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Questionable artwork and pedantic miscellany
January 25, 2023
In the 2021 series, generic Smurf Girls are made up of existing character assets. In particular, all of them use Begonia’s character design, though the lily flower is removed.


an eccentric imp melts, in 2023 and 2004. I do like the stripes on the 2004 version of this animation, but I also repeatedly didn’t notice that I forgot stripes, which happened with the same sort of stripes on elpse back when I first started coloring in the comic strip pages. if I would have the patience to draw stripes on all the other sprites of this thing. is also uncertain.

The old version also simply has purple hands and feet rather than wearing purple gloves over them as, for now, the new one does. Surprisingly, it is easier to draw those melt since the form does not need to be consistent between frames. Since I didn’t draw this from eight angles, however, switching the gloves to hands shouldn’t be as big a deal as some previous not big a deals ended up being.
That trick I was so proud of on the linked page, to put all the angles in one image, made the game too slow, trying to load them all at the same time, so I had to re-insert them all separately anyway. I might have mentioned that before, but I immediately forget what I saw after saying them. That is part of the point of saying things, for me, to get them out so I stop thinking about them and can think about other things. But that does not prevent me from beginning to think about them again in the future! At best I can send them to the back of the queue.



January 1, 2023
Thousands of years in the future, Blaster Prime is the first Blaster Agent and the only person in the galaxy who knows math.


a video of pictures I made last year set to some suspicious music.
I hope you hate pine cones, since three or four of these pictures don’t have one.

It took a ridiculous amount of time to make this considering that it is 95% comprised of stuff I had already made. My trashter plan to display gzdoom-engine material from within the gzdoom engine rather than as gifs of the source material did not help like I thought it would. I opposed gifs since while I design the graphics grouped, I have to separate them to put them into the game, and I refine them after separation, so I didn’t want the less-refined versions. and some pieces, like the launched yeep parts mentioned (but not yet drawn and so not shown) previously, were separate to begin with. howEVER, since I draw the stuff at ten times the 1993 game’s resolution, and my computer is less than top-of-the line, those graphics need to be reloaded each time the game is started, and then I am having it load extra graphics and generate extra objects on top of that, IN ADDITION to me running video capture software, which means loading all that tomfoolery in an extra window while simultaneously saving a copy of it all, the game can’t help but choke up for a few moments when stuff is exploding. and SO I spent an extra day, two days? trying to reduce that, just a few seconds of the dumb video. And I already spent an extra day drawing all those dumb letters and setting up the circumstances under which they appear and explode. originally they were to use the same explosion frames as the launched yeep globs, hence my using the same colors, but those explosions looked too uniform, unless those were themselves launching more globs, but more globs meant more lag. and SO i drew EXTRA explosions for the letters I and O that would prevent them from needing to launch globs.

but that still means loading extra graphics so it doesn’t reduce THAT much lag. I also had the letters L and F turn into I and G into O as they explode, and that still wasn’t enough! For the yeep section near the end, I had all the pertinent graphics pre-load before I started recording, but that wasn’t an option with the letters because they FALL FROM THE CEILING as soon as the level starts. I COULD have preloaded all the graphics if I had thought to suspend the letters on disappearing floors or had them teleport into the room, but I was too busy to be thinking! I also forgot to set the level to change the colors to something other than orange, so that the aftermush looks less like a nickelodeon logo family reunion but if I had, I would probably still today be trying to optimize or fix it in some way and I am glad to not be doing that.

I can’t even show this picture without needing to explain it. the level editor shows a 2003 dope rather than a 2018 dope because it assumes the player character uses PLAY-named sprites, but the newer dopes have DOPE-named sprites, and I simply never took out the old sprites. the weird background is irrelevant; it is the first graphic in the definition file, since for some arcane reason that graphic shows up invisible in the game, but not in the editor. I needed it invisible so that the background shows through it. there are other hacky ways to make the ground and walls invisible but everything I do is already hacky so I preferred something that worked consistently.
these are off-center relative to the player character’s viewpoint because they seemed to my own viewpoint to be showing up offcenter when I placed them IN the center. However by the time I made the video that seemed to no longer be the case but I was too tired from the endless re-records hoping for less lag and more interesting random splat locations, then inserting that into the video, cropping out the wrong takes, then moving it to the front, then dumping it all that since I wanted to go back and change something else in the setup and then need to re-record again, that I left the positions alone.


