silverfoxin replied to your post “[[MOR]Thank you to the people who sent me advice on communication....”
-hugs- we're here for you. Please let us know if there's a way to help from our end? (btw i wanna mention how your artwork has become incredibly fabulous over the past month or so, there's a real sense of humanity to them that's so charismatic.)
Thank you! I'm moving this month to a city where I know people and where my family is, so hopefully that will help.
And ahahahah, I'm so surprised by how I'm drawing recently?? I actually like some of them... I'm having a lot of fun. I think it's because aidosaur told me she likes my art better than my brother's art, and her wise crystalline words reverberated around in my head and broke the art curse I had on me. For real, I keep thinking "wow yuko broke the curse" as I draw
kickass work on the picnic ideas my friends it's gonna be awesome, gracias
(re: july: :P OK SO LIKE I TRIED TO GOOGLE PICNIC IDEAS BUT SOMEHOW I WOUND UP ON ALL THESE REALLY FANCY INTENSE SITES THAT WERE LIKE "HERE'S SOME FANCY-ASS BREAD YOU'VE NEVER HEARD OF LIGHTLY TOASTED WITH idk some fancy-sounding vegetable or whatever" AND ALL LIKE "HERE'S A LIGHTLY-TOSSED BEET AND CHEVERE SALAD" and i was like
is my entire conception of picnics incorrect
what even GOES in a picnic how do
also i have never actually fried chicken myself i am the worst southerner*)
* i actually introduced myself to a cab driver as being from boston a couple weeks ago oops it's happening the transformation is here
I'm curious about your views on 'em as far as gameplay goes, so ... 7, 8, 13, 14, please!
Zelda type games are about as tough as I enjoy playing, and I really enjoy the puzzle parts more than the fighting monster parts. (I’m looking forward to Hyrule Warriors because the gameplay to Dynasty Warrior type games is really simple and fun.)
Zelda games have really simple plots on the same level of complexity as fairy tales, but Zelda a fairy tale that you’re being slowly told over the course of hours and hours. So it has that mix of beautiful simplicity in storytelling you get with fairy tales and really deep immersion you can get in video games. It really has a lot in common with Shadow of the Colossus and Ico.
7: Worst boss battle
I remember finding Bongo Bongo tremendously terrifying and difficult. The boss battles (and some of the monster battles) in the 2D games are so difficult I don’t even want to talk about it.
Also Ganon is a piece of shit, he’s so hard, but he’s usually just the right level of toughness so that I don’t die, but I get the shit knocked out of me. He’s tough but fair
8: Most infuriating mini game/side quest
I quite enjoy the side quests, actually, especially if they tell little stories about the people Link encounters. I liked the graveyard chase a lot… I get infuriated only if it’s a little game that takes a lot of dexterity or skill without a story to it. I just want to get told little fairy tale stories, I don’t want to hit the targets within a time limit so much…
13: Best moment in a Zelda game
FIGHT WITH GANON!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Actually, my favorite part is the build-up to the fight with Ganon, like when you’re climbing up the castle stairs…….. and you know you have to fight him……… They do it SO WELL in the three games he is in. It’s done perfectly. The musical build-up is so intense - in TP, they changed the music slowly from
the Hyrule Castle Theme,
to the Hyrule Castle Theme with an added MYSTERIOUS AND TERRIFYING ROLLING BASELINE,
and then you finally get really close to Ganon and you realize that that terrifying rolling baseline is GANON’S THEME AND IT’S TAKEN OVER THE CASTLE THEME oh SHIT
So you get the feeling that Ganon is just consuming everything. He’s taken over the castle, everything is his now. It’s so intense. The games do a great job building him up to be a cool scary intimidating guy.
Another part I love about Zelda games is the intensely lyrical dialogue!!!! I swear, Sheik and Ganondorf and Zelda only have to open their mouths and I start to get super emotional. There’s something about the way their lines are written, it’s so timeless. I have so much of their lines memorized, and they’ve been running through my head at work…
“time passes, people move… like a river’s flow, it never ends….”
And the title screens, and the opening narration, the writing is so good and so simple it gives me goosebumps a lot. The timeless dialogue/writing is probably my favorite part of Zelda.
14: Favorite temple
I quite like the water temples, actually… I’m good at the puzzles! I’m bad at having to jump over lava… at least he can swim in water…
I really loved the Gerudo Sand Spirit temple in Ocarina of Time because GERUDOS and I love love the reflecting mirror dungeon mechanics, whenever you get to play a mirror-based dungeon
I remember really really enjoying the sky temple in Twilight Princess too. I liked the way the temple looks, and the puzzles were A+
-whispers in a tiny voice - i am curiousssss about what you picked up on me if it's a thing you'd like to do/have time. ;w; (thank you in advance)
Krad, you beauty, I always have time.
Besides your thing for old tough guys with big ol’ guns, then. You have an enthusiasm that makes you so approachable. There may always be a lingering stereotype that really skilled artists take themselves very seriously and only deal in ~dignified~ things. But here you are; you’re fantastic at what you do, and you’re fun. You get really excited about things! You yell opinions and talk about them! So basically bless you and any people like you.
Somewhere else a while ago you mentioned that Unsounded had been in the works for ~10 years before you started putting it on the web. If I can ask, what made you take the step to, y'know, make it for real?
My roleplay ended! I was too invested in the characters and world to just let them go, so I decided I'd have to start playing with myself.
