



























doods, i’m pretty sick, but let’s at least update this thing.
Original idea, was happy with it at the time but it doesn’t add much. It’s interesting but pretty similar to others.
While weird, it’s a fresh idea and I think people will like fresh designs. I like this one a lot more.
Yeah the only thing I’ve recently been working on is this platforming boss. It’s nowhere near done visually either but since the updates have been really spaced I’ll throw you the -WIP-.
The idea of this boss is set on a timed event where you basically avoid things on the back of the machine. Over time certain things will happen like flames appearing where you have to avoid them and pieces of the body disjointing and slamming against walls.
What I really enjoy about the concept is the backdrop. While all of this is happening the background is moving through different levels and the backdrop has an impact on what’s happening.For example one level will have lasers shooting out from it while the top level just has wall spikes you have to avoid. The lowest level has a bed of acid you have to climb on the piece that’s higher than the rest. etc.
The face turns out very well in concept but it doesn’t translate very well through pixels because of my own abilities.
>
Jumping from limb to limb as it disjoints is important as it means if you live or die. Having players be aware of everything around them enhances gameplay and keeps players interested.
Memory to avoid various obstacles is important. Older games embraced the idea of re-doing a stage or evet over and over as long as it was easy to re-do. After, you’ll feel a lot more rewarded vs level grinding.
It’s just light platforming on a timer. And using memory. The Design of the machine actually changed a lot. Originally I had it as just a huge half produced machine with one arm. I went back to it later and realized it’s sort of similar to other designs I have so I made it into a large woman. The basic concept is still there and it makes it a little bit more interesting this way as visual variety. Doesn’t make much sense, but a it’s not meant to.
I like to work in pieces. I don’t usually create a whole body but start off doing parts and connect them when everything is completed. Animations come last as well. To be honest with you I don’t like this pixel work very much. Push content for the sake of pushing content though.
Lastly I want to go through questions, I’ve answered these through private already, over the weeks, but I’ll post for anyone who is curious:
Anonymous asked you:
can u possibly update us on the status of the game progress? i was also curious about what art school you go to.
Me:
if the blog isn’t updated, the game isn’t being updated at a normal pace. it’s the curse of limited time and
having 1 person work on vidcons. Put it into perspective though, there are people with 5+ teams and still
producing little or even less than myself. So, food for thought. I went to the school of pixels. I majored in charsets.
Anonymous asked you:
whatever happened to the promised aliens post?
Me: Yeah, I sort of vegged out on that. Game sucks, really buggy, don’t play it it’s trash.
Anonymous asked you:
I want to run a Kickstarter and I was wondering if you would be able to give me some tips?
Me: Yeah, don’t use me as an example dude. Follow games that are really successful and just emulate what they do.
It’s a flake answer, but really, you’re better off doing that. I don’t got dem answers.
Anonymous asked you:
Can you make a Twitter so I can follow updates easier?
Me: It’s on the list, but I don’t want to waste my time updating people with things that just aren’t happening, like, tweeting “woke up opened computer then fell asleep” it’s something I want to do, and communicating with people who are interested in the game is very important, but i think just producing content and doing work right now sort of takes priority over jerking around on twitter.
Anonymous asked you:
Are you single?
Me: I am currently engaged to video games and it is a very strong relationship….sry.
Anonymous asked you:
I missed the first Kickstarter and I’m hoping you’ll run another when the time comes!
Me: Yeah dude, going to produce a demo first and see how that turns out and then maybe do another one. It’s not
really on my mind and I’m not too concerned with crowdfunding. Too unreliable.
That’s about it. If you have a question feel free to ask and I’ll either post them as a bundle or do them in single format. It really depends on my time and how many times I update Tumblr. Thanks doods.
http://www.kickstarter.com/projects/865595294/rainbow-nightmare-libra
Yeah! So, I’ve finally got the nerve to launch the Kickstarter. I had this planned for quite a while, and finally decided to take the plunge. There are a lot of cool things on the KS, so I’m pretty happy with how it’s represented.
If you’re a fan of 80’s cartoons, classic RPG’s, retro gaming, funky art, please consider re-blogging or telling your friends about the game, because a lot is actually riding on it, it will allow me to finish working on it, make it really fun for people and all that good stuff. If you have a few bucks to spare, that’s really cool too.
The easy part is over, the hard part is trying to get out there and generate interest from the wide world webz. With that being said, during the KS I won’t be updating my blog, but I’ll have the KS post up and I’ll be editing it throughout the duration of the KS.
I hope I can get support from the peoples of earth. It’s hard because I am not an advertising expert, and it just comes down to me wanting to produce something for other people to enjoy.
So yeah, if anyone out there is reading this I hope you can help me spread da word!
quick update. been really busy. have a lot of music to share for the game, along with a few posts but “lief” is taking up all of my time. plz excuse the editing i r a bad.