“AASCREBO” will go to the top of most lists. It is not necessary for the list to be alphabetical, but I was trying to amuse myself. Regular Doom2 calls it

which I dislike seeing in the list, and regular regular Doom calls it

which I hate even more, and not just because the base-2 display system means you aren’t actually ALLOWED to make 24-length wall textures! Even if that worked it wouldn’t work! screbo is stupid garbage that nemitz says, and I had already changed the poison logo to feature nemitz, so it fits. I placed it over the pile of skulls that is shown by default after coloring them purple. I don’t want any of the base game’s graphics in this, even edited ones, and nemitz endorsements of rubbish are anachronistic within this project’s complex chronology of being set before nemitz, but as noted previously these don’t actually show up! but even THESE are a problem since floor graphics are backwards on the ceiling. If I want to control invisible objects that it is possible to move beneath, I risk seeing not only a backwards S but a backwards nemitz inside the level editor’s 3d view mode. What could be worse than that? I probably won’t find out until I try to make next year’s video.

and after all that, I today realized: the ORDER of the primary content is terrible. It starts on a snake comic strip that nobody cared about and then ends on generic wall textures that nobody SHOULD care about. I should have started and ended on stuff with meaning. I too more concerned with irrelevant nonsense to consider the marginally more relevant nonsense. There is probably an important life lesson there but I am too concerned with complaining to process it right now.



December 6, 2022
When Ridley’s health has been reduced to zero, he will try to grab Samus, and if he does, he will explode, but if he does not, then he might decide to explode without grabbing Samus


a yeep floats in five directions

a yeep has a problem in five directions

a yeep explodes in five directions

its tentacloids and eyeballs disappear because they launch as separate objects that are not necessarily coherent in gif form. the body dissolves since i want to have an all-directional mass of glop appear in its place, since non-moving, irregular objects can look really awkward with extra angles. Which I know because several monsters larger than this one DO have multi-directional bodies when punished and can look quite awkward. And I will likely leave them like that, but I can be cautious about creating more like them. sometimes
this latest yeep differs from past yeeps in that it lacks a darker colored midsection. I tried to sort out what that was and how it worked and could not, and so now it is not there at all. Much like several components of this website, except for once I took out something I didn’t understand on purpose.

the old exploding yeep did not need to launch the tentacloids since it only exploded from one direction and did not need its body to dissolve and be replaced. In trying to solve one problem I continue to create one or more others. And I yet do not know how i will sort out the tentacloids. The present single one in the south-east angle may not be viable since it does not take into account the possibility of the yeep exploding while off the ground. ALthough the old yeep didn’t actually finishing exploding after being beaten and launch its eyeballs until it landed, so perhaps this way IS viable. i think overall whatever result i get this time will be superior to what I had.


the old exploding yeep is actually not nearly as old as its other sprites; I drew the explosion in 2017. prior to then its body only had a single dissolve frame and i considered the pink blobs launched from it to be sufficient. I actually changed that because it looked really depressing if the sprites were browsed outside of the game, or pog forbid if somebody warped to level 30 and tried to force the original doom 2 monster roll call to appear, where none of this stuff looks right, that one would look especially not right.
NOW if somebody tries that the game will show sprites too big for the screen, or just show the regular game’s monsters, or crash completely, so REALLY I can get away with doing LESS for the yeep now instead of more. But I seem unable to do less unless it truly matters that I don’t.



