I re-opened my commissions over on Bluesky.
Im mainly watching my DM inbox over there, but hey if you throw me a line on the old ask box or tumblr chat, I won't turn it down!

if i look back, i am lost

JVL

gracie abrams
we're not kids anymore.

#extradirty

Love Begins
trying on a metaphor
Keni

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bliss lane
Today's Document

tannertan36
I'd rather be in outer space 🛸
wallacepolsom
Cosimo Galluzzi
noise dept.
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tumblr dot com
let's talk about Bridgerton tea, my ask is open
Sade Olutola
seen from Bangladesh

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seen from Bangladesh
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@fault-classic
I re-opened my commissions over on Bluesky.
Im mainly watching my DM inbox over there, but hey if you throw me a line on the old ask box or tumblr chat, I won't turn it down!
Last year I found a new group and started playing D&D again. This is our party from a real marathon game; we ran nineteen sessions in an Oriental Adventures / wuxia inspired world.
I played Topo, a Kensei Monk. The one who looks like Goemon.
Sageyasha played Ken, an Open Hand Monk. Ken and Topo had a buddy dynamic inspired by an old Kung Fu movie we watched.
Alchykiller played Gyoubu, a mechanical Karakuri doll (Warforged) possessed by the spirit of a savage warrior (Barbarian).
Oolongearlgrey was our DM, and he also played Tsuruhime, a Shrine Maiden (Druid) who once had Gyoubu as a retainer.
Sageyasha's friend Side played Nao, a Tabaxi kabuki performer (Bard) and connoisseur of the strange.
The little creature on our left is Amabie, a friendly recurring NPC.
The looming figure in the back is Ken's old master, who turned out to be crooked and evil!
Happy Birthday @fault-classic Hope you have a good one and that I didn't softlock myself by not recruiting Isaac or Vito.
happy birthday @fault-classic
your work has and still a major inspiration for my doodles and drawings.
joint birthday gift for Alchykiller and Will. Our characters from when we played the Elden Ring DLC back in 2024.
My submissions for the 2025 Newgrounds Festival Character Design War, hosted by Oolong and Cubesona
It's been a little while, what have I been working on?
My latest work went into making some pretty significant tweaks to the battle results screen. Really starting to tie things together now, but it's not quite finished yet! That's not all, though.
Back in May I was experimenting with RPG Maker's "weather" system. I had implemented a map-specific "overhang" layer that framed the edges of rooms with black space. That prevented weather effects - like snow particles - from displaying beyond the boundaries of the room.
The frogs are just my debug objects for turning the snow on and off.
But it's not like I wanted it to snow indoors - after I had the overhangs figured out, I rewrote the behaviour and graphics code for the "snow" particles to create these dust particles that float around aimlessly.
This ought to make the catacomb interiors feel appropriately dusty - and make the environments feel less still and lifeless in general.
They even display on the battle screen... though sometimes they tend to crowd around the left side of the screen because of the panning and sliding during the battle intro animation. I'll have to fix that at some point.
During May and June, Vito got a complete set of battle sprites and an attack animation.
And so did Yolei. Oh, and the dog enemy is also new.
The dog enemy is very evasive, but also cowardly and not very tough.
It is capable of the "flee" action, something that slimes and skeletons will not do.
At the end of June I added a MAJOR quality of life feature. When Ashley is facing something on the map that can be interacted with or talked to with the action button, a quotation bubble with an exclamation mark will pop up above their head. No ambiguity! No more pixel hunting or mashing the action button in front of every random tile!
I didn't save any screenshots in July, it was a busy month I guess. But in August I got back to work.
Remember this old sprite? From February of 2023?
Well, I'm revisiting this enemy type with more practice under my belt. Here are some gifs I recorded as I was figuring them out and implementing their assets and abilities.
As armored enemies, they are very hardy - the weaker party members will have a hard time damaging them with basic attacks.
In addition to their basic attacks, all undead enemies can perform a skill that inflicts "fear" status on one party member, which depletes their morale over time...
Here's the same battle running with the mood lighting and dust effects turned on. While I was fiddling with the code, I was also able to configure the target animation to not play if the skill misses. It looked sloppy otherwise.
At some point I put a big, animated door on the front entrance of the debug dungeon. I used this door as a testing model for other interactive doors to use later.
I also spent the last few days of the month filling out Nana's spellbook with some more spell animations. "Dazzle" inflicts dizzy on the entire enemy party. Dizzy enemies have a chance of hitting the wrong target with their basic attacks - including their own allies. Hitting a dizzy target with a basic attack will also knock them down and stun them for one turn.
"Fume" poisons one enemy with a cloud of noxious gas, dealing damage over time.
I should of course note that since skeletons don't breathe, they can't be poisoned in the final game - I was only using this one to demonstrate the animation here.
