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Post by continuityofficer on Jul 12, 2016 11:28:02 GMT
I LOST MY WORK AGAIN!!!
Bloody hell...
I was nearly done with that one too...
I did add it to a txt file, but forgot to save it...
I'm doing it on another computer next time... :/
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Post by Sharkalien on Jul 14, 2016 0:17:34 GMT
Hey, you guys know errorgamer , right? They and I'm assuming a couple other people made this fan adventure that's actually pretty funny: Waluigiquest. WAAAAH
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Post by 101nightshade101 on Jul 14, 2016 4:35:05 GMT
I wanna make a flash (of the video kind) for my adventure, but I have no money or access to any advanced programs of any kind. Does anyone know some free programs to create one?
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Post by Sharkalien on Jul 14, 2016 4:38:56 GMT
I wanna make a flash (of the video kind) for my adventure, but I have no money or access to any advanced programs of any kind. Does anyone know some free programs to create one? What a coincidence, a few weeks ago CarmineS made a thread about the very subject
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Post by tailortf on Jul 14, 2016 14:01:00 GMT
Here's a question - do you guys think an adventure's number of panels matters too much? I ask because Cult Following recently broke 600 panels and I'm still only on what I'd call Act 1, and meanwhile there are all these other great adventures getting tons done with fewer panels. I like to be a little more detailed in my approach, so my updates are usually big no matter what, but I feel like an adventure with that many panels might intimidate new readers.
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Post by 101nightshade101 on Jul 14, 2016 15:35:06 GMT
I wanna make a flash (of the video kind) for my adventure, but I have no money or access to any advanced programs of any kind. Does anyone know some free programs to create one? What a coincidence, a few weeks ago CarmineS made a thread about the very subject Thanks, just what I was looking for!
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Post by Arashi500 on Jul 15, 2016 1:36:31 GMT
Here's a question - do you guys think an adventure's number of panels matters too much? I ask because Cult Following recently broke 600 panels and I'm still only on what I'd call Act 1, and meanwhile there are all these other great adventures getting tons done with fewer panels. I like to be a little more detailed in my approach, so my updates are usually big no matter what, but I feel like an adventure with that many panels might intimidate new readers. I'm not sure which is more important, or if it's even the same answer for every adventure, but keep mind that while an increase in panels may scare off readers looking for newer adventures, it may also encourage readers who want something to really get into. It can also give a good impression of you being attached to the adventure since you're willing to do so much, so they may be more able to expect you to stick with it.
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Post by Sharkalien on Jul 15, 2016 8:30:56 GMT
Finally updated Househeld. It really does feel like this: I don't give a shit about art inconsistencies, I'm fucking done
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Post by Neptz on Jul 16, 2016 8:06:34 GMT
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Post by Arashi500 on Jul 18, 2016 13:35:46 GMT
So I'm having some more troubles rebuilding Rootborn. It seems some of my earlier efforts to maintain consistency have gone awry and I'm unsure how to proceed so I'd like some feedback. I've got a few formatting rules for Rootborn's Clashlogs. And now it seems I've got a few instances of inconsistency with the formatting here and there. As a reader, do such inconsistencies bother you? Typically, a killing blow in Rootborn won't cause exact damage to be displayed and instead will label it lethal in the ClashLog, while a wounding blow will display a damage number. Would it stand out to you or bug you if there were instances of lethal blows displaying exact damage as well as those that don't? I'm at a bit of an impasse and am unsure if I should bother trying to fix some of these clerical errors, and there are others I'm not sure I even CAN fix since I seem to have lost the source files. So whaddya you guys think? Am I stressing out over nothing and making a mountain out of a molehill here, or are these issues worth addressing? Should I endeavour to improve the early stages of my adventure's formatting by going back, or just chalk it up to being because it's the early parts of the adventure and try to do better going forward? Thoughts? As an example, here's a fatal blow done with inconsistency and the same fatal blow done according to formatting. Inconsistent Formatting:It's Daren's turn. Daren makes a successful hit on Ifsprit1 for 2 damage. Ifsprit1 is dead. Daren makes a successful hit on Ifsprit2 for 2 damage. Ifsprit2 is dead. Daren makes a successful hit on Ifsprit3 for 2 damage. Ifsprit3 is dead. Correct Formatting:It's Daren's turn. Daren attacks Ifsprit1 for a fatal blow. Daren attacks Ifsprit2 for a fatal blow. Daren attacks Ifsprit3 for a fatal blow.