June 26, 2022
When you’re looking for something cool to do, Just pick good friends to be with you. You better watch out where you are at, You may be judged by where you hang your hat.


finally this thing gets what it deserves

it hardly seems to justify four extra days, but now these things can lose their hats, pick up their hats, explode with or without the hats, and make slightly fewer maximum decibel noises that I recorded in 2002 or stole from something else. in fact the new sounds may even be TOO quiet. in parts where I turned down the video volume to make the old ones bearable, the new ones are inaudible. particularly the TERRIBLE old sound effects for the player taking damage are still active. after the first section I quickly replaced them but the damage has been done!
these will spray out collectible candy pieces once I get around to that. The little colored dots that fall out of their bodies are supposed to be candy. It ends up not looking any less gruesome than blood and organs but this wouldn’t be an official bimshwel production were there not copious amounts of effort put into something that doesn’t really make a difference.

I still need to find a proper bell to sample since the little circular bells and christmas ornaments that I have don’t sound like the bells on display here and are hardly audible unless i initiate a heavy impact that ends up registering as more plastic than bell-like. I also haven’t seen them since before I moved my desk and bed a few weeks ago so for the moment additional recording attempts are not possible.

the animation state the corresponds with dropping the hat I realize does not work. the creature throws its head back which looks good from the side, but 80% of the time it would appear from the front. even if I set the hat to get flung upwards, that would be beyond the view of any player close enough to connect with a slap attack. whupth. I put in a temporary weapon object that could inflict hat-removing damage from a distance, but then the dork was even less likely to walk back and grab its hat since there wasn’t a player obstructing its movement and forcing it to turn around. I have a very silly life.

another problem: when I record video it gets REALLY slow, and it stutters each session while loading graphics anyway. getting these idiots to walk toward their hats and retrieve the hats while on camera is also frustratingly elusive.
they are also supposed to drop their hats 100% of the time when slapped but sometimes they just do nothing or drop two hats without losing one. even the idiot stuck in a wall that can’t take any actions but to walk in place and make noise manages to maintain control over its hat when I want it not to.
additionally, only the morons with santa claus hats currently toss all the correct objects when they agree to toss anything –the green short imp wearing red near the end magically transforms into a taller imp when it explodes– because because because because because because but now that I have proof that one works that means that the others can also be made to work eventually. Tossing the objects is crucial because if everything is in one sprite the body ends up looking about 4 times as wide as its collision box and that is not good.


and they ARE morons; even when positioned properly they aren’t smart enough to actually take the hats so the hats need to GIVE themselves back.
note that for example purposes I am mostly pressing a button that instantly deals maximum damage to foes in order to provoke their explodo animations rather than using a weapon which does that since I still have yet to implement an implement of mass destruction, other than the tossable pog, but using that while recording video makes it struggle even more, and pog generally isn’t out to cause trouble deliberately.



June 3, 2022
Yook released his debut solo album, Yook O’Clock, on March 2, 2020.


the hat and the “gun” get launched as separate objects that land vertically and so I can give my self to excuse to only draw them from one side. This gif is actually from april, but I neflected to mark that post as “motional” when I went looking at first and just assumed it wasn’t here, but it is. Anyway I have by now inserted all the sprite pieces from this one into the “game” and know that so far they work.

this one is from today. Evidently I exported these gifs in a different manner, but I assure you inside the “game” they match. Or at least the non-falling versions I already put in match each other so far. This shows the alternate version of the upper imp because i decided they shouldn’t fall down the same way, even though that defeats a large swarth of the point of having this be an alternate version of the same thing rather than a totally new creature. but hopefully this is the last animation I do of this setup from multiple angles. Just too gosh darn many parts. Even something as simple as providing the sweatshirt? as an alternate for the scarf means I need to be conscious of what small area is covered by the scarf that suddenly isn’t covered and might need to be filled in long after I thought I was done. And then even more gets uncovered when I try to export the separate parts as separate parts, which I then feel compelled to correct, even if there is no need to correct it since it will never be seen by anyone else, since *I* will still see it. oh bo fo. I thought it would go quickly since this fall doesn’t turn and I wasn’t making alternate legs or heads for it, this whole fall sequence being an alternate. Though knowing me I still might. Though I often think I will do things that I won’t, as I rarely know me as well as I assume I do.

