until someone falls unconscious: The Pokemon Centers. Fighting can be exhilarating, and going by the theory above, all your Pokemon already have a penchant for it. Now, say that no matter how hard you fought, no matter how many injuries you sustain, a few seconds in a machine will completely restore you to full heath? Wouldn't you be encouraged and excited to fight to your fullest potential? There's ZERO risk of permanent injury to Pokemon in their battling; of course they'd enjoy knocking each other unconscious!
Why bad guys surrender after you beat up their Pokemon: This one's easy! Because then there's nothing to protect the bad guys from YOURS.
So there you go! Pokemon can make sense sometimes.
I used the beta for a couple weeks!
Posted 10 years agoSo after giving it a good, long, test...
I still prefer the classic version X3 My biggest problem is that it feels a lot more zoomed in, I think. I can't see everything I used to at a glance, which kind of bothers me. I'll be using it again from time to time to check its progress, but I'm back to classic for now.
I still prefer the classic version X3 My biggest problem is that it feels a lot more zoomed in, I think. I can't see everything I used to at a glance, which kind of bothers me. I'll be using it again from time to time to check its progress, but I'm back to classic for now.
Signal Boost: Cheap, High Quality Commissions!
Posted 10 years ago