At this weekend’s Fillmore Jazz Festival in SF (san francisco), i was pleasantly surprised n delighted (and grateful) that the very first pair of my handmade [shroom-Dice赤い] had been bought!
(and now also available for purchase on Etsy HERE~)
Unfortunately, as i’d not gotten quite enough sleep the two nights prior, i lacked the time nor energy to make another pair in time for Sunday’s day2 of the Jazz Fest. Still, i wonder if the dice have already be played with (it has not yet been 24hr.―since the sale was made―as of this initial writing on july 3rd, Sun.), or if they simply adorn someone’s shelf or coffee table, adding just that bit more of geeky-coolness to their room or game-den?
It’s a tricky thing, finding a nice (and hopefully profitable) balance between designing what one personally likes and what will likely Continue reading →
the nearly-complete Work-in-progress of my Majora’s Mask pixel-Art~
hello, readers! Those of you that are new to this blog, welcome! And those that visited my blog before, i thank you for returning, despite my 1.5year-long absence from my own site. The fact that i have my Twitter-feed connected to this blog is perhaps the only reason why there’s been any traffic here during that time, just barely enough to keep the virtual tumbleweed at bay, if barely…
So…after churning the idea around in my mind for altogether too long, i’ve decided that a suitably ironic way to mark my (not-so) grand return to a slight internet presence would be by presenting something about my current lil’ art project involving the end of the world–or more specifically, the end of the land of Termina, the stage for Continue reading →
Rather than hitting the party scene in some crazy getup, i’ve voluntarily cooped up indoors on a rainy (or at least wet-ish) Halloween night, workin’ on the computer with some vector-art (plus a healthy dose of photoshoppery) and drawing up avatar “costumes” for some friends…which ultimately boils down to a solitary endeavor that feels Continue reading →
Sometimes, especially on a chilly day (or night), there are few things more delightful than a piping-hot bowl of noodle soup.
Okay, so much of the ingredients in this were of the “instant” variety: the そば buckwheat noodles were the store-bought dry kind, the soup was seasoned with condensed bottled つゆ, and the kamaboko―well, heck, it’s highly unlikely that i’ll ever make my own fishcake from scratch.
Nevertheless, the soup base consisted of homemade chicken stock (or was it pork stock? it was 4 years ago, cripe~), and the scallions were fresh. Though i can’t―for the life of me―recall what else i had on the side… Oh well~
Simple, yet flavorful. Or at least that’s how i like to remember it. Yum, ha~ >[:p
This isn’t an actual screenshot to showcase any sort of playable game-dev progress for my w-i-p telcihc flash platformer―which, to be honest, has been on the back burner for some time now, even though it does feature my ol’ dr. julius “oC” telcihc as the protagonist/player character, so to speak. Rather, it’s a mock-up for how a telcihc game might look as a static image with touch controls and the whole works.
The process of creating this image has made for quite a fun UI design exercise for me. Yet, perhaps a bit ironically, i’m still rather skeptical about how well a platforming game can work with touch-controls, like in terms of how well can a platformer control , given the advantages and disadvantages of touch-screen interface. I’m convinced that Continue reading →
pls excuse my liberal interpretation of the definition of the word “silhouette” here, but i’d imagine that there’s mighty sufficient visual information for Rockman fans to recognize this guy’s identity.
and it’s decided, my online plan(s) for this Halloween, anti-social though they may be! while it seems rather unlikely that i’ll be attending any sort of costume-themed shindig in real life in the next 38 days-or-so, i do know who/what i want to be this october 31st…at least in so far as online avatars go, ha~ as for the game itself, find out more about the various updates HERE! >[:p
I generally tend to be quite selfish with my blog, using it mainly for my own creative output: i.e. art&design and various ramblings about games, design, and…stuff~
Yet, having only recently watched the Avengers (yes, from 2o12) and also having found the post that follows as both an entertaining read and a rather well-written argument, i’ll make an exception~ >[:)
Spoiler Alert! Avoid reading this post if you haven’t seen The Avengers.
No really, look away!
O.k., let’s talk about The Avengers, the highest grossing movie so far this year, and the movie on track to potentially unseat James Cameron’s Avatar as highest grossing movie of all time. Specifically, I want to talk about the writing and Loki, the film’s key villain. More specifically, I want to explain how Joss Whedon managed to write the perfect Xanatos Gambit.
For those who don’t know or didn’t click the link above, a Xanatos Gambit (named for the villain Xanatos from Disney’s Gargoyles cartoon) is a plan that literally cannot fail because win or lose, the villain wins. This is one of those “I wanted you to beat me all along” scenarios, where defeating the villain somehow means the hero still loses. This isn’t changing your plans to compensate or getting lucky…
The gears begin to turn: …It had started that a friend, Renges65, and i would start creating a game together within a 2~4wk time-limit―parallel to other game design, art&design, and scripting projects―during the month of may in 2o14. In accordance with the fate dealt to us by the almighty Wheel of Doom, our game theme was to be “cogs.” Crunchy, oh-so-munchety cogs―sounds delicious, does it not?
(In case any of you wish to bypass all the shameless, self-promotional rhetoric―regarding Cogger’s Revenge ―that shall inevitably follow and just get on with the game and engage in some cog-bunny devouring, click HERE to play the game.)
Cogger’s Revenge is basically a variant of the infinite runner, one that Renges and i like to think of as an “infinite eater.” Personally, to be perfectly honest Continue reading →
saw the news on IGN.com post-midnight last night! with this truly Autobotic new DLC in my possession, i won’t even need an Xbox One to fell me some Titans with a friggin’ giant energy axe! now where can i deposit some energon cubes to pick up this puppy?
as you can no doubt tell from the obvious IGN logo in the bottom right-hand corner of the screenshot, this is totally not my work, save for some minor bit of graphics & text ‘shoppery. plus, there’s no bunnies involved, at least not that i’ve noticed. but pixel-pushing schmixels…that voice in the trailer sure does sound like Peter Cullen…
yesiree, lookin’ forward to a 401 frag-count. it’s gonna be dogdamn frakkin’ EPIC~!!
So…as the year’s gotten busier, my good start in january―with 4 consecutive weekly-posts to this blog―has devolved into one-post-a-month or less… and i’m again burning the midnight candle as little clawed crustaceans scuttle about in some sandy corner of my mind. Shall this be another monologue about sleep deprivation & contrived self-reflection, or do i actually have something meaningful to say this time around?
Only time can tell…and for the record, it is now 時間5:37a―perhaps a hour or so before dawn, and it seems that my thoughts about a late night snack will more likely be realized as a very early breakfast.
Now that some time has passed (nearly 2 weeks since i’d first started this entry back in the latter 1/3 of feb.) and i’ve gotten some decent bit of sleep with nary a dream about starfish, perhaps we can get on with a blog-post that is Continue reading →
**dwai-yownnyownnyownn~** Some onomatopoeia just don’t work quite as well as others… o_O
So…some recent conversations with a special friend of mine have left some creatures/summons from the Final Fantasy series bestiary running amok in my mind, such as Tonberry lurking about in the darkness with its cute-creepy nonchalant expression and wielding a friggin’ Chef’s Knife, or a Cactuar or two just standing there in the vast desert wasteland of my psyche…posed…in its/their seemingly petrified running position. Wha―? …were the artists & designers at SquareSoft on peyote or something when they dreamed up the charactuar for Final Fantasy VI? It’d certainly be fun to see the different character-concepts that artist Continue reading →