I don’t show the other hat or the scarf in the second gif since the scarf and the shirt use the same palette range and would possibly have layer priority conflicts so that one might be behind the other inconsistently, and both hats occupy the same coordinates, at least in aseprite. after I export all the parts and import them into the gzdoom data heap, I can put as many hats as I want into any part of any sprite. Why would I want more than one? Why would I ask infinite numbers of hypothetical questions? I don’t know me, so I can’t tell you.

Hm hm hm this is the first time I compared the two fall types and suddenly realize that I will in fact need to make an alternate gun landing mode since despite both being vertical, the second is “facing” up rather than down. whupth. Guns really never stop causing problems.


the first three frames can also be played repeatedly to make the creature appear confused or amidst a very stupid dance. some other monsters can already be knocked over temporarily if hit a certain way, maybe this can be an equivalent situation. Or just a stupid dance.



April 13, 2022
The mark consists of a fanciful depiction of an image of a captain. The captain is wearing a blue hat, with a gold letter C located at the centre and two white arcs on either side of the letter C; the captain’s collar is blue with gold stripes and epaulets.


yet another of these.
It took longer to make than was justifiable, and i will definitely avoid spinny motions for anything I want to give extra angles to in the future, or draw over this one, ideally. Or so I reckon right this moment.
The hat and the green thing will be launched as separate objects on the second or third frame and for now I imagine i can get away with not full-rotating them, but the green thing may be too tall like that. We shall see. Or I shall see.
I ought to make another comic page before doing more. Failing that I will periodically acknowledge that I have not made any comic pages in a while.



February 15, 2022
In closeups, a separate puppet with no legs was used.[31]


this idiot again. still not done, even with these frames, with additional motions yet to be started on, but I am no longer concerned that the object being carried is too boring or looks too much like I think it looks like a gun. A trumpet plunger with bells or hershey kisses hanging off the back is indeed preferable, yes.


I presume the fired-out bits will be similar to the old version, but I think that every time and change my mind after I already started trying to keep it like the old version.


An earlier attempt that is less like a plunger but I was concerned it might instead be compared to a body part popularized in a famous Kurt Vonnegut illustration.

holding a frosting tube


like I drew in cholesteronslaught (except too small and not riding a pie) after making the very old sprites, but then forgot about until after I had already started on the new sprites. this looks alright for the moment but I would need to redraw the arms for every angle, rather than creating a stringy monstrosity that needs to be drawn around the arms and that unlike a tube has no real world counterpart so that I can never know if it really looks correct or doesn’t and may spend an indefinite period trying to bring to that point.

armless (and yet toeless) variant, wearing something more like what the less violent, tattooed version of this creature had on in my december 2006 website header, and as is typical i didn’t bother to consult what that was since I was surprised to see that I included such a classy flower all those years ago when I finally got around to checking, and I only checked so I could have the correct link to it.

the first head variant. i thought i could include a leg variant also, that makes the creature slightly shorter. Neither really works! If you look closely, I mean. Most people never look at anything closely, but I cannot help doing so. I can try and fudge their positions in the sprite assembler but if nothing else and I can’t ultimately recycle any parts inside the game it is a foundation for a separate idiot. what is the fun of giving two different foes the same weapon? because they aren’t meant to be different, they are meant to be of equalish rank but look different despite that.
The line weight looks different simply because my drawing tablet of 4.6 years told me last night that it was done so I did this up to now with a mouse again. I’m worried this might actually look better and I have made things worse by freaking out so much lately when the tablet increasingly refused to work without being done, so that I needed to stop and restart the whole system, wasting time and rage in the process, but for any other sort of drawing the non-rodenty way is preferable.



