WYREwork: antler

WYREwork: Antler by vin-[oC]
Δntler :  the prince of the Forest of Alveria  (WYREwork no.15 – adorned version) – jan.2oo9 ~

WYREwork is about creating spacial forms from metallic lines, finding the balance between structure and flexibility.  this piece is about 3inches tall from the tip of its antlers to the hooves of its forefeet.
sometimes, it’s good to be twisted~!  more in omegaCarotene’s WYREworks gallery …       >[:) 

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心 heart plant

心kokoro-plant1 by vin-[oC]
[] heart plant ~ 

A while back, there was this girl—who i’ll just refer to as “J” here for the sake of whatevers—that i’d met online and then hit up a coupla cafés with, and we talked about stuff and such.  I think it was around that time that i’d drawn my first ball-point and then vector versions of my current signature character, the mad cyborg-bunny telcihc.  I’d found her attractive; meanwhile, perhaps i’d seen a heart anatomy-illustration somewhere online, with all the ventricles Continue reading

Telc Blast: dev-Journal entry no.002

telc_melee-Scene01 by vin-[oC]
Telcihc (T-βeta13) versus grunt Daucus n01: the prelude to leporine violence

This isn’t quite that bunny-on-carrot violence that i’d alluded to in a previous entry, but rather the prelude to it: the calm before the storm, if you will.  Is this a finished piece of work?  Certainly not.  note the way the Daucus’ leafy-plume is cut off in a simple straight line.  I shall blab about this…perhaps tomorrow, when our yellow star shines its golden rays upon the North American continent~

For the meantime, interpretations, anyone? (feel free to comment!)       >[:)

Telc Blast: dev-Journal entry no.001

telcihc dB-02 by vin-[oC]
telc-B dialogue Box n02

So…here we start off my Development Journal for my w-i-p flash game Telc Blast .  Okay, so it’s kind of a lame name that doesn’t quite sum up my concept of the game (a 2D action-adventure platformer), but it’s a a working title.

The above dialogue box refers to the events of what starts off the story of  the “evil” cyborg-bunny dr. julius “oC” telcihc‘s (pronounced tell-sik ) adventure:  our protagonist’s trusty space ship, the Lepus Graviticus , has crash landed on a alien planet covered with vast, lush jungles and inhabited by the Daucus, a warrior race of carrot-like creatures.  telcihc must traverse the terrain to find several of the Graviticus ‘ parts (which had broken off during its fiery descent), in order to repair his damaged ship and return in time for dinner and maybe an episode of the show LOST …wait, does this overall plot sound familiar to you?  being stranded on an alien planet, a broken ship and missing part, carrot-like natives?
pikmin original 3Did someone say Pikmin, Nintendo’s delightfully charming  take on the RTS (real time strategy) genre?  Right you are!  Well, it’s like they say, if you’re gonna crib something, at least crib from the best.  And i’ve been following Nintendo since i first started slaying Dracula’s hellish minions in Castlevania II: Belmont’s Revenge  at the age of 12.  Okay, so that was Konami-developed, but it was exclusive to the original gray-brick of a GameBoy, with Christopher Belmont and the beautifully detailed backgrounds displayed in all the glory that 4 shades of gray could muster on that cabbage-green, 160×144 pixel resolution LCD screen.  In retrospect, that thing was so heavy with 4 AA batteries that it probably would’ve broken the floor if one had dropped it.  Yet, regardless of Nintendo fandom and all, i still have yet to acquire me a WiiU…hmmm…  that needs to be rectified soon… like maybe when the next Zelda  comes out…  But what were we talking about again?

aku-Blendy sackiCon by vin-[oC]Telc Blast, right.  There’s that old saying, that there’s nothing new under the sun.  So i shall revel in my cribby-ness.  Yet, as i am building this as a 2D platformer in Flash, there is already that distinction.  And unlike the tiny Pikimin, who make up the protagonist Olimar’s army of cute-but-deadly head-bangers, the Daucus are the enemies in Telc Blast …or so they seem.  Suffice it to say that there will be bunny-on-carrot violence, albeit in a cartoony way.  Really, as if the gameplay in Pikmin isn’t violent: similar to an army of colorful ants, your floral legions of Pikmin swarm the local fauna and beat them into submission with their cute, leafy/flowery heads, all while slave-driver Olimar stands at a safe distance, whistling battle commands…but, then, that’s part of why i like the series so much (does that make me a bad person?).  One could argue that the relationship between the stranded astronaut and his flowery followers is a symbiotic one, but that’s a discussion for another day (or feel free to comment!  ^-^ ).  So, back to actually creating my Telcihc game, rather than all this blogging!

