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#The cutscenes the tracks and anything...
copepods · 2 days
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so, there's no official place im aware of that's compiled the names of every music track in rain world which includes DLC, unused tracks, alpha tracks, and includes every location those tracks can be found, so! i made one :) mostly just for my own fun bc i love cataloguing things.
sadly i cant include links bc there's a limit on tumblr, but these should all be pretty easy to find with a quick google search!
black text = from vanilla game
purple text = unique to downpour
orange text= unused vanilla content, but added in-game in downpour
blue text= is used in vanilla game, but was added to more rooms/locations in downpour
Trailer and promotional music
RW dayns: promotional material (Remix of Sundown)
Threat - Superstructure (Trailer Remix): Switch trailer
What Fate A Slugcat: Release trailer (Alt version of Urban Jungle)
Together: Co-op trailer
Overskog: Downpour launch trailer, creatures teaser
Downpour: Downpour teaser trailer
Triptrap: Downpour regions teaser
Landmarks: Downpour lizards teaser
Task: Challenge mode teaser
Unused
Threat - Outskirts: with unused layer SU_4
Frost Reaper (RW_98): Unused
Threat - Rubicon (TH_HR): Unused
Alpha tracks
RW_2: Alpha_8
RW_3: Alpha_8
RW_4: Alpha_8, Alpha Trailer Music
RW_5: Alpha_8
RW_6: Alpha_8
RW_11: Alpha_8
Alphas, Gems and Junk
RW_12: Alphas, Gems and Junk
Illegible Neon Signs (RW_17): Alphas, Gems and Junk
Beat (RW_21): Alphas, Gems and Junk
Beat (RW_22): Alphas, Gems and Junk
Beat (RW_23): Alphas, Gems and Junk
Sky Islands (RW_24): Alphas, Gems and Junk
Night City (RW_25): Alphas, Gems and Junk
Free Mind Loop (RW_30): Alphas, Gems and Junk
Sub Sub Sub (RW_31): Alphas, Gems and Junk
Arena-exclusive
Noisy (RW_10): Arena
Action Scene (RW_13): Arena
Weyuon (RW_33): Arena
Slaughter (RW_34): Arena
Wired (RW_68): Arena
Menu and cutscene
Sundown (Theme I) (RW_8): Main menu and credits (Technically combination of Sundown (No Rain) and TitleRollRain)
Pictures of the past (RW_Intro_Theme): Surv/monk intro cutscene, UW_J01 (Inv only), OE_CAVE02
Passages: passage screen, UW_A14 (Inv only)
Reclaiming Entropy (RW_92): Saint end cutscene and credits (Was formerly named Theme V - Credits pre-Downpour)
Outro Theme (RW_Outro_Theme_B): Survivor, Monk, and Gourmand end cutscenes
Satellite (RW_72): SI_A07 (Spearmaster end cutscene)
BM_SS_DOOR: Saint intro cutscene
Train Tunnels (RW_27): Expedition menu, Metropolis night theme
Dream_DreamMelody: Dream cutscenes
Halcyon Memories (NA_19): CL_AI, RM_AI (Music pearl), Rivulet end cutscene and credit (Spelled Halcon Memories in OST album)
Game Music
Threat - Outskirts (TH_SU)
Unseen Lands (NA_40): SU_A53
Urban Jungle (RW_1): SU_107
Proxima (NA_01): SU_A07
Frosted Festival (RW_80): SU_A53 (Saint only)
Mud Pits (RW_09): DS_B02
The Wet Moist (RW_38): DS_B04
Old Growth (RW_15): DS_B01
Swaying Fronds (RW_51): DS_A26, UG_A26
Threat - Heavy Industrial (TH_HI)
BM_HI_GATE: HI_B04
Bio-Engineering (RW_43): HI_B04, HI_A07
Mist Engine (RW_50): HI_A18
Sheer Ice Torrent (RW_91): HI_A07 (Saint only), HI_B04 (Saint only)
Threat - Garbage Wastes (TH_GW)
Garbage Worms (RW_52): GW_B01
Lack of Comfort (RW_39): (GW_D02) (GW_B09)
Garbage City Shuffle (RW_37): GW_C02, GW_C04
Albino (RW_43): GW_E01
Stone Heads (RW_19): GW_C03
Overcast (RW_79): GW_A25
Accidented Condition (RW_83): GW_E01 (Saint only)
Eyes of Iron (RW_90): GW_C03 (Saint only)
Threat - Shoreline (TH_SL)
BM_SL_SHORE: SL_B02, SL_D05, SL_F01, LM_D05, LM_F01
Lonesound (RW_46): SL_D06
New Terra (NA_21): SL_A06, LM_A06
The Captain (RW_18): SL_A05
Moondown (Theme II) (NA_11): SL_AI, SL_WALL06 (also called Digital Sundown)
Vast Unlife (RW_89): SL_D05 (Saint only), SL_F01 (Saint only), SL_TUNNELA (Saint only)
New Else VII (NA_42): SL_WALL06 (ECHO) (Saint only)
Black Moonlight (RW_26): SH_D01
Demonic Riser (NA_25): SH_B17, CL_B17
Dripping Time (NA_17): SH_A05
Lantern Mice (RW_58): SH_C10, SH_A21
Floes (RW_40): SH_E05
ELSE III (NA_34): SH_A08 (ECHO)
Dark Sus (NA_08): SH_B05, SH_A24, CL_A24
BM_SH_CRYPTS: SH_B12 (Vanilla, patched out), SB_D04
White Lizard (RW_55): UW_D02
Underhang (BM_UW_UNDERHANG): UW_C03, DM_LEG07, DM_U09
BM_UW_WALL: UW_D07
ELSE IV (NA_35): UW_A14 (ECHO), MS_COMMS (ECHO) (Saint only), CL_D05 (ECHO)
Stargazer (NA_28): UW_H01
Threat - Superstructure (TH_SS) (also plays in The Rot)
BM_DS_GATE (Drainage Duct): SS_B01, RM_B01
Interest Pad (NA_09): SS_A09, RM_A09
Drastic FM (NA_16): SS_F03
Energy Circuit (NA_26): SS_D03, RM_D03
Random Gods (Theme III) (NA_41): SS_E07, SS_L01, SS_E06
Threat - Chimney Canopy (TH_CC)
Threat - Chimney Canopy (The Gutter)
BM_CC_CANOPY: CC_A02, CC_H01 (Saint only), Artificer end cutscene
Wind Chimes (RW_48): CC_B06
Sky Sprite (RW_55): CC_C11
ELSE I (NA_32): CC_C12 (ECHO), SB_A14
Cracked Earth (NA_39): CC_OUTPUT
Threat - Sky Islands (TH_SI)
Lovely Arps (RW_29): SI_D03
Kayava (RW_42): SI_D01
Speaking Systems (NA_23): SI_C06
Crystalline (NA_20): SI_B11, SI_D05
ELSE VII (NA_38): SI_B11 (ECHO), SB_D01
Silicon (NA_04): SI_B12, DM_VISTA
BM_SI_STRUT: SI_B13, SI_F01
Chillblain Grace (RW_84): SI_C02 (Saint only)
Threat - Farm Arrays (TH_LF)
All Thats Left (RW_14): LF_A14
ELSE V (NA_36): LF_B01 (ECHO)
Distance (NA_30): LF_D01, SU_PUMP03
Nest in Metal (RW_49): LF_A01
Maze of Soil (RW_47): LF_H01
Raindeer Ride (RW_54): LF_H01
Emotion Thread (NA_24): LF_J01
Ferrous Forest (RW_28): SB_G02, SB_G03
Leviathan Cave (RW_53): SB_J02
Grumblebum (RW_41): SB_A03, SB_H02
Deep Energy (RW_45): SB_F03
ELSE II (NA_33): SB_A10 (ECHO), HR_C01
Silent Construct (NA_27): SB_D04, SB_F02, SB_I01, DM_CROSSOVER02, SB_B04
Gold Swim (VS_A_GOLD_SWIM): Upper void sea
Big Open (VS_B_BIG_OPEN): Central void sea
Worm Inferno (VS_C_WORM_INFERNO): Central void sea
The Ride (VS_D_THE_RIDE): Void sea
Deep Light (Theme IV): Bottom void sea, ascension end cutscene (Technically combination of Deep Ghosts/VS_E_DEEP_GHOSTS, The Core/VS_F_THE_CORE and Outro Theme/RW_Outro_Theme)
BM_SB_FILTER: SB_J03
BM_SB_SUBWAY: SB_C10, SB_F01, SB_H0
Orange Lizard (RW_62): SB_TESTB, SB_TESTC
Rooftops (RW_7): VS_A01, Arena
Rain (RW_61): VS_B02, VS_B10, VS_C13
Veiled Northstar (RW_93): LM_TUNNELA, VS_A09, SL_TUNNELA
Fragments (RW_96): VS_F01
Threat - Pipe Yard (TH_VS)
GREY CLOUD (RW_32): LC_GIRDERWALK, Arena
ELSE VI (NA_37): LC_highestpoint (ECHO)
Dustcloud (NA_02): LC_TEMPLEENTRANCE
Phasing (NA_06): LC_C08
Lost City (RW_59): LC_ENTRANCEZONE