January 18, 2022
After the battle, there will be a cutscene with some magician-looking man, Tuxedo Mask.

because this is what i have this week


another old thing being redrawn, and as usual I cannot help making the job more complex than it needs to be. I have “designed” the new version to have separate parts that can be customized, possibly including species/racial traits, though i have not made any alternates for that yet. note, however, the present lack of toes that allows me to later give more than that. which I tell you to note because in fact I almost don’t, so maybe i won’t bother adding any. the way sprites get clipped to the ground, depending on what settings “players” use, which I have no way of predicting or controlling, they may never see the feet at all anyway!

the hat, jacket and scarf currently are separate, though there really is no reason to have the scarf without the jacket, and this particular hat complements them, and I might do well to merge them all and have any replacement outfits be complete in themselves (in frap on january 20 in the a m I did so and have updated the gifs from what was here previously). “complete” in a partially dressed sort of way, I mean. ironically, parts that get covered, like the arms, I drew in more detail than the toeless feet that don’t.

the old version, from 2003, has not aged as poorly as some others, and unlike a lot of 4 frame doom monster animations, actually looks like it is walking from the side angles. at least inside the game it does. Right here it looks like it is dancing poorly to whatever music you have playing, and if you aren’t playing any then I imagine the creature looks even stupider.

the new “gun” is simple since I am not really any better at creating convincing imaginary guns than i was in 2003, considering how easily this one is mistaken for a mario pipe in its present state and placeholder color, but i also think i might give a custom embellishment even to that. BUT considering the way it is held more or less requires this shape and likewise precludes the creature carrying a differently shaped object i might save myself some effort to merge?? I think I accidentally uploaded an incomplete version of this text since I remember removing that sentence since it was redundant and went nowhere, yet here still it is.

OF COURSE at this point i have evaluated the idea of guns in this “universe” more so, and imagine that they should be rare, so should a creature so numerous that i want to give it customizable features so as not to appear TOO monotonous, have guns at all? or does these not being very powerful guns excuse their proliferation?

I had also in the past resolved to entirely remove any monsters from the comic strip, such as lope and nemitz, since they are too conspicuous to have hundreds of violent clones, yet I left in pog, and obviously the dopes. A version of this thing does appear over there, and exhibits no aggression whatsoever. However it appears quite briefly, and was never important enough to have a name, and it is almost less “real” of a character than the [gz]doom one is. despite rendering its bell in greater detail than required, I abstained from drawing its forehead tattoo, which you will find is present any other time I have posted drawings of it, and maybe that particular variant belongs to a cult that preaches non-violence, but perhaps also encourages some worse activities, such as delivering unmarked packages, tolerating bow tie impeciles or having toes.



December 12, 2021
The following week, a replacement pose was released, although it was noted to be similar to the original pose.[138][139]


this sure took a while to make! too many moving parts for this many angles. no more ribbons on these weirdos. hopefully anything else I need this one to do can be done in three or fewer frames per viewpoint. My hopes are typically misplaced.
in fact these angles don’t match very well and there is a hard break between front and back views rather than them being evenly spaced from each other, but that is unlikely to be evident in action, and unlike most things that are unlikely to be evident in action that I want to fix, this one I cannot fix so I must accept it or even better forget it!

The hat is put into the “game” separately from the rest of the body, and, due to a frustrating oversight, the shadow for its hat also. however, the discovery that I can assemble individual sprites without needing to separate them by angle after drawing them greatly cuts down on the time necessary to insert all these dumb little things and simplifies the process of updating those graphics if I see something fixable other than what I already said I couldn’t. Having the hat separate –I determined it was the element most feasible to keep separate, the shadow issue not withstanding– allows for the creation of an alternately-powered hatless or alternately-hatted version, once I draw another set of hats. or

this might be TOO stupid.


