Bigskeletonfanilovebones - Bonesbonesandmorebones

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I am not immune to making creatures

I Am Not Immune To Making Creatures

Extra bits about them:

They’re most often malevolent and tricksters

They aren’t capable of much magic feats besides what’s been listed

They communicate telepathically

Once they lose their mirror, they transform into mortal centipedes

They’re very diverse in shape and color, for example:

Horns overgrown into antlers

Round or oval shaped mirrors

Large amounts of hair vs very little amounts

Splotches of color

Blank antennae vs fluffy

I Wish I Could Say I Knew Why I Decided To Draw Cookie Clicker But Stylized And Weirdly Dramatic

I wish I could say I knew why I decided to draw Cookie Clicker But Stylized and Weirdly Dramatic

But I don't

So. Wo, cookie clicker be upon ye

I Wish I Could Say I Knew Why I Decided To Draw Cookie Clicker But Stylized And Weirdly Dramatic
Experimental Drawing

experimental drawing

waiting to see how long my players take to realize I have three npcs personalities I just cycle through.


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Look, there's a lot to be said about the contemporary gaming industry's preoccupation with graphics performance in contemporary video games, but "no video game needs to run at higher than thirty frames per second" – which is something I've seen come up in a couple of recent trending posts – isn't a terribly supportable assertion.

The notion that sixty frames per second ought to be a baseline performance target isn't a modern one. Most NES games ran at sixty frames per second. This was in 1983 – we're talking about a system with two kilobytes of RAM, and even then, sixty frames per second was considered the gold standard. There's a good reason for that, too: if you go much lower, rapidly moving backgrounds start to give a lot of folks eye strain and vertigo. It's genuinely an accessibility problem.

The idea that thirty frames per second is acceptable didn't gain currency until first-generation 3D consoles like the N64, as a compromise to allow more complex character models and environments within the limited capabilities of early 3D GPUs. If you're characterising the 60fps standard as the product of studios pushing shiny graphics over good technical design, historically speaking you've got it precisely backwards: it's actually the 30fps standard that's the product of prioritising flash and spectacle over user experience.

[by Snake On Twitter]

[by Snake on Twitter]

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bigskeletonfanilovebones - bonesbonesandmorebones
bonesbonesandmorebones

22 years old, genderless creature of flesh and blood, something very wrong with brain.

22 posts

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