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Just a hangout place

@slizigizard / slizigizard.tumblr.com

Mostly Shitposts 30 she/her

i tried to make a venn diagram but my migraine is ironically too bad for me to have the brain power to take the time to fix the proportions and then i locked one of the text layers and got pissed off and gave up. but i kind of like it all fucked up like this

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Reblogged

“Why would you want to make a game for the original Nintendo?? No one is going to buy that”

Jokes on you! I sold 1 copy!!!

LOOK AT THAT BEAUTIFUL GRAPH! THATS A SALE BAAAABY

Holy shit yall. I just woke up to 21 sales! The game has officially recouped the cost of all the software I used to make it!!! IM PROFITABLE?!

...What's the game, how did you make it, and how are you selling it?

A week ago I was losing my mind over 1 sale, now I’ve sold 81 digital copies and 52 physical ones.

Over 100 people bought my game!!!!????? This is mind blowing. I don’t even know how to process this. I am so grateful. I would not have sold nearly this many without yall sharing this post as much as you did. I love you all so much. Thank you for making this happen. You all made my childhood dream come true in a bigger way than I thought possible.

Y’all we’ve sold 76 copies!!! A few weeks ago someone on bsky told me that they hoped I’d sell 100 physical copies of my game, and that seemed impossible to me. Now that might happen?! We are only 14 copies away from selling 100 cartridges!! This is insane!!

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yimra-deactivated20250209

What the fuck

This is absolutely fascinating. I've now been looking at Alex Colville's paintings and trying to work out what it is about them that makes them look like CGI and how/why he did that in a world where CGI didn't exist yet. Here's what I've got so far:

- Total lack of atmospheric perspective (things don't fade into the distance)

- Very realistic shading but no or only very faint shadows cast by ambient light.

- Limited interaction between objects and environment (shadows, ripples etc)

- Flat textures and consistent lighting used for backgrounds that would usually show a lot of variation in lighting, colour and texture

- Bodies apparently modelled piece by piece rather than drawn from life, and in a very stiff way so that the bodies show the pose but don't communicate the body language that would usually go with it. They look like dolls.

- Odd composition that cuts off parts that would usually be considered important (like the person's head in the snowy driving scene)

- Very precise drawing of structures and perspective combined with all the simplistic elements I've already listed. In other words, details in the "wrong" places.

What's fascinating about this is that in early or bad CGI, these things come from the fact that the machine is modelling very precisely the shapes and perspectives and colours, but missing out on some parts that are difficult to render (shadows, atmospheric perspective) and being completely unable to pose bodies in such a way as to convey emotion or body language.

But Colville wasn't a computer, so he did these same things *on purpose*. For some reason he was *aiming* for that precise-but-all-wrong look. I mean, mission accomplished! The question in my mind is, did he do this because he was trying to make the pictures unsettling and alienating, or because in some way, this was how he actually saw the world?

omf i never thought i'd find posts about alex colville on tumblr, but! he's a local artist where i'm from & i work at a library/archives and have processed a lot of documents related to his art. just wanted to give my two cents!

my impression is that colville did see the world as an unsettling place and a lot of his work was fueled by this general ~malaise?? but in a lot of cases, he was trying to express particular fears or traumas. for instance, this painting (horse and train) was apparently inspired by a really tragic experience his wife had:

iirc she was in a horrible automobile crash, as the car she was in collided with a train. i find it genuinely horrifying to look at, knowing the context, but a lot of colville's work is like that? idk he just seems to capture the feeling you get in nightmares where everything is treacle-ish and slow and inevitable.

unironically in love this image. ‘big day for me’ they’re SO excited about getting to use their flashlight. shared joy is double joy

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Reblogged

"View of the Space Shuttle Columbia's payload bay and aft section during the STS-1 mission include: Development Flight Instrumentation and Aerodynamic Coefficient Identification package in the center of the payload bay."

Date: April 13, 1981

NARA: 22477294

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