Having this settled for the moment I hope also to have another comic page completed before the year ends, because it would be depressing not to. it may also be depressing to do so by virtue of containing the virtually virtueless meepmere along with a pathetic lizardoid that isn’t angry at meepmere, but not to the degree that a dope with a recycled hat doing the world’s stupidest dance is.



October 8, 2021
1-Ups give you an extra life. They look like little gold dudes.

10-16-2021 1201am: i thought i would make a quick video for today/yesterday so of course it isn’t quick at all but it is already late so i am not going to not do that to save time either.
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the new snikpel graphics seem to be “working.” there is still plenty to do, though!


for example something urgently needs to be done about THIS.



these monsters I still have yet to begin redrawing/redesigning. I forgot I made so many of them! the nemitz and lope became too specific of characters since I originally inserted them into this mess and no longer seem functional in these roles, particularly since they condone dopes so much.

the new pog can walk at least, and doesn’t need to do much more than that, mercifully.


only five angles now but I do not think the asymmetrical highlighting was necessary.
There is something very determined and stupid about the old version that I still like, particularly on the east-facing angle,, and maybe I shall use it as a base for another imbecile eventually. Because why would I allow for the possibility of this ever being finished?



August 17, 2021
Meanwhile, Hoppus, as a result of the single’s success, began introducing himself to people as “that guy that wrote, ‘duh nuh nuh nuh nuh duh nuh nuh nuh nuh, he fucked her.'”[7]

844pm jeepers big animated gifs sure are rough on my slightly older computer. I forgot about how insufferable this used to be!
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8-25-2021 353pm and TODAY my proper computer’s battery is dead and it won’t start even on direct electricity so now I need to deal with all that involves. My hard drives are fine, just impatient.
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8-24-2021 1149pm hello this site wasn’t working at all, giving the “apparently that’s not allowed” error when i tried to access it or any other page around 11:27. for a few minutes? a few hours? days? I have an important rygar update but it won’t be feasible to present effectively in eleven more minutes. that is just how things are these days!






snikpel the snokpeal runs in five directions, gets hurt from 8 and then flops over in a needlessly difficult to draw fashion from 8, because that is what I drew happening the past week. The angles aren’t evenly spaced but they follow from the standing pose well enough and ideally nobody will spend much time walking around staring at the “corpse” to check on how consistent the angles are. I made the little orange bits that splash off dissolve instead of stay on the ground anyway, as much as I hate to remove any detail, since those would definitely mess with a coherent rotation.

I also expect to draw it flopping over in a less complicated manner because I already drew the legs for that in an earlier botched version of this flop. Like seems to be usual, I make something more difficult for no real reason on a whim and commit to finishing it rather than cutting my losses once I realize I have made it harder. there may be yet more defeat types related to the more upright agony poses, because my life has no meaning.
actually getting these sprites all into the game and programmed to appear properly will probably also take more days, and I still haven’t given it attacking frames! in fact the original low resolution snikpel from 2003 simply played its running frames out of order for attacking and “dying,” with a single flat on the ground pose.


some of the fun of a game like this is beating up dumb little beasts and having goop fly out of them so I ought to have at least one melting animation also. I would like to have little marshmallows fly out of it when it takes a regular hit, but that stuff is even harder to control than my ability to not do needless things. I am fortunate I still haven’t made myself give toes to these things.
I had terrible tools then and was much more easily pleased. I have not yet become displeasable enough that I force myself to properly animate the “pain” sequences; i can make them jump in the air when hurt as I did with dopes and wah beasts previously, but after excusing this awkward full rotation flop it may be more difficult than previously to not excuse any additional tediosity. So many of my endeavors end in flops that maybe it was inevitable that I would make flopping a full time endeavor for my-self.