Threat - Metropolis (Day) (TH_LC)
Threat - Metropolis (Night)
Sparkles (NA_05): OE_RAIL01, OE_TOWER09
Reminiscence (NA_11): OE_TREETOP
Bloom (RW_60): OE_JUNGLE05
Wandering Cut (RW_63): OE_RAIL02
Daze (RW_64): OE_RUIN14
Ancient (RW_69): OE_RUIN02
Open Skies (RW_97): OE_RUINBACKHALL
Threat - Outer Expanse (TH_OE)
Threat - Outer Expanse (Night)
The Coast (RW_16): LM_D06 (also called Shoreline)
BM_UW_UPPERWALL: LM_WALL01, LM_WALL02
Metal Canopy (RW_66): LM_TOWER09
Trusted Component (RW_82): LM_BRIDGE02, LM_BRIDGE03
Threat - Waterfront Facility (TH_LM)
Wormpad (NA_03): RM_GSB1
Qanda (NA_07): RM_D02
Sparkling Pendulum (RW_71): RM_B04
Flicker (RW_73): RM_I03
Not Your Rain (RW_76): RM_ROT01
Glass Arcs (NA_18): DM_I02, DM_I05
Flutter (NA_29): DM_WALL06
Scapeless Doubt (RW_70): DM_LEG01
Obverse of the Old Wind (RW_78): DM_ROOF01
Reflection of the Moon (RW_95): DM_ROOF04, DM_MOONCHAMBER
Threat - Looks to the Moon (TH_DM)
Past Echoes (NA_06): UG_C02 (ECHO)
They Say (NA_22): UG_B02, UG_B10
Breathing Hyometer (RW_81): UG_GUTTER01, DS_GUTTER01
Weathered Steps (RW_94): UG_A05
Garden (RW_65): MS_BITTERENTRANCE, MS_SPLITSEWERS
Random Fate (RW_67): MS_LAB14, DM_I11
Aquaphobia (RW_74): MS_I06
Onto A New Dawn (RW_75): MS_FARSIDE
Fragile (RW_77): MS_BITTERAERIE2
Ascent (RW_85): MS_ENTRANCE
Flux (RW_88): MS_I02, MS_I03
Fading Light (RW_87): CL_D01
Pulse (NA_31): Saint ending
The Cycle (RW_86): HR_M01, HR_M02, HR_M03, HR_M04, HR_FINAL
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altocat · 5 months
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If Square ever hires me we're getting a Genesis-centric game no one wanted where Genesis has catty inner monologues and the set goal of the plot is acquiring people who can tolerate him for more than five minutes.
Also you solve a mystery or something.
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beevean · 9 months
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Castlevania: Curse of Darkness
Insane Aristocracy
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bmpmp3 · 3 months
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after six years of the game being out and after three and a half years of me actually playing the game i have finally beat botw. did u know finishing video games is. fun,,
#hey its not as bad as norn9 where im only a third in after six years. and rhythm thief took me a genuine decade#im very good at taking my time#MY IMPRESSIONS its a good game :) i think i had a little over 100 hours by the end. one thing about the final boss fight though -#it made me kinda miss like true classic zelda scripted boss fights LOL but lots of fun!#some of the dlc stuff i couldnt do like the champions ballad and the sword thing RIP had to look up the cutscenes later~#theyre tough! but also my playstyle has always been a bit of. just run and go for it#planning and stealth is not my strong suit. by the end i was running directly up to guardians and just killing them before they killed me#i can eat kebabs faster than they can shoot lasers. i am unstoppable#the soundtrack was nice! subdued obvs since its open world#but the standout tracks are really standout. of course i love rito village night ver being dragon roost island#and the hyrule castle theme turning into zeldas lullaby in the internal parts hit me#and of course the main theme is iconic. i like the version with the hard break in the middle the most i love that cut so much#i know people edited it out and in the live version its not as harsh because its live#but i LOVE IT i love it so much. mix of synthetic breaks with a fantastical and traditional sounding theme. awesome#that whole 3 and a half years before i got a copy of the game (i wanted to beat skyward sword first) i didnt look up like anything#didnt pay attention to anything people were saying. heard something about it being open world. heard some speedruns were like an hour#and i heard the theme. and i listened to that theme on repeat for all those years. so so good#now i will probably do that for totk- not knowing anything about it for three years until i finally play it LOL thats how it is so far#people have told me about it. but truthfully i wasnt really listening. sowwy. i was focused on botw orz#but i wanna play something different now. take a break. also wait until i can find someone selling totk used for under 70 cad KJDLJFKDSJDKS#i am NOT paying nearly a hundo for a videoed game nintendo you cant make me#maybe now i should finish all the other games in my backlog. or i could start 5 new ones. hmmmmmmmm
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misterbaritone · 8 months
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aight so now that’s I’ve played BBS I can finally ask: Besides trusting Xehanort(and Jumba to an extent) and killing Eraques what did Terra really do wrong?
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iggyfing · 2 years
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swtor came out in 2011, is fully voiced, and threatens to melt my computer on the lowest graphics setting
ffxiv came out in 2013, is not fully voiced, and looks way nicer without running my comp real hot
either audio files take up a whole lot of processing power or bioware has no idea how to optimize a game
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desertdragon · 3 months
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T/////Eight story amounted to basically nothing so I guess I'm back here to the other stupid as shit game I give too many chances on a more full time basis again (minus still writing my As///u/////Lil////i fic I love that thing too much and people in my DMs are counting on me for more)
At least I'll always have my friend and her best ending
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And her faggot
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EDIT: Ok it was nonsensical and full of holes like swiss cheese but now that i've calmed down this was always a goofy silly dumb game that cares less about taking itself seriously as it does being cool and fun, so while im disappointed and im allowed to be disappointed, im not running away with my expectations on this like others have. Tekken is still fun and will always have a place in my heart. And I do appreciate receiving some things I've always wanted regardless of my upsets with their execution flaws. They were finally able to make me feel like my favorite characters have closure on some level regardless, and that has to be commended.