first i kind of want to say that i have this love for games with spikes. i don’t know why, but there is nothing more vicious and unforgiving on the snes or nes than just instant spike death. having spikes up down left and right is cool, but, a lot of times what i never understood was, like, a platformer just randomly having spikes in the most awkward of places.
for example you will be going through a forest and it would randomly have like, metal spikes. rarely did i see a reason or at least have a cover up. what i mean is like, maybe it’s a bed of spiked roses or something. with that being said i’m a “spike” lover, but i always try to place them in a relevant manner.
rainbow nightmare: libra has two kinds of styled boss encounters. terrain themed boss encounters where, it’s like these giant beasts/robots/creatures appear and it’s more of avoiding their attacks through timed patterns. and traditional rpg boss battles where you go into battle and use
dat noggin to drop them like a phat beat!
what’s interesting, and i thought i would share with you guys is, when i’m designing something, i don’t understand the references until after i’m done creating something. even i think it’s weird, because when i’m making stuff it just sort of happens and it takes me a good 10 or 15 minutes to finally understand how i made something and where i drew inspiration from. i’m going to give you a few examples.

when i was designing this boss, i designed it where there was this really rough and uneven terrain that you need to navigate. i gave it 4 legs designed to be 8 directional, so sort of like “spider” legs and you would have to stay in the middle while the screen pans across this rough terrain. like i said before i’m a fan of spikes so the chest spikes were put in so various pieces of the ground would lift you into the spikes so you would have to slide under it very quickly to avoid auto death.
it’s basically a spider horse with a weird head. i wasn’t sure if i wanted to add a head or not.as i finished this, while i thought the idea was really cool, i considered what part of my brain decided to construct this. i’ve always loved military technology, not a big fan of “war” stuff but, i was always interested in the technology that was used throughout history.

basically this military robot climbs mountains carrying supplies and junk. it’s pretty similar and i am almost certain that somewhere in my brain at the time the data was opened while i was drawing. even the moving mechanics were based off what the robot can do, which is climb stuff.

with this boss, theres a certain part of the game where there is more of an organic dungeon and this monster sort of appears and slumps forward and it’s just a giant mouth of spikes and the screen pans while you need to avoid various things.
looking at it after i realized there are several references to film implemented into the design.
from the film the fly. which has jeff goldblum, one of the sexiest men on planet earth imo. and it gives me an excuse to post his image.
boing
noticed a few reference pieces from the thing as well. another film, if you haven’t watched it get off ur arse and go find it. it’s a pretty crazy movie.

with this boss i want to have a building dungeon where you navigate these building tops, jump on signs, dive into buildings and so on and so forth. having a character jump into a very tall building and a giant monkey themed boss appears on the side holding onto the building and his mouth is just filled with gogs. with the cogs rotating he just starts chewing down the building and the screen pans and you have to navigate the inside of the building.
this one is really easy because i was like “oh this is a reference to king kong” and the building is suppose to represent the empire state building.
some people might be thinking, “wow baddie ur giving us all ur secrets get da ff out”. i mean, nothing is really original. like, if you meet people who say they compile things based off thin air, it’s bs. everyone takes pieces and references to things and create their own designs based off others. it’s no secret, it’s just an honest observation. it’s the cycle of creation. someone makes something, another person looks at it, and does something different with it.
i wanted to share it because i felt it was interesting. it’s cool to make something and then learn the roots of how it was created after. i think it’s equally important to address the things you got the inspiration from in the first place as well and not go “heh i created this it’s legit brah”. cuz, it’s not, chump -pops collar-

greetings humans and sub creatures, it is your best internet friend “dukegramps”. i want to talk about a few things but i will have to cut it short because i have various head trauma. i have been thinking too hard about what happened to good film after watching lethal weapon 1 and the blood stopped circulating to my head.
as far as “gamcontent” is concerned i will drop a few pieces i am working on. no vidcons though, i am getting kind of tired of those. i’ve talked about this before but, when i am designing a game i add a lot of placeholder concepts and throw them in and eventually get around to working on them later. the main purpose is just, having it exist somewhere for me to find later.
i have a very important character named “the professor”. i did not flesh out this character very much. basically all i said is i wanted a scientist who did a lot of cool scientific stuff. what i did was made the basic concept and threw it in. originally i wrote the character as a male, but flash forward as i am sitting on my couch and had time to define it more, i decided to change the character into a female. to reflect a lot of situations from the main female character. it works on a lot of levels, i do not want to go into detail though.