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Post by continuityofficer on Jul 19, 2016 11:28:56 GMT
OK, so the next animation for my adventure will probably be done pretty soon, but after that, I wanted to follow up with a large amount of panels as a kind of "intermission", however, due to the nature of these panels (I'll have to do some harder drawing mainly), this might take longer then the animation.
Do you think I should post the animation then the panels later (maybe even the panels in a few posts inbetween) or wait till their all done?
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Chris
Juvesquirt
Drawing
Posts: 10
Pronouns: I'd rather not say
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Post by Chris on Jul 20, 2016 0:30:59 GMT
Here's a question - do you guys think an adventure's number of panels matters too much? I ask because Cult Following recently broke 600 panels and I'm still only on what I'd call Act 1, and meanwhile there are all these other great adventures getting tons done with fewer panels. I like to be a little more detailed in my approach, so my updates are usually big no matter what, but I feel like an adventure with that many panels might intimidate new readers. I'm just gonna leave this here: tgchan.org/wiki/Advice_for_Running_a_Quest
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Post by continuityofficer on Jul 20, 2016 2:09:47 GMT
Here's a question - do you guys think an adventure's number of panels matters too much? I ask because Cult Following recently broke 600 panels and I'm still only on what I'd call Act 1, and meanwhile there are all these other great adventures getting tons done with fewer panels. I like to be a little more detailed in my approach, so my updates are usually big no matter what, but I feel like an adventure with that many panels might intimidate new readers. I'm just gonna leave this here: tgchan.org/wiki/Advice_for_Running_a_QuestThese are all great tips. For people who didnt read it, the most important where probably: Have a conclusion planned Give up on those plans easily Listen to fan theories and use them to improve your story Dont try to make things perfect, they dont need to be Reach a conclusion if your gonna give up. Even a bad one means it had worth. One thing i'de like to add personally that people seem to struggle with is critisism. I think its important to keep in mind that critism doesnt mean somethings bad, i mean tolkein spent way to long describing unimportant details, and homestuck had a mediicre at best ending. That said their still considered fantastic. So keep in mind that you shouldnt give up just because of a bad point. That said, you should be keeping things in mind and trying to improve. Critique said my characters are a too quirk based, so im trying to improve on that and move the story to a place that improves that. I personally felt that things where getting a little redundant and silly, so im making it into a plot point. Etc. Dont let criticism make you feel bad, people only criticize because they want you to improve.
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NeoTTolemo
Gadabout Pipsqueak
Posts: 126
Pronouns: he/him/his
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Post by NeoTTolemo on Jul 21, 2016 19:24:32 GMT
Dude, Cult Following is great! I don't think there's a problem with the pacing when all the updates are interesting, and I managed to read it in its entirety over two days, so, I don't think the number of panels is an issue for now.
Anyway, on another matter and quoting myself from a non-Homestuck-related thing
So yeah I understand why adventures with only OCs which deal with Sburb fall apart easily, and I'll probably move on to a non-Sburb related one which doesn't require as much planning before continuing M?ND?L (even if M?ND?L already has some of its story planned.)
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Post by Piono on Jul 24, 2016 5:13:54 GMT
So, after reading through the entire thread, and having most of my questions answered in earlier conversations (although it HAS made me feel rather insecure about how I did the intro to my 'venture, but oh well, too late now.) The one thing that hasn't been covered that is sort of eating away at me is this; what about text based fanventures?