September 29, 2020
Even though these blue-colored versions of Bowser likely affected the depiction of Bowser’s Brother, they are not stated to be him.

ehhhhdit: yes it looks better after today’s alterations but I feel uninclined to replace the video right this moment!
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a fairly annoying video. i under-estimated how noisy it would be, since I had increased the frequency with which they make noises in order to ensure they were making noises at the correct times, and then only recorded in rooms that contained about fifty of the dumb things. particularly the ignoble noise they emit after being defeated is conspicuous here, playing at intervals of 8 to 64 game-time units rather than 256 to 1024, and one of the sounds it can play is louder than I thought it was.
because the sounds themselves were recorded between 2003 and today, in sometimes less than adequate accoustical circumstances, because I couldn’t find the thing that lets me use a microphone with this incredibly shoddily designed combined earphone/microphone port, or it was before I had a microphone at all. I have both now, thank you, good luck.
I will hopefully give them a means to explode when hit with exploding objects since that they lack one here doesn’t seem at all fair.



July 2, 2020
taz can also walk toward you, but it won’t do you, or him, any good.


this link is copied off my pay-treon page and I am concerned its “token” will expire and it will stop functioning in the intended capacity

tentative gz-doom walking frames for a creature deliberately resembling ziv (orange lope-like lizard) from the airplane cartoon fragment. actually creating this scene in the doom engine, the thing that the cartoon was originally created to prevent me trying to do, seems like it may yet be necessary, but also possible with developments from the past few years, and regardless of whether my doing that is feasible i took it upon me to make isolated walking sprites for the lizards. or one of them, anyway. even though they are identical apart from their head protrusions and snout thickness i believe i will not be able to recycle their bodies. But only one actually “walks” during the scene. everything else i will probably have to import just as it is and use it only for this, awkwardly, frame-by-frame. I swear that almost makes sense in the context of gzdoom.

these colors are not quite accurate, deliberately, because it is presently mapped to the in-game palette, which I can replace ranges from within the “monster” definition data. the palette is stupidly designed, with the darkest oranges separate from the lighter ones, but the reds are all together, so replacing reds is easier than replacing oranges. Had my initial goals been grander and more focused I would have designed my own palette possibly but that is not how things worked and fortunately they are no longer incredibly relevant apart from how i go about replacing its ranges.
even though the dork is supposed to be orange, i don’t necessarily want it to be doom-palette orange, and if i want to place other generic lizards elsewhere that have blue or yellow skin this will make that simpler. Its spines are orange because i was not expecting to care about those but oops i did. it might need some tail points also but the original lacked them and they did not seem to be a priority.

despite my having drawn these with those dopes‘s frames as a guide this still took much of two days. were i a real artist i could have used a 3d model i already made and just loosely drawn over it and have been done in maybe four hours. I did not make a video with this because now the month is july and i am overcome with urgency at preparing comic book 4 and also cleaning up and coloring in beet cartoon 3. there is always a task that can’t ever end to break any momentum I might have developed on another one.


however i made a different video showing something less significant a week ago and did not even bother to edit or frame it properly. One of these days will definitely be one of these days.



December 19, 2018
Stupid Little Golf Video (released as Leslie Nielsen’s Stupid Little Golf Video in the United States) is the third and last of the how-to-golf-badly trilogy,


here are dope “pain” frames. of course it is rather un-dope like to show pain, so some/most of these may be repurposed as templates on which to draw other in-pain imps. I do not know how many more imps will need to be included. I fear there is a great many imps to whom retribution is owed.
This one will hop a bit when damaged. I do not know yet what effect causing the sprite to hop will have on the actual player dope’s control, but enemy dopes (all dopes are my enemies) should at least do it properly. This should NOT be taken as evidence of their competence and general ability to do any thing properly.
Also by now i can confirm that the player dope can indeed hop when struck. That does not mean I am impressed!