Saying that I worked on Unsounded for ten years isn't entirely true. I was writing roleplaying stories with friends during those ten years, not sitting by myself pecking out world details in an Office document. So it wasn't really working on Unsounded, it was playing in Unsounded :) And as that happened, things became increasingly more fleshed out and interesting. It was a cool process, I think all writers should roleplay, if they can.
wait, I'm sorry, rescind my reply to the whole magic/genetics thing, I started from the last post and didn't see that you had covered the entire question thoroughly. ;orz. Lots of good points there! imo it seems that the developers never meant for people to analyze it so accurately and hoped to keep it hidden in the recesses of meta (at least in fe9 and got stuck when fe10 was made and had to awkwardly try to fix plot holes due to new plot.)
Heh.
Yeah, I’m shaky on the ins and outs of Tellius compared to the first five games but I totally agree that IS never, ever meant for this stuff to be analyzed to the level that we crazy fan-peoples strive for. :)
Writing fight scenes can be a struggle. While I'm no expert, I have been studying martial arts (specifically Shotokan karate) for most of my life, and there are a few things to keep in mind when writing combat. This turned out as a guide to determine a character's fighting style so you can better choose what techniques they would use. Obviously, it will be focused on hand-to-hand.
Stances are the placement of feet and distribution of weight.
Are they rooted? Most varieties of stance can be rooted. This refers to how resistant they are to being moved--if someone is in a very rooted stance, they can withstand a lot of force without moving. The ability to use rooted stances comes with training. And obviously, if a character is depending entirely on speed, then this won't be a concern for them.
Shallow or deep? In shallow stances, one's feet are closer together; in deep stances, they're farther apart, bringing the person lower to the ground. Either can be rooted, but deep stances will put more power into strikes and blocks, while shallow stances generally allow for greater speed.
Offensive or defensive? Okay, this is an extremely general rule, so you can always fudge this one. But a lot of the time, offensive stances place more weight on the front leg; the front leg will be bent more than the back. Similarly, most defensive stances bend the back leg more and put a person's weight there.
Strikes are the point of fighting.
What do they use? Open-hand strikes will use the blade of the hand (the pinky and edge of your palm) and occasionally the fingertips. They're not as strong as using a fist in most cases. When kicking, someone will make contact with (in order of increasing force) the top of the foot, the ball of the foot, or the heel. Elbows and knees are always good choices; they're practically indestructible, and most any part of the opponent's body is guaranteed to be weaker.
With how much precision? Sure, you can punch somebody in the face. But you're best off punching them right beneath the nose (instant blinding tears), in the eye (a soft cushion for your knuckles), or on the temple (if you're lucky, they go down in one hit). If a character is experienced with fighting, they will know where to hit the other person. If you hit the side of someone's knee with any real force, you're like to break it. Striking the solar plexus--the soft place just below the sternum--will knock the breath out of them. The groin is always good, as is the soft underside of someone's arm, just above the underarm. The hollow of the throat will also discourage people.
With how much power? Hitting someone is more than just shoving your hand in their face. At least, it can be if you're dealing with a trained fighter. Both strikes and blocks make use of the whole body. As you throw one hand forward, you pull the other hand back; you twist the hips slightly; and if you're using a solid stance, you rely on that as well. This means that even weaklings with noodle arms (like myself) can put real force into these things.
Blocks are clearly pretty important as well.
Standard blocks are what most people are used to seeing. You bring your arm up to stop whatever the other person is throwing at you. They can be used with or without dodging. (Personally, I like to block and get out of the way. Double safety.)
Offensive blocks are also great. Essentially, you hit the other person before they can hit you. This involves throwing a punch to the inside of theirs, so their arm skids harmlessly to the outside. I can attest to the fact that blocking kicks this way is a serious deterrent to the opponent; you put your knuckles right between the two shin bones as they kick you. Their leg is more or less out of commission at that point.
Dodging is also an option. Moving to the outside (to your opponent's side or behind them) gets you out of their reach, while moving to the inside (between their arms) often surprises and flusters them.
Pulling a strike is not something one can do all the time. But if the opponent uses the right strike and you can time it correctly, you can take hold of the strike and yank it in the direction it was headed while you step to the side. It pulls your opponent off balance and you are now behind them. Win-win.
Distance is up to fighting style and personal preference.
Controlled distance keeps the opponent back at either arm's or leg's length. The peak force of a strike is always going to be at the end, so the point of this is to be able to hit your opponent with maximum power. You control the distance by moving or even sometimes by pushing your opponent back as you move forward.
Close range puts you inside that optimum distance for your opponent. It's sort of an offensive way to be defensive. You move to the inside of your opponent's reach, and they are unable to use full-force strikes against you. The usual strategy here is to use knees, elbows, and take-downs. This sort of thing takes bravery or training.
If you still have trouble writing or picturing the fight once you know the details of a character's fighting style, I'd recommend looking up videos of different styles.
Shotokan is the most straightforward style of karate. It uses deep stances, standard blocks, and controlled distance.
Shito ryu is closely related, but tends more toward close range and offensive blocks.
Tae kwon do is going to be mostly kicking. It's for the athletic and flexible.
Krav maga is instant death. It's extremely aggressive.
Muay Thai is a lot of boxing. It's not concerned with being rooted or using deep stances.
Jujitsu is wrestling. It's one of the only styles that focuses on combat on the ground. Here you'll see a lot of locks and holds.