i had compiled the sprite, concept, and physical portrait that is probably in some aged video. i have to admit it was one of my worst designs and, apparently it’s so bad that i searched my computer to post it here it just vanished like a genie after he grants your third wish.
the character is upgraded in all aspects and i am pretty pleased with it. the power of the couch. as far as upgrades are concerned i am also working on various old theater scenes i had compiled but didn’t put much into. the rough idea is nice, we will have to see when its finished. i would like to add:
-robots in the chairs clapping or cheering
-victorian royalty sitting on the sides
-an orchestra playing somewhere, maybe a rock band descends from the roof
i will be the first to say the wolf robot looks really bad. i will have to re-construct it later. that is what happens when you rush pixels, friends. you cannot have a tri-dog robot burst onto the stage with really bad pixel work. it aint happenin’ pal!
but yeah, it’s really cool seeing a project evolve constantly. growing expanding and improving. characters change alot and grow. for example lutwig was a totally different character than what he is now. i had originally wrote him as this very uptight knight and he did not quite fit into my design.
but, i did keep some elements from his original design and transferred them. this is why i try to stress going over and make sure everything fits accordingly. it always works in your favor.
last bit of infos/investigationz is i have been doing commission pieces the last few days. i wanted to share my thoughts because a friend and i were talking and she asked if someone paid me 200 dollars for an “applejack” image from my little pony would you do it. i instantly said no. it’s one of those things you cannot explain to someone the level of integrity when it comes to creating personal art.
there are many shades and types of artists. and i am sure there are people willing to do such work for the exchange of funds. i personally refer to those artists as “bads” because any work you produce reflects off of you, and your abilities, level of creation and design. it makes you look like a clown.
i am a picky person about commissions where my art is placed. that is why i have been broke for the past 10000 lightyears. projects need to have something, you need to be able to draw the inspiration from someones ideas in some form. you can just produce a stock image and hand it to them and go “here buddy” and they will be impressed regardless. that is the way of commissions. you need to be able to get behind a good idea. if the idea is good, then the art becomes good. it is a constant bounce of ideas and inspiration.
i cannot express in words the feeling of someone with a decent idea approaching you, willing to work with you and exchange ideas and create something and being compensated for it. it’s just one of the few beautiful moments in life when you create something and someone tells you “this gives me ideas” “this inspires me”
it’s a pretty rare thing, but when it happens, man you’re on top of the world.

but i hate it. my friend is like “ADD THESE TAGS” and i am just like, please i am exhausted already from posting various images and gamedreams.
yeah, like, so clunky. When you have a simple train design, you try to expand ways to make it more interesting. working beyond the scope of a basic concept. that’s why i’m trying to add different elements, like the post before with the helicopter. i want to expand the train concept as much as i can, so, i thought it would be cool to have the characters board other trains. that way you can insert all kinds of different concepts or designs. to make the transition more entertaining i decided to add this.
i like stuff like this, i’ve always been a fan of simple concepts, overblown. a giant robot pops out and the robot moves back and forth very quickly and all you have is to move left or right to avoid a hammer like hand while the timer is going, having it drag you in. i just, feel like having interactive stuff like this in between traditional rpg battles is a nice change of pace. it sucks, because i had to cut a lot of the stuff, and it’s not as animated as i would like it to be, just because of the program. getting away with what you see in the video was actually pretty hard. it took a lot of clever workarounds which i hate. you know, it’s like, i want the robot to have steam coming out of his head, and have snake arms instead, but, i cannot have those. it really brings down the quality.
please say hellot to “donnie”
so, basically I’ve been kind of doing artwork for the upcoming kickstarter page. it’s been taking up a lot of my time, because i feel if i really take the time to dump a lot of visual content in the kickstarter it will do better.
i’m taking babysteps and doing a lot of research before hand because i want to try and get the best results the first time. also, the gamepage is updated a little bit. i have character pages finished finally, uh, it’s really overdue, but hopefully i’ll be able to get ghost to insert it inside the character pages.
current mood: wap wap waaap

