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it's fucking video games, baby


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READ THE RULES


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SLEEPY STATION #7 OUT NOW
https://files.catbox.moe/09ke9b.zip

SLEEPY STATION #8 COOKING ITT
Planned release date: Q1 2024

ISSUES
#1: https://files.catbox.moe/p9ivcb.zip
#2: https://files.catbox.moe/85kj7n.zip
#3: https://files.catbox.moe/bgkd2g.zip
#4: https://files.catbox.moe/bosv0h.zip
#5: https://files.catbox.moe/plzavp.zip
#6: https://files.catbox.moe/szw3sc.zip
#7: https://files.catbox.moe/09ke9b.zip

FAQ
>What is this?
Sleepy Station is an e-magazine by anons for anons, made in the spirit of 1990s-2000s gaming magazines back when fun was still allowed.
It's a quarterly e-magazine which means a new issue is released roughly every 3 months.
>Can I contribute?
Of course! Write an article/review about a game you love, a top 10 list, an amusing ad, a comic or art piece, a rant...etc and post it in this thread.
>How do I create an article?
 1. Download Scribus 1.5.x: https://sf.net/projects/scribus/files/scribus-devel/
 2. Download the article template: https://files.catbox.moe/ty9iny.zip
 3. Read the guide provided with the template and watch the videos below.
 4. Start writing! You can share your progress any time by uploading your work folder to the thread.
>How do I create an ad?
Either use the Scribus template above or this GIMP template: https://files.catbox.moe/ryn2zl.xcf (also works with Krita!)

NOTE
Articles must be in Scribus SLA format, this allows the editor to properly merge articles and correct errors.
Ads can be in Scribus SLA or GIMP XCF format.
Comics and art can be in any format.

Remember: Have FUN

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Previous threads:
https://archive.today/x16VB
https://archive.today/Y4mVv
https://archive.today/rqkE6
https://archive.today/EWy7O
https://archive.today/ztMjE
https://archive.today/C3EdG
https://archive.today/oOXla
https://archive.today/FTylQ
https://archive.today/p3RGh
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Scribus how-to
>>221665 (OP) 
Proud to be part of this.
I was working on a Dead Space review that i was tempted to finish in time for this number but thought it would have been better to hold for the next one, as this seemed to have enough content already.
unlike the previous one that i found a bit lacking
I wonder how you guys do stuff like picking the cover behind the scenes though, as there's was no mention of this one nor the previous one and they both came out as a surprise.
How do you get in contact for stuff like that?
Replies: >>221671 >>221672
>>221669
>How do you get in contact for stuff like that?
if only there was a place where everyone could post things related exclusively to the magazine or something like that!!!!!!!!!!!!!!!!!
After many delays, technical problems, and niggerpilling, issue #7 finally sees the light of day. Most of the content is from months ago as you can probably tell however there's some new stuff that I picked up a few days ago. Funnily enough, the day I finished #7 and decided to post it was the day zzzchan went down (the 22nd/23rd), so you can imagine my frustration.

Note that all Sleepy Station issues are permanently archived here: https://archive.org/details/SleepyStation where you can read them online or download them all in one go.
By the way, we have a new Shotgun Rating template! Available for GIMP and Krita here: https://files.catbox.moe/w3dfu6.zip

>>221669
>Dead Space review
I would love to read that, do you have a draft of it?
>picking the cover
It's always art done by anons on the board except in issue #3 usually pulled from the drawthreads unless an artfag intentionally draws something for the magazine.
>came out as a surprise
Covers should be a surprise, showing them early ruins the excitement of seeing a new issue release. Also the cover is always the last thing made after all the articles are finished and counted, so no point showing it by itself. If the cover is done the issue gets released.
>How do you get in contact
We do all the editorfagging in bumplocked /b/ threads away from disturbances, and when zzzchan is down, as it was yesterday, we use homing pigeons.
Replies: >>221676
I only came because of Serious Sam
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>>221672
If i knew, i would have tried releasing something more to reach at least 40 pages like previous issues, maybe a few more fake ads or something, as i think this issue had a good number of reviews.
>>221672
>I would love to read that, do you have a draft of it?
Maybe i will post a preview of it later.
I can't right now as i am shamefully phoneposting
Hope you liked my Xeno Crisis review and the fake Ads.
If i could go back at it, i would rate Xeno Crisis 6.5 rather than 7, as i realized i had too much criticism for it to deserve a full 7, but what's done is done.
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The cover looks lame tbh.
I thought you were going to take notes from picrel.
>>221681
This is a concern I wanted to raise myself, it doesn't have the extra flair of #5 with the original logos included nor any of the suggestions implemented in the 6 mock most of which looked like good ideas.
Replies: >>221691
we just crashed
>>221681
>>221682
I tried adding the original logos but they either had clashing colors or covered up Serious Sam. I did add a barcode and some characters on the back cover though... Screenshots and/or standalone graphics like in >>221681 might be doable but only if the space allows. Covers should have a big prominent character and lots of blurbs and extra graphics, but there's usually very little space.
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>come back from vacation ready to finish up the work on magazine
>literally a day late
I even wrote the Foreword on the plane for this (and somehow forgot which issue we've been working on).
Oh well, there's always the next issue.

Moral of the story:
Never trust a dune coon.
Replies: >>221737
>>221665 (OP) 
No idea why, but the Control review takes forever to render.
Replies: >>221703
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>>221702
Maybe you should upgrade your PC.
and buy a copy of Skyrim, you could always use another one
Replies: >>221704 >>221794
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>>221681
>The cover looks lame tbh.
>I thought you were going to take notes from picrel.
I don't know why the editorfag didn't use the Onirism loli some drawfag did for the cover, since it was ready and done.
I first thought that it had to do with the fact that it was just the character with no background, but the Serious Sam that got the cover in her place is pretty much the same.
>>221703
Thank you for your advice, Todd.
The fact is that no other review in any other issue took that long to render like this one.
So i was simply wondering why was that.
Replies: >>221740
i feel guilty about not contributing anything
i will try next issue
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>>221701
Your passion is appreciated, anon.
No girl on cover? Maybe next issue, then
>>221704
Put a santa hat on the loli and turn the box into a present. Bam, Christmas themed cover for #8.
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>>221740
Sure, but having her as the cover for this issue would have marked the first time Sleepy Station had a cover actually related to its content.
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>>221766
Issue #1 had Samus and Vita-tan on the cover, and there were articles about Metroid Dread and reasons to get a Vita.
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>>221703
The Control review is very well done,  but the anon who did it shouldn't have used 20 Mb png pics as the PDF takes forever to render when you reach that review, quite annoying.
(It's not like anyone is going to read SS on a 4K 80" screen.)
All the other ones load quickly.
<Just upgrade your PC bro
You shouldn't need to upgrade your PC just to read a fucking PDF,  even a windows98 toaster should be able to load it quickly.
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>>221773
The only one so far.
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>>221951
Issue #7 was gonna have Alec Mason on the cover but the drawfag ghosted halfway through the drawing.
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>>221961
The anon who was supposed to draw the Red Faction Guerrilla cover gave up, but the anon who drew the Onirism girl delivered, and was still ignored for some reason.
I think that the lack of communication can also cause the anons who want to give their contribute to lose motivation.
>>221665 (OP) 
>Guerrilla is misspelled on the cover and in the table of contents
Come on, man.
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>>222035
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>>222092
At least the gorilla pasta fits better that way.
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>>222106
I admit that i didn't even notice that until this anon >>222035 pointed that out.
Now i can't unsee it.
Replies: >>222328
Good stuff on getting issue 7 done, everyone.  I was concerned the project might have hit a serious snag and gotten mired but I knew you'd all pull through.
I think that, since this issue had less pages than usual and the No Games comic anon didn't post the continuation, you should have put more pages of Rad Dude comic, since apparently the anon who did those made hundreds of them already.
It was a good issue nonetheless.
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>>222035
>>222092
>>222106
>>222109
Relax fags, the next thread will have the fixed version. It's already on archive.org by the way.

>>222191
I was gonna add the "rad gang vs surf nazis" saga, but I was honestly beat and wanted to get the issue out. Plus I wanted to test the waters with including a new comic that wasn't specifically made for the mag.