#devastated. i'm devastated. the one time i was hoping Bamco would give us a decently written feast without shitting the bed#on the one hand i'm a fool for thinking they'd ever not write utter nonsense on the other hand i did get a handful of things i wanted#and i'm ok w going back to not really taking it seriously but it feels like even when i got things i wanted or liked#the WAY they were given to me was so shit i almost wish i got nothing#also this game has the best Asuka ending for once but that's such a low bar- it's the only ending where she's finally happy#god it wasn't even a story it was a skeleton of a script with ten different ppl working in separate rooms only coming out sometimes#to keep Jin on track and even with him as lead he got half baked shit- ALSO JUN??? JUN??? THE WAY THEY DROPPED THE JUN BALL#THE WAY WE GOT NEW CHARACTERS BUT NONE WERE LEGIT EXPLAINED OR GIVEN BACKSTORY? aaaaaughgghghhghghggh#telling everyone here bc i can't put spoilers on my main dash rn since it's not officially out for all platforms yet the PS5 ppl got theirs#and they streamed/posted all the cutscenes and character episodes days early so i saw it on youtube bc im impatient#i know none of you here give a shit lmao#ALSO THE MAIN BRANCH OF THE ******** FAMILY BEING REVEALED AS WIPED OUT BUT ASUKA HAS NOTHING TO SAY ABT IT- HARADDAAAAAAA#it's a fun game to play as a fighting game but dear god anything else you're in the trenches THE TRENCHES#i'm still arguing w myself if i'm gonna buy it once the recent global strike for Palestine is over or if i wait for a steam sale#once again collecting the less than ten things i like abt something and mourning the rest#this is my asuka alt in the pic btw I'll always love asuka goofy or serious but damn girl... I'm so sorry#i liked the ending of T8 but how we got there is borderline nonsensical and contrived#and at the expense of consistent character depth for pretty much anyone#EDIT: YES IM DISAPPOINTED BUT- this has always been The Goofy Game and i accept that now and yes i got things i loved and i love them#this is a game that has never taken itself seriously before anything else- which isn't the same as a serious game dropping the ball ie. FF#so in the end i'm mixed! i have what i don't like and what i think was missed- but i like it for what it is and i LOVE Asuka's potential#i love that in this game Asuka is finally at some form of peace regardless of the holes in the execution
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onshrike · 2 months
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my full comic from @neverturnbackzine
my core pitch for the zine was a comic focusing on shadow's uncertain identity and the power of suggestion.
"If he says he knows the truth about who I am...then like it or not, I have to believe him."
with this comic i wanted to explore how the semi-dark route feels like a storyline where shadow gets manipulated by black doom (of course, the pure dark route also carries this feeling, but semi-dark feels a bit heavier to me personally). he's fed just enough information to keep him following along and open up his mind to black doom's ideals, but he still retains the ability to question things... until he doesn't.
"That's right. This will remind you what the humans did to you. Never forget that horrifying image!"
in the end, shadow's story ends the way black doom wants it to.
--
the majority of the dialogue in my comic is comprised of quotes from the game (cutscenes & level dialogue) either directly or altered. it's been a few months so i wasn't able to track down all of them again (most are general sentiments across multiple routes anyway), but here are a few i could find in order of appearance in the comic. used or altered lines are in bold:
Page 1
SHADOW: Who are you? BLACK DOOM: You don't remember anything, do you? But you will... In time. But now, there's no time to waste here.
Page 2
SHADOW: ("Shadow the Hedgehog"... Why does that name haunt me? It's the only thing I can remember. And that gruesome image...)
Page 3
BLACK DOOM: Those vile soldiers are still defiling our precious home.
BLACK DOOM: What a pathetic sight. Shadow, follow them. Make sure they understand their situation.
MARIA: Don't worry, Grandfather. Shadow and I will protect this planet. Right, Shadow?
Page 4
SHADOW: ("Shadow the Hedgehog"... Why does that name haunt me? It's the only thing I can remember. And that gruesome image...)
--
there's one line of level dialogue i wrote down that i originally wanted to open the comic with if i had been assigned to the Neutral route. it's "Are you awake, Shadow?". i don't know why it stuck in my head so badly. there's just something so... heavy about it. Black Doom's level dialogue in Glyphic Canyon was the main influence for the tone of my comic. once i started paying really close attention to what BD was saying, i couldn't un-hear the ill intent i got out of it.
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idcallmyselfhuman · 6 months
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Xiao/Aether 👹⛅ Masterlist 2.0
A compilation of moments between Xiao and Aether through the years. The last revamp I did on the old post got nuked by Tumblr, so I just made a new one.
I tried to be as complete as I can, but there's probably some stuff I still missed. The shipping wiki is great for compiling stuff, but I felt it wasn't very detailed. Soooo here ya go
Lover's Oath (Lone Tower in the West)
Thank you @kristalijah for the reminder!
On Aether's journey through Liyue, he was tasked to inform the Adepti of Rex Lapis' "death". The Wangshu quest is the first time he meets Xiao in the game, and a certain detail didn't catch a lot of people's attention until the soundtrack got released a while later.
"Lover's Oath" is the song that plays in the background the very first time Xiao appears in front of Aether. On one hand, this could very well just be in reference to the place they were in, as the balcony of Wangshu Inn is known to be where lovers spend time together. However, this theme never plays for any other scene again, nor is it the background music for the balcony in general.
The only time this track is used again is during Tuned to the World's Sounds, an event in-game where Xiao and Aether duet this song on the very place they met, with Xiao playing a lyre, and Aether, a zither.
This theme has only every been used when they are together. So, Lover's Oath can be considered "their" theme. I adore this tidbit of information because it fits their future relationship so well, as the game constantly reminds us now of Xiao's promise to Aether.
Battle of Osial
If you're a fan of this ship, I'm sure you already know. This was the moment the fandom went, "wait a minute...", essentially the birth of the ship itself.
This cutscene is just [chef's kiss], its existence makes me so happy. The Aether community in 2020 has never been the same.
Aether's feet were already steadied. Xiao could have let go already, or let him fall as gracefully as Mountain Shaper did to that guard (I would have hated him). There was no reason to hold on. In fact, he had every excuse to release his hold the moment they got to safety because he was the one who kept insisting that contact with mortals, or even being near them was something he absolutely Did Not Want. But he didn't let go. No, even more— he tightened his hold, squeezing Aether's hand and telling him to be careful. HUH?!?!
Looking back on this scene also made me think of Aether's unique ability to purify things he touches, something that still hasn't been explained. I wonder if Xiao was already gravitating towards Aether because of it, finding comfort in his contact without knowing why, just yet.
Lantern Rite 1.3
I'm sure we're all familiar with this scene, right?
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The very first time Xiao promised Ae that no matter what, as long as he calls his name, he will be there. I think the game showed how special that promise is really well.
Moonlight Merriment
On the same year, they released Moonlight Merriment. The first time Aether summoned him was here, when Xiangling was looking for a 'customer' with mild tastes. While Xiao told Ae to call for him when there's trouble, it's really cute that he doesn't really mind what sort of 'trouble' it is.
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Whether it be actual danger, or a small dilemma that Aether needs help with, he's there. (Though I guess you can see it as anything that is bothering Ae is considered trouble enough, no matter the scale :))
This scene also clarifies that the promise was specifically made to Aether, and no one else, not even Paimon. The fact that they went so far as to have Paimon call for Xiao multiple times only for nothing to happen is... so fucking funny. Aether says his name once and he's already there.
Just... your commitment is really subtle, Xiao. Keep at it.
Baizhu's Story Quest
The second time Aether summons him is during Baizhu's story quest, and I think this part is what really cemented the weight of that promise for me.
