tbs is now officially pronounced tibbies
crate approved
you’re saying this to piss me off but little do you know that it’s working
YOU ARE THE REASON
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Jules of Nature

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Product Placement
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shark vs the universe
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izzy's playlists!
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JBB: An Artblog!

❣ Chile in a Photography ❣
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@cratestuff
tbs is now officially pronounced tibbies
crate approved
you’re saying this to piss me off but little do you know that it’s working
when you want someone to reciprocate romantic feelings, try diluting their water with your pee when they're not looking. this will make them hopelessly in love with you. this is called "lemonading" someone, its science
The anti-lemonading nation strikes again folks! The future is bright AND IT IS TINTED YELLOW.
when you want someone to reciprocate romantic feelings, try diluting their water with your pee when they're not looking. this will make them hopelessly in love with you. this is called "lemonading" someone, its science
Why is The Viewing's main icon (in-game and game icon) a mirror? Also does the name have something to do with the mirror or does it just refer to the observation of the bug and/or the areas
its an egg the bug hatched out of an egg that progressively got larger over the course of like 2-3 months its an egg
Update 11.0 for Adventure Forward 1: The Blue Stars is out!!!!
Featuring W4 revamps, 2 new Assist Mode characters, and a new way to play the game: Marathon Mode!
It's been out for like a day but I forgot this website exists so
Heres a cool fun fact about AF1: The Blue Stars. The music for the original game's world 2 desert area and the music of the bossfight in a later desert area, both open with the same five notes in the same key, despite being from completely different games originally. When i told @cratestuff about this he also found this interesting. Its a coincidence that the thematically similar areas unintentionally share a motif in the beginning, even though the songs werent made for this game.
Not an amazing question but is the hat Bugmans are characterized by part of their body or something like that
Also is the John we meet the same mentioned by that past Maytown NPC? Do Johns tend to just throw their hat in defense too
We were always under the assumption that the hat is like hair for John, though you can also talk to the hat like it is John a few times so I'm not really sure anymore.
Honestly, I'm not entirely sure which John that NPC is referring to; I think any John would throw their hat in that situation.
not a big fan of af1 blue stars. red stars was good. massive fan of that. blue stars however? bloat. too much going on. it's well-made in many ways but aside from the absurd difficulty spike in the third hub i think the earlygame is conversely way too easy, and the excess of extra earlygame stars means youre stopping every other minute to collect another star. wish it was spread out a bit more
personally im a big fan of tbs so i cant really answer this the way i would normally
My only question is what in God's green earth is the red stars????? ive never heard of that ; ⁉️
I mean the anonymous person is right lol
I don’t really believe that difficulty within a platformer can be defined though so what is a “spike” is relative. I might explain what I mean by this later
ok i have time ill explain what i mean
so i think a lot of people view difficulty as this, which is pretty reasonable for most cases actually! etoh (i still call it jtoh a lot even though i probably shouldnt) actually uses a system that is basically this.
this system also makes it very easy to define what the difficulty of a part of a game should be, typically players think they want something like this (though some would argue the game should never hit fully hard, tbs never does)
for the sake of saving space, i will be referring to earlygame as 1, midgame as 2, endgame as 3, and postgame as 4.
now, if we look at tbs under this mindset we can see a drastically different picture (tbs is the purple)
this giant gap would be what most consider to be a difficulty spike, which makes sense. we can instead choose to look at this as a 2 dimensional graph with the x-axis being depth into the game, and the y-axis being the difficulty.
with this graph its very easy to see why people would then consider tbs to have a difficulty spike,
(sidenote, i dramatized tbs to contrast it with the green. tbs is probably more slanted than this in reality)
wait, so am i saying that tbs does have a difficulty spike? yes, when we look at difficulty as a single numerical value.
im instead going to make the argument that difficulty is actually not always one value. lets see what happens if we analyze difficulty in tbs as 2 values, the first being conceptual difficulty, and the second being execution difficulty.
as i previously stated, the large gaps are spikes. you can see that conceptually, there is a large difficulty spike between 2-3 on conceptual, and between 1-2 and 3-4 on execution. if we were to average together the numbers for conceptual and execution we would get something fairly similar to what most people consider tbs to be. so why is this useful?
well, lets look at it as a graph to make it easier to identify what is going on
this obviously looks like there are 3 spikes, so what exactly is the problem here?
well, if we look at what is increasing at a given moment we can get a different picture. at any given moment, only one thing is majorly rising. this means that whilst you may see spikes, it is actually just the game attempting to accustom you to different skills.