>>221794
You overestimate Windows 98 but I agree with the rest of your post. When exporting PDFs from Scribus I try to strike a balance between low filesize and high quality, not just for reading on HD screens but also for printing, so I understand that some pages may be a bit too heavy for some machines... You could try converting the PDF to a series of (low res) images using ImageMagick or similar and reading those, shouldn't take too much memory.
Replies: >>222387
>>222328
>Relax fags, the next thread will have the fixed version. It's already on archive.org by the way.
Great job anon.
We are joking here, but we all make mistakes, don't worry.
>>222328
>You overestimate Windows 98 but I agree with the rest of your post. When exporting PDFs from Scribus I try to strike a balance between low filesize and high quality, not just for reading on HD screens but also for printing, so I understand that some pages may be a bit too heavy for some machines... You could try converting the PDF to a series of (low res) images using ImageMagick or similar and reading those, shouldn't take too much memory.
I don't think that's your (editor?) fault, unless you also made that article yourself.
I think the anon who made the article should have just used JPG pics for the screenshots, i tend to avoid using big file size pictures in my own articles for that very reason.
I mean, apart from when you need transparent pics, that you are forced to use PNGs is alright, but i think that for the game screenshots 1280x720 JPEG pics are good enough, hell put even 1920x1080 pics if you want, but keep them as JPG.
Replies: >>222491
Control_REVIEW_small.pdf
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>>222387
reduced all the image resolutions by 50%-25%, total filesize has been reduced by a whole (whoppin') megabyte.
Tell me if it loads faster on your machine (tm).
Replies: >>222536
>>222491
seems better now.
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Remember that ad from issue #1? 
This is what it looks like now. 
Feel old yet?
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>>222603
You did that?
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>>222641
fuck no
Replies: >>222723
>>222646
Thought you were another artfag showing off his skills for the magazine.
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I never know how to write an ending to these things:

Teenage Mutant Ninja Turtles: Shredder's Revenge

Good old fashioned co-op beat 'em up goodness.
Who says impulse buys are a bad thing? Well... Anybody with with a functioning brain would say that, but I guess this time was a pleasant surprise. Myself and a friend of mine decided to reunite after a long period of absence over a mutual jelking session and a game reminiscent of those near and dear to our hearts: TMNT Shredder's Revenge. While he grew up with an arcade stick up his ass, I was molded by my off-brand "9999in1" NES cartridges. One of those 9999 games was "TMNT 2: The Arcade Game". I remember spending weeks playing it (and sometimes TMNT 3: The Manhattan Project) with my upstairs neighbor. Good times. This re-imagining or spiritual successor or soft re-boot or whatever the fuck you want to call it, is a lot of fun as well. Developed by "Tribute Games", who have at least 6 other pixel-styled games behind their belt. >(You) might be familiar with "Wizorb" or the more recent "FlintHook". Shredder's Revenge looks great, sounds good and feels tight. Even with 200 ping online play I've only encountered some glitches two times, both resulting in my turtle shifting slightly to the left. You can play it solo or with up to 5 other people (hate to see how confusing that gets, especially if everyone picks the same turtle) in story or arcade mode (as well as survival mode if you cough up for the DLC). The difference between the two is that in story mode, you accumulate XP, which expands your HP bar, your lives, your dong and special moves. Arcade mode locks you with a default preset and removes all the cutscenes and side-quests, but allows you to adjust extra mutators. For example: "Enemy death explosions now hurt you", "3 special charges given at the start of a level", "No revives", etc... Each character plays a little differently, even turtles differ in terms of damage, speed and range. We all know Don excels at range, Raph will do the most damage and Mikey will be 3fast5u. Apart from the turtles, you can pick Splinter, April O'Niell and Casey Jones. The aforementioned DLC also adds 2 characters, Usagi (furfag) and Karai (footfag). I had the most fun with fast characters like Mikey, April and Karai. April is especially fun thanks to her use of filming equipment as weaponry. Her super sucks though. In multiplayer, you are allowed to help a co-op buddy up by exposing yourself for about 5 seconds, and lend a single point of health with a simple high-five when you're both up. You can also be a dick and pick up every pizza, which can now also grant additional firepower instead of health. There are a couple of "Family sized" pizzas spruced around levels too, so even if you are a selfish fuck, you'll still heal the entire party.

[IOU an ENDING]
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>>223656
something something april's chest
Replies: >>223720 >>223726
>>223656
>Pleasant, wholesome fist-to-face action isn't just a relic from the era of coin-guzzling stick-and-button arcade machines at the back of your local bowling alley. Who would have thought?
>>223694
This, April was censored by kikelodeon before release. There are two mandatory mods (April butt attack, April sexy cleavage cutscenes) on Nexus that reverse her mastectomy and restore the unused butt attack sprites so she isn't using a phoned-in-at-the-last-minute jumpkick sprite for coop finishers.
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>>223694
>something something april's chest
>>223720
>This, April was censored by kikelodeon before release. There are two mandatory mods (April butt attack, April sexy cleavage cutscenes) on Nexus that reverse her mastectomy and restore the unused butt attack sprites so she isn't using a phoned-in-at-the-last-minute jumpkick sprite for coop finishers.

Just had to check that out, and this is fucking ridiculous!
It's not even that sexy, no reason to cover something so chaste and modest like that.
It's not different from how she used to look in the OG cartoon.
The second pic is even more stupid since her boob area is almost entirely covered.
Replies: >>223742 >>223776
>>223726
Do you have a prompt to generate overblown outrage posts or do you naturally sound like a newfag?
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>>223742
How about you stop trying too hard to fit in instead?
>>223726
>It's not different from how she used to look in the OG cartoon.
Her boobs in the cartoon were bigger.
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>>223776
a bit, but I can't care anymore, I'm so tired
I wanted to talk about how fun the game is
>>223777
COPY THAT
>>223777
>I wanted to talk about how fun the game is
How's the DLC?
Does it add new stages and enemies or it is just the two characters and some lame new mode?
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>>223777
She's so fucking hot.
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>>223904
>new stages
yes and no
the survival mode takes place in new arenas, but arenas are one screen with different backgrounds. Some have falling hazards, some don't, I haven't gotten too far into it. It's has a rouge-lite element where you only get one life and pick between 2 bonuses after you're done with an arena. Your ultimate goal is to collect enough crystal shards to form like 7 different crystals. Takes a while.
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>>223931
there's porn of her in a "game" by akabur
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>>223959
So just survival mode.
That's lame, i thought they were going to add new side-scrolling stages with new enemies and bosses.
>>223963
Which one?
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>>223981
star channel 34
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>>223982
Oh I guess I should finish it, I got bored on episode 8 and never finished it.
What would you consider to be a good page count for splitting up a piece that in total is probably going to be too long for one release?
I was thinking something like six
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>>224307
>What would you consider to be a good page count for splitting up a piece that in total is probably going to be too long for one release?
>I was thinking something like six
Well, The Mario Strikers and Project Zero reviews i did were 8 pages each, and i think the Metroid Dread review someone else did was the same.
I think that is acceptable.
How many pages your article is going to be, in total?
Replies: >>224321
>>224318
>8 pages each
That looks fitting, especially since the font size isn't fixed
>How many pages your article is going to be, in total?
Hard to gage at this point since I am writing it in overleaf for now and that just doesn't translate to a designed page but I think the raw text should get to 15 or so pages.
Replies: >>224322
>>224321
>15 pages
Holy shit anon, is that going to be a walkthrough guide or something like that?
Replies: >>224323
>>224322
No not exactly, I am the anon who wants to talk about vidya AI if anyone remembers that and I found the resources to put it together but now I am trying to condense about 160 pages from one book into the article plus whatever I need from the other sources I have.
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>>224323
Oh I remember you. I'm definitely down to read a 15 page article about procgen mostly out of curiosity but do try to keep the scope from getting too big.
It would be the first /agdg/ article in the zzzine which I think is pretty significant.
Replies: >>224385
>>224326
Good to hear
>procgen
>scope getting too big
about that, what I described so far is mainly concerned with decision making and I am going to stick with that, since this is already ambitious. Of course if it works out I could also cover the procgen like I had in mind inititally.
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Feedback please.
Ending missing because I will have to write something about the DLC.
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this is gonna take a while
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>>224493
it's micromachines
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>>224493
I had this whole thing planned out, but actually doing it is a whole 'nother beast.
Probably gonna have to make the text even smaller to fit everything in, but more importantly, I need to figure out those borders.
>>224483
>Feedback please.
The first page needs more screenshots and renders since it is the one that introduces the review, maybe this way it will end up being one page longer, but it is not a problem, we already had 8 pages reviews, after all.
Try adding a screenshot between every topic treated, for instance between "Dark souls with guns..." and "Some backstory".
Replies: >>224679
>>224630
Yeah, the first page is lacking. I'll move the gun render someplace else as well in addition to what you've suggested.
Does it read ok? It doesn't look too boring, does it?
For as much as I've written down, I still feel like I've failed to do my love for the game justice.
Question about Scribus:
Sometimes when i have to pick the color for either text or shapes, i get a huge list of colors, some other times a very limited list of color, how's that?
What am i doing wrong?
Replies: >>224797
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>>224726
Scribus offers a very short list of colors by default.
Our template is set to offer a much wider range of colors.
To pick your favorite set go to Edit -> Colors and Fills and pick a set from the dropdown menu on the right.
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>>224797
Thanks for the reply anon, much appreciated.
You guys are rad, been reading your mags for a while now.
Keep up the good work.
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bump any updates?
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>>232098
I am the anon who did the Project Zero, Mario Strikers, Takeover, Xeno Crisis reviews and the Daikatana, Hitler drink, Ouya 2, Zelda, Subscribtion ADs.
I think i started too many articles at once, but i am currently working on these reviews:
>Dead Space 
I think i need to replay the game once again to refresh my mind about it
>Gotham Knights
This won't take long to be finished, point is, i haven't touched it in weeks (the review i mean) and need to go back at it asap
>Nier: Automata
This is still in early stages but i like how visually is turning up
>Bud Spencer and Terence Hill: Slaps and Beans
I got the graphical part but still have to finish the written review