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Every single time Aether brings up that he can contact our resident yaksha so easily, they're always surprised. The adepti are known for wanting to keep to themselves that even Changsheng thought it would be impossible for them to meet, but here Xiao was, just one word away for one special traveler.
It's an oath that was made with such... devotion? Loyalty?
It would have been a little more distant had it just been for protection, something like "when you're on the brink of death, you may call for me." but it isn't. This was literally a promise that whenever Ae needed him, Xiao will be there, "Anywhere. Anytime."
It's also sweet how Xiao's departing words are always a reminder to call him whenever needed, to the point where Aether has to say "Yeah, we know." If that promise had an expiration, it sure as hell doesn't matter because Xiao keeps renewing it anyway.
Perilous Trail (Interlude)
Unfortunately, there was one time where Xiao failed to get to Aether, but only because he physically wasn’t able to. The only time he couldn’t fulfill his promise was because he was stuck in a different plane of existence. But even then, once he heard that Aether was in trouble, he was persuaded to cross a literal fucking spacerift to get to them.
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You absolutely cannot tell me they aren't in love because you would be wrong.
Also Yanfei being perceptive enough to use Aether being in trouble to convince Xiao? Bless. Where else did we see someone pull out the 'Aether' card on Xiao recently...?
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god he's so fucking easy and everyone knows
Anyway, this quest also showed how protective Ae is of Xiao, constantly asking how he is or if he was okay, ignoring Xiao's warnings entirely.
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He even gets mad when Xiao brings up creating a will.
Just— a lot of things happened in this quest. While I can't add all of them, do yourself a favor and either play this or check it out in the archives. Yanfei knows what's up
Also there's a part where Aether looks over Xiao's sleeping face and wonders to himself if a person who's always wary is capable of dreams.
To finish off the Chasm segment, it ended with a conversation that had Xiao realizing a lot of things he was lost to because of his grief: that there are people who will always care about him, and in his words, "Even the darkest hearts have room for those they cherish.
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"Will Xiao be ravaged by the unending war he wages and be plunged into despair? Or... will he meet someone who understands his sacrifice, and can shine a ray of light into his dark world..." —Dainsleif, Collected Miscellany - "Xiao: Conqueror of Demons"
I think... it was important for him to have had this conversation with Aether. Zhongli acknowledges this as well in the most recent Lantern Rite, but the beginning of the changes within Xiao started because of Aether constantly pushing him to see the light.
Bonus! Xiao being a dumbass
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WHAT THE FUCK DO YOU MEAN "...Really..." YOU WERE JUST STANDING THERE?!?!!??!??
Companion Voicelines
Aether: "How do you like it here?", "Want to chat?"
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To bring up Aether's ability to purify things again (Dvalin's Tear), it could be related to that. Or, maybe Xiao just gets so in his head about Aether in his presence that his Karmic Debt just gets insta-blocked. Who knows?
Aether: Is there anything you'd like to do?
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For the first and second Lantern Rite, Xiao was still adamant on not even stepping foot in Liyue Harbor, declining every invitation to go there because of how much he disliked being near mortals.
Yet in his teapot voicelines, once you reach a high enough friendship with him, Xiao actually takes the initiative to invite Aether to go to the city, if only to understand him better. Xiao explicitly says that his willingness to go to the harbor was for him.
This isn’t the first time Xiao brings up his wish to get to know Aether better. At first, he kept saying that he has no interest in human affairs, but in his voicelines, as the two of them get closer and closer, he says that he would like to know more about Aether.
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I also really like Shenhe's voiceline. Aether's effect on Xiao benefited not only him, but the people surrounding Xiao as well. It's shown in the way Xiao's become softer, and more open to being in social gatherings. We see it the most in Lantern Rite 3.4, Waterborne Poetry, and the biggest one that point towards the cause being Aether is Xiao's birthday letter of 2023.
Birthdays
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If Moon Carver's reaction is anything to go by, the old Xiao doing this for his birthday was unfathomable. As Xiao allowed himself to open up to the world, the people around him were also able to enjoy their old friend's presence as well.
Dainsleif said that the cost of his duty was perpetual solitude, but it seems that that's no longer true.
Fun little note: The fact that he went to Moon Carver first is funny to me, since Aether and Moon Carver are both voiced by Zach Aguilar.
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I was reminded by @comfortingnightmare that Aether was the first person to celebrate Xiao's birthday in a thousand years :>
Which brings me to another topic! Gifts!
Aside from the adorable fact that every character in the game gifts Aether something on their birthday, Xiao gives him a butterfly made from leaves in his voiceline.
From what I've read, butterflies supposedly mean conjugal love, freedom, and vulnerability of life in Chinese culture. I'm really no expert on this so take that with a grain of salt.
There's also the more obvious meaning, which is transformation in one's self. I really don't like tackling this kind of thing because it's very "the curtain was blue", but if we take their relationship in consideration, it fits.
Lucent Crescent
Big thank you to @spiderskull142 because I didn't even know about this.
In this year's TPRGT image, we see that Paimon is holding a red box—Aether's gift for Xiao. I didn't really pay much attention to it at the time since I thought it was just a regular gift box... and also because I was distracted by Xiao pretending to sleep. It's about the closest we can get to Xiao feigning illness to get pampered LMAO
Anyway, I looked it up and apparently those specific boxes are used to keep jewelry. I looked around Liyue to see if any other store used this box for anything else, but the only one that seemed to have it is Mingxing Jewelry, a boutique that specialized in an ornament called "Lucent Crescent".
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Note: The closest I could get to a box that was similar-looking were the red stacked boxes outside of random houses. No other store seemed to have them, so I can only assume that's where the box was from.
When you interact with Xingxi, the person who runs the shop, she tells you about the meaning of Lucent Crescents.
Xingxi: Have you ever heard anyone mention our Lucent Crescent ornaments? They are especially popular with young people. We produce a very limited quantity of Lucent Crescent – only ten per month. People say that if you manage to purchase one of them, you are sure to win the heart of your beloved.
As we know, Aether is very mindful with the gifts he gives every year. I don’t think it’s too far-fetched to think he would order something as valuable as this for Xiao.
And speaking of Aether's gifts...
Teyvat Food Notes: Sweet Dream, Adeptus' Temptation, Mint Jelly, Unagi Chazuke, Satisfying Salad
Alongside Xiao's birthday art are articles from the Teyvat Food Notes, where real-life recipes of in-game food are made, and it also has interactions between XiaoAe on his birthday.
Sweet Dream (Almond Tofu)
Note: Both google translate and Papago seem to use Mandrill instead of Xiao, so... just know that’s who it’s talking about.
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This is where we learn that Xiao didn’t even make Sweet Dream; this dish was Aether’s thank you gift to him. Xiao’s specialty dish is a gift from Aether. I’m—aGH! ANYWAY.
Sweet Dream also makes an appearance in Childe’s birthday art in 2022. And— I’m really sorry to Tartaglia, but seeing that dish stole all his thunder I just couldn’t get over it.
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I like to think that Aether was so preoccupied with making Childe his birthday feast that he began to absentmindedly prepare Almond Tofu in the way he’s most used to (because of how often Xiao requests it.)
Additional:
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Adeptus Temptation
This one in particular isn’t from one of his birthdays, but a special they put out for the first Lantern Rite, which includes every released Liyue character at the time. I was initially going to write it off, but I thought hey what the hell, what are the odds that there’s gonna be a XiaoAether moment in here?
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Of course there was. With these two, I should have known.
Note: “Fairy/Buddha Jump over the Wall” is apparently an actual Chinese delicacy that the Adeptus’ Temptation is based on!
A little more additional context, I added the part where Zhongli was going full English teacher at the beginning because everyone was spouting poetry so passionately with every bite of the dish. That’s why Aether wonders, “Do all Liyue people eat like this?”