I had posted earlier about the perks of having prototypes, but there are a lot of bad things about having one too. I want the game to have a lot, and kind of go back to the SNES roots in a way where games had a certain standard and a style to it. For example, every game pretty much on the SNES used some kind of mode 7(8?spppp) effect.
With the game I’m making, I can’t really push anything with the program that I use. It’s frustrating to have a concept, and create almost everything for it, and it’s just clunky, and it doesn’t meet your standards. Anyway, I base a lot of stuff from SNES games, I want to kind of re-visit some of the aspects of that era’s game design and implement it into my own project, because I think they were frickin’ awesome.
Basically, during dungeon encounters I want things to be really interactive, and have a lot going on, and have things around the character be relevant and important, not just being a simple backdrop. Just to get more to the point, I am a fan of BattleToads game mechanics with racing, and fighting, and they did a lot of different stuff so, in the video it’s similar in concept but that’s it.
It sucks, because it’s really clunky, the movement is really limited. I look at it and it’s just something that can be really good if I wasn’t held down by the game engine itself. That’s kind of why I’m trying to find ways to roundup funding in the future. Like, I can’t even show the helicopter fully, because I can’t animate the propellers, the engine is not really capable of that. I want so much for this tiny-tiny part of a dungeon and it sounds silly but, it is about making most out of a simple concept. I can’t use snake arms, so I can’t have the helicopter have robot arms and throw cars, and items and crates at the hero to dodge, I can’t have the helicopter pull up on the side and shoot a machine gun and have her dodge that.
There are a million things I would do with this if the engine would let me. The most frustrating thing about it is, that it can be done if I had a different program. It’s not like I’m asking for the game to be in 3D or something ridiculous, just a little bit more freedom and wiggleroom for design.
Basically, IMADBRAH!