As you might have noticed from the title above, this is dev-Journal entry no.001, so thank you those who have actually read this far, and stay tuned!       >[:) 

mega-SackBoy

megaSackBoy by vin-[oC]
when games collide no.o1  – 02.o3.2o12 ~

unabashed MegaMan / ロックマン fan of many years.  go figure~

  – ロックマン – ロックマン – ロックマン – ロックマン – ロックマン – ロックマン – ロックマン – ロックマン – ロックマン – 

Clu sackiCon by vin-[oC]like, sure, i could bake up a nice, fresh, steaming bullshit-pie about how i had this dream where Dr. Right gave me a magical mushroom, then i found this lightsaber in a hidden Power-Up Capsule before falling down some long shaft full of giant killer lasers, at the bottom of which i encountered these really cool tangible wood-block pixelArt sculptures and found that the blocky metroid larva had developed a literal attachment to my leg, and then Rock appeared out a giant seashell and handed me a SackBoy hamburger thingy (un Royale du Sackgarçon, as @antikris77 called it?), and that’s what inspired me to draw this in adobe illustrator and blah blah blah… (btw, that’s not engrish.  Dr. Right  is the good doctor’s official Japanese name in the ロックマン games.  but you probably already knew that.  Rock & Roll, baby!)

but that’s not true.  it’s simply that i’ve been following the Blue Bomber since the days of MegaMan4  on the NES/Famicom (which i, ironically, still have yet to play), and drawing pixelArt combined with other stuff is fun.

now that dragon in MegaMan2  isn’t going to beat itself, so if you’ll all excuse me…       >[:)  

Mega Man

Mega Man (Photo credit: Wikipedia)

the many faces of Telcihc ~

telcihc expressions1 by vin-[oC]

the many faces of Telcihc  – 10.2o.2o11-thru-o5.3o.2o12 ~

this is a winged “særaph” variant of an earlier version of my signature  character, the “evil” cyborg-bunny dr. julius “oC” telcihc (pronounced tell-sik ) before my creation of the current sackiCon-ified version of him, which i like to call “telcihc βeta13”.  i might add a flying feature to the flash game (WIP) sometimes in the future, but currently i’m working on just getting the basic mechanics down & set (i.e. his basic attack is a energy chain-Gear melee strike, kinda like a scifi version of Simon Belmont’s whip).  here in this vector illustration, i’ve tried to explore some different facial expressions with the character, which has been a helpful exercise.

which expression do you think is more like your  mood today?       >[:)

because islands in the Sky are cool, and so are optional vehicles~

The concept of islands are inherently cool, whether they’re tropical hideoutsfloating-bases in the sky, shadowy military isles in the Alaskan Fox Archipelago, the beautiful Formosa, or the Island in the show LOST.

kotsu-Heliøn_isle-M2_nov27th2o11P-i

Wait, floating islands?  Why, yes!  a number of these gravity-defying beauties can be found in my yet in-progress (but fully playable & passable) exploratory littleBigPlanet  level UFO flight test: kotsu-Heliøn, now with version.05 in the works/in-hiatus since nov2o11.  It features multiple pathways to the end-goal, sky-high catwalks filled with mechanical enemies, paintinator-related puzzles, sky-Launchers, various mechanical prizes, and a few optional vehicles, including several variants of the single sackPilot flying vehicle: the eponymous kotsu-Heliøn.  (if that sounds irresistibly awesome to you, the level can be queued here at http://lbp.me/v/9j-r7e ~)

k-Helion pixelArt by vin-[oC]There are many existing user-created littleBigPlanet  levels that feature creative, ingenious, and beautifully designed vehicles, yet the large bulk of such levels are essentially vehicle-demos with little gameplay to speak of beyond simply operating the machines.  A number of these might feature some varied terrain for wheeled or walker-type vehicles to traverse (think the Star Wars ep.VI: Return of the Jedi’s AT-STs), but many of these are bland-looking obstacle courses with little setting or “story”.  There are also some well-designed and heavily-armed warplane replicas, but many of these reside in empty levels with no enemies to shoot at nor targets to bomb.  Then, out of the few levels that have both a well-designed vehicle and a visually engaging backdrop, even fewer are designed to make the vehicles entirely optional.  For an excellent example of optional vehicles, i often refer to the Robot Ride Armors in the SNES classic MegaMan X  (or Maverick Hunter X  on the PSP if you prefer not to go quite so old-school).