So far, the Gotham Knights one is more likely to appear on next issue as it is the one in a more advanced state compared to the other ones.
I would like to have both that and Dead Space to be ready for the next issue but i can't promise anything.
Then i would also like to make some more fake Ads too if i can.
>>232121
I almost forgot that i am also doing a review of 
>Project Zero: Mask of the Lunar Eclipse.
At the moment i mostly did the graphical part while the written review is still in the early phase.
As for the Dead Space one, i think i also need to replay this game again to refresh my mind about it.
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>>232098
I'm planning a review of various homebrew games which will all be covered in the same article, nothing to show yet though.
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>>232121
>>232137

noice
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>>232121
>>232134
Here's the Gotham Knights review
Finally done:

https://litter.catbox.moe/uy95l3.zip

Hope you niggers will enjoy.
This review was basically done weeks ago, but the graphical elements were a pain in the ass to position in a way that made sense, without leaving too much empty space between paragraphs or leaving too much words and not enough pics to break the wall of text.
I was wondering, should we involve other boards not to make the articles but for stuff like the fake ADs?
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>>234217
UPDATED VERSION
https://litter.catbox.moe/lapby0.zip
Sorry, i made a few fixes.
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>>234217
>spoiler
Not sure this is a good idea, what boards do you have in mind?

>>234220
Great...
Replies: >>234329 >>234330
>>234320
sending again, give me a second
Replies: >>234331
>>234320
Here, let me know if there's still any problem:
https://litter.catbox.moe/jwqj17.zip
Replies: >>234331
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>>234329
>>234330
Nevermind, I got it fixed by renaming the folder Gotham Knights to gotham knights linux is autistic
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>>234331
Man, honestly i had no idea what was wrong with it, i thought that maybe it didn't open the pics because i had the "your work folder" folder on the desktop and you had it located elsewhere.
Once i moved the pics of the Battle League review in another folder, and when i opened the sla file again the pics were gone, so i thought that was the reason.
Replies: >>234578
>>234332
Scribus always stores the location of images/fonts relative to the location of the SLA file. So to make it easy on yourself, move all images into the images/ subfolder before importing them into the article you're designing. That's the advice I would give anyone using Scribus...
Another piece of advice is trying to export your article as PDF and seeing if any errors or warnings pop up, those are always helpful.
Replies: >>234636
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>>234578
working on some fake Ads now.
thoughts
Replies: >>234640 >>234660
>>234636
Very good. You need to add drop shadow to the logo at the top, and make the tracklist stand out from the text surrounding it somehow (change font size, apply italics/bold, add color?)
Also the background doesn't cover the bottom edge of the page, I can see a thin white line there. Enlarge the background to fit the page, the exact page dimensions are 210 x 297 mm², you might have to enter either of those numbers by hand if the scaling tool fails you.
Replies: >>234641 >>234667
>>234640
Sure, it was just a preview.
I am not done with it yet, in fact, i am still working on it right now.
For instance, i already cleaned Moonman's outline and already looks better.
I am also thinking about a different position for the tack list and i will post it again when i am done for other feedbacks.
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>>234636
Make the bottom text smaller, otherwise I like it
Replies: >>234667
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>>234640
>>234660
what about now?
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>>234667
Windmills of friendship might be a bridge too far, but yeah, looks neato
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>>234671
Do i take the windmills off?
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>>234672
yeah, put the minimum wage arches up instead, so can finally get sued
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>>234673
Sorry for disappearing.
Here's the moonman album Ad and yet another updated version of the gotham knights review sorry about that.

https://litter.catbox.moe/iwd0jc.zip
Replies: >>234917 >>235768
>>234893
I miss Moonman and his racist ways.
Replies: >>234935
>>234917
why? is nobody making moonman songs anymore?
Replies: >>235164
bump
>>221665 (OP) 
If there are they're probably hidden behind ((( Telegram ))) or some shit.
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>>235161
wrong thread?
Replies: >>235164
>>235162
probably meant to reply to >>234935 but retardation took over
Is the "no games" comic anon still around, or did he give up for good?
Replies: >>235251
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>>235250
I'm here.
I've been busy with stuff as well as working on a cartoon but since you asked so nicely I'll go back to making more pages.
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>>235251
Good to see you are still around anon.
I asked because the no game comics ended without a proper conclusion and last number were replaced by Rad Dude with no explanation.
I think both comix can coesist actually, but not having a proper conclusion to your comic sucked.
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>>234893
Here's another fake ad i am working on.
I think i'll probably make it into two pages so i can list the games on the bottom as the upcoming releases.
Thoughts?
Also, i said that i wanted to also finish the Dead Space review in time, but i will probably release the Project Zero 4 review instead, if i manage of course.
>>235768
Looks good. The only suggestion I have is left aligning the "And don't forget..." text and making it fit without squeezing in between game covers.
Replies: >>235787
>>235779
Yeah, as i wrote before, i will probably make another page for those game covers under "upcoming titles"
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>>235768
>doing a fake listing ad with the covers from the photoshop thread
Genius idea. Problem is though this edit seems more spiteful and cantakerous than fun. I can't imagine anyone laughing at
<GameScam - power to the crooks
<we can give you peanuts for them and then resell them for a few bucks less than new!
<*If you give us your console, twenty games of our 	choice, your car, your wallet...
no matter how much you think fits Gamestop. It sounds like you're ranting, not telling a joke. The fake game covers alone should carry the humor through the entire ad, and if you then want to add some just try something silly instead:
<GameStoop - power to GameStoop
or perhaps being more subtle with the jokes, like selling Natsoc Dinosaur for $88.14 or $88.41; or changing the used listing from $50 -> $49.98 to $50 -> less.
The fake Silent Hill 2 remake ad was so good.
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>>235768
Cool idea. Why did you add both the dollar and euro sign though? They have different values and it makes it look weird.
I know it's a WIP but try to make it as close as possible to a real gamestop ad for ultimate funnies. Throw Buck the Bunny in there too saying "Buying a nigger is cheaper than a copy of Cubivore for the Gamecube!" or something.
Replies: >>235794
>>235792
>Why did you add both the dollar and euro sign though? They have different values and it makes it look weird.
Because despite having different values what costs 60$ in the US usually gets "converted" to exactly 60€ in Europe.
Replies: >>235795 >>235797
>>235794
Daym. Truly awful.
Replies: >>235796
>>235795
Not for everything though, but for vidya is often the case.
>>235794
I've seen that happening to retailers as well, when they expect you to pay 80E for a triple gay console game nowadays. Pretty funny and subtle once I noticed it.
>>235791
You can't never be way too suble, otherwise some people may get the wrong impression and think that you are actually praising that shit.
You also must think about the chance that someone from outside here may read the magazzzine.
>spoiler
That was exactly way too suble.
Some could even think: is this promoting a game mod or something?
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>>235856
>some people may get the wrong impression and think that you are actually praising that shit
No, why should they? In what way would you be praising second hand game retailers if not every second sentence in your ad was about beheading its employees?
If anything it should be the exact opposite, just lighthearted fun at the expense of shitty businesses. Reminds me of how everyone's complaining the webring's too bitter and cantakerous to be fun to be around anymore.
>that was exactly way too suble
>is this promoting a game mod or something?
No you fucking idiot; everyone knows there's a SH2 remake coming out. No one would believe Ada with a photoshopped wig is a serious attempt at modding 2001 SH2, but most obviously a jab at Konami outsourcing that SH2 remake.
Humor's meant to be about poking fun at something, not screaming at the reader he should really hate this or that. Let him or her connect the dots and let the punchline kick in. Best of all about that fake ad, it aged like fine wine now that more footage of the remake has come out, from the Unreal Engine logo down to the QTEs.
I've been lurking the Jackbox thread and it's not like there aren't anons still capable of humor around here. You've got a great ad idea, don't go out of your way to ruin it.
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>>235791
> if you then want to add some just try something silly instead:
><GameStoop - power to GameStoop
>or perhaps being more subtle with the jokes, like selling Natsoc Dinosaur for $88.14 or $88.41; or changing the used listing from $50 -> $49.98 to $50 -> less.
Omg dude ur sooo funny!
You seriously have no reason to criticize other people's work with those shitty suggestions of yours.
Hope nobody here ever listen to your lame opinions.
>>235897
>No you fucking idiot; everyone knows there's a SH2 remake coming out. No one would believe Ada with a photoshopped wig is a serious attempt at modding 2001 SH2, but most obviously a jab at Konami outsourcing that SH2 remake.
Yeah, sure, because the average normalfag gets that level of subtlety and there's now way he might think otherwise.
If you really think any of those suggestion of yours were in way, shape or form, any good, you are actually retarded.
TL;DR
You are a faggot and your shit is all retarded
>>235856
>>235898
This is a magazine with nigger written at the end of every third sentence. Why would a normalfag be reading it?
Anyone who touched /v/ should get the joke. The mag should not worry about outsiders 'not getting it'.
Replies: >>235900 >>235902
>>235899
>This is a magazine with nigger written at the end of every third sentence. 
>Why would a normalfag be reading it?
Why wouldn't he?
You might be surprised by how many normalfags actually hate niggers.
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>>235898 
>Gamestoop
Yes, I laugh at stupid shit like that, just like I laughed at the laser cheese comic for being bumfuck retarded. Sure is better than the passive outrage in the fake game listing ad.
>making the price tag and price gouging not as obvious is a shitty suggestion
>people are fucking stupid and need to be told what to think
On par with Xwitter webcomic >artists who believe stating their retarded ideals is >humor. Reminds me of why Stonetoss became popular in the first place.
>you are actually retarded
>TL;DR you are a faggot
No need to get this defensive. You're not even e26c83 but Yesman Deepthroat taking up in the ass for the only guy still doing something for the zine. If he didn't want any feedback he should not have asked for it.
>>235899
I don't understand it either, why turn down nuance and subtlety for an outside public that doesn't exist? The joke's already obvious as it is, and a normalfag would get immediately turned off by the content of the magazine or reading for that matter.
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>>235902
>Yes, I laugh at stupid shit like that
I don't, and the rest of those suggestions were actually unfunny garbage.
>No need to get this defensive.
That is not being defensive, that is calling out a retard for what he is, because he got butthurt at some joke for not pandering to his "refined" (shit) taste.
>I don't understand it either, why turn down nuance and subtlety
Who said that things HAS TO be subtle?
If some anon even wants to write a rant ala old school AVGN then fucking let him.
Also, if subtle means the kind of godawful pretentious crap that >>235791 suggested, then it's definitely better taking the opposite approach.
>project going to shit because of autistic control freaks
lol
>>235902
That comic never gets old
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>>235897
>Reminds me of how everyone's complaining the webring's too bitter and cantakerous to be fun to be around anymore.
I would say that's split between a handful of failed normalfags lashing out because making "own the libs" the sole basis of their identity didn't get them pussy and rapefugees waiting for their bans to expire elsewhere who say that we're "bitter" because we aren't total niggerbrains like they are.
>>235898
Here we have an example of the former.