the first third of the game shows the execution getting harder, this makes sense as you need to get used to the controls and way that things work. the second third shows the conceptual aspects getting harder (think coral panic if youve played that), now that you have the execution down its time to learn what you can do with that (puzzles and such). the final third shows the execution going up again (think cherry trial), now that you understand the puzzles it's time to learn how to execute those concepts well.
but then why do people view tbs as having difficulty spikes and not other games? i personally believe this to be because of the lack of smoothening the curves. the transition from conceptual based gameplay to executional based gameplay can be really abrupt (think the starflake islands). its harder to tell when gameplay gets conceptually harder because nobody is thinking "hm... i spent 15 more seconds on this puzzle than the last one! this is getting difficult!" which means that its easy to assume its not getting harder at all during those segments.
obviously, this is just my theory! you might not agree with it, and youre free to not. its the principal i design under, so if you dont agree with it, you probably wont like tbs.
the thing about game design is that its not "solved", there are many ways to design a game that are overlooked because players are used to a specific set of ways already. tbs has a different outlook on game design than most platformers, which can lead to it feeling really weird when you try to look at it from the lens of more traditional games.
anyways yeah a lot of the game sucks though im working on that
not a big fan of af1 blue stars. red stars was good. massive fan of that. blue stars however? bloat. too much going on. it's well-made in many ways but aside from the absurd difficulty spike in the third hub i think the earlygame is conversely way too easy, and the excess of extra earlygame stars means youre stopping every other minute to collect another star. wish it was spread out a bit more
personally im a big fan of tbs so i cant really answer this the way i would normally
My only question is what in God's green earth is the red stars????? ive never heard of that ; ⁉️
I mean the anonymous person is right lol
I don’t really believe that difficulty within a platformer can be defined though so what is a “spike” is relative. I might explain what I mean by this later
What was The Woods? I have only seen it in a single image and it looks april foolish but I dont know
The Woods was a joke thing I made for the 3rd anniversary of the game, it is playable here https://www.roblox.com/games/74129708580944/AF1TBS-Repainted
the woods the woods the woods the woods the woods
Most people don’t like it. I think I still do.
Is the creature from The viewing the same as IP's? or related to it in any way Also do the neon pads hold any meaning? And what is that obscured entity appearing from time to time
Creature is not canon, was just a fun event.
Neon pads are for a badge, but they are also the 4 main star colors.
What entity? I think you might be losing it.
give the people of TBS an out of context thing from TBS
controit? also hi crate hi!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
-- SPOILERS FOR THE AF1TBS CONTROIT TWIST (that has not been in the game since 3.0 but will be readded in the future) --
The details for the following are all fuzzy, and I can't confirm with complete accuracy that this is exactly how things went down. It's the most logical order I could fit all the pieces I've managed to gather in.
After I first played AF2 in 2020 I started writing some (terrible) fanfics for it in a notebook (which I still have). I wrote essentially all 42 timeloops of AF1 (though most of them were short stories that sucked). Out of all of these stories, one that stood out to me was my AF1.5, which served the purpose of giving context for my AF3.
Within this AF1.5, there was an area called the "Elemental Citypoint" (i was 11) that was something of a hub between dimensions. There was also a realm within it known as the "Realm of the Mind's Eye". I don't want to get deep into what these are for a few reasons that I'll get into.
On March 15th, 2022, I had some sort of cold and thus was absent from school that day. With this time I had being home, I decided to start a new project named "Adventure Forward: Feathered Ascent" (AF:FA) which had the goal of being a fanmade AF1.5. This is unrelated to the Elemental Citypoint AF1.5, as that felt unrealistic to make.
The general plot of this game involved you playing as SS1 in loop 42 after beating Stratosfear. SS1 has been told by a mysterious entity by the name of "Naqual" that there is one more star they can obtain past Shadows in the Sky, this star is known as the "Feathered Star" (or something like that, I can't actually find the name) and will allow them to grow more powerful than any other entity within the universe.
World 1 of the game was slated to take place in the skies above Maytown, with parts of Everi (VR was canon in this) beginning to ascend to the heavens. The idea was that every world would get higher and higher in altitude, until the last world was so close to space that you could see the atmosphere below you, gravity would be lowered there.
World 1 was going to use Light Waves as a mechanic, which pull you upwards in a weird curvy way. I took a free model of a fan and just took the script from it, and it worked somehow (interestingly I later found out that the script in the fan was made for AF3:COS).