That’s also why Aether asked Xiao to give him an evaluation of the food, hoping he’d be the same as the others. I found it really cute, especially right now as we just finished Waterborne Poetry.
From the very beginning, Aether caught a glimpse of Xiao’s affinity to being poetic (Isolation does that to ya, who knew?), which is why in the event, he encourages him to write poems. With enough encouragement, along with Xiao pondering over Aether’s words and advice, he eventually does write a poem.
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Frost-Coated Slime (Mint Jelly)
For this Teyvat Food Note (2021), Aether laments that he doesn’t really know Xiao very well when he realized that the only gift he can think of giving him is almond tofu.
“Although it is not impossible to continue to treat [Xiao] to eat almond tofu, there is a stubbornness in my heart that has been preventing me from continuing to serve almond tofu.
I don’t want to be the same as usual, I don’t want to give [Xiao] the same gift as everyone else.”
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Aether realizes that almond tofu has become somewhat basic, since everyone else gives the same thing, and it’s no longer a gift he considers to be special enough. He then remembers the mint jelly he once tasted in Mondstadt, and thought it was similar enough to the texture and taste of almond tofu. He decides that that’s what he wants to give him.
Once he meets with Xiao, Xiao gives him the ‘butterflies’ he caught (I assume this actually refers to the crystalflies he gives along with the letter?) Aether thinks wearing [crystalflies] on his head doesn’t suit him, but Xiao seems to expect him to wear it judging by his silence. This also fits his letter that year, where he admits he was actively looking for crystalflies for Aether to put on his hair, thinking it would look nice on him.
The last part of the food note is so heartwarming. After Aether has him help prepare the mint jelly, they finally settle down to eat it.
Xiao: It doesn’t look like I want to eat it. I’d better order almond tofu.
[Aether] grabs Xiao and explained that it actually tasted very good, and the texture should be similar to almond tofu.
Aether: The most important thing is that for Xiao’s birthday, I want to make something different as a gift...
Xiao stopped.
Xiao: I don’t worry about the taste of the food you cook. I just want to collect it.
They are so cute?!?!?!?!
Later on, Xiao confesses that he doesn’t like almond tofu just because he likes the taste, but because of the memories that accompany it.
Aether then looks at Xiao, but Xiao doesn’t look at him. Instead, he says “The jelly I made today is a special memory. Thank you.”
Unagi Chazuke
Thank you @dragon-type-nuggetz for sending this one because this is what reminded me that the other teyvat food notes existed aside from almond tofu and adeptus temptation lol
Last one for the Teyvat Food Notes! There’s none for 2023, because they seem to have discontinued it entirely after 2022. This one’s a lot shorter than the other ones, but no less sweet.
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Aether knows that with Xiao’s dedication to Liyue, he works non-stop to defend the nation and has never experienced anything as leisurely as going on a vacation for the sake of relaxing. So instead, Aether tells him stories of his travels, and he decides to cook a dish that gives the feeling of traveling with him.
Xiao also says something here that I found really funny.
“Let me start by saying that I have no interest in human food. Even if the food you make doesn’t taste good, I won’t eat it.” CAP. You’ve gone this long eating Aether’s food, who the hell are you trying to fool?
In the end, Xiao finishes the entire bowl to Aether’s shock, but he says he’s sorry as he can’t think of any words to praise the food.
Aether then says that the fact that Xiao finished it at all is the greatest compliment.
Satisfying Salad
This isn’t connected to the food notes this time, but just the dish in general. Satisfying Salad and Almond Tofu are the first dishes that Aether has ever given Xiao in-game to convince him to talk to them. I thought it was a pretty minor thing and didn’t think much of it at the time, up until Smiley Yanxiao brings it up again in Moonlight Merriment.
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Everyone around Xiao thought that almond tofu really was the only thing he can eat, only for Aether to prove otherwise. While he claims that he has no interest in human food, and the only thing he can possibly stomach is almond tofu, he has never denied anything that Aether offers him, even when the two of them didn’t even know each other very well yet.
So, for all of Xiao’s talk, he has shown in his actions pretty clearly that Aether is and has always been an exception for him. Whether that be for food, or anything else...
Lantern Rite 3.4
I am here to remind you all of a beautiful scene that should never be forgotten for years to come.
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Regardless of Genshin trying to be mysterious and making us guess who saved Aether, the fact that they both came rushing over is incredible on its own. They know that Aether isn't a damsel in distress, and Paimon's acting was so on the nose, but they still couldn't allow even the slightest possibility of harm to come to him.
Xiao looking away and talking in circles just to say he really was worried is the funniest fucking thing.
As for the Lantern Rite dinner... well, first things first. We say thank you to Hu Tao for her services as a professional wing-woman (It's her side-job to advertise the parlor)
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Moving on! Remember when Aether told Xiao he'll bail him out of uncomfortable social situations? (Companion voicelines)
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There really isn't much I could say that I haven't already said before. For XiaoAether shippers, this was Hoyo spoon-feeding content on a silver spoon. It's Aether and Xiao at their most comfortable with each other, talking and spending time with the people they care about.
It's years of talking to each other, of Xiao realizing that he's at ease when he's speaking to Aether, of learning to talk more about himself to the point where he starts talking about his past and the people in it...
It'll be awhile until Xiao will ever be comfortable with large crowds, but as long as Aether's there who knows when it's becoming 'too much', he'll be fine.
Aether is also, in Xiao's eyes, the most distinguished guest among them all.
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I couldn't add it but Xiao also says "I trust Aether's judgement." in this scene.
This Lantern Rite is also where Zhongli acknowledges what Aether has done for Xiao :")
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(Suspiciously on the last screenshot, the perspective makes Zhongli look like a pastor wedding the two of them)
Waterborne Poetry
The catalyst for this post. The reminder of how lovely this ship is, and how far these two have come.
As we have all learned from Xiangling, Yanfei, Venti and Hu Tao, you only need to mention Aether's name to convince Xiao of whatever it is you're planning. The part where Aether and Team Chongyun were trying to convince him to come with them and touch some fucking grass was really cute.
This event and the previous Lantern Rite also had Aether and Xiao talking privately, only to get interrupted by Paimon/Xiangling (as well as calling them out lmao)
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And, of course, the scene that everyone freaked out over,
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A short, but sweet moment where Aether looks at Xiao from afar and immediately gets inspired, performing a poem where the real meaning is shared only between the two of them...
And Xiao's smile.
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An expression that Aether had done so well to bring out.
Xiao in a Commission
One last thing! Xiao appears in the Liyue Commission "Uninvited Guests". It's very short, but cute
Xiao: Oh, it’s you.
Aether: What brings you here?
Xiao: I encountered these monsters by chance and defeated them.
Xiao: This area is not safe. So...
Aether: I’ll be careful.
Xiao: Right. I have other matters to attend to. See you.
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...There are still things I couldn't add, but that's okay. I got mostly everything this time so I'm satisfied. Very grateful to the people who reblogged the old post to add more stuff :))
Some things I didn't add were trivia from the shipping wiki. For one, apparently Xiao's JP voice actor was told by the director to be gentler when speaking to the Traveler. There's also a small part of the Lantern Rite animation where as Xiao and Aether watch the lanterns side by side, Xiao turns to look at Aether right as Paimon blocks his head from view :")
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funkin-news · 2 months
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funkin blog update!!: THANK YOU ERIC
lots of good stuff in this one :) i highly recommend reading the original blog post itself, there's so much juice that tumblr won't let me put all the juice in one post
but for the sake of tradition, summary ⬇️
so. been a while yeah
they've been working on a lot of stuff that's secret/under NDA/for a different update so they couldn't share any of that on the blog
while they've had instances of people having little things they could and wanted to talk about, they couldn't just put out a post that's like one paragraph and leave it at that lol
so, eric is now going to show us some stuff! yay!!
remember this?
