Motherfucker, thereâs no way Tylerâs trolling, the whole album is serious. Itâs kind of disrespectful to act like heâs trolling now that heâs come out, it almost invalidates his statements.Â
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we're not kids anymore.
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ç„æ„ / Permanent Vacation
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RMH

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@live-from-moms-basement
Motherfucker, thereâs no way Tylerâs trolling, the whole album is serious. Itâs kind of disrespectful to act like heâs trolling now that heâs come out, it almost invalidates his statements.Â
High Noon Drifter is a GZDoom weaponset where you play as a gunslinger thatâs stuck around for a little longer than the end of the wild west era. The weapons and overall tone is relatively low-tech, complimenting more natural-style mapsets for roaming around castles, ruins, and other assorted gothic setpieces. You make use of some ordinary guns that any joe could scrounge up, a handful of antiquated pieces, and a couple dark artifacts in a quest to dispense frontier justice to an ethereal threat. If youâve been craving a âWeird Westâ sort of weaponset, or even more of an adventurer-type rather than a soldier using military tech, hopefully thisâll be up your alley.
Forum topic and download are here.
Please enjoy.
Was listening to Run the Jewels a lot and drew this on the plane to SDCC
Garfreed
Canât stop.
Some of My Recent Beats
Here.
https://soundcloud.com/thefakeeggboy/highrise-sunset
https://soundcloud.com/thefakeeggboy/manifest-mutiny
https://soundcloud.com/thefakeeggboy/caged-in-a-cage
https://soundcloud.com/thefakeeggboy/yeah-okay
Some of My Recent Beats
Here.
https://soundcloud.com/thefakeeggboy/highrise-sunset
https://soundcloud.com/thefakeeggboy/manifest-mutiny
https://soundcloud.com/thefakeeggboy/caged-in-a-cage
https://soundcloud.com/thefakeeggboy/yeah-okay
Artwork from the 2017 Nintendo of Japan calendar.
My participation for the CDC this month :)
new beat.
i dont have a problem with walking simulators idk why ppl make such a big deal of them
let people experiment with games as an artform theres never been anything as interactive as games and its interesting to see what people will try to get a story or even a feeling across. not everything has to be about murder or fights or shit like that (tho i do love murderfights myself). people are gonna get mad at art they dont understand or challenges their expectations. i make fun of âmodern artâ (the concept that ppl are talking abt when they use that phrase had been around for decades) but in the end i get that reacting to art is part of the piece itself. let art challenge you. even if its a urinal
I think the problem people have with so-called âwalking simulatorsâ is that they donât make very good use of their medium. Video games are a really unique medium and entertainment primarily comes in the form of game feel. If your game isnât interesting to play, why play it? I can find a compelling story in âOne Flew Over the Cuckooâs Nestâ or âNo Country for Old men.â I am by no means, trying to say âwalking simulatorsâ have no merit. If the player has the means to actually interact with the world, with puzzles, etc. instead of just meandering around in a linear path while the story is spoon-fed to them, then thereâs no problem. Games like Myst and Firewatch do this just fine. But my point isnât that games canât have compelling stories, but that they should play well too.
thats valid, but at the same time this is like comparing huge stories that we remember for decades or centuries to the vast majority of books that exist. ones that tried something new but either hadnt quite hit the mark or were before their time. im not saying they have to be great but i see a lot of hate for walksims just on the basis of the genre itself. gone home tried something new, it told a good story that you had to explore and experience yourself, picking up little things if u pay attention, but it still gets flak for not being âgameâ enough. it has exactly the right amount of game for what they wanted to do. edgar allan poe never found popularity in the time he was alive. his stories were weird, dark, and experimental. but we still remember him today because he DID try something different. we remember e e cummings for being weird as shit but doing something INTERESTING. the point im making isnt that these games HAVE to be considered good in a modern context by modern standards. i think the most important thing these games can do is experiment and build on top of each other. firewatch didnt come from nowhere. it didnt just appear perfectly formed as the game we know today. the walksims that came before informed its designs through their successes and failures. games as an artform is itself young. weâre all still basically figuring out how to create stories and feelings and shit like that through this new form of media. when movies first came out, there was A Way to make a film. watch most films from even the 40s and 50s. theyre very flat and slow. there was honestly a lack of cinematography. all speaking characters were presented on screen, facing the camera, with almost no change in angles. that was just The Way To Make Movies, people assumed that was the best way to present a story and its characters. experimentation pushes an artform forwards, keeps it evolving. firewatch is good, and will probably be remembered for a while, but its unfair to consider it as existing in a vacuum. gone home and dear esther were stepping stones to firewatch and stanley parable, respectively. whether or not this was intentional and were specific influences, their existence and popularity in either the specific sourcemods community or the gaming community at large informed the decisions in thoee games in some way so basically, whos to say that walksims dont make good use of their medium? would you say that abstract art isnt making good use of their medium? why make lines and swirls or splatters when you can make realistically rendered portraits or scenery? why make a canvas that appears to be one color (that is only revealed to be deliberately chosen shades that clearly differ from each other upon closer examination) when you can use that canvas for, well, literally anything else? walksims make perfect use of the medium of videogames because they do exactly what the devs set out to create. whether or not thats your jam or if you even understand what theyre going for is up to personal interpretation