Throughout the game you would collect Orbs of darkness which furthered your transformation into Stratosfear, granting you new powers such as double jumping. All of this would culminate in a final sequence where being so close to the Feathered Star causes you to be bathed in light essence, which the Stratosfear part of you hates, and thus you fully transform to get away from it. This would then start AF2 somehow (I'm sure I figured out how, I've just forgotten).
In reality: I only made like 5 jumps and 2 mechanics and then stopped working on it entirely. You can play it here (I eventually added an immersive ad portal to figure out what the fuck those did):
Coming if I ever finish it, running some ad tests
Anyways, I went to look at AF1 as a reference for this project and found out that DX was actually just uncopylocked! So, I abandoned FA really quickly, and began work on "Adventure Forward 1: Deluxe: Tweaked" which promised to change AF1 in slight ways to enhance the experience (think Irmgy's Starstruck Calamity but with less changes).
...I lost interest in it in under a day.
...Until.
...I got a premium payout.
I have images now! Everything from here is significantly more documented.
Anyways, I realized that if I was to make more robux from it, I would have to add new content! So, I added the first Blue Star. And then I added more. And more.
Eventually I decided to give the game it's first major content update: Mt. Stratosfear! A new postgame challenge! This died in under a week (it eventually got turned into Magmatic Furnace if you'll believe me).
But more people were starting to play the game, so I had to add some sort of postgame! And so I began on a new area called The Archives.
So this area is sort of a hub between dimensions, like some sort of... Wait this is just Elemental Citypoint.
The Archives is actually just a weird fucked up version of my old AF1.5 fanfic. But Controit? Controit is the most interesting part of it all.
Remember Naqual from AF:FA? They were set to introduce you to The Archives! You may notice they look like the judgement hall guy from AF1DX, well, you see, before I started work on The Archives there was actually just a clone of the judgement hall guy in there who talked about how wacky it was that you got max stars. So, I just recolored them in an attempt to make it look like foreshadowing.
But as I got closer to finishing Archives Pt1, I realized that having an entity like Naqual didn't really make much sense, so I figured out a solution.
Wait a minute, how did I come up with the name Controit? Well, I had an idea for a shocking new twist to include in The Archives...
Controit was going to be a Voixer pre-point! Wait... What? How can a pre-point be a point? What? I didn't have answers to these questions, but it'd just be so damn cool.
The general idea was that Controit was meant to parallel SS1 in a way, which would explain why Voixer and Stratosfear have such similar symbols. The name Controit is derived from "Control" and "Point" for this reason, as Celesteal has control over Voixer.
So I released 2.0 with Controit! And people loved it! The Archives were so cool at the time, and people were just starved for AF content in general. But what this meant was that... I had to make the next part!
It is now time for the embarrassing part of this story which I have glossed over in the past. It's finally time to discover what exactly Light of the Sky was.
I never actually planned what Part 2 of the Archives really would be. I mean I had ideas, such as Controit bombing the Archives (I actually built some of this lol), but no real plans. Originally there was going to be a Controit bossfight, but that ended up not really working well for like 20 different reasons. Eventually I decided to reuse my plan from AF:FA and create a new area known as Light of the Sky. However, this name was not new.
The name of the expansion was actually originally Light of the Sky, it was meant to be a polar opposite of Shadows in the Sky. It should be noted this name was just a thing I told people to make them believe I was working on the expansion when I was actually just deeply confused as to what it'd be.
If the first 6 archives were the worlds, it'd make sense for the 7th one to be Shadows in the Sky (which later got added as Dream Archive), but I wanted to try doing a subversion by making a level based around AF:FA. And that is what I did.
Wow that is ugly.
It used the aformentioned wind free model as it's main mechanic, and the level itself also kind of sucked (it was like a minute long). And it ended with a ruined house structure and a prerecorded message from Controit where they state they're being used as... an experiment with nothingness? This was as far as the Voixer confirmation has ever gone ingame, so why am I treating it like it's not a major twist? We'll get into that.
But first, the music.
I've played the piano for atleast 8 years now, and the trombone for atleast 6, this is to say I'm a fairly musical person. So, it felt natural that for the final area in the game I should compose a song! So I did this, I composed a minute-long song called Light of the Sky on my keyboard and it kind of sucked but it also wasn't that bad. The issue came with exporting it to my PC to add it to Roblox, long story short: my keyboard didn't support that (shoutout to my dad for helping me try to figure it out for like 5 hours though). So that failed... But... I had already told people in game that I made a song for the next update, and I couldn't back out now. So I improvised, and by that I mean I used Scratch.
I had actually already made some fairly simple songs for Scratch games before, so I felt like I'd be able to do it. I spent a few hours and transcribed it to Scratch, cutting it to a 30 second loop because I got tired and Scratch was starting to lag. I then added this to Light of the Sky, and all felt good. I was proud of myself, even.