I-dododododododewww not ever post pencil work, but I was rocking on my couch tonight listening to to some good tunes and I decided to go hey, I’ll post pencil stuff. The reason I don’t post many pencil sketches or whatever, is mostly because I don’t like using pencils. Like, my thing is markers and pens because the way the ink kind of flows accordingly and the grip and it’s kind of unreliable(I like the weird hand flow create random art thing), because with a pencil you can pretty much get your design down without a problem.
Oh, erasers? I hate em! If I mess up, I just get another piece of paper. But, with the actual portraits of the characters you’re forced to use pencils in some situations. Final art pieces kind of require that you use pencil. It’s just something you can’t get around!
Games GAME GAAAMMEEES!
I have people I talk with in regards to game design, I had someone(Ciel) play very early early version of the game, he had some really constructive feedback to playback to me, and one thing he had brought up, was that there were too many male characters in the main cast. This was a very long time ago, and I had noted it accordingly to eventually knock around the idea and kind of think if I should change that or not.
Soooo, months later I was sitting on my couch thinking he was right, and THE POWER OF PROTOTYPES is that can you change content that’s still in development. The problem is, the cast is pretty defined in itself, so I didn’t want to add another character. So what I’m throwing around is actually changing the ninja into a female ninja. I don’t think I would have to change very much in terms of story, backstory, design, etc. Basically the only difference is she has a rack, and apparently people like to have many “babs” to choose from.
Yeah! So, I think this my last video for a while. I kind of just wanted to get a few interesting VIDS floating around webspace for whatever reason. I actually wanted to do some kind of audio thing with me talking about the specific video in regards to design, but like, my mic is messed up for some reason and I just have 0 energies(noEtankleftsry).
Yeah, the scene took like, idk, 4 or 5 days off and on. It is a long process because you need to design things and have them fit correctly, I am specifically talking about the resources. I wrote about the king in an earlier post, but, I wanted to show this to see how creative you can be when you have and create certain characters. I did not write anything first, it was purely design, I wrote everything last, actually. I think I was watching a Stan Lee biography and I guess what they did was give artists some vague idea, they would draw the content and they would write stuff in it last.
I always like the fact that there is a lot of things going on. When you have a king who is just this powerful entity who can do whatever he wants, it sort of writes itself. Like, you just imagine this royal slob laying on a bed while babes are fanning him. And basically that is what I wrote, he is just, Donald Trump except more of a dbag. When you write stuff like this and have it play out visually, it’s less about the writing and more about the things around the character and what he interacts with. Like, he has tables of oil, he has babes in cages, etc and stuff like that makes it so you can get an understanding of his personality without having to pile on tons of writing. 
Visually, a problem I try to balance is what is too much, and what is too less. Um, like the scene in the above video if pretty minimum in my opinion. Like, I wanted to added disco balls, lights flashing, drapes of his kings image behind him and the list can go on forever. I can’t really do everything because it is simply not viable in terms of time and technical limitations.
What is funny is, during the constructing process I am almost always unsure of how it will come out, the art pieces feel lacking or the pixels aren’t up to my standards. I had drawn the king and colored him earlier and I was like “oh this is going to look very awful” but I inserted him in and I was pretty happy with how it turned out. So the scene ends up being kind of charming at the end of it all. When I create stuff like this and present it to, like the internet, I want it to have a certain standard when people happen to stumble on it, because it’s more about me putting content out there that is decent, and something that took a lot of time, because it reflects off me. If I had a pong game floating around I would feel really embarrassed personally because I feel like as a creative human we are capable of many things.
My friend suggested to add a lot of really vague and pointless tags and to start using the “upload photo” option on Tumblr to get the buzz going. But like, idk, these functions are kind of awful and they aren’t even relevant (tagssuckyo) and I like to have my own images in a specific place not some uploader I can’t have access to. Whatever ~Squall
I wanted to talk about so much stuff, but I have just been so tired lately. I do not have the energy…
Idk, I am trying to rework my trailer and kind of gearing up to try and generate buzz for it. I have a few exciting things to talk about later if it my plans go accordingly..but dat neva happens.
*does backflip into bed zzz*
Yeah, it is really really weird. For some reason I was dreaming of terrain tiles??? So basically I woke up turned over and while half asleep wrote it down and then fell back asleep. I woke up with a notepad on my face in a pile of drool and I was like “w..what is this…”
It’s a mockup kind of. Like, I am not really a “stat” person who will spend like several weeks fine tuning to see if “poison” is relevant to use. But I dreamed of tiles on the ground during battle that give you certain perks if conditions are met. Here is what I’ve come up with and problems that I have encountered with so far. I mean, it’s nice to just have concepts floating around even if you most likely won’t use it.
During battle tiles will be set on the ground. I do not know if they will be randomly generated or not. Basically you can switch positions with characters to get certain perks, but you need to have certain things happen to you before they can be unlocked. Like, you’re on a tile that gives you a defensive boost, but you need to defend yourself a certain amount of times before they unlock.
It’s still pretty vague, and it really comes down to if people find concepts like that entertaining. If it allowed you to customize tiles a certain way before battle it might be more fun idk. The power of dreams….
Lack of updates=bad couple of weeks man, idk…idk.
Yeah, basically they’re like two of my favorite characters in one scene. Like, why is it that there is this automatic “cool” factor if you add a bowtie to literally anything? I am sorry but, Dr. Cobblepot is my “homie”. Quote from my old blog:
An ex-resident of Neon Empire. Originally created to be a data collecting robot. He’s the leading authority when it comes to the paranormal. Professor Cobblepot has been researching and chronicling all paranormal activity in Sarahelm. Neon Empire has a strict law against socializing with creatures without the proper authorization. Eventually the Professor was caught stealing large amounts of “funds” for his outlandish expeditions to the most remote places.
And Lace..well. she is just a “bab”
Idk I need to draw more. I hate the weather it constantly puts me into the “blanket all day” mood.
What’s the buzz peoples of the wide wide earthsphere of the universe? I have a few quick updates that I felt like posting. Recently started an 8BitProfile to promote RN: Libra to feel out to see if it would be possible to generate a little funding for the project.
My experience with 8Bitfunding so far has been “ok” I liked the fact that the site is easy to make an account but the most crucial problem I had is there is no “preview” feature, so you have to make a great profile right off the get go. Problem is, people like me mess up and change things a lot so after I made the profile I couldn’t edit it. I was like “DAAAMNN I feel so dumb”. Thankfully I could email the admin who was nice enough to edit the changes for me. I really hate asking people for things, especially strangers.
So yeah, basically if you have a buck to spare, or have the time to drop the url to your rich friends. I’d appreciate it peoples. I should also note that I made a new YEWTUBEZ page specifically for the game.
Lastly I’m going to start shifting things on the Tumblr sometime this week. Get some new pages available and all that good stuff.
Take is easy, and game on friends…game on..