Hello, my name is morry (morrysillusion)! i am an adult who has been playing spore since it came out. i have decided to make a blog for Spore things after….well, years of liking it, mainly due to the lack of spore communities i enjoy being in and the fact i also use mods, so i can’t always share my creature through my profiles. i will likely talk about other games similar to spore, basically any interesting alien games.
my spore username currently is Morei. My past/alt accounts (oldest to newest) include alexi23 (first account, used a lot!), Zora23, piggylou88, alexi213, Xx_YomiGana_xX, BlindEyes, godsteeth, Glitchkin. Feel free to check out my first account as well, i posted a lot there that i like, just remember i was... 9-14 and was a dumb child, so fair warning for some petty drama and stupid comments.
i will post my Spore creatures here and reblog Spore art that i post from my main blog (above). i may also post gifs and lore about my aliens! all will be tagged with things like #lore, #[alien name], #galactic adventures, #creation etc.
I just found a weird quirk in GA, where if you disguise a gate or gameplay object as a plant, sometimes it's model is just. not as high quality, as if you were to just place that plant into the adventure directly!
Left one is the disguised gate, Right one is the plant object itself.
Same goes for this pair
I wonder if the game uses the LOD1 version of the plant's models when disguising a gate?
huh it probably does use that? also the scale seems to differ a little
sorry if this is incoherent or highly typod im just really excited
- ui matches creature creator demo but kinda weird
- cells alllook different, with different graphics and eye models, maxis cells all look different
- the weird egg model found in the game files is ed for the cell egg here when it hatches
- the audio is really weird??? a lot of the sounds are the same, but then others are very familiar. the music is totally different, has the same instruments though
- readme.txt is shown with a bunch of debug commands
- selling parts matches the cc demo. no hidden cell editor parts in here from what it seems (so that was already not acessible by that point) but the background i s the same as it
- scaling cell vertebrae is glitchy and will clip cell parts into the editor background
- poison effects are crazy additive
- oh also theres some debug hud constantly on the screen
- cell woohoo sound sounded different when getting a part. other cell voices also seem weird
- part icons match the hidden cell editor parts in their orientation, as oppsoed to all being rotated to face upwards like in the final cell editor
- the cutscene for a chomper eating another guy for spikes happened surprisingly late into cell stage (i think this was a debug command?) and looked totally different and the spike didnt even drop
- debug commands for asvending to different levels and instantly switching into the editor. i missed that but it also seems like cells dont need to see a mate to evolve
- some debug command is a grenae that destroys objects around you and cells explode into REALLY big meat chunks
- old squigglys when they were really long
- seems like theres hud for getting dna too that appars in the top mddle of the screen roughly. the grenade command is extremely funny. i wonder if there any leftovers of that in the final game?
- the evolve button is on the edtor button instead of the histoyr button which didnt exist at this point
- entering the early creature editor briefly showed the planet itself (it does load in final but it doesnt show hte actual planet). the cell stage end music seemd the same and so is the creature editor music
- no loading screens between stages at all, in fact here is just showed the creature on land before starting the creature stage cutscene. theres a part from the cells point of view with that weird unused voice clip, and another creature that came in late with another weird unused voice clip that just gets eaten and scares all the other ones. that was weird???. the cutscene text shows up but doesnt pause the game
- more weird hud but the audio is at least all familiar this time
old nest models!!! that i ponited out recently that were reused in adventures!!!! also the creature is puking everywhere ignore that
- this still operated on the cc demo way that part stats worked, so having several mouths gave this creature sing 2
- the grass coverage feels EXTREMELY dense here and is actually affected by lighting in the way that final game doesnt?
- pink fruit!! they look totally different form final!!!
- a brief cutscene to tell you that you can socialize with creatures. the socialization bars feel really weird and someitmes they dont even show up
- earning dna within creature stage plays another cutscene and plays the same efefct and sound as selling parts in this build/cc demo.