>>235902
Stonetoss became "popular" because, like Ben Garrison, it was snowcloned to death. The reason it got far enough to get that kind of attention at all is because unlike (You), that fag who did the original ad, and every other political cartoonist in history, the artist has some basic understanding of how to do comedy in a visual medium.
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>>235932
<you can't dislike constantly being one step away from getting screeched at and called a boogeyman unless you're a boogeyman too
Using this board makes me feel like I enter a class full of retarded children.
The best part about a proper 8chan successor will be that I'll be able to leave this place for good.
>>235949
I've found it's best to just attempt conversation and then drop it entirely the moment some autist's faggot gland starts going into overdrive. As in don't even open the thread again for a couple of days so the sperg feels like he won something and you can try again with a different IP.
This is what I do at least when I'm just trying to talk to people and some faggot has a conniption I wasn't even trying to goad him into.
Replies: >>235984
>>235932
Stonetoss became popular because he gets the point across by using a universal launguage that reaches everyone, from the board user who knows what's up to the average normalfag who's mostly clueless.
His goal is obviously trying to open the eyes of the most oblivious of the normalfags while giving a chuckle to those who are more aware of things, and like him or not, he does that well.
>failed normalfags lashing out because making "own the libs" the sole basis of their identity didn't get them pussy and rapefugees waiting for their bans to expire elsewhere who say that we're "bitter" because we aren't total niggerbrains like they are.
Nice pasta, let me know when you'll come up with some original thought.
>>235949
>The best part about a proper 8chan successor will be that I'll be able to leave this place for good.
You don't have to wait for a proper 8chan successor, you can leave right now.
Bye.
>>235976
The best course of action was probably just ignore that sperg's "ideas" and let him laugh at his own crappy "subtle humor" like the autist he is.
Replies: >>235986
>>235949
Who are you quoting? I was trying to say that there are two groups of loud retards and a lot of people who just want to discuss their hobbies in peace in the middle. I'm agreeing with you, faggot.

>>235984
>nice pasta
Post the original then. Preferably without IP hopping this time.
Replies: >>235987
>>235986
"failed normalfags lashing out because making "own the libs" the sole basis of their identity didn't get them pussy"
I must have read this shit thousands of times already, only with some slight difference here and there, but substantially the same shit.
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>>235791
>I can't imagine anyone laughing at you wrote, but they will SURELY laugh at my very funny shit like:
<GameStoop - power to GameStoop
>i am pissing my pants laughing just writing it XD
<being more subtle with the jokes, like selling Natsoc Dinosaur for $88.14 or $88.41
>because instead of being 14.88 it is 88.14, Get it? It is the opposite!
<or changing the used listing from $50 -> $49.98 to $50 -> less
>because that make a HUGE difference and it is WAY FUNNIER!!!
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here's a bumper or somethin'
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Hello guys, I have a request. Can you dedicate a whole page in the magazine just an image of Cataphract from Armored Core 6? Thanks.
>>236920
Top notch work anon, can you post the first pic without the background and text? We'll be using that.
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>>236924
What background are you going to use?
I'm not that big a fan of the ones in the covers.
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>>236926
>What background are you going to use?
No idea, I'll do some experimentation like every time. Do you have something in mind?
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>>236934
Something flashy and Y2Kish I suppose.
Remember to post progress of the cover in the thread before settling on one though. I know you like it being a surprise but I think It's better if anons can give critique in order to improve it.
Replies: >>236941
>>236939
Alright, will do. Thanks for the pic.
>>236920
are the characters supposed to look really stupid like that?
Replies: >>236965 >>237030
>>236963
they used your face as reference
>>236920
what's with the giant tongue?
Is she retarded?
Don't answer that
Rhetorical question
Replies: >>237029
>>237025
With a tongue that big. Imagine how good a kiss on your forehead would feel.
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>>236963
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Alright anons, we're now in April which means time to work on the quarterly Sleepy Station release. This coming release is issue #8.
Here's what I have gathered so far...