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well, eric's been working on rebuilding the chart editor from the ground up!
he's also been pulled aside occasionally to work on other stuff (redo input system, get cutscenes working, redo scoring, work on thing that was blacked out because NDA but when i clicked it i got this video, fix issues with gamepad)
ok now put this song on while you continue reading ⬇️
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and now... the chart editor is COOLER!
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now featuring:
chart isn't divided into sections to scroll through anymore, just one long scroll
opponent is always on the left and player is always on the right, no weird flips
waveforms under the character icons! you can see those!
icons can be clicked to change the character
measure ticks on the left (that thing that looks like a ruler!)
note preview on the further left
video-player-like controls at the bottom for the song
oh, and it's now powered by HaxeUI instead of Flixel UI, which allows for these toolbox windows:
and neat tools like this, which lets you set offsets for each of the tracks:
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this new chart editor's toolbar has all kinds of neat stuff, like these!
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for the third pic: "The Window menu. No the screenshot isn't cutting anything off you're imagining things." 🤨
there's more but at this point you might just wanna go read the original post
FNFC files - new standard for making charts! contains the chart data, including the audio files!
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LOTS of new keyboard shortcuts for the editor too!
also a live input mode, where you can place notes at wherever the playhead currently is by pressing WASD/⬆️⬇️⬅️➡️
what that means is you can tap out some notes as the song plays and then proofread them after!
this is the part where i'd put another video because there's another one, but tumblr only lets me put one, so... go read the original post i guess
SONG EVENTS FEATURE! you see that ninth strumline on the right? anything put there doesn't show up as notes for either player, but instead runs a chunk of code at the given time
right now the only built-in events are camera control and getting a character or stage prop to play an animation, but modders are probably gonna have a field day
another video! i already forgot i can't add more than 1. damn you tumblr.
also, it, like, never crashes!
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except for when it does!
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mister-qi · 4 days
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Mr. Qi Friendship and Romance Mod: 4/19 Progress Update
It's a working title, I'm trying to come up with something less wordy that still will pop up in Nexus searches.
I wanted to be able to track my progress, mainly for myself, but if you're curious, this is the state of the mod right now:
Writing:
Heart Events - the 2 heart event is fully written (with blocking directions), and the 6, 8, and 10 heart events are outlined. The 4 heart cutscene currently has me a bit stumped; I have ideas, but nothing concrete yet. I definitely now understand why Sam's 4 heart cutscene is him dropping an egg. 14 hearts is on the back-burner as a little treat to myself once I get further into things.
Generic Daily Dialogues - about 1/3 done, probably the highest priority for writing. I'm leaving his vanilla casino dialogue as the two heart dialogue, and the vanilla Walnut Room dialogue as his four heart dialogue, with a few small changes. And, since it's me, I have more marriage dialogue written than anything else...
Day-Specific Dialogues - very few written, lower priority. Hoping to have a lot of these made eventually, and I have plenty of ideas, but they aren't necessary for the core of the mod so they're on the back-burner for now.
Gift Dialogues - all 5 generic gift response dialogues are written, with an additional 22 dialogue lines for specific items/groups of items. I'm also up to around item 530 in figuring out what item corresponds to which dialogue/whether or not he likes it. Certain item groups, like cooked food, still need more lines, however. This is definitely something that should be low priority, but also something I'm really enjoying working on. Some personal favorites so far are-
[if given a fish (hated)]: "Eugh, it's all slimy..."
[if given a legendary fish (disliked)]: "If you must give me one of the rarest fish in the valley, can you at least wrap it so I don't have to touch it with my bare hands?"
And I think that's pretty funny.
Art
Portraits - 3 new portraits finished: "deep frown" "glint" and "glasses-less". I'll probably be messing with "glasses-less" for a looong while; it's first shown at a dramatic moment so it needs to look good. Blushing portraits are next on the docket.
Here's "glint" btw, with a background thrown on so I can have a custom icon. You know I gotta make him do the anime glasses thing a few times.
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Sprites - no progress yet. Walk cycle is up next after I finish the blushing portraits. Did you know he doesn't have a walk cycle at all? [1.6 spoilers] in the cheated Summit cutscene where he attacks(?) you, he literally just slides at you very fast. Anyways, I may also change his map sprite a bit as well, since it was drawn to match his old portrait and doesn't actually have the same color scheme as his sprites. Note to self: is it possible to make the sparkles on his outfit prismatic?
Maps - no progress yet. The 6 heart and 10 heart cutscenes both require custom maps, with the 6 heart one being a fully custom asset. 10 heart recycles some existing assets but will still need some custom stuff done as well.
Misc Sprites - in my head, there's a dream version of the 8 heart cutscene that has so, so many unique sprites. Like an incredible amount of stuff. I think it'll kick ass, but also that sequence could be done with a few lines of text. So, for now, it's low priority. But maybe in a few months I'll put out a request for help.
Implementation
Not totally sure how to split this into sections yet, as I'm very much still in the preliminary stages so far. To say that I'm feeling overwhelmed is an understatement; documentation on the wiki swings wildly between "an asset is a file in a video game" and "this is an advanced tutorial. Read these 4 other pages first before continuing."
I've started using Ms. Coriel's NPC Creator which has been good for setting up the basic file structure, but ultimately doesn't cover some of the more complex stuff I want to do.
I think setting up his "schedule" will be a challenge, in that I don't actually want him to have a real schedule like most NPCs. Not to pull back the curtain too much here, but I want him to "exist" in both the Casino and the Walnut Room simultaneously, which is to say, he does not exist in two places at once in the narrative, just in the code. This will change after marriage, however.
My next goal is to set up placeholder cutscenes for each of the heart events, and then to implement the generic daily dialogues once those are finished.
Final Notes
God, this will be a work in progress for a while, but I'm enjoying it! Definitely enjoying the writing more than anything else, but hey, that's how it be. I've got around 70 lines of dialogue written, a bit of art done, and I've started learning how to actually get stuff in game. I've always been more of a designer than a coder, but it's getting there!
ADDITIONALLY I've decided that if I abandon this project for more than 8 months, anyone is welcome to request my work so far and use it for their own mod. If this blog hasn't posted in a long while, feel free to send me an ask or message! I may say no, however.
Ultimately, I want this mod to exist in some fashion. While there is an existing one, I have a pretty different take on the character and I want to share it with you all! Every line of dialogue, every heart event, every little detail needs to share something interesting about a character and their world. Yet, Mr. Qi is a mysterious guy, and I think some things should be left up to player interpretation. And I think it's crucial to be able to match his tone and voice to the vanilla game, while also expanding on his characterization. It's a fun challenge to write, and I hope the finished product, uh, well I hope it gets finished mostly, but I think it'll be pretty good.
Thanks for reading all this. This is largely just a stream of consciousness for myself, but I hope it's...interesting, or something?
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sadoeuphemist · 1 year
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Terrible Ideas for Video Games:
—visual novel that's just an actual novel, greatly abridged; the choices you make determine which parts get edited out. You can consciously have Anna Karenina avoid all unpleasantness with Vronsky, in which case the last scene of their relationship is them embracing, planning their trip out to the country. You can choose to have her throw herself under the train, or not; if not, all mention of suicide is omitted and she simply falls beneath the wheels out of nowhere in a tragic twist ending. You could, instead, play as Levin, and ignore Anna's story completely. By playing through the game enough times, you might eventually reconstruct the original text.