- attack grenade cheat that just kills everyone in range instantly. therse a social grenade cheat i dont know what that does
- new creature cards show in the middle of the screen and go idk where immediateley
- theres a weird early murgleburg also
- eating meat will have meat appear on all of the creatures mouths instead of just one
- shadow detection actually seems kind of glitchy on the ground anyways
- various debug views with extra windows. one even says gonzago in it i think. interesting that theres a viewer for what hour and minute it is here; those ARE defined in the game just never shown explicitly aside from like hte adventure edtor
- music ok does get knida weird here
- theres actually so many debug things here and some kind of noun browser and stuff i cnat even parse. something was labeled "Avatar Egg" in the noun browser and some other eggs???
- another debug thing wil summon events so this summoned a meteor strike. theres also "Baby Game"(?), Night Predator which didnt seem to work cuz it was night time, unfinished rain storm event that didnt make any of the colors grey, another rain storm event, sea monsters actually pulled from normal creatures (instead of one defined sea monster model) and stick around on land??? this is btw i think onklebedonk also tihs plays weird music that isnt in final
- the ufo event is called UFO Abduction, the ufo is a lot larger and closer to you it feels like than final but sounds the same and behaves roughly similar from what i can see. doesnt stick around for any time at all before leaving. also the weird music hasnt stopped in several minutes
- some debug comamnd to teleport around??
- the ufo event is called UFO Abduction, the ufo is a lot larger and closer to you it feels like than final but sounds the same and behaves roughly similar from what i can see. doesnt stick around for any time at all before leaving. also the weird music hasnt stopped in several minutes
- some debug comamnd to teleport around?? and then the game crashed
- booting the game actually plays the intro sequence that was found on John Cimino's site and then boots into the glalaxy screen .also the spore logo was from like0 2006 or some crap
more debug things
GameCreature just went into the creature stage cutscene again on this same save file?? also i idndt say this but the water looks dif from final
- someone in chat said "i think that ui cheat crashes in general" because the games crashed twice now
- weird creature im not even sure what happened here i wasnt looking
- theres a button with a lightbulb on it that you haee to press upgrade brain. the cutscene was either broken or unfinished because it just played the music but ther was no creature animation with hte brain and it just kinda locked the game for a few seconds
- geting a new pack slot showed in an interesting way in the middle of the screen and then the slot moved from the middle to the right in its usual slot. the empty slot is also a question mark instead of a silhouette of a creature
- im not sure what was toggled here in effects
- another ufo event spawned the ufo like right at the creature, seemed to bump into it and the ufo is just a tree with a swing on it??? this is NOT in final btw. this ufo tree. thats ctually new. it also keeps bumping into the ground for some reason
- i think the big reason shadows look somewhat better is moreso that theyre noticeably darker than final. otherwise theyre really low res here, at least at htese resolution settings
- picking up bones for some ereason didnt seem to work here. the avatar creatures just kinda idle at the nest (which is very tiny) and dont do anything. it actually feels like everything kinda broke here
- first person view with the distorted camera?????? i dunno i f this was related to bypass zoom limits or not
- brain cutscene didnt work properly again but they triggered it in them iddle of the meteor strike again. none of the npcs are reacting to meteors still
- another button to create a tribe in the place of where the call button was in creature stage . but here i assume it wouldnt have locked you out of the editor? aslo mating call didnt work either
- i didnt screenshot it in time but clicking on this button actually showed a window asking if youre sure you wanna transition to tribal stage bcause you wont be able to edit your creature. the window actually looked remarkably same ui-styled to final
- tribal stage transition cutscene actually seems to work and seems to totally match final, aside from a broken npc creature hanging out at the nest still
- the moment the cutscene ends it just opens the tribal outfitter. also all the tribal outfitter parts seem to be unlocked from the get go? also this is apparently treefrog
- theres weird bell ringing when switching tabs in the editor. im not sure why they picked this
- parts that you cant afford for whatever reason have bright red
- there IS a loading screen with this weird art that was in the prima guide actual selection for your hut style and hut color (instead of it being based on your creatures colors) which is really really interetsing!!! this isnt in final at all!!!!!!!!!!! not even any leftovers from what m aware
interesting pathing debug stuff and another window. all planner huts are also immediateley unlocked
- tribe camera seems to move really weird and really fast, or that was the free camera?