The second one has 8 views rather than 5 because i do not want its unusual pose to be mirrored when facing left. I do however want to have a full rotation of mirrored poses so I have a third pain frame. it will look bad at the front and back views since for them the alternate pose would be mirrored versions of themselves rather than the view across from them.

and so on this third set I included fresh, not totally mirrored alternate poses for the front and back, so that they cannot awkwardly switch to a backward version of themselves if harmed again before recovering. It is hard to see but I redrew the faces, moved the ears, changed the shading and things like that. I forgot which one actually IS facing forward so I made what turned out to be an alternate for facing front left also. Because I have a poisoned brain. Anyway this means this dope now has 5 potential pain gestures for each direction, so even if minimal effort to make the mirrors look less so is not sufficient, the chance of jumping from one to its backward clone is only 20% and would only be a factor when facing straight at or away from the player. I also went and added a manually reversed and resurfaced alternate for the second pain pose’s front view. Does that make sense? It shouldn’t!


When I have my dopes in a row I will present a full comparison of these beside the “original” dopes from 15ish years ago. In this one state you can see that while they got sad, they maintained their composure.

in the “game” the rendering engine was instructed by me to warp the graphics for this pain state. the warping unfortunately works in a very limited range of ways and it looks somewhat sloppy when it only appears for an instant, for there is no transition in and out of warp.

beyond that the sprite needs void of a height and width to prevent the warped part from wrapping around one edge to the other. Ths warp effect was designed to be put on floor graphics, you see.


Having all the extra space is no big meal for 1994-style low resolution sprites, but when I make them extra large, so that I can barely see them full sized in the Slade editor, and am drawing loads more frames, void management becomes yet more cumbersome.
you really don’t care, do you! Alas I must proceed as if you do.

the only warp currently in effect is on the pink brute’s wing-like attachments. the unseemliness of the warp effect is less obvious when it only affects a part. However, that also means that for this state at least the creature must be inserted into the game separate from its wings, which is its own bigger-then-necessary hassle. Doing that for EVERY frame would be a hassle ludicrous in size beyond already being ludicrous since I would need to spawn and remove the wings for every single in-game tic due to my lacking the presumably meager coding prowess necessary to make the separated wings merely follow what the pink dork is doing.
Observe also that one of the test dopes is in a pain frame even though it is NOT being struck; that is because I inadvertently gave the whole run of new pain frames internal names which conflict with the names I already gave to the idle frames I showed two weeks ago.

I forgot I had reserved the prefix “dopi,” with i meaning idle. I was today thinking i meaning injured! I didn’t want to go with dopp for pain or doph for hurt because I wanted to use just the vowels, not expecting I would need more than 4 extra sets of dope animation frames beyond the base “dope” I use for the normal stomping around animation. Each four letter frame set name can have up to 29 frames in it. I apparently was worried that 116 would not be enough stupid garbage to draw from 5 or more directions!
I used up to F — not using B in case I decided to also do mirror alternates with that first set I showed here — so only G of the idle frames still shows up!

ALSO! The first one is DOPIE7E3, which means it should be E facing right (angle 7) and E mirrored facing left (angle 3). However, its accidental replacement,


DOPIE7F3, is frame E ONLY when facing 7 right; it is F when it is mirrored to 3! Which means??! What SHOWS UP as DOPI-E3 in-game is no longer that standing graphic mirrored but actually

THIS graphic DOPIE3F7 NON-mirrored! Oh what a situation!
and then this graphic MIRRORED replaces

DOPIF7G3, which should be forwards! What a catastrophe! And DOPI-G3 is not replaced at all which means while this graphic DOES show up, it will only EVER be seen BACKWARDS! Why aren’t I in jail?

But nothing exploded so I should be safe to fix this and then all that will no longer be relevant! In fact I can fix it faster (I merely rename the second DOPI series to DOPO, O for “oh no”) than it took me to make all those pictures and text explaining it! But please believe I regularly screw up bigger than that and take longer to realize both what problem there is and what I or anything else did to cause it. I of course blame nemitz.

This is important to me for some reason. The sooner I conquer it, the better for everyone. For dope detractors and supporters alike. Although if you are personally acquainted with any dope supporters please refer them to the jail that I somehow am not in.



Nobody I know has a website anymore

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Nowhere
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pc72
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video game music database
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i warned you about this
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