—intricately-branching storygame where the gameplay is the most generic first-person shooter imaginable, funneling you down perfectly linear corridors to mow down wave after wave of foes. You are never given the explicit opportunity to make a choice, instead the plot plays out based on a host of invisibly-tracked statistics: your accuracy, most-used weapons, damage taken, whether or not you happened to be looking in the right direction when a scripted sequence was triggered, etc. The consequences of your actions are distant and obscured, some real butterfly effect bullshit. For example: an injured comrade ends up dying, convalescing, or making a full recovery, depending on how many medkits you ended up using three missions prior. The game tells you none of this, it just plays the relevant cutscene and then plunks you down in the next mission. Two players could experience two entirely different stories, without having the slightest inkling that there was any other way the game could have gone.
—colony management sim where you have to control each colonist individually, a impossible feat of micromanagement with a population of hundreds. The moment you stop controlling someone they will immediately wander off to do their own thing, based on their own semi-randomly generated skills and traits. The thing is: every colonist wants the colony to succeed, and so if left to their own devices they are guaranteed to build a basic functioning colony. How long it lasts is up to RNG. You can switch instantly from character to character, interfering in their lives, choosing where and when to intervene with your god-like perspective, and whether the colony survives or thrives or fails completely may or may not have anything to do with you at all.
—game where leveling up means greater automation. You start out with QWOP-style controls, having to flail your character around wildly just to throw a punch. The control scheme gradually refines until you can reliably throw a punch through a series of commands, and eventually you unlock a dedicated punch button. You unlock combos, then hotkeys and macros, then autocast on cooldown. Your character technically never gets any more powerful - you could do all of this from the beginning, given enough skill - it just becomes easier to execute. The final level is an autobattler, where you just sit back and watch it happen. (Maybe this idea would be better done in reverse, not sure.)
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nyaagolor · 1 year
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Finding SV Character Heights Part 1
Procrastination leads to wonderful places, and for me that's "hey what if I could get rough estimates for canon heights using the ingame models?" So I did! Unfortunately, this post got long so I only included the heights of a few major characters for now. Teachers, Gym Leaders + League, and Team Star will be in separate posts!
Protagonist: 5'0" Nemona: 5'8" Penny: 5'1" Arven: 5'7" Clavell: 5'7" Sada: 5'9" Turo: 6'1"
I used imageJ / Fiji for analysis and some screenshots from MunchingOrange's playthrough of the game on youtube. I explain the process and attached all the screenshots under the cut so you can judge the legitimacy of my "math" yourself!
A quick overview of how I did this: there's a (free to use) software called Fiji made for processing images (google Fiji ImageJ and it'll be the first link). It's used in a lot of data analysis, which is mostly what I use it for, but it has some fun features to play around with too. (if people want a tutorial lmk I'd be happy to write one up). The most important part for our purposes is the measure function-- if you draw a line on an image, it will tell you how long that line is in pixels. This line can be straight, curved, angled in any direction, or even multi-segmented, making it pretty good for comparing things. Then all I had to do was get images of characters standing next to each other-- from there I could transitive property my way to the height of every character in the game!
First step was getting a good basis for comparison-- I can easily get ratios of character heights but without at least one confirmed height I can't translate it into real world metrics. Since the characters themselves don't have canon heights, it had to be a pokemon. This introduced another problem, which is that in SV, pokemon are varying sizes within a species, so I can't count on the overworld models to work. Plus, some of them aren't even accurate!
However, there was one pokemon I could compare to the protagonist pretty easily whose height was a little less skeptical: the main legendary (koraidon in my case). A few cursory comparisons led me to guess that Koraidon's 8'2" "height" is measured from head to toe while standing in apex form. Anything else gives heights of characters that make zero real world sense so this is what I went with in the end. Thus we get the screenshot that starts it all!
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Koraidon's head is bowed, but this was the closest I could get so I guesstimated that the top of the blue ridges was about where Koraidon's head would be. Knowing that Koraidon is 8'2", we get the following heights:
Koraidon: 536 pixels - 98 inches - 8'2" Protagonist: 328 pixels - 60 inches - 5'0" Nemona: 372 pixels - 68 inches - 5'8"
Thus far it looks like we're on the right track! Assuming the protagonist is 14 and Nemona is 16/17, these heights seem pretty normal. Knowing the protagonist's height gives us the ability to find out most other characters, so we're off to a good start!
(side note: the calculation I used to turn pixels into inches was pixels1 / inch1 = pixels2 / inch2. The pixels we can get from the lines on the images, and the inches we know from Koraidon's pokedex entry, so we just solve for inch2)
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Next up is Clavell (mostly because he showed up first). Something interesting is that he's actually slightly shorter than Nemona, you can see it in the first cutscene in front of Nemona's house (i can add a screenshot in the reblogs / replies but didn't want to clog the post with another image). From this image, we can find:
Protagonist: 685 pixels - 60 inches - 5'0" Clavell: 769 pixels - 67 inches - 5'7"
You heard it here first, the director is a short king
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Next up is Arven!
Protagonist: 782 pixels - 60 inches - 5'0" Arven: 880 pixels - 67 inches - 5'7"
(The math actually says Arven is 5'7.5", but I'm not bothering with decimals. This makes him sliiiiiiightly taller than Clavell)
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Penny is seen angled from the protagonist in her intro scenes, so I skipped all the way to her boss battle to find a good screenshot. To my surprise, she's actually slightly taller than the protagonist!
Protagonist: 368 pixels - 60 inches - 5'0" Penny: 376 pixels - 61 inches - 5'1"
(Side note 2: Characters are measured from their heels to the crown of their head-- if they have really big hair it doesn't count as part of their height)
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Last one in this round is the professor (Sada in my case, as I'm using a Scarlet playthrough for screenshots). I'm gonna assume that the AI and Professor are the same height for this
Protagonist: 507 pixels - 60 inches - 5'0" Sada: 584 pixels - 69 inches (nice) - 5'9"
Turo forced me to use a different playthrough to grab a screenshot, which used a female protagonist. I'm fairly positive that the male and female protagonist models are the exact same height (if not the exact same model) so I don't think there's any snags with this, but if anyone knows otherwise lmk. Btw, I used the playthrough by Rubhen925 for this screenshot!
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Protagonist: 501 pixels - 60 inches - 5'0" Turo: 611 pixels - 73 inches - 6'1"
Turo is pretty damn tall :0 !
This post is getting absurdly long, so I'm going to make separate posts for the League / Gym Leaders, Team Star, and the teachers! Hope you've enjoyed, and if there's any specific trainer class or other character you wanna know the height of just lmk :) I also plan on making a post of some more silly measurements (like the exact dimensions of Penny's backpack, the proportion of Geeta's height that's just her legs, the size of Arven's camping bag and whether or not his friends could reasonably curl up inside, etc)
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subwaytostardew · 4 months
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Did someone say Skull Cavern death? It really would be interesting to see, cause of how much more serious it is, I think Ingo would cry finding out the player nearly died. Have you guys thought of the dialogue for it, if so, could we see it?
We actually didn't start on writing anything for it until you sent this ask! This is what we settled on for their finished events!
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Progress commentary and first draft for Ingo's event under the readmore!
▷ Station Steward Thylak
Along the way, we realized that the Skull Cavern death uses the same generic hospital cutscene as getting killed anywhere else (so... it shares severity with the slimes in the secret woods and bombing yourself too many times on your farm. I was bombing myself to death in my house for testing!).
This resulted in Kade and I having to revise Ingo's event to be less situation-specific quite a few times. Emmet was fine! His focused entirely on his distress at needing to take the player to the hospital in the first place.
Ingo, however... revolved more around the absurdity of the situation and Ingo tutting the player for spelunking in the Skull Cavern.