Done:
>gotham knights review
>rad dude comic
>moonman greatest hits ad

Done? but no SLA:
>gamescam ad (gamestop parody)
>remnant ii review

WIP:
>cover
>gondola cards
>NES homebrew review
Replies: >>241645
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>>241639
I'd take a second lookie-loo if I were you:
https://litter.catbox.moe/hd8q0z.zip
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I finally got some free time to work on the comic.
Hopefully I can get faster at it.
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>>243298
Welcome back anon! What's the ETA on the upcoming part? I'm asking to know if the comic will make it to SS#8 or if it'll be postponed to SS#9.
>last panel
Is the finger supposed to bend like that? There's something wrong with this picture.
Replies: >>243303
>>243299
When is issue 8 set to release? If it's 5/5 I may be able to pull it off.
>Is the finger supposed to bend like that?
I messed up. The hand position makes no sense. I'll fix it.
Replies: >>243324
>>243303
There is no set date yet, although 5/5 sounds like a good first estimate. Don't rush yourself, there's always next issue.
Work in progress cover, feedback appreciated.
Feels just like old times, eh anons?
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>>244207
I think the logos being scattered like that makes it look weird. Magazine covers are cluttered but they still follow a grid so it works. It also helps that they are next to each other usually.
The font color could use more variety too and the top feels empty with only the logo, with no mention of it being a videogame magazine or headers above it.
You should also use something else for the artwork. I don't like how that one looks. Maybe the God Hand drawing from the draw thread. t. drawfag that drew both.
>>244208
>Magazine covers are cluttered but they still follow a grid so it works
Noted, I'll move all the blurbs to the sides. I might try the one column layout in the future if I found an illustration that works with it.
>The font color could use more variety
As in more than 2 colors or different colors altogether?
>spoiler
It's cropped from the left and right so it won't do, I need something with characters that are fully visible or at least only cropped from the bottom.
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>>244211
>As in more than 2 colors or different colors altogether?
More than 2 colors.
>I need something with characters that are fully visible or at least only cropped from the bottom.
Here you go. You could make the left side the main grid for titles and maybe use the space above ztan for extra ones.
Try adding a barcode for the fun of it too.
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>>244208
>>244207
One thing the anons drawing the cover should keep in mind is that they should try to break out of the "magazine cover" box. What the cover should be is a cool action shot of whatever game character/s that's relevant to the contents of the specific issue, framed in a way it has a minimum amount of negative space to account for headlines. I think the Gravity Rush cover was the best example of this concept. Most, if not all of the other ones look more like they asked characters to pose in front of a green screen "to be on a magazine cover", which is fine if you wanna be lazy for an issue every now and then, but gets boring quickly.
Replies: >>244224
>>244221
>Here you go.
You actually delivered, thanks! I'll play around with this a bit and see how it turns out.
>Try adding a barcode for the fun of it too.
We've had barcodes on the (back) cover since #6 anon. Each one is different, too.
>More than 2 colors.
I tried that before and the visual noise was too much, and this cover is already cluttered as it is.

>>244223
The Gravity Rush illustration was the only piece of art made for a cover, all other pieces of cover art were salvaged from the draw threads. Having dedicated art for each cover would be nice, however it's not always feasible.
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>>244224
>Gotham Knights Faggots
>not Gotham City FAGGOTS
Missed opportunity.
>Gravity Rush illustration was the only piece of art made for a cover
The Gravity Rush cover was the most professional out of the bunch. Really good shit, could go on a real magazine.
>feedback appreciated
The left side of the cover is very lonely. On a real magazine that's where the hand goes, and the PSM covers here >>244208 already tried to do something with it with the bright triangle strip.
Otherwise the colors and the layout feel very barren and sterile, but I assume you're terminally autistic and anything resembling negative feedback will make you blow a gasket, so keep it like it is.
>>244225
>Missed opportunity.
Well the game's original title is Gotham Knights, not Gotham City Knights.
>>244225
>The left side of the cover is very lonely.
I agree. There should be more blurbs there, but the characters' hands and guns obscure what little space there is... Got any specific ideas in mind? (other than the triangles)
>Otherwise the colors and the layout feel very barren and sterile
Sorry to hear that. Feel free to make practical suggestions anytime.

>>244221
After plugging in the God Hand art the cover layout changed considerably. Most of the empty space is now on the top right, above ztan's head, with little room for blurbs elsewhere. I don't mind this arrangement but I would prefer to keep it for #9, so I can organize the blurbs from scratch and change the color theme so it's more fitting.
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>>244224
>>244225
I think I finally understand why the cover grabs me the wrong way. My eyes don't know what to read first because of how spread out everything is.
The best videogame magazine covers usually follow this layout of a space reserved for text (usually the top and left one because that's where your eyes go first) and a space reserved for the artwork.
Compare pic 2 to pic 3.
Pic 2 feels very cluttered as a whole, the layout makes no sense, the text is too small and hard too read and is overall a very ugly and boring cover.
Compare it to pic 3 which is very neatly organized. The text space is filled to the brim with information and is categorized by sub-titles with a nice color palette. The artwork gets to shine on its own. It's look very pleasing to the eyes.
Something else I think could be improved is the screenshots could be more creative. See pic 4 for reference.
>>244229
That's looks quite better.. 
It's fine, you can use the other artwork if you want but try to make it more organized.
I also think the top feels pretty barren. You could add headers and a "videogame magazine" subtitle to the logo.

You shouldn't be afraid to copy what old covers to understand what made them so good. We can differentiate them from the rest as we go on but we first need a solid base to work with.
Replies: >>244237 >>244894
>>244231
>space reserved for text
>space reserved for the artwork
That makes sense... Here's my attempt at separating text and artwork.
I didn't want to turn most/all blurbs into text like in pic 3, so I wrestled as many screenshots/icons as possible into the available space. The layout could probably be improved, but that's as far as I'm going tonight. Let me know what (You) think.
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>>244237
That's pretty good.
Since there aren't that many articles to fill the left side to the brim. You could add context to each article. For Example:
<GOTHAM FAGGOTS
>"This shit was so bad it gave me Superman 64 flashbacks!"
<Remnant Review
>"You will get wiped. You will get angry. You will improve your build. And you will push that boss's shit in afterwards."
<TOP NES Hombrew
>+Witch n’ Wiz
>+Dungeons & Doomknights
>+Anguna: Scourge of the Goblin King
>+And More!
As well as adding a small PNG of an NES around the text or something.
>>244237
>I didn't want to turn most/all blurbs into text like in pic 3
You don't have to. I just praised how organized it looks but you can add little images as long as they compliment the text.
If anything I think they could use more flair like adding a small Rad Dude's face next to the word "Rad Dude" and the same for the Surf Nazis.
Replies: >>244260 >>244461
>>244237
>>244239
Looking at this now with fresh eyes, I hate it. This layout will never work and here's why...
- The single column layout lends itself to one thing only; a single column of text. Specifically wide text with minimum height to fill up as much space as possible.
- Adding images to the mix breaks the layout completely. Images don't flow gracefully into empty space like text does, so you have to do some tetris magic to fit them all in one contiguous area, and not without compromises.
- One option is greedily cramming as many blurb images as possible into the same space. This creates a "blurb soup" that is difficult to read, as you'll end up with different blurbs next to each other, sometimes even overlapping.
- Another option is separating blurb images and giving them room to breath, if you have room. This wastes space and only gives you a slightly less chaotic soup, or a grid at best. Either way you don't end up with a column.
- The "blurbs orbiting artwork" layout works better. Each blurb gets its own space at one of the page edges, and when space is tight it can overlap the central artwork without harming legibility. Also the non-uniform countour of the artwork implicitly separates blurbs, resulting in a much more natural looking layout.

I should also mention that the JFG artwork especially is a poor fit for the single column layout. The character poses are vertically symmetric, so they should be centered in the page. Pushing them to the side ruins the artwork and chops Juno's arm off.
For now I'm going back to the original layout of #8, but I'll work on decluttering it as much as possible so it's more legible. Will post progress.
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It'd be better if this magazine contained more homebrew content. Maybe retro game reviews, and reviews of new indie projects, as well as previews of /agdg/ games.
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>>244261
The zzzine had all of these except maybe /agdg/ games. Any you'd like to recommend?
Replies: >>244270
>>244265
I'm not sure what anyone else is cooking up but it would probably be a good idea to check in on /agdg/ threads around demo days. I think the next demo day is on the 8th.

I got a game you can preview here. It isnt much at the moment but the core game loop is there.
https://psychojosh.itch.io/kasha-vs-kritters-alpha-demo
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>>244284
How about something like this?
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>>244307
Yes, yes. Something like that.
Coverfag will ditch it just like what happened to the other mockup cover in issue 6.
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>>244309
Why is Ootsuki looking at me like that?
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>>244310
He knows he's going to get a good roll on the dice and you'll be paying up with your monthly beer.
>>244307
I like the background and blurb colors, but otherwise this mockup suffers from the same problems outlined in >>244260
<blurbs bleeding into each other, "blurb soup"
<only 2 images, crammed together in the same space and pushed to the background
<wasted space above and to the right of the cover artwork
<cover artwork is tiny, off-center, and doesn't touch the magazine logo
<clutter around magazine logo
<barcode on front cover despite already having one on the back cover
<tiny non-uniform margins
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>>244284
>>244307
This is might be very well be your worst drawing by far, which is surprising because it seemed as your art had been improving little by little in the past few months. If I could describe you with a song it'd be "One Step Forward" by the Desert Rose Band. And before you ask me to point out what's wrong with it in fine details, I'm gonna anticipate you by saying I don't fucking know because I'm no artist, still it looks bonkers to me.
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>244353
>This is might be very well be 
You tried
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>>244342
>clutter around magazine logo
>barcode on front cover despite already having one on the back cover
I see these as positives. I think they add charm to the cover.
Here you can give it a try with the new background and color palette.
>>244353
That drawing is a year old.
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>>244359
>you can give it a try with the new background
That background's pretty sweet, how did you make it? It looks like old CRT static zoomed in.
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>>244353
That drawing is very old.
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>>244366
I didn't make it.
It's this image I found on pinterest by searching "Y2K background" ovelayed on a blue ocean picture I don't have no more.
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>>244307
>>244284
h'WEAUGH SHIT, you're putting in the Nig Chawhunga arc in the next sleepy station? Nice!
If you guys need any resources or have questions, feel free to ask.