kobun-Sack by vin-[oC]One of the several sections in the game that feature this punching mech can be found in the latter half of Sting Chameleon’s jungle-themed stage; in this section, shortly after ascending a hill, the player—as the protagonist X—will find a Robot Ride Armor directly in his path, which he can pilot to the end of the stage while pummeling reploid-baddies with the mech’s giant metal fists.  From a gameplay perspective, choosing to pilot the Ride Armor not only adds some variation to the standard running + jumping + shooting action by offering a powerful short-ranged melee attack, but also gives the player some armor protection with which to survive to the end of the stage (where a boss battle awaits, like in almost all 2D platforming MegaMan  games).  Yet, should the player choose to abandon the vehicle halfway or simply not pilot it at all, the stage can be completed entirely on foot—and that is what i love so much about it: that the vehicle is entirely optional.  It’s an option that can temporarily empower the player, but with some skill and careful weapon-choice, one can take a different approach to pass the level.  After all, choice is a large part of what MegaMan/
 ロックマン games are about.  But i digress.

So, back to littleBigPlanet.  That  is the type of level that i aspire to create in LBP and hopefully in Flash (moar on that another day): levels where the vehicles are integral to the level-design and gameplay, where the player can still pass the level entirely on foot, and where some bonus areas are accessible only on foot, and others can only be reached by the utilizing the vehicles.

kotsu-Heliøn_mecG_2o14feb-ocWPc_P-iiiUFO kotsu-Heliøn – mk.IIc mecha影     (the “mecha KAGE” style-variant of the single sackPilot flying vehicle; the Heliøn’s operating tips can be found here

Flying is liberating!  At least if you can stomach the balance-based control scheme, that is.
(There is also a multi-seater anti-Grav controllinator variant, the kotsu-Heliøn: mk.III (AG), hidden early in the level.)

Leave a comment and tell us about some of your  favorite vid game rides!       >[:) 

the flight of OM

the flight of ॐ

  the concept of the Flight of OM :

the OM rests at the base: breathing, living, observing, being. 
the leaves are as open palms, and the connecting vines as arms spread wide, embracing all.  through the leaves & vines, OM resonates in the energy of all around it… 
it grows in its vitality, and its energy ascends to its pinnacle, where it spreads its wings far, and takes flight~

 – – – – – – – – – – – – – – – – –  

other forms of less uplifting-twistedness can be found in omegaCarotene’s WYREworks gallery (which, to my own surprise, is still accessible at the now-defunct posterous.com via this URL…at least as of may2o13…)       >[:) 

meat the Porterhouse-Sack

meat the Porterhouse-Sack

culinary sackiCon     beef.  it’s what’s for dinner.

hmmm… note as of  may8th2o14():  peculiarly, this is my most Spammed post (see #SpamSlam on twitter~), w/ various frakkin’ damn-dirty ape amoral people (or more likely toaster robots) attempting to post bogus generic “positive” comments on “how they accidentally happened on this post while feeding their 3 cats and a parakeet” and “how this was such a valuable write-up and that they’ve added it to their RSS-feed definitely come back to read more”…and this was back when this post had simply 1line “beef.  it’s what’s for dinner.” + the above Porterhouse Sack(boy) image.  frakkin’ meatheaded morons.  it’s like moar douchebaggery than Olmec & Dr. Fetus―combined―can dish out…and minus the thumb-breaking platforming fun~  o_O 