A little background might help slightly. The idea for Omegasplit (would link, but I'm on mobile) started out as an idea meant to be done with imagery, but I decided I might as well just start, 1 because I can't art and really shouldn't try and coerce someone else into doing it for me and 2 it is absurdly hard to find people interested enough in these kinds of things to stay motivated enough to do things like provide panels. So ultimately I just started up and decided that if someone is willing to do art I'll leave it out there that an artist would be welcome and in the meantime just do my thing.
I suppose I just sort of rambled there, but the point is, is there anything special I should keep in mind when working with a text-oriented format?
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Post by Zerio on Jul 24, 2016 8:08:29 GMT
I had a bit of a question on my mind for a while now, and now's as good a time to ask as any, considering it's probably going to be relevant in my own adventure pretty soon. Hopefully this would be the right place to ask. Regarding Sburb fanventures, how do you all feel about consorts? On one hand, I am sort of under the impression Sburb only features the four we have seen - salamanders, turtles, crocodiles and iguanas, and feel inclined to use only those four. But on the other hand, I'm a bit worried it could be tiresome or even underwhelming seeing the four species repeated over and over. So is using new species generally preferable, or is it better to stick to the canon four? If this is relevant at all, my adventure involves a version of the game including some non-canon classes and aspects, so maybe additional variations in consorts are to be expected anyway. Still, I'm a bit curious what people around here think. I suppose I just sort of rambled there, but the point is, is there anything special I should keep in mind when working with a text-oriented format? I'm probably not the best person to ask when it comes to text-only formats, but here are the few suggestions I can think of off the top of my head: - Clearly illustrate the situation and environment; try not to leave things vague or confusing. ...Unless confusion is the intent of the scene, of course. Then vagueness might be fitting, as long as it's clear it's vague to the characters as well, or meant to be vague to the reader.
- Try not to put too much text on a single page. This may just be a personal thing, but usually seeing walls of text would sort of put me off and I could imagine it would for others too. Feel free to break text up with your equivalent of a "==>" or "Next" command, if necessary.
- This may or may not be relevant depending on what you plan to do, but if you plan to use images on some pages, I recommend making them a lot smaller than the usual 650x450, and maybe not in the usual location of a panel. Like some text, then a small image to show what is happening - something like that. Again, might just be an odd personal preference, but I feel images would integrate better into a text adventure that way.
I hope my words manage to help in some way. Good luck with your adventure!
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Post by eerr on Jul 24, 2016 9:31:40 GMT
Text adventures eh:
As much as possible, show rather than tell. The thief stole the book. The suspicious man picked up the book and ran away.
Try to get the most out of your words. Your words should be dense and short to maximize reading speed and information conveyed. But don't overdo it.