>>244239
>If anything I think they could use more flair like adding a small Rad Dude's face next to the word "Rad Dude" and the same for the Surf Nazis.
here, have these
>>244461
Dudette in white lingerie would be cool haha...
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I forgot to add.
There is a part in the surf nazis comic that is a page that takes up 2 pages, so be careful. 
Sorry that these comics are not in a standardized format: the comic is from last year and I was (and still am) still learning much about the comic making process.
>>244464
I'll see what  I can do, gotta work my next batch of comics and also getting ready for work.
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>>244461
>here, have these
>If you guys need any resources
Don't need any resources.
>>244359
>Here you can give it a try with the new background and color palette.
I probably won't create any more mockups for this issue since we're running out of time, however I promise to give this layout another try with the next issue and we'll take it from there.
>That drawing is a year old.
Don't reply to that idiot. I like your art and the cartoony style, they fit the theme of SS quite nicely.

>>244461
>>244468
>you're putting in the Nig Chawhunga arc in the next sleepy station? Nice!
Yep, the entire comic has been arranged in Scribus and is ready to go. The double-page spread has been taken care of.
>here, have these
Thanks a lot for these mugshots, I'll try to add them to the cover but if that didn't work I'll go with >>244284
>If you guys need any resources or have questions, feel free to ask.
Happy to have you here anon. I have two magazine-related suggestions, you don't need to take them but they would make my job significantly easier and faster:
1. When I was arranging the comic pages into Scribus, I had to remove the background with the blue controllers, making it pure white instead. That's because opposing pages' backgrounds clash at the border, so a solid color background works better than a non-seamless background pattern... My suggestion is provide a copy of your comics without the background, so it's either solid white or transparent.
2. Your comic page ratio is pretty close to A4, which SS uses. In the future, if you could shave a few pixels off the R/L sides of the pages, they would fit perfectly into A4 paper. That's 210 x 297 mm^2.
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>>244470
>we're running out of time
Just push the release date for next month. There's only 2 reviews and 2 ads finished anyways.
If you must publish it this month. At least touch up this >>244307 cover and use it.
Here's the .psd file so you don't have to do it from scratch: https://files.catbox.moe/mhu4fv.psd
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>>244470
>Yep, the entire comic has been arranged in Scribus and is ready to go. The double-page spread has been taken care of.
sweet, I as a bit worried about that.
As for the backgrounds I can search around for the master file and provide them without the backgrounds or painstakingly edit them for next time.
>>244471
If you need an extra ad, feel free to use this from my last story arc, I have permission for the in the top left, although it's probably not fitting since these are ads for a comic book and not a gaming magazine. (also while removing the halftoning and making it in color again I remembered I intended this to not be in color because the B&W and half toning hid the imperfectiosn and mistakes)
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>>244471
The NES homebrew article is finished, plus I already yanked the >>244472 ad from the draw thread. That's 3 articles + 3 ads + the comic and poster, should be enough for a single issue of less than 50 pages.

>>244472
>As for the backgrounds I can search around for the master file and provide them without the backgrounds or painstakingly edit them for next time.
No need, I'm just making suggestions for the future when you make new comics. Thanks though!
>I have permission for the in the top left
The what?
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>>244474
>The what?
*the top right ad, my bad.
the art there is by coco, who makes all the super busty art of Freya and Danielle.
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>>244472
found this too
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>>244523
Heh, where did you get this?
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>>244524
I'd rather not say because people will bully me and I have a very thin skin
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>>244524
That's just the official Terraria April Fools ad. Though they did actually release it.
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>>244524
If you couldn't tell by the filename he found it in Funnyjunk, den to the stankiest maymers.
Judging by >>244526 he's also admitting he uses the site frequently. Bully him.
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>>244529
nooooooo
my career as an anon is ruined!
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>>244536
How have you not killed yourself yet, nerd?
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>>244537
I leave this pit of negativity to laugh at other memes sometimes, that's how.
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>>244538
What the fuck you don't sit here and shove your nose into your own asshole and then complain about how everything stinks? You must be cattle or a nigger or something.
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>>244472
>2nd pic
>giving the fat retard kike any consideration
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>>244578
This faggot posts his shit everywhere, not just here, specially on Xitter and 8moe, which is where he's from. He'll turn over every rock in order to get the tiniest amount of attention.
Hello niggers.
I am sorry for disappearing, but i burned out and stopped working on my articles for a while, then some shit in real life took my time.
Anyway, i don't know if i'll get the GameScam Ad done in time, but i almost finished my "Bud Spencer and Terence Hill: Slaps and Beans" review, that i will post between today and tomorrow, if i am still in time of course.
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>>244641
Just keep it for #9, because this issue is more or less done.
Unless you post it in the next 5 second and the carpet bomber isn't asleep.
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>>244642
> this issue is more or less done.
Are we always around the 40 pages?
>>244642
>Unless you post it in the next 5 second and the carpet bomber isn't asleep.
I said between today and tomorrow, but let's see i am able to get it done once i came back home.
i am out and shamefully phoneposting
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>>244643
>around 40 pages
yes
>between today and tomorrow
good
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>>244641
Thanks for checking in anon. Don't rush yourself, there's still a bit of time. And even if you don't make it there's still issue #9 to look forward to.

>>244648
Man, the design for #3 really aged like milk... I might just have to retcon that in the future.
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>>244642
>>244648
>>244669

DONE
https://litter.catbox.moe/gzuf5c.zip

I know you don't like the dark frame behind the text, i tried making the background darker, but i thought it makes no sense to have a sunny beach as the bg if you are going to make it as dark as the night.

Anyway, i hope you'll like it.
As usual let me know if there's any issues.
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>>244700
I almost forgot, i used the Cowboys 2.0 font for the article.
I placed it inside the folder.
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>>244700
my rendering got misaligned, but I'm here to get the grammatical errors out of the way, not gonna bash you on your presentation, which is stellar.
Nitpicks:

>Page 1
"Destined" is a bit too heavy of a word for a simple paycheck.
"Stolen money" would fit better unless you were listing past participles / adjectives for the rest of your list (... to beat the guy nefarious, rescue damsels distressed and retrieve the money stolen).
"Them" was a simple typo of "then".

>Page 2
I would put the basic description of the game either in the very first paragraph on the first page or make a comparison to Double Dragon in the Story portion, a-la:
"Like most every other Beat'em Up story, this one revolves around rescuing damsels in distress, getting your money back and making everyone standing between you and your goals shit teeth".
A lot of "Th" words in that sentence, so I would replace the final "that" with "which" instead.
"Grab button grabs" like no shit, Sherlock. "And the grab key is the going to be the workhorse on your controller, performing a number of actions ... ". Again, nitpicks, you can leave it as is, this is just my 'tism acting up.
"there's not a jump button" I guess you got locked in pasta speak, "there is no jump button" is grammatically correct.
"Beer mugs and baked BEAN pans will replenish your health...".
"without any single issue." > pick either "without any issues." "without a single hiccup." I would recommend the former.
"in a gameplay" is just not correct, best to get rid of it outright and leave "... the iconic dune buggy, similar to OverTop." And I actually had to look up OverTop, but I didn't own a Neo-Geo, so I would have said "RC Pro-Am" on NES instead, but that's just me.
Comma missing after "Unfortunately" in the last paragraph

>Page 3
"almost" is redundant

fuck it, I'll reword the whole thing because it's kinda awkward to read:
"Here's how the duels work: 
An aiming reticle appears on the screen and moves across on its own accord. Your job is to time your button presses whenever it hovers over an enemy without messing up, since you only have 6 bullets in your revolver. Do it right and the baddies will find themselves disarmed and dis-pantsed."

"The game featureS 12 levels..."
"Aces high"
"Are you questioning my integrity? You think I'm a cheat?"
Another "I" is uncapitalized.