Again, I personally donât have a problem with walking simulators being a thing. Gaming is an artistic medium in itâs infancy, but it really isnât fair to compare it to more traditional forms of art or film, because game development is a different beast entirely. One of the driving forces behind video games is control. The player can either affect events in game, such as defeating a boss or solving a puzzle, or the player can affect story events. When neither is present, the player is left unfulfilled and very likely bored. âThe Graveyardâ is a game developed by Tale of Tales wherein you play as an elderly woman walking around a graveyard for about 10 minutes until you die. While the game has an alright story, and it can potentially give weaker players âthe feelsâ it just doesnât cut it for the asking price (5 dollars). As a game, it doesnât use its medium as an advantage.Â
More modern games play with what it is to be a game (Spec Ops: The Line, The Stanley Parable, etc) But notice: both these games give the player control over where the story goes or how things happen in the world around them. These games do something unique with their narrative as well as use their medium to their advantage. Watchmen is a comic famous for being only possible on the comic page. The graphic novel uses its medium so well that adapting it to film is nearly impossible (we tried, and it didnât go so well). Stand out films such as Citizen Kane take advantage of its medium. Are you noticing a pattern here? Tell me, how does the Graveyard use the fact that itâs a video game to its advantage? The Graveyard would have worked far better as a short film, where they could tell a more linear and focused story about the main character. Is Shitting Simulator a good game because the devs did what they set out to do? I donât think so.
i think the graveyard works perfectly well as a game. i think making it into a short story/film would have been missing the point entirely. its abt a woman literally on the verge of death, incapable of most motor functions anymore, shes likely in pain. shes in a graveyard, clearly coming to terms with the quickly approaching end of her life. by your input as a player, or lack thereof, whether or not this woman accepts death or continues to try living is up to you. the only conclusivity in the game is when you, as the player, choose to do nothing. you as a player accept that there is nothing more in that game for you to do. your initial instinct, especially given how the game controls, is to find ANYTHING thatll let you move forward. and because of this, the old woman can leave the graveyard, maybe symbolizing how shes still searching for a reason to live. or maybe not. the game came out in 2008 and im surprised its still being brought up as a counterpoint, as if its a bad game. its not a bad game. it got exactly the response that the devs expected it to get. the issue is whether or not you agree that its a game, or that its using its medium appropriately. i think youd agree that the graveyard would not have gotten as much attention as it did unless it was a game, unless it was pushing the boundaries of what it means for something to âbe a gameâ. the fact that its been 9 YEARS and you just brought it up speaks to how powerful that idea is. and to your first point, i dont think think those games stray as far from the concept of âgamesâ as much as you think they do. whether or not the story is compelling, no matter how dense the jokes or clever writing is, both of those games you mentioned strike at the mainstream of what it means to be entertainment. the kind of game im talking about may not be fun to YOU, but they arent for most ppl! mainstream games exist to give you hits of dopamine. thats literally what risk-reward, plot twists, and snippy witty writing is for. and thats not a bad thing, at all! i play shooters and love dark souls n all the shit Gamers In General like! but to say that games like the graveyard leave players unfulfilled is a really narrow viewpoint of how games, as a medium, can be used to convey feelings/concepts.
Well this has been a fun conversation. I like discussing this sort of stuff. But Iâm going to save my rebuttal because at that point Iâll just seem like a broken record.Â
i dont have a problem with walking simulators idk why ppl make such a big deal of them
let people experiment with games as an artform theres never been anything as interactive as games and its interesting to see what people will try to get a story or even a feeling across. not everything has to be about murder or fights or shit like that (tho i do love murderfights myself). people are gonna get mad at art they dont understand or challenges their expectations. i make fun of âmodern artâ (the concept that ppl are talking abt when they use that phrase had been around for decades) but in the end i get that reacting to art is part of the piece itself. let art challenge you. even if its a urinal
I think the problem people have with so-called âwalking simulatorsâ is that they donât make very good use of their medium. Video games are a really unique medium and entertainment primarily comes in the form of game feel. If your game isnât interesting to play, why play it? I can find a compelling story in âOne Flew Over the Cuckooâs Nestâ or âNo Country for Old men.â I am by no means, trying to say âwalking simulatorsâ have no merit. If the player has the means to actually interact with the world, with puzzles, etc. instead of just meandering around in a linear path while the story is spoon-fed to them, then thereâs no problem. Games like Myst and Firewatch do this just fine. But my point isnât that games canât have compelling stories, but that they should play well too.