- tribes have paths coming off them and weird decals on the ground. the animal pen is also rather separated from the hut
- the moment the rival tribe cutscene ended the npcs just visibly teleported back to their hut
- debug cheat to add food too. also they were still spiked clubs not torches!!! that was a really late in dev change apparently!!
unused totem that was also left over in final. this is for socializing?? this as summoned through a debug cheat thoiugh and it seesm to pick randomly what you did with the lapis vilage (your player village)? also the colors idsappear from it in the totem cutscene and the colors are VERY bright .except the colors were kinda there up close? the colros seem to be based on the type of totem
- i think having one tribe member selected and hovering over another one had a hearts cursor although im not sure. this could very easily be related to the old matig feature
- theres a volcano event or. something? maybe? it is remakrable that the volcano actively spews particles
- also theres a cheat that will damage huts under cursor, or heal huts, which they demonstrated by destroying their own hut
- theres a cheat to remove tribe members and it plays weird sounds
- the hut looked different . i think the cutscene text might have menitoned something about city stage but im not sure??? i didnt get to see it in time
- building editor is not very changed but has placeholder icons and the lighting is weird. window part icons face the camera and the city hall parts are also rotated weird. music and other sfx seem the same
- the window shader glitches when the building is hovered over and turns black
- they named the building skibidi. then before the cutscene after exiting the editor it showe some of the tribal stage stuff still
- campfire efect seems to have remained on the ground during the cutscene. cutscene seems lragely unchanged
- civ stage cutscene that has the city walls sprout up. city walls are totally different from final and it has aw eird hud
vehicle editor explains part stats on parts. some different tab icons. also the city music seemed to sound the same there but the vehicle eidtor music kinda isnt? also with all the debug cheats its interesting that the game picked military to start civ with ALSO name your land vehicle has a break in the middle of it and tires dont have the usual tire texture on them
vehicle panit themes for some reason seem to repeat across pages and the ui is weird for he color selector, very squarshed
anthem editor seems the same. the city label seems to be based on your tribe color still instead of saying your creatures name
- i think there was a civ outfitter i missed
- spiky house lol. & more line breaks in name your entertainment building
it also threw an error in the factory editor but kept going anyawy
- LOLLL they named the factory Orphan Crushing Machine
- hud is weird here and also the turrets look different. i think this is left over in final kinda? the truret? also there was a sound thats used in final when youre asking for trades for something
- some cutsccene text for unlocking either planers or boats. which yeah this was at the point in dev where boast were unlockable it said to conquer 2 cities to unlock it. planes seem to be at 6 cities???
- rival city cutscene played one of the npc city anthems . also theres a debug thing that just places a ruler on the ground apprently
- debug command to summon military vehicles. selecting them plays a cutscene pointint you towards the spice geyser which looks weird & the vehicles play weird voice clips
- oh the bottom panel has economic in green, religious in yellow and military in red. im not sure what any of these buttons are supposed to be
- communication panel looks COMPLETELY different. you cant see it very well past the debug text but point stands. also there were no voice clips for it
- being zoomed out far away from rival cities still plays the music instead of only when up close enough
this actually shows what the buttons do it has a bunch of empty slots. for. something? someone in chat said it might be superweapons but its weird that theyd all just be here
- cutscene for conquering a city zooms in on a random plaza in hte city where nothng in particular happens
- sea vehicle editor is unlocked now and placing chassis parts seemed a bit broken and pairs them up sometmes. more placeholder icons
for some reason it still seems to be within the stage judging by the debug overlay that keeps moving around with the camera. whichm ight explain why editors load crayzy fast?? and explains why soundsd and ambience keep playing into the editor when you open them in adventure editor at a sound source
- you could apparently move the camera in the city planner around just wherever. unless you can do that in final too and i just never noticed. also theres both a red exit icon and a green confirm icon in the city planner for some reason, as if you can exit it without confirming changes??