>Page 4
"Start with"
No mention of the sequel
2 more uncapitalized "I"s

It's a language barrier thing, you'll get the hang of it with practice, don't worry.
Good job overall, glad to see you sticking with it.
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>>244747
Your criticism is more than fair.
My biggest issue with making these articles is keeping all the graphical elements aligned.
At times, i do make some correction on my own and i notice that i have to reposition every single graphical element on evey single page because the rephrased sentence is now shorter or longer.
So it usually happens that i rewrite a part thinking it reads better, but then i notice everything is now terrribly misaligned, so i try to find a way to keep the "fixed" text more or less the same size it was before the "fix" (that really wasn't a fix as you showed me, the language barrier plays a part in that.)
That is the most annoying part for me, and the reason it takes me so long and sometimes i burn out.
(especially considering i am working on numerous articles at once)
I think that my problem is often thinking more about the presentation than the article itself, so for instance, when i place a picture in the upper corner of the page and think it looks good that way, i try to adapt the writing in order to keep that picture in the upper corner, when maybe it would be far easier to just move that picture to the center of the page.
But again, my bad.
I always try to finish just in time and i end up looking like pic related.
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>>244757
It's all good, man. I am the same way, so I try my best to get the text right first and then design the pages around it instead of the other way around.
I've been thinking of standardizing our review page layout, so it may look less flashy, but a lot easier to work with.

Speaking of getting your text right the first time, it's your turn to tell me where I fucked up:


Trepang2

Remember F.E.A.R.?
Well this is F.E.A.R. on drugs. Not too many drugs, we didn't end up with F.E.A.R. 2 or F3AR, this is made by fans of the original with some of their own OC Donut Steel ideas sprinkled in. As well as some not-so-OC stuff they found on the internet. It's a good game and you should play it.
Made by the Trepang studio, consisting of only 4 people (a dozen if you include subcontractors), the game was released on PC on the 21st of June 2023, followed by a console port in October of the same year. The quality of the final product is out-fucking-standing and considering it's an indie title only pushes this achievement higher still. It plays well, looks nice (most of the time), sounds edgy and bugs are rare. Excellent job.

STORY
You are 106, a gun-slinging, stealth-cloaking, drop-kicking, slow-motioning son of a bitch. You wake up handcuffed in front of cable television guilt-tripping you into following orders from a major corporation. A mysterious masketta man (one of many) snaps you out of your stupor and you begin your journey through a maze of industrial hallways, dark offices and warehouses. Still handcuffed. Eventually you get your hands on some tools and make your violent way out of the facility and evac-ed by your unit "Task Force 27", who greet you with open arms like an old friend. After you've been flown back to home base, you are free to test out your aim at the weapons range, your skills in the wave combat simulator and your fashion sense at the locker. Not 5 minutes after taking off your clockwork orange jumpsuit, you are ordered to take on a mission against Horizon, the same corporation that kidnapped your ass earlier.
All the levels and settings are inspired by some other piece of media, so while the individual pieces of this game are not very original, they still meld together quite well. Some parts, like the first level, are direct homages to F.E.A.R., while some resemble SCP entries. The balance between spooky and tacticool is set just right, but I'm afraid they may have dated their game by using direct references to what may as well be an internet fad. The game's been quite successful thus far, I do hope it stands the test of time.
Levels have small pieces of intel sprinkled throughout the whole game. Depending on the location it may be a dropped phone, an unlocked computer, a document or a scroll. Most are very short, so they don't interrupt the flow of your mass dismemberment process, but the fact that there may be over 20 pieces of intel strewn around a level does. If you stop to read every piece of intel, a 20 minute level will stretch into about an hour long ordeal. To make up for it, some of them include very good and disturbing artwork. You will piece the story together faster than the game would have given it out to you normally if you stop and read every piece of non-encrypted intel, but pretty much everything is revealed to you at the end. There is also a "hidden" flying roomba in every level, which grants you obfuscated intel and collecting them all grants you the secret ending. In the castle level, I found a collectible plush bunny rabbit in the same room as teh roomba, which didn't do anything of pickup. Later in the same level, after killing the Enforcer on a staircase, he dropped something, but it fell through the stairs, so I couldn't tell what exactly it was. I read online that there were plans to include a hidden bunny in every level as a secret collectible, but for some reason the idea got scrapped and only one bunny remained. I guess I could see somebody saying there were too many different collectibles for the ADHD-ridden players (intel, roombas, gun attachments). I got all but one of the roombas on my first playthrough, but to see the secret ending I had to replay the entire final level + bonus level, which is fucking hard man. I finished every mission in the game on Very Hard, but the bonus mission humbled me down by a couple of difficulty levels as well as forcing me to cheese a couple of encounters along the way. Remember, this is a spectacle shooter, so being out of place when a certain enemy spawn trigger is activated can fuck with the AI.

PRESENTATION
Speaking of spectacle, the game looks very very nice. Screenshots look amazing, guns sound powerful, animations are fluid, but I didn't care for some of the effects being over the top. I know that's the name of the game and I do like the destruction you inflict upon the enemies and environment alike. But at times it becomes difficult to tell what the fuck is going on. It may be just me, but I haven't had this problem with F.E.A.R. and this may be due to my replaying that game almost a dozen times at this point. Another nitpick I have is the glove textures bleeding across the screen. I don't know what happened, but it looks like they're made out of smoke and beetles, especially if put your dukes up against a bright surface, like a computer screen. You stop noticing it after beating the first level, but I did spend almost 15 minutes trying to get rid of it before actually playing the game. I noticed a similar effect being used in Remnant 2. It reminds me of how moving pixels would leave smears on the original Game Boy.
Voicework is outstanding too, I never expected such quality from such a small team. I'm not familiar with military technobabble, but it all sounded on point to me, man. One element from the Replica soldiers that hasn't been replicated in this homage, was the variety of voicelines. Where Replica soldiers would call out your position in accordance to your actual location ("Behind the sofa!", "Under the desk!", "In the cubicle!", etc.), I haven't noticed such a bouquet of voice lines in Trepang2. There was one line, which came across as less than professional: after grabbing a human shield, one of his comrades said "Uh-uh, not gonna guilt trip me into not shooting" and promptly peppered his squadmate with half a mag of delicious .45 ACP. Funny, I guess.
Soundtrack is composed mostly of metal and deathcore. I actually had to look it up and see that it also falls into a genre called "djent". Composer Brandon McKagan (who's also the games level designer, writer and voice actor) calls it "Trepangcore". While it's easier for you to just listen to it online, the best way I could describe it would be "metal bordering on symphonic, with elements of Cheshire, the composer of all music tracks behind Madness Combat series". Yeah, the color scheme and spoopy tacticool stuff also reminded a lot of the Madness Combat series. While "Trepangcore" was fitting for the action portions of the game, any time combat slowed down it stuck out to me as "tryhard" and over the top. After asking my metalhead-ish friend, he suggested that it's closer to industrial/metalcore, though it's very hard to pin down any one genre. 
In that regard the soundtrack is in tune with the rest of the game: a combination of elements from multiple established sources never committing to any one for too long. Not a bad thing, really. Reminds me of how Resistance 3 didn't do anything original, but what it did, it did well.
I should also mention that this game loads levels REALLY fast. Like less than a second sometimes. The one exception is an optional mission that takes place in one open area (airplane crash site)., which took almost 5 seconds to load. Ghastly, I know. I did install this game on an SSD, but I don't think I've seen load times this short. I haven't noticed any hitches while transitioning between different areas of a level, though the music would stop in it's tracks after entering an elevator or something similar.