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Post by continuityofficer on Jul 24, 2016 13:06:42 GMT
I had a bit of a question on my mind for a while now, and now's as good a time to ask as any, considering it's probably going to be relevant in my own adventure pretty soon. Hopefully this would be the right place to ask. Regarding Sburb fanventures, how do you all feel about consorts? On one hand, I am sort of under the impression Sburb only features the four we have seen - salamanders, turtles, crocodiles and iguanas, and feel inclined to use only those four. But on the other hand, I'm a bit worried it could be tiresome or even underwhelming seeing the four species repeated over and over. So is using new species generally preferable, or is it better to stick to the canon four? Frankly, i'm of the beleif that trying to copy homestuck is what kills Fanventures. Don;t do something because it's homestucks "Canon" do what makes things most interesting (as long as they make some sense). Think what animals best represent the theme's of your characters, and go with those, and more importantly, don't try and copy homestuck's "how we complete sburb", that makes things boring, and characters should confront situatiuons in different and ideally interesting ways. Maybe actually keep "breaking the game" as rose was going too. Maybe a character messes something up (like, idk, ectobiology) and that causes lots of problems. etc
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Post by Arashi500 on Jul 24, 2016 15:02:37 GMT
I had a bit of a question on my mind for a while now, and now's as good a time to ask as any, considering it's probably going to be relevant in my own adventure pretty soon. Hopefully this would be the right place to ask. Regarding Sburb fanventures, how do you all feel about consorts? On one hand, I am sort of under the impression Sburb only features the four we have seen - salamanders, turtles, crocodiles and iguanas, and feel inclined to use only those four. But on the other hand, I'm a bit worried it could be tiresome or even underwhelming seeing the four species repeated over and over. So is using new species generally preferable, or is it better to stick to the canon four? Frankly, i'm of the beleif that trying to copy homestuck is what kills Fanventures. Don;t do something because it's homestucks "Canon" do what makes things most interesting (as long as they make some sense). Think what animals best represent the theme's of your characters, and go with those, and more importantly, don't try and copy homestuck's "how we complete sburb", that makes things boring, and characters should confront situatiuons in different and ideally interesting ways. Maybe actually keep "breaking the game" as rose was going too. Maybe a character messes something up (like, idk, ectobiology) and that causes lots of problems. etc I'd contrast this by saying what actually kills sBurbventures is less copying Homestuck, and more not understanding it's strengths and weaknesses. Plenty of them I've read in the past have had interesting concepts, but they either spend too long pre-game and lose steam before they get there, or they start in media res too late in the game to give things like God Tier ascension the proper payoff. They often rely too heavily upon drama that isn't yet earned, or simply retread Homestuck's steps without adding much original substance in their intros. They either don't make their equivalent to Act 1 able to stand on it's own merits, or they just want to jump straight to their Act 5 and end up with information overload. Honestly, if you played it straight I think you could do a damn fine sBurbventure focused on simply completing the game, as long as you don't dive into the endgame to start off or make your beginning an uninteresting rehash. Reuse Homestucks ideas all you want if you're gonna do a sBurbventure, but try to keep in mind the flow of events from a new reader who has already read Homestuck's perspective. Is this the proper time to have your characters fondly regard posters in their room, or is this really the point where you want to offload another character on the reader? Have we gone too long without a gag, or are we spending too much time dawdling? Will the reader care enough about the character by now to get the reaction to their death that you're looking for or not? How much buildup is enough, and how much is too much or too little? As far as the Consorts go, I think they could be easily be added to without raising too many eyebrows, especially if you're also adding your own Classpects. I might suggest switching them all out or sticking with just the confirmed four if you were doing it more with strictly established ideas, but I think it's up to you as the author to decide which feels best in context of your adventure. Just remember that everything you add is another thing to have to keep track of going forward.
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Post by Piono on Jul 24, 2016 17:05:25 GMT
Okay, thanks to everyone who replied to me, "show more, tell less, and try to avoid walls of text." Is the gist I got.
As for Consorts, I'd say make new ones because I've contrasted between sessions that make their own and ones that don't, and generally I personally feel that having new ones works better, although that may just be me and the sburbventures I've read.
