Okay #StraightWomen it is okay if you are having strange new and co fusing feelings about Natalie Portman. Shhh... it's okay. I am officially classing #NataliePortman as your one free lesbian pass out without losing your straight status.
Form an orderly line for arm stamps,
(Psssst, it's okay to be bi... even a lil' bit bi. Try it on for size.)
I also have pass out stamps for Gal Gadot as well as the usual Gillian Anderson and of course Tilda Swinton.
Angelina Jolie is a gimme. No stamp required.
Thanks ladies.
Seriously tho... it's IDAHOBIT day
What better day to come to terms with not being 100% straight?
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This is the rarest miniature I own- the Robin Hood Dwarf.
This was only available at the launch of the Nottingham Games Workshop store.
It was a gift from a fan, who lost a dear friend and inherited their dwarf collection. I needed it to complete my John Blanche diorama.
This, however, is a one off. It is the actual mini shown in White Dwarf and Ratspike, converted and painted by John Blanche himself.
And it's on the shelf behind me.
This is also a one off that appeared in White Dwarf. It was part of a giant entered into the first ever Golden Demon awards. I found it badly damaged and restored it.
#Gamedev tip.
Many games are replayable, but instantly lose that immediacy of exploration and discovery of puzzle pieces.
Something you can do to give your game a longer life is to use the modular nature of your level building to shuffle up some elements on replay.
Imagine you are playing a Resident Evil style game.
In this section, you escape zombies in the street, lock yourself in a garage and must find the fuse to get the locked door to open to advance.
Okay, so think about this as a simple lock and key inside a box.
The position of that box can change, and if you change the lock and key, suddenly the whole scene plays differently.
So if you make the street modular and have three slots and three boxes, the garage may be in any one of the three slots.
One of the issues with my collection of miniatures is that I don't have enough space to display them. They mostly live in storage.
As a result, I don't get to see the progress I have made painting them, and forget how many I have actually done.
I hope one day I get to see it.
I had an hour or so at my lock-up tonight and got to have a look through some of the tubs and it really lifted my spirits.
It also reminded me that my memory is terrible, as I didn't know I owned a bunch of them already.
:\
I mean it all looks like this... and when you consider how many tubs I have... it's... a lot.
#gamedev
There are a lot of videos on youTube that are speed focused- "build dark souls in a weekend', 'model a level in an hour' etc.
Please don't let these videos warp your expectations on how fast you should accomplish things. They do not reflect actual development times.
Games develop. Develop being the key word... like an old school photograph developing in chemical bath.
These videos usually use premade assets. In a game, those assets may not show up for months, and may change during the gameplay.
We would never speed build a location...
...because the game designers would usually need to block out the gameplay first.
So, take in these videos with your mind set to inspiration... not expectation.
Especially if you are learning new tools and workflows.