So uh….some dude apparently recreated Adobe Photoshop feature-for-feature, for FREE, and it runs in your browser.
Anyway, fuck Adobe, and enjoy!
Get ready for “The Terrors Beneath Deepfrost Citadel”: a Decked Out 2-inspired Dungeons and Dragons campaign.
Many years ago, an adventurer by the name of Thaddeus Holsten opened the Black Mines and built Deepfrost Citadel - names familiar to any who aspire to be adventurers themselves. After tragedy struck, the mines were blocked off, the Citadel stood empty, and Thaddeus Holsten himself vanished.
Year after year, adventurers arrive in the former mining town of Hermilthan, sitting at the foot of the icy mountain where Deepfrost Citadel and the Black Mines are located. To find the treasures buried in the mines or hidden within the Citadel’s walls, or to discover the fate of Thaddeus Holsten. But anyone who enters the Citadel to start their search, disappears without a trace and none walk out alive.
Do you have what it takes to brave this dungeon? Or will it eat you alive?
This module contains:
An original thrilling tale of terror that leans closely and expands on official lore
Adventure for characters levels 3 through 7
Five distinct and dynamic levels to explore
Up to 18 different maps
Awesome magic items, based on the original dungeon’s artifacts
Unique Hermit-inspired NPCs and creatures
All in a fancy PDF and a less fancy but no less functional google doc!
For all your Decked Out 2 dungeons and dragons needs, all these resources are freely available following this link.
The Dungeon is ready for its next victim…
(This module is inspired by and based on Decked Out 2, a game made by TangoTek during Hermitcraft season 9).
What did we do to deserve Bill Nye
if you're so smart, then who is this
hmm that's five pebbles from the titular indie game: Rain World, the DLC of which I am currently playing and enjoying GREATLY. The Watcher campaign is as fantastic as it is confusing, as unfair as it is beautiful. Aimless wandering has never felt more aimless, and yet, the sheer disorientation leads to an experience so uniquely-cadenced that I can't think of another game that feels quite like it. Like a journey whose objective is unknown to you, you simply move to survive, bouncing between timelines in a vain effort for meaning - that meaning, however, is constructed through that very survival. The asynchrony of the world leads to the occasional moment of blissful serenity, a brief hiatus from predator and time, to stand and observe quietly the environments and art without interruption - as if the game knows this, the music slowly fades in to drench the scene in meaning. A sense of poignancy underpins those candid moments in a way very few games can muster. Some feel the sentiment of The Watcher betrays the OG game, but I think it's the only way to develop the same confused spectacle that the base game had, by pushing the boundaries of its own framework.
Haven't really done much on here before, but got the urge to share some old animations I made like a year ago. Enjoy, and probably more to come soon!
Have been sick these past few days, but being unable to work is depressing so I tried to kill time by making scenes in Foundry for Fabula Ultima. I think the results are turning good so here's a breakdown (as well as links for the ressources and modules used) for people who would be interested. The basis is generaly 2 to 4 tiles to represent the background, as well as a tile used as a roof tile for the character portraits.
The sort of character portraits menu is made of different interface items from Fire Emblem Three Houses. The portraits themselves are easily swappable placeholders, these ones are from Final Fantasy War of the Visions. Each portrait has an invisible tile which opens a corresponding character sheet using Monk's active tile trigger.
The backgrounds come from Fire Emblem Heroes. They all come already separated in several layers, and surprisingly most of them loop perfectly when it comes to overlays (such as dust or smoke) and underlays (ie. clouds, skies). They're an incredible ressource for Fabula Ultima combat screens! To have the skies and overlay move, I used Ripper's Tile Scroll module. It's super easy to use. If you have several overlays (like in the factory scene), placing the moving one between the immobile ones adds a sense of depth to the scene with very little effort.
For the rain and the snow, it's simply using ghost's FXMaster module. The FEH backgrounds also have a few panels of snow, cherry blossom petals, flowers, motes of light, etc... I don't think they'll look as good, but some of them can have their use. In a volcanic environment, having motes of fiery lights constantly raising from the bottom of the screen to the top using tile scroll could work to denote heat.
As for the tokens, I simply used the ones made for the quickstart by Tiny-Overlord. Flying Minotaur's portrait maker is also an incredible ressource for this kind of setup. As the name states, it can even be used to make portraits and not just token, so you could make your NPCs with it too. The mech on the left comes from Final Fantasy VI.
Have fun saving the world, adventurers!
Random ass crossover time
Names are the Barterer and Parrot! (ft. Jellie slugpup)
Extra sketches:
Scar has managed to trade rocks for explosives and other good items simply by convincing scavs that they’re super valuable
does anyone wanna hold hands until we feel a little braver