that's all for now!
DARK ELF, gift art for my buddy Oolong's birthday.
Mai Shiranui and Elena
Drew this back in June, when the Street Fighter 6 DLC was announced.
Vivian from paper mario
I actually had no idea the character was trending when I drew this! I was just trying to get back into doing a little fan art. but now it's blowing up on twitter.
Here's some stuff from a "Screenshot Saturday" post I made over on twitter. A few highlights from recent development!
Isaac has a revamped battle sprite. I wanted to better emphasize that he's left-handed, so I have him positioned with his dominant hand toward the enemy.
Here's the party screen - the thing I made those fancy status portraits for. It's a pretty standard "character sheet" for whatever party members currently accompanying Ashley, with all of their mechanical information and a few personal details at the bottom. It's also where you'd change their equipment or have them cast spells.
The status portraits were also the basis for the party member's dialogue portraits. At some point I'll share the placeholder dialogue portraits used in older builds!
While I'm at it, I made the save screen look a little nicer.
Oh, and when you load a file from the main menu, it drops the party at the top of the camp site like so. Things could get messy and complicated if I didn't put in a little fix like that.
But here's the big one...
Fishing is in the game now.
I'm still touching up the aesthetics, some of these gifs are from before I added all the fancy effects.
You can fish anywhere there's a water tile! (As long as you have a fishing rod and bait.) Fishing synergized well with the planned resource management systems, and I'm always eager to give the player more "verbs" they can do within gameplay. I also learned a lot about moveroutes when I was setting up the system to find valid tiles and animate the bobber...
What have I been doing? Oh yeah, big milestone... the main party now have "status portraits" that show up on the party screen.
It was important to me that somewhere in the game the player can see the characters as "on model" as they could be, while still being pixel art. I wanted a version of them that wasn't distorted by being a tiny field sprite or a super-deformed battle sprite.
remember this model sheet I did way back in 2021? It was the basis for the pixel art portraits above.
This is where it all started to come together.
I wrapped these up in March of 2021, and since then they have been the models for all further asset creation. The character designs have never been more locked-in.
I haven't posted a game dev update since July!
Up top, you can see the fancy new transition from the field screen to the battle screen. It's all synched up with music and sound effects too, but the .gif doesn't really show those! In time I might add more flashy graphics to it, maybe something more complicated than just the cinematic bars and the colour overlay. But the framework is perfectly serviceable!
You might have also noticed the fancy new HP and Mana bars. They update dynamically when you take a hit! The attack animation on these skeletons is also new.
HP and MP used to look like this. This gif is from August, some other things have changed since then, but the bone toss animation is still pretty solid.
I also did some work with Animation Z-layering. Ashley is dizzy here. See how the stars are in front of his head, but the potion he's using is BEHIND his hand? This was a little tricky to configure.
Big quality of life feature! I coded an "auto battle" function. If used at the start of battle, it orders every party member to attack a random target.
But, if used at any point after, the auto command will REPEAT the inputs from the previous round, including spell and item use!
In between working on Skeletons, I also added the graphics for a wild dog enemy. I spent more time animating that tail swish than any of the other graphics...
I ran some other tests to make sure certain things were working correctly. Undead enemies are supposed to take damage from healing spells, so I had to make sure that was all displaying right!
I was also testing a zombie status, where healing spells hurt the party members. When it's applied, the party member's sprite hue shifts so they look all sickly. Getting this hue shift to occur in the middle of the animation like that, and not before or after or something, was complicated.
Recent traditional work.
Traditional @fault-classic fanart. 9ish years of drawing this folklore character from a long gone webcomic. Still hope fault had a better year and hope the next one be better.
Continuing a Traditional belated gift art of an folklore heroine for a defunct webcomic called effigies by @fault-classic
10 years… still hope fault and sif and everyone who are friends with them have a better year and that the next year be wonderful also.
Thank you Rumrusher! So hard to believe it’s been ten years
Sprite work from March!
Lightning spells cause Slimes to EXPLODE, which hits all combatants and causes chain reactions.
Isaac and Nana have attack animations now.
Isaac’s slash took a couple of tries to figure out.
Undead enemies have a skill that inflicts FEAR status.
Tested out a REFLECT status that bounces spells back at the caster.
Added some miscellaneous animations. I’ll explain what these mean later.
Began working on battle sprites for Yolei the Thief.
With Sifwithagun’s help, fixed a minor display issue with some characters in the UI.
Rounded out the month with some room tiles for a dungeon.