▲ Skull Cavern Death - First Draft ▲
The scene is at first a black screen – text box (non speaker indication one) 
Are you sure their cab is alright Dr. Harvey? They have not woken up yet! 
The scene then opens to the hospital, The farmer has woken up and sees Ingo nerviously talking to Harvey. Who is trying his best to settle Ingo’s anxieties. 
[Harvey] They’ll be alright, Ingo. @ just needs to rest and recover. Just like you have to yourself. I don’t know where in the valley you retrieved them from. But you're lucky to have found them. 
[Ingo] A-ah…. You see Dr. Harvey I found them by — 
Ingo at this point noticed the farmer awake. 
His voice raises in volume causing Harvey to flinch and cover his ears.   
Above Ingo’s head. YOU’RE AWAKE! 
[Ingo] ARE YOU ALRIGHT @?! I found you unconscious, collapsed on sand by the Desert! 
Above Harvey’s head – The Desert?! 
[Ingo] The creatures coming from the cave were about to cause irreparable harm to your cab! Myself and Chandelure managed to fend them off – albeit – I-I may have…. made a bit of a blunder or two trying to retrieve you while she focused on driving the creatures back into that cave….. 
Above Harvey’s head as he paces a bit upset at the farmer - of all places! 
[Ingo] You have made me greatly worried…. @. I thought I was too late to assist you. Chandelure was…. concerned as well… if we did not arrive here to this station in a timely manner…. 
I’m afraid of what the future tracks could have look like. 
[Ingo] BUT! YOU ARE ALRIGHT! AND THAT IS A RELIEF! Please! Conduct your safety checks more thoroughly. I would like to see you come back home safely! 
[Harvey] Yes @ please do. Of all places! And don’t think you’re getting away scot free from this either, Ingo! Going into such places…..  The mines outside of town are one thing. But the Desert?!?! That’s miles out of town!! 
[Ingo] Aaah….. my apologies… Dr. Harvey. 
[Harvey] *Sigh* What’s done is done….. No use having an argument over this. Rest. Recover. The both of you….. 
Now I’ll be leaving you two to do that while I go and sort out your medical records. If you need anything. Flag down myself or Maru. 
[Ingo] Thank you…. Dr. Harvey for keeping our cabs well in order and maintained. I do not know what the valley would do without your insights – even if we disagree on some aspects. 
Above Harvey’s head – Just rest.
He exits the room. 
[Farmer] I’m sorry. 
[Ingo] I am just glad that you are alive and well @. Now while we are staying here for a while…. WHAT IN DRAGONS AND ARCEUS’S NAME COMPELLED YOU TO GO TO SUCH A PLACE!?!?! 
The Farmer spends the rest of recovery… talking about their adventure in skull cavern.
*Gasp* What this? A draft?! Yup.. this is how I type out and do my event dialog and draft work. Since Thylak here has to code in the scenes, I make sure to give a visual description of what is going on, how characters are feeling etc.
So I follow a format that is
Scene text
[Character A] Dialog
[Character B] Dialog
Scene text
Any dialog that has to be above the head - As it is coded a certain way - Has to be limited in characters. (Cause too long of a dialog bubble causes issues) I note which character is saying.
When I also write out these dialog scripts I basically think of it like a comic book or an anime scene. My head is just playing movies non-stop!
Kade is great at writing scripts! They're so fun and expressive! Whenever I draft anything, it ends up being a wall of dialogue... Her descriptions remind me to add emotes or move the characters around more.
The draft also kinda showcases how Harvey as a character acts towards the twins, he is a caring individual, does he like Pokémon? He is mostly uneasy about them but that's because he knows how dangerous they can be. (and if you played PLA it ramps up the dangers of Pokémon attacks and moves) So really he tolerates their antics with Pokémon and treats them like he would everyone else in the valley..
For the most part... they agree to disagree. Submas themselves are a little stubborn and get on Harvey's nerves. They try their best to not go to the hospital mostly because they don't want to deal with each other (which is fine... more reason for them to conduct their safety checks!). With the finalized draft, I tried to show how each twin downplays their conditions and make Harvey's job more difficult. They both don't say anything about their problems... Talking is stressful enough for Emmet. Ingo talks a lot, but his concern for the player and adrenaline from the situation distracts him for the most part. They both don't want their own injuries to make Harvey sidetracked from treating the player! But... they'll get nagged in the end anyways.
Being a nag and making sure you're healthy and keeping up to date on things. He's a good Dr! (Totally not bias cause Harvey is my go to vanilla bachelor....)
Unfortunately with how the game is coded and how deaths are — (unless there is a way to code separate death events in) I had to coordinate with Thylak and revise the script, but also change the tone of it too where it is more serious. The twins don't know what happens to you, you could have gotten seriously hurt or pass out who knows. They just saw you and knew to bring you to the hospital. (Because the farmer character is completely insane for going into the mines or secret forest or carrying.. bombs of ALL THINGS!)
As far as I know, there isn't a way to seperate the deaths outside of the one in the mines (you would think that the Skull Cavern would have its own cutscene considering that it's like... the mines but worse). I tried to make the tone more serious for them but... Ingo's just kept ending up silly for some reason (poor Emmet is miserable though). We cut out a lot of lines for Ingo and Harvey nagging the farmer for their recklessness and questioning them, but figured they would catch up with each other while the farmer is unconcious (Ingo has a tendency to ramble after all...).
Also Ingo and Emmet kinda know the valley isn't really all that safe either. They just have their Pokémon with them. Which, if you seen Emmet's 4 heart event... they needed some help with the slimes.
Creatures in the valley are unpredictable cause no one knows if they are or aren't Pokémon or a completely new thing in general it's up to interpretation. (Stardew Valley is such a strange place...)
Either way, Ingo's did have to be revised.... considering Emmet is just too upset to even speak. Ingo is just a run away train with worry.
We also found out that the death scenes don't randomize between the twins... I was wondering if Emmet was just really clingy or not (it's both). There's a reason why the mod I used as reference is called "Spouses React to Player Death", you're locked into a character!
Which twin you pick is the twin you get in a playthrough (of course, you can see the other's events by divorcing one for the other but um... You could also just make a new file instead since that's a little cruel.) Since Ingo's mines death is more serious in tone than Emmet's, I suppose it balances out how the seriousness/sillyness is flipped in the hospital event (Emmet's just complaining about how he doesn't want to go to the hospital if you die in the mines...)
Also with my draft work when I send it off or share it with Thylak, he has to double check some grammer, spelling. There are sometimes even things I couldn't think up on right on the spot he puts in as well, whether it be a train term or even a tonale shift with a line change.
I try my best to make the dialogue fit! Of course... I do miss a lot of grammar and become numb to the dialogue when playtesting. ^^; So events and such do go through corrections even after recording a progress video!
Sometimes I get so caught up in storytelling I forget the game has limits... also.
But hey it's fun. I could talk about this for ages. I'm rambling again. Woops.
Thank you for reading!
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wjbs-aus · 10 months
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Reblog if you vote, I guess.
Note: options are based on Saints Row 2, The Third, IV, Gat Out Of Hell and 2022; I haven't played the first game. I did not include anything about Agents of MAYHEM, which is technically not a Saints Row despite sharing some characters and being connected.
Also I'm not including an option for people who know the answer. Sorry!
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luvsavos · 4 months
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every time i see anything saying shara's eyes are concave and/or don't move and the camera tracking is just an illusion i feel a little more of my sanity slip. its eyes do move. you could say that its eyes moving was actually quite highlighted in the post-fight cutscene. you also watch it stare down the hunters and then do the smooth eye tracking to ruiner nergigante. it's not that hard in a game to set the camera as the thing the eyes track. shara's just Like That.
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