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Post by Zerio on Jul 24, 2016 21:01:50 GMT
Frankly, i'm of the beleif that trying to copy homestuck is what kills Fanventures. Don;t do something because it's homestucks "Canon" do what makes things most interesting (as long as they make some sense) [...] I never planned to copy Homestuck entirely or go for a regular "hey let's win Sburb Sverb normally" type adventure; SR is currently seeming like the latter, but will deviate quite a bit from this in the future. I do have ideas to keep it interesting in the meantime, though - adding new mechanics, twisting around and even overlapping some of the existing ones, unique Medium entry setups. Personally, I think the best way to handle an adventure is to start with a "regular" Sburb session, then add something else to it - something going wrong, a unique outside force, stuff like that, but of course not taking too many ideas from Homestuck, and while still having a bit of a focus on the session itself. I always felt Lands were a bit underexplored, even in Homestuck. I'd contrast this by saying what actually kills sBurbventures is less copying Homestuck, and more not understanding it's strengths and weaknesses. Plenty of them I've read in the past have had interesting concepts, but they either spend too long pre-game and lose steam before they get there, or they start in media res too late in the game to give things like God Tier ascension the proper payoff. [...] I definitely agree a lot of Sburbventures suffer from pacing issues. I think each character should have a decent amount of time to be introduced and acquainted with the reader, instead of rushing to introduce everyone and their sprite and their god tier title and their Land and their dream moon all as soon as possible; as a reader, that makes the adventure overwhelming and its characters almost impossible to remember. I also have a bit of a pet peeve when Lands become introduced, then are immediately referred to by acronyms and only acronyms. "What even is a LOCAF." Personally, I think the biggest reason behind pacing issues is from authors becoming too excited to reveal all their cool plans - like the twist of who dies, or what sort of unique powers a character will gain upon god tier ascension, or some crazy sprite shenanigan. I think it's easy for such plans to make current parts of the story seem "boring" in comparison. My advice to authors struggling with this idea anxiousness is to compensate by finding ways to make earlier situations more interesting, rather than skipping to the planned future scenarios. Have fun with the characters, play around with pre/early-game setups, try to appreciate each moment for what it is, maybe even hint at your plans without revealing too much about them. Just think of it from a reader perspective - keeping things like god tier titles or important plot points a mystery for a long time before revealing them gives them a lot more impact than suddenly skipping to and revealing it all, right? Mystery is one of the biggest things that made Homestuck so great, after all. Also, try to make the characters themselves interesting - they're the most important part of any story, at least in my opinion. And interesting characters usually lead to interesting scenarios, too. Anyway, thanks for the responses regarding consorts. I think I'll take the time to make them unique, after all. I just wasn't sure if fanmade consorts were a thing that irked people or not, but I still stand by my decision to include fan classpects despite knowing those bother some people, so I guess it was somewhat silly of me to ask about consorts, hehe.
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Post by continuityofficer on Jul 25, 2016 0:16:30 GMT
I wonder if it might be worth creating a kind of "Adventure Tips" thread, to help people with the basic parts of making an adventure. Ideally lock it and only edit it based on talk here so that it doesn't get too confusing and filled up with fluff posts that new people won't want to read.
I think it would be a great way to orginize all this advice and stuff that we've been spouting for the last 19 pages.
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Post by Zerio on Jul 25, 2016 0:25:36 GMT
I actually had that same idea while typing my last post. :p
It sounds like a good idea to me. Maybe divide it up into "sections," too. With character advice, Sburbventure-specific advice, pacing advice, etc.
Though I'm not sure about it being locked. Maybe it could be an open thread, where people could add onto it if they want or ask specific advice regarding their own adventures? With only the best-regarded advice being edited into the main "index" post.
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Post by continuityofficer on Jul 25, 2016 0:57:53 GMT
I actually had that same idea while typing my last post. : p It sounds like a good idea to me. Maybe divide it up into "sections," too. With character advice, Sburbventure-specific advice, pacing advice, etc. Though I'm not sure about it being locked. Maybe it could be an open thread, where people could add onto it if they want or ask specific advice regarding their own adventures? With only the best-regarded advice being edited into the main "index" post. The problem with that, is we already have a community designed for that, and that's this thread. Plus, it would be less discouraging to only see one post, rather then several pages. Even if they weren't on the main bit, many people would feel obligated I think. It also encourages advice that's not as new and talked about to be seen more, since it would be the first posts under the main one, whitch could be bad if the landscape changes. It also stops people giving joke or not really useful advice from having any influence on new readers.
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Post by Piono on Jul 25, 2016 20:44:21 GMT
Yeah, having a pinned post, instead of just an open topic, would be a good idea.
Although that makes me wonder if it would be edited from time to time, because it feels like there's still tons we could talk about and haven't covered yet, that would thus need to be added to said "Tips" column.
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