- weird alert text ui
weird debug stuff in the top left. changes when hovering over a vehicle
more alert text
- the sound for trades when you ask for a trade seems to play when you get sporebucks in civ stage, whch you can also do with a debug command
- oh on eof the cheat commands is specifically god mode with some specific commands. which is labeled in the readme as "gode mode" sometmes lol. theres also a command that instantly kills a vehicle hovered over
- the clock in the top right actually changes depending on the cameras position on the planet! it adjusts to the timezone!!!!
- hologram when taking over cities with religion seemed to look different and theres also a note over the captured city
this here says z to plop sea harvester vehicle btw. in the top letf of the game window
also this WAs superweapons and theyre unlocked for all three archetypes here for some reason
- civ to space transition custcene seems the same
- the editor background is NOT. they then exited out of the editor in civ and just, restarted the cutscene i guess to get back in
- the weird debug overlay is still here in the ufo editor as well. music at least sounds the same in it
- honestly the lighting looks really nice? also cockpit windows arent a blue color theyre all just grey
cool name and desc
- same cutscene going into space stage too. also no transition loading csreen between stages. ufo also bumped into buildings on exit but more visibly this time
- another comm screen with no audio from the other creature
- camera in space stage is TOTALLY different when on a planet, it spends a lot of time being on the top fo the screen
unfinished hud
weird lava moon on this planet
weird looking planet also it had [ Cinetext: You discovered a wreck. ] and crashed again
hesres the opening ctuscene a bit
in the galaxy screen its remarkable that the music actually matchesfinal where it was slowed down compared to the actual sound file AND the cc demo???
weird debug views on the geysers and such. also there were some of those early nebulas
better comm screen
planet loading shows that logo pill that didnt match the planets shape or size at all
spice looks and sounds VERY different
audio and moving around space is very different. you actyally move around in jumps instead of moving around smoothly & you wait a few seconds at every jump which looks like itd be annoying
more comms. not a lot of options here theres no store
well not tTHERE... its accessed some other way and plays unique music
planets genuinely all look totally diffrent also the comunication button is neon magenta
and the tools panel is yellow
this appears to have a bunch of debug tools or earl ytools or lord nkows what else. they also started unlocking a bunch of random creature parts which show in the same place as creature carrds in final
- audio for combat and tools is all totally diffrenet like the lasers from flying vehicles. combat music seems the same
- planet buster dint have a cutscene just boots you to the space view with the planet being completely erased
radio is vay more frequent when youre closer to it and the waves radiates outwards
- empires in space stage still are based on colors
- lasers just zap fom lord knows where from empires who dont like you
- oh that is a pretty galaxy gradient in the top left also sapce travel is not in jupms suddenly
another weird creature. some resource string for the green spice description
yeah the comm button is based on the empires color and so is the name still
the tool hud was generally way more intensely tinted certain colors. the coloring tools werent colored at all so you had to just see the name sto tell what the ydo. more weird ufos?
the hud for showing the terraform stuff is in the top irght instead of the map screen and theres a notif for telling you gto go look at who sent you messages
more debug bars
travel rings are more strongly colored too
achieevements are in the lower right for some reason also they typed a cheat to unlock them
lightbulb button again for getting your master badge instead of being automatic
- pretty sure that was called "Planet coloring Tools" with this exact capitalization
-mind erase is in the tool panel with the scanner instead of the social panel. this panel also comes first instead of third, they swapped it with the social panel in flnal for some reason
- "help space" just prints a million space related cheats so those are also in here
- hologram scout stll movees really slowly but it is also extremely transparent to the point where its har dto see if youre not moving. the button to exit is just kinda in the lower right but behaves similarly with the spaceship coming over to pick you up
- "space -flyto home" is like return ticket for free. "space -flyto sol" teleports you to the solar system with eatrh and everthing. so of cousre they put the planet buster on it
- gas giants can be zoomed in in really close and still wont let you visit them. this one looks really different from final
- one of the sol planets was basically just a ball of lava but im not sure if it was earth or something else. i missed it
-oursystem is also listed in cheats and also speicifcally flies to sol
- entering a wormhole seem sto have crashed the game
- i also caught the logo finally
its the e3 screen!!! people were freaking out over city stage but they just went back into the space savefile and got the joker badge
heres peopel freaking out over city stage and flora editor in chat
galaxy core was orange?
