Hello, I am now excepting donations at https://ko-fi.com/brycebucher/commissions to get ur name in my game. I'm planning on having a secret room with little guys runnin around with each person's name above their head, and there is no donation limit so you can have as many guys as you want lol. Also, the donation amount will control how big the guy is.
If you are unaware what this game is, it's a 3d platformer I'm making where u kill rich people with a big sniper rifle. It's heavily influenced by flash games I played as a kid as well as stuff like mario 64. https://store.steampowered.com/app/2571410/500_CALIBER_CONTRACTZ/
@adobe-outdesign This is awesome!!!
Becky Sloan gave us the photo of Lesley’s fit! Or at least the full back of the coat!
ART BOOK ANNOUNCEMENT AND FREE ORIGINAL HAND MADE ART GIVEAWAY!
https://zoop.gg/c/theotherhappyplacechapter0…
(watch video to see how to win! and more!)
IF YOU DON'T FEEL LIKE WATCHING THE VIDEO
I am making an art book! over 50 pages of full color gorgeous art!
enter in your email at the link to know when the book campaign starts.
for just entering your email you have a chance to win! that's it!
if you can share this it massively MASSIVELY helps me out
https://vm.tiktok.com/ZMY5t3uh6/
I'm just trying to boost this :>
I had the pleasure of interviewing Matsuyama-san, one of the producers on Silent Hill the Arcade! Here's what he had to say :)
Q - How did the idea for Silent Hill The Arcade come to be?
A - During the arcade boom of the 1990s and the 2000s, a desire was born to combine the unique worldview of the Silent Hill series - which was already a very strong IP console game-wise – with the haunted houses one might find in an amusement part. We wanted something that could provide an easy and pleasurable experience to an extremely varied range of customers… as in, the casual users. This is the idea that brought Silent Hill Arcade (SHA in short) to life. However, since our goal was to create a new kind of experience that could not be replicated anywhere else, we designed a game that could make the most effective use of the 5.1ch surround sound system, which was something that arcade games hadn’t adopted until that point, with a type of cabinet that could be somewhat isolated from the rest of the arcade via the use of curtains.
Q - Roughly how long did development for the game take?
A - At the time, the development cycle of an arcade game was so short it would be unimaginable today. The shortest one was around six months, the longest about one year and a half. I think SHA took us around one year and two months.
Q - What parts of development were most enjoyable for you?
A – Usually, arcade games are tested a certain number of times, both during development and just before launch in each and every country where their release has been scheduled (which, for SHA, meant Japan, the US, the UK, Italy, Spain, France, Hong Kong and Singapore). In order to keep the development budget for SHA as low as possible, however, I personally traveled alone to the US for the market testing, assembled the cabinet all by myself, repaired it when it was out of order, and stood next to it for days on end, pen and paper in my hand, ready to collect the players’ data. Game development, nearly 20 years ago, was very much an analog experience. It was also hard work, but when I look back, I have so many good memories of that time.
Q - Do you remember any kinds of ideas that you and the team wanted to include in the game, but didn’t in the end?
A – I’m sure this will sound obvious, since SHA was based on a pre-existing IP, but since the framework was pretty much already set when it came to characters and plot, we had to be extremely careful not to deviate from it so that we wouldn’t create inconsistencies. Personally, I would have loved to take the story in slightly wilder directions and include new and fresh ideas.
Q - I loved seeing so many locations from Silent Hill 3 and 4 make an appearance in the game! Was the team who worked on those two games involved in making any decisions for Silent Hill The Arcade?
A - We of course personally consulted select staff members of Konami, like for example Producer Yamaoka, with whom I had been acquainted with since before SHA. However, most development teams had a mix of internal and external members that changed pretty fluidly with each and every year, so there was no real collaboration between the various teams.
Q - What level of freedom were you given for creating this original story within the Silent Hill universe? Were you given any specific directives on what you could or could not integrate/use in the story?
A - If I have to express my personal point of view on the matter, however, should you compare the storyline for SHA with the timeline of the other games, you would indeed notice a few minor inconsistencies that we were not able to completely solve. That’s something I still have regrets about.
Q - Tell me about translating a traditional survival horror experience into the rail shooter genre and control style. What kind of considerations did you have to make for this?
A - The biggest challenge was by far to design a game system that could be as simple as possible, and to regulate the level of challenge in a way that felt balanced, because we didn't want to force complicated controls or an exceedingly high difficulty level on the casual arcade players. Moreover, there was another balance we had to strike perfectly: more specifically, the one between the aforementioned "haunted house" element - the one that was unique to SHA, with its sequences of terrifying events - and the thrilling playstyle that a rail shooter should provide to the player.
Q - As a final product, what are your personal thoughts on the game?
A - I think it had a state-of-the-art sound system, that the design of the cabinet, with its creepy-looking curtains, made people want to take a peek inside, and that the rail shooting system was simple and could be enjoyed by virtually everyone. I think we managed to combine these various elements with a one-of-a-kind worldview of Silent Hill in a way that was in my opinion pretty good! Of course, each and every member of the staff did their part, and I thank all of them wholeheartedly.
Q - Are you working on anything currently that you’d like me to mention?
A - Feel free to write whatever you prefer! If anything, I should thank you, since you allowed me to walk down the nostalgia lane and recall memories from almost 20 years ago that had been dimmed down by the passage of time. Thank you very much!
Shigenobu Matsuyama's site: shig.jp
RPG Maker XP is free on Steam until the 19th! There’s also discounts on a lot of their other products and games made with the different engines, too.
I JUST CAME ON HERE TO TELL EVERYONE:
Hello, everyone! I'm Garça Visconde, local Humans Are Space Orcs writer, and I really need some money at the moment, so I'm making yet another writing commissions post!
My most popular posts are all Humans Are Space Orcs (also written as HASO) scenarios, but sci-fi is not the only thing that I write! Here's everything I do:
Fanfiction, including x readers, OC x canon, and canon x canon. If I'm not familiar with the fandom, just show me videos/reading material for me to understand things better!
OC backstories;
Worldbuilding!
Ghost writing, if you really need one at the moment;
Original stories;
One-shots;
Multi-chapter works;
Horror;
Fantasy;
Romance;
And, of course, sci-fi! This includes more HASO things.
Interested on my work? Consider looking at my masterpost!
Payment wise, this is what I do:
U$2 = 100 words;
Maximum amount of U$60 = 3.000 words.
This means that if you commissioned me 2.500 words, You'll have to pay U$50,00. If you commission me 3.000 words, you'll have to pay U$60!
Payment should be made via PayPal or Ko-Fi only.
If you aren't interested in commissioning me (or simply can't!), consider reblogging this post, or just reading what I have already posted here! Thank you for you attention, and I hope you have a nice day! Bye <3
Commissions are open! (as of 3/3/2023)
If you’re interested, please fill in this google form! Thank you!
Transcription of image text under cut!
Keep reading
Hey I'm just going to toss my kofi out there cause I could really use help with upcoming bills. I have my comms open and you can get rugs like the ones pictured!
My ko-fi
I'm opening up commissions, please email me at starlightsammyart at gmail.
My current slots are 0/4. Thank you so much for considering me!
Policies:
I'd need to be in-contact with you throughout the process to ensure the art piece is as you wanted
either pay half upfront/half at end or all at once
I need your email for an invoice through Paypal
You'd have a week to pay / I'd have a week to finish*
If any complications arise or if I need to cancel, I can resend the money back in full.
Refunds are available but I'd need to be told so I can send you back your money
For any questions feel free to ask :>
*(time varying on complexity of the art piece )