Release day came, and I added an admin thing a few hours before release so I could blast TacoBot3000 to everyone in the server. I decided that those who were there hours early should get a present, so I used the admin to play the new song early for them.
They didn't respond.
I thought, oh, well maybe they just don't know what to say but they like it! I mean I liked it; I was proud! So I used the admin thing to make an anonymous poll on how they felt about the song.
I don't remember the results, but I remember not liking them. So I made another poll, it went something like "Should I remove the song before release and find a replacement?" I believe the votes were around 4-2 in favor of removing it.
But I was proud! It was my song! My dad liked it! So, I barely looked for a replacement, said I couldn't find one, and kept it in the game.
And then release came. I'm pretty certain the reaction wasn't as bad as I remember it being, but I do remember at least 3-4 people absolutely HATING the new level. I vividly remember someone saying they didn't like the Voixer reveal (which I had to spell out to people after they beat the level because I made it super fucking vague), to which I said I based it on fanfics I made. They said, as I remember it, "Now why would you do that?" And that shit crushed me. People were acting nice about the song, but I could tell that it was only because they knew I was proud of it. It got to me so bad that I ended up shutting down the server to replace the song with the Woodwind Secret theme... And that stayed the theme of Light of the Sky... For almost a year.
I denied the existence of the song later, and most people either forgot about it or weren't there because I've yet to meet someone who remembers it (or maybe I have and they're lying). Infact, this has gotten to me a little still, so I will not be sharing it even though I still have its files.
People started saying Light of the Sky was actually one of the best areas in the game, but I refused to believe it. This is why in Archives Pt4 I completely remade the entire thing.
Wait a minute... Pt4? But only 3 were planned? Well, you see. This release got to me so badly that I actually planned out an entire sequel to The Archives (pt4-6, later becoming pt4-7) just to do damage control over how much I hated the ending.
Thomas initially posed the question of "controit?" And I feel a need to explain why I feel this answers that question.
Controit and the Archives are inherently intertwined from a larger perspective of the game, which is to say, I think that one cannot understand Controit without understanding The Archives. I don't want to go very deep into their lore because pt6-7 (god fucking damn it) are still not out. Maybe someone will remind me once they're done and I'll get to say more about their story.
In all, Controit was a character made a few days before a release to fix something that didn't really make sense, and the only reason their story got extended was because I felt embarrassed about a shitty update. And yet despite all of this, I like Controit. The circumstances of the Archives story let me do some interesting things with them in pt4-7, and I think you'll see what I mean by that.
PS: I said I'd mention the wind free model again so... It actually just ran every single frame constantly and tried to spin fan blades that weren't there. This was pretty laggy.
PPS: I would rather die than make another song for TBS.
PPPS: If you happen to be one of the people who criticized Light of the Sky on release... Thank you! Yeah, it kind of hurt, but without you I don't think I'd have continued the Archives and I'm really glad that I did!
PPPPS: hi thomas hi!!!!!!!!!!!!!!!
did you know im a big fan of john bugman
i had a feeling
And
Will hydroelectric swim be related to AF2's ShallareWorld hydroelectric swim in even the slightest way or was that just a coincidence
Yeah it’ll be related (to an extent).
Could the Almighty be considered a ""good"" parent? My guess is some Johns if not all were raised by the Almighty so in essence how is it as a parent? Or maybe this was the case for this John just because of the death of their real(?) parent
Before I get to this one I want to note that when I say “the way I imagined it” and stuff it’s really just the context I was under when I was writing it. Everything is open to interpretation and my view of all of this isn’t really more meaningful than anyone else’s.
When I got to writing the whole segment about John being raised by the Almighty, my impression was that the almighty kind of subbed in for John’s dad after his death.
Though also with it being stated in the bug rebellion base that it was originally for the almighty, I thought of a potential circumstance where John’s dad started rebelling or something which caused the almighty to take a more active role in John’s parenting.
I would imagine the Almighty was nice to John as a parent due to the fact that John is really the only major line of defense from humans, so the almighty wouldn’t want to alienate him.
It’s never really specified when John’s dad died so this is open to a lot of interpretation, I actually change the lore on this a lot as I think of new possible outcomes that would be interesting to explore.
What type of bug is John also
I was guessing maybe he could've been a common bug or the same type as the Almighty (whatever it is if not those red lava bugs and something special)
Or maybe a secret unrevealed bug type
We’ve gone through a lot of ideas, but the main continuity is that there’s always a hat on the button.