- it is remarkable that music is actually the same during space stage as final, even though the actual audio files are pitched up compared to this
- grob btw. it was immediately followed with the trading empire alert
another view of the core
didnt get to see the grox uinfortunately
selecting city in the e3 menu does nothing. just nothing. it doesnt even crash the game or anything
cell editor works its even the hidden cell editor. theres also debug ui for editors
cre (spg) is this! i wish there was an easy tway to access this in final outside of space stage.anyway stats dont work here. plays normal cretaure editor music
flora editor is INSANE AND HAD WILLOSAUR MODELS?????? YOU CAN GET OFFICIAL WILLOSAUR MODEL FROM THIS BUILD AND THE FLORA PARTS ARE ALL HERE
flora actually saves and then theres test drive where it behaves like a creature. lol
more ui
outfitters DID seem to load shortfuss by default instead of a broken sausage but shortfuss looked difefrent. the hud nouses are normal in the civ outfitter idk why ribal has those bells. also this part looked erally weird why is it teal
state buildingeditor just goes here
harvester vehicle?? the test drive didnt work and the alert said that the creation is over budget despite having 1 part
more sporepedia
maxis creatures had distinct author names and descriptions
some arent in final even
exiting the editor iwthout aaving still has the creature do the animation as if you exited with saving
a video on procedural texturing from Andrew Willmott's site, which was shown at SIGGRAPH 2007
notable things here:
early ui here, actully using a part of editorPalette.spui that was left over in final
theres dev buttons, early part icons as well. and the insect and omnivore bird mouths swapped places, since the omnivore bird mouths were still carnivorous fairly late in dev (and are still called beak_carnivore internally)
the dna is on the opposite corner. stats are shown in bars, with no ability icons, and theres a cuteness stat (which is also left over in Spore_Graphics.package\editors_statBar~\ce_stats-icon-cuteness.png). two speed stats for some reason? also what seems to be the hp bar has a placeholder icon of some guy
as for the visuals, the bg is more or less the same as final, but the lighting is yellower and the creature is shinier. the occulus is also green, like how most eye parts in early renders and such had early eye colors or textures
-
the paints are different, and have 4 instead of 3 columns. some of the paints are still there in final but some are not
notably the creature texture bakes MUCH faster than it ever does in the final game
also heres Dragone in final. aside from the coat and detail paints (and the eye texture), and lacking the back osteoflippys, its exactly the same
-
for whatever reason the lighting is a lot less yellow at this angle, revealing that the editor bg looks about the same still
the ui palette has interesting cubes. they represent base coat and detail paints, which they made more intuitive in final
-
heres one of the paints, which bakes at an astonishing 12 frames (the video is 15 fps, this takes just under a second to finish texturing!)
also theres a bar under the paints? seems to be another dev button but its just black
this paint isnt in final but resembles ce_skinpaint_theme_kingOfTheWickerPeople
-
another paint
also not in final, but resembles ce_skinpaint_theme_outOfNames
-
thes ones are unfamiliar
-
the base paints seem to be the same as final, with early icons. curiously theres a texture pill from the material editors, which shows a broken texture, its presence has all the color options smushed
curiously setting the base paint reset the coat and detail paints from the paint theme. also the blank themes default color is cyan here, instead of the final grey
but the color from the other paints remained? why are the lips cyan
the base paints all look the same, but the textures continue baking remrarkably quickly
-
coat and detail paints seem the same. not much to note
-
seems like selecting a paint will reset the color that was selected though (note that green is selected but the detail paint turned blue anyway), and the color selection has no default color option
also one of the creature anims afetr selecting a paint is quite different
-
test drive is immediately different. the dais just disappears immediately and in its place is a flat circle. trees just shrink the same as in final though
creature moves a lot more awkwardly in test drive and emits black dirt particles. the indicator of where you clicked looks different too with a crosshair instead of arrows
the actions tab doesnt immediately show up. creature still jumps with the spacebar though. shadows look kinda different?