thats valid, but at the same time this is like comparing huge stories that we remember for decades or centuries to the vast majority of books that exist. ones that tried something new but either hadnt quite hit the mark or were before their time. im not saying they have to be great but i see a lot of hate for walksims just on the basis of the genre itself. gone home tried something new, it told a good story that you had to explore and experience yourself, picking up little things if u pay attention, but it still gets flak for not being âgameâ enough. it has exactly the right amount of game for what they wanted to do. edgar allan poe never found popularity in the time he was alive. his stories were weird, dark, and experimental. but we still remember him today because he DID try something different. we remember e e cummings for being weird as shit but doing something INTERESTING. the point im making isnt that these games HAVE to be considered good in a modern context by modern standards. i think the most important thing these games can do is experiment and build on top of each other. firewatch didnt come from nowhere. it didnt just appear perfectly formed as the game we know today. the walksims that came before informed its designs through their successes and failures. games as an artform is itself young. weâre all still basically figuring out how to create stories and feelings and shit like that through this new form of media. when movies first came out, there was A Way to make a film. watch most films from even the 40s and 50s. theyre very flat and slow. there was honestly a lack of cinematography. all speaking characters were presented on screen, facing the camera, with almost no change in angles. that was just The Way To Make Movies, people assumed that was the best way to present a story and its characters. experimentation pushes an artform forwards, keeps it evolving. firewatch is good, and will probably be remembered for a while, but its unfair to consider it as existing in a vacuum. gone home and dear esther were stepping stones to firewatch and stanley parable, respectively. whether or not this was intentional and were specific influences, their existence and popularity in either the specific sourcemods community or the gaming community at large informed the decisions in thoee games in some way so basically, whos to say that walksims dont make good use of their medium? would you say that abstract art isnt making good use of their medium? why make lines and swirls or splatters when you can make realistically rendered portraits or scenery? why make a canvas that appears to be one color (that is only revealed to be deliberately chosen shades that clearly differ from each other upon closer examination) when you can use that canvas for, well, literally anything else? walksims make perfect use of the medium of videogames because they do exactly what the devs set out to create. whether or not thats your jam or if you even understand what theyre going for is up to personal interpretation
Again, I personally donât have a problem with walking simulators being a thing. Gaming is an artistic medium in itâs infancy, but it really isnât fair to compare it to more traditional forms of art or film, because game development is a different beast entirely. One of the driving forces behind video games is control. The player can either affect events in game, such as defeating a boss or solving a puzzle, or the player can affect story events. When neither is present, the player is left unfulfilled and very likely bored. âThe Graveyardâ is a game developed by Tale of Tales wherein you play as an elderly woman walking around a graveyard for about 10 minutes until you die. While the game has an alright story, and it can potentially give weaker players âthe feelsâ it just doesnât cut it for the asking price (5 dollars). As a game, it doesnât use its medium as an advantage.Â
More modern games play with what it is to be a game (Spec Ops: The Line, The Stanley Parable, etc) But notice: both these games give the player control over where the story goes or how things happen in the world around them. These games do something unique with their narrative as well as use their medium to their advantage. Watchmen is a comic famous for being only possible on the comic page. The graphic novel uses its medium so well that adapting it to film is nearly impossible (we tried, and it didnât go so well). Stand out films such as Citizen Kane take advantage of its medium. Are you noticing a pattern here? Tell me, how does the Graveyard use the fact that itâs a video game to its advantage? The Graveyard would have worked far better as a short film, where they could tell a more linear and focused story about the main character. Is Shitting Simulator a good game because the devs did what they set out to do? I donât think so.
i dont have a problem with walking simulators idk why ppl make such a big deal of them
let people experiment with games as an artform theres never been anything as interactive as games and its interesting to see what people will try to get a story or even a feeling across. not everything has to be about murder or fights or shit like that (tho i do love murderfights myself). people are gonna get mad at art they dont understand or challenges their expectations. i make fun of âmodern artâ (the concept that ppl are talking abt when they use that phrase had been around for decades) but in the end i get that reacting to art is part of the piece itself. let art challenge you. even if its a urinal
I think the problem people have with so-called âwalking simulatorsâ is that they donât make very good use of their medium. Video games are a really unique medium and entertainment primarily comes in the form of game feel. If your game isnât interesting to play, why play it? I can find a compelling story in âOne Flew Over the Cuckooâs Nestâ or âNo Country for Old men.â I am by no means, trying to say âwalking simulatorsâ have no merit. If the player has the means to actually interact with the world, with puzzles, etc. instead of just meandering around in a linear path while the story is spoon-fed to them, then thereâs no problem. Games like Myst and Firewatch do this just fine. But my point isnât that games canât have compelling stories, but that they should play well too.
đ„đ„đ„
Hi !
I tried to do a walk cycle with Scar, could have been better. I think this walk is quite inexpressive. But it was interesting, and Iâm sure i will do better next time :)
Bad song I made that gets weird in the middle because I was bored.