*sigh* it’s like poor sackBoy is just meat to be kicked around in the dust…

friggin’ ppl, i swear.  yes, i’m ranting.  obviously.  as much as i love SPAM in my fried rice, all you douchebag spammers out there oughta just get a life, and go crawl into some hole away from the world and the interwebz and…enjoy some SPAM-musubi.  ‘cuz those things are dogdamn delicious!  ah well, c’est la vie~       >[:p 

the sackiCon Sillies series

Imageso here (below) are my three currently existing sackiCon Sillies, a single-panel web comics series that i’d started in the fall of 2o12 as part of the Weekly Planetarium on the littleBigPlanetarium.com fansite (a site which, sadly, has been a bit on the quiet side of late).  the series is currently in hiatus, as lately i’ve been focusing my energies on a UDK deathmatch level and Flash 2D platformer game starring my leporine online alter-ego, dr. julius “oC” Telcihc

having drawn a number of sackiCons since around march of 2o12—at least 70 to date—i wanted to explore some simple, single image gags revolving around some “everyday” troubles that a sackiCon might encounter, considering that the diminutive SackBoy-inspired characters often sport super hero-ish, game-related, and/or scifi features, such as Doc Ock-like mechanical tentacles or pyrokinetic powers.  like, suppose you were capable of summoning fire by sheer will; it might mean that you can flambé your enemies with ease (especially if you happen to have a bottle of liquor handy), but can you finesse your skills to cook a fine steak just right?

As for moar sackiCon variants-to-come, Star Wars Day has come and gone, but a lightsaber-wielding variant is in the works… do i have moar votes for Vader or Maul? (feel free to comment!)

  – – – – – – – – – – – – – – – – –  

LBP-sackiCons_sil2o12-n01octoP-iii

sackiCon sillies:  no.01 for WP-ed.38    – 11.02.2o12(金曜日) ~

the truth is, one can have too many arms…       >[:) 

  – – – – – – – – – – – – – – – – –   

LBP-sackiCons_sil2o12-n02stkP-i

sackiCon sillies:  no.02 for WP-ed.39    – 11.12.2o12(月曜日) ~  

yeah, it happens sometimes… o_O
captions の 中文翻譯:  “我原本只想煎6分熟的牛排…”       >[:) 

  – – – – – – – – – – – – – – – – –  

LBP-sackiCons_sil2o12-n03ufoP-ii

sackiCon sillies:  no.03 for [the never released] WP-ed.41    – 12.16.2o12(日曜日) ~  

Abduction & Murphy’s Law… o_O       >[:) 

something about 魚 & neurological activity…

Image

      – 09.11.2o12 & 05.04.2o13re~

if a fish were capable of complex neurological processes, what would it think about?  osmosis, perhaps?

inspirations from people floating in the vast realm of the interwebz…
this here’s actually an old vector drawing (created in adobe illustrator) re-post from my now-defunct posterous-Blog, at a time when someone i’d met online inspired me to read Hermann Hesse, whose Demian  i’m currently reading during commutes on the BART.  as is probably apparent, this creature’s design does not  touch upon themes of duality nor relative morality that were oft explored in the novel, and 5am—just mere hours before sunrise—is simply not the best of times for venturing into such potentially meandering thoughts, lest i have a friend with me and preferably a coupla brewskies—one in hand and another already coursing through my system.  and maybe some kettle chips…yum~  alas, this is no such night, so i shall leave the pondering and the waking-dreams of ethereal cosmic jellyfish to one with a more clearly functioning brain, like perhaps this lil’ fella here~   >[:) 

WYREwork: ghizo 極獸 – the savage blade

刈る cut what you will~

刈る cut what you will~

ghizo (WYREwork no.22) – 09.07.2o12 ~
WYREwork is about creating spacial forms from metallic lines, finding the balance between structure and flexibility.

in ghizo’s (or “極獸”) case, it is also about creating a badass, physics-defying, over-sized sword from a puny thing of wire and some leather. this being is manifested from my take on the savage inner-beast one may find in one’s emotions.

more twistedness in omegaCarotene’s WYREworks gallery …       >[:) 

omegaCarotene joins wordpress!

omegaCarotene joins wordpress!

heyo, people of the interwebz!

for those of you who are not already familiar with my nonsensical twittery rants (which can be found at @omegaCarotene), here is i, with..well, more nonsensical rants adorned with bunnies, carrots, art&design, robots, and various thingamajiggies that i pull out of my…er…head.  ah, the perpetual confusion~

happy blogging, everyone!       >[:)