-
early building editor ui, the part tabs are rearranged (why are roofs the first one anyways) but the parts are sorted the same. no icon for the building budget also, and no stats (notable bc internally theres evidence of building stats being a thing at some point)
also this building isnt in final
-
placeholder thumbnails, the cubes are still like in the creature editor more or less intead of having one tab for this
-
nothing to say about the building paints since im not familiar with them, but its interesting that these factory parts get painted too. they also dont animate at all unlike final
also no color selector on the subsections unlike final
-
this has almost the same icons as final! though theyre arranged a lot more densely than final
the default paint color replaces one of the greys. which actually really does explain why theres two redundant shades of grey in the color selector
also the outlines are a lot thicker
-
a harvester vehicle it seems! super early bg and ui, you already know what to expect here
different paint icons too
the light direction is different on the actual paint icons and thats about it
-
-150 budget lmao. i think this is meant to be a ufo, but it has stats for some reason (which are empty)
then it shows the baking process, with a shiny placeholder mode; which quickly turns into the ufo itself. lots of interesting info in here (the first screenshot says 60 fps???)
whatever this is they move the camera around still. and the model was torn apart dynamically into its uv, and then turned back into the model
is there any tool that can analyze any png of a creation you insert? since the png somehow stores much of the information about the creation, like its name and date and such
looking at my imported maxis creation pngs, i just noticed they have different author names and dates, and i was wondering if this was just stored in their pngs instead (Spore_Content.package doesnt seem to have such information)
and im not going to have a duplicate of every single maxis creation in my sporepedia just to see what day the timestamp on bean was. so thats why i wanna know if theres a tool that can just find that out
Which competitor deserves to win round 5 the most?
hellsitegenetics
one-time-i-dreamt
Voting ended onOct 1, 2024
@hellsitegenetics
I love them
I didn't know I needed to know that the weed-smoking girlfriends post was genetically a wolf, but I did, and I do. Also puts great stuff on my dash.
it’s so fun to be scrolling unhinged posts and then boom. an organism!
so many moths‼ also, unexpected comedy with some of the matches
perfect blend of silly and informative, and makes for an excellent punchline at the end of a long post. puts creatures on my dash. literally what more could you ask for
It's a really unique blog concept and a lot of times the results are pretty funny. It's great when the sequence matches the post content too!
Creatures 👍
Finds beautiful creatures out of the mess of the hellsite
Offers finality AND gives us a creechur.
I love them. English speakers talk like moths
If this blog wins, they could run the text of the winning announcement, and determine the post's genus and species!
They're also very good about tagging the type of creature depicted in the results, so as long as you mute tags of creatures you don't want to see, it's a very fun time seeing iconic legacy posts (and new submissions) being reduced down to a string of letters and assigned a random species of fish or moth or something!
uhh it’s cool
BLAST
There are so many weird bugs in the world
Yippee!!
If, as Haldane said, God has an inordinate fondness for beetles, then surely this blog proves that Tumblr has an inordinate fondness for moths.
Top tier blog as a geneticist, I love seeing obscure organisms and MOTH
Admin got rate limited after trying to blast the bee movie
the knowledge of biology to pull this off (i have taken one biology class in my life) and also the work to find all the strings honestly deserves quite a bit of praise
This gimmick blog has it all: science, pictures of animals, interaction with the text of other peoples' posts, interesting information, and a unique and fun premise. As a biologist, I'm rooting for hellsitegenetics to reach the end and take the tournament, because it is truly a standout among gimmick blogs.
If they win, perhaps this blog too shall become a cool organism :3
@one-time-i-dreamt
people sometimes dont read the URL and think that the dream is something that actually happened. creates confusion and the funny