GAMEPLAY
Now we're talking. In comparison to F.E.A.R.s Point Man (and yes, I will keep bringing it up), Treapng2's 106 is much more mobile, able to sprint (while reloading), vault and slide long distances as well as cloak for a limited amount of time. Cloak is recharged naturally over time and is depleted entirely whenever you disable it, while focus (your resource for slo-mo) is accumulated through combat. Stamina is used for sprinting and sliding, recharges very quickly and is unlimited for a couple of seconds after grabbing or executing an enemy. You can grab people to use as human shields (those with riot shields are extra durable), you can also shove a grenade up their ass and ragdoll them into a group of enemies for an effective mass takedown. Sliding directly into a tight formation or shield-bearing enemies is also a viable strategy to knock an entire squad down on their collective ass. Melee consists of gun butt kisses, kicks and dropkicks. To my knowledge, kicking any regular soldier while he's down is dishonorable, but still very lethal. Takes only 1 or 2 kicks to finish off a downed enemy. 
As mentioned earlier, dealing and sustaining damage refills your focus and a full bar lasts quite a while. There are no upgrades to your abilities except for the dual-wield serum you obtain towards the end of the third mission. This allows you to (what else?) hold up two weapons of the same type at once. Aiming becomes harder, recoil becomes almost entirely uncontrollable (especially on SMGs, don't even try to put a full-auto mod on two pistols) and chambering shells in the shotgun becomes a work hazard. Any attachments you had on your original weapon are instantly applied to the other one as well.
Speaking of attachments, each gun has its own set of tacticool goodies. Some come with suppressors, others with different ammo types and the chaingun can be affixed with 3 (three!) bayonets, so it can act as a chainsaw when you run out of bullets. Some enemies wield weapons with attachments already pre-installed, like the Horizon black ops members preferring suppressors and red dot laser attachments. Every so often you'll run across a cooling chest in a level, which allows you to mix and match these attachments on your own guns. The trick is you'll have to find each attachment in attachés hidden across the campaign and they are not interchangeable. While the attachment interface looks almost identical to the one found in Crysis, you cannot stick a pistol suppressor on a KRISS Vector or an optical sight from an assault rifle onto a bolt launcher, even though both have a Picatinny rail. Oh yes, the bolt launcher makes a return, it wouldn't be a F.E.A.R. knock-off without one (I think it's a little glitched, because sometimes dead-on hits simply wouldn't register), as well as the devastating Spas-12 shotgun and the Heckle my Koch SL8 DMR rifle.
After finishing a story mission, a couple of optional missions unlock as well. The first two are identical "King of the Hill" type of area denial levels, which lead me to believe they're all the same for the rest of the game. Thankfully, I was wrong, only 3 side missions are like this and they feature a unique enemy type - the Engineer. While they're lightly armed, they carry a huge anti-hacking antennae backpack. It's ridiculous, looks like a tower PC strapped to their backs. If they get close enough to your objective (hacking a server, every time), they pause the progress bar, forcing you to find and kill them. Shooting the backpack explodes it, so it acts like a second weak spot. Other side-missions may revolve around exploring an abandoned bunker or securing a crash site. Most are simply an arena where you have to deal with waves of enemies, much like the combat simulator back at your home base, they even have the same supply crate mechanic.
I should mention, that the experience is highly customizable, both in the options menu and in the cheats menu. After beating certain levels on certain difficulties, cheats become available for your enjoyment. Enabling a cheat will lower your current mission difficulty to Easy, which prevents you from unlocking any cheats tied to that particular mission as well preventing special spawns. These are Horizon specialists that spawn in specified set pieces on higher difficulties. You can read all about them in the Bounties/Intel menu. Some have unique death animations. Beating the game unlocks the bulk of aforementioned cheats, so it's recommended you play the game like a man your first time around and then have fun with infinite stamina and clumsy enemies as your victory lap.

The game is good. It can be as hard as you want and as long as you want it. Clocking in at around 6 hours on average, this is a fantastic love-letter to the original Monolith's F.E.A.R. done by an impossibly small, yet incredibly talented team. Which goes to prove once again, Sarah, it's not the size that matters - it's what you do with it!
Replies: >>244765
Are anons interested in JP only games? Or should I stick to something that can be played easily by anyone?
Replies: >>244762 >>244765
>>244761
I don't think anyone would have a problem with that.
>>244700
>>244757
Good job anon. I'll need to touch up the article a bit, but otherwise you did good. Keep your eye on the thread, I might need to run some changes by you.
>keeping all the graphical elements aligned.
Write the entire article in Notepad first, then proofread it or post it ITT so others can proofread it for you. Then, when adding the text to Scribus along with the images, leave HUGE spaces around each image. That way there's always room for editing text.
Some other notes:
1. Start with the template in the OP, and make sure you're using millimeters (File -> Document setup -> General) and NOT picas.
2. Add margins to your text box. Go to "Columns & Text Distances" then, under "Gap", set the top/bottom/left/right margins to a value like 2 mm or 4 mm. So when adding the transparent black boxes under the text box, there's breathing room around the text.
3. This problem happens with every article you submit; when I export the file to PDF a warning is displayed: "Applied master page has different page destination". This means the right pages should have the right master page applied to them, and same for the left pages. This is easily fixed by using the template in the OP.
4. The paragraph headers (story, gameplay...etc) should have their own text boxes, on a separate layer (e.g. Captions layer).
Any updates on the GameScam ad?

>>244761
>Are anons interested in JP only games?
Yeah.

>>244760
>slow-moving son of a bitch
or
>bullet-timing son of a bitch
>make your violent way out of the facility, violently, and evacuated by your unit
>Barely 5 minutes after taking off your clockwork orange jumpsuit
>as the roomba, which didn't do anything upon pickup
>so I couldn't tell what exactly it was exactly
>on Very Hard difficulty
who the fuck is Sarah??
GameScam_ad.pdf
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>>244747
>>244765
I made some corrections to the Slaps and Beans article based on your feedback.
I had to edit the duel screenshot picture in order to make the longer text fit.
Hope this is fine now 
everything looks aligned on my PC, no idea why it looked misaligned on yours
HERE

https://litter.catbox.moe/nkdbtf.zip

>Any updates on the GameScam ad?
I wanted to make a few pages catalog, but if you are okay with it, we can only keep the first page and add the other fake game covers for the next issue.
Replies: >>244777 >>244789
>>244765
Thanks.
>who the fuck is sarah?
She knows who she is and what she's done
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>>244767
I fixed the issues with your article. Pics related are your original article (1 & 2) and a new version that I made (3 & 4). I have different comments on both.
<original article
Notice the added spacing around the text, and the enlarged black boxes that now accommodate it better. Also pay attention to how the pictures are now aligned to the middle of each column. Now there's a little breathing room. Ideally, both the columns and pictures should have the same width, but such a layout needs to be followed from the beginning.
<new version
I didn't like the combination of colorful background + dark boxes, it's too cluttered and the dark colors don't fit the light-hearted mood of the game. So I removed the boxes entirely, added a transparent light yellow gradient on top of the background, then made the text black to fit. Now the background fits the mood of the game, and the colors go with the beach sand and logo, while the palm trees and beach remain visible. Also with the boxes removed, the text is much more readable.
If you like this version, I'll use it.
>no idea why it looked misaligned
Scribus, being the excellent portable program that it is, renders articles differently on each PC and/or OS. This can be mitigated by:
- Adding enough space around text, images, and other page elements.
- Separating elements that don't belong together, for example the body text and the paragraph headers.
- Aligning elements to the page margins (Page -> Snap to Guides) then, when needed, aligning elements to each other (Page -> Snap to Items).
>I wanted to make a few pages catalog
Bene, let's push GameScam to issue #9.
Replies: >>244779 >>244780
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>>244777
Pic 3 & 4 are wrong, here's how they actually look.
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>>244777
Pics related are your original article (1 & 2) and a new version that I made (3 & 4). I have different comments on both.
<original article
Notice the added spacing around the text, and the enlarged black boxes that now accommodate it better. Also pay attention to how the pictures are now aligned to the middle of each column. Now there's a little breathing room. Ideally, both the columns and pictures should have the same width, but such a layout needs to be followed from the beginning.
>I didn't like the combination of colorful background + dark boxes
I expected that.
>So I removed the boxes entirely, added a transparent light yellow gradient on top of the background, then made the text black to fit. Now the background fits the mood of the game, and the colors go with the beach sand and logo, while the palm trees and beach remain visible. Also with the boxes removed, the text is much more readable.
>>244779
>Pic 3 & 4 are wrong, here's how they actually look.
>If you like this version, I'll use it.
Fine by me anon, i have no issues whatsoever.
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>>244779
don't forget to add my changes there as well, I spent a lot of time putting pastanon down
it takes a lot of effort to make fun somebodys engrish!
Replies: >>244789 >>244793
>>244785
I made those changes here >>244767
https://litter.catbox.moe/nkdbtf.zip
But seems like the editorfag already mostly took care of that.
Replies: >>244793
>>244785
>>244789
Already proofread the article and made the necessary corrections, you can find the final version here: >>244779
I also proofread the Remnant II review and changed all instances of "lvl" to "level". Now that was a total PITA.

>>244472
I'm pushing this ad to issue #9, but I will need to remove the fat kike completely. Don't need that faggot's face in the mag... If you wanna go ahead and remove it yourself go right ahead.
Replies: >>244834 >>244840
>>244793
>I will need to remove the fat kike completely. Don't need that faggot's face in the mag.
Yeah, the last thing the magazzzine needs is that piece of shit's ugly face to be featured in it.
Even if you are mocking or insulting him, he would still be happy considering the attention whore he is.
Absolutely disgusting.
>>244793
I'm open to ideas on what to replace him with, I don't know what else at the moment, though.
Replies: >>244841
>>244840
>what to replace him with
An ad for z-tan 64 GOTY edition, naturally.
Replies: >>244851
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>>244841
that wouldn't be in the black and white ads, needs to be something of a service, gags or knick knacks you'd find in comic book ads that sounds too good to be true when you're like 8 - 12 but might be a total scam.
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SLEEPY STATION #8 OUT NOW
https://files.catbox.moe/i6ddl2.zip
Thanks to all the anons who contributed, whether by writing or giving feedback. You're the reason the zzzine has been going for two years!
For anons who are already working on material, or would like to start, look forward to the next issue coming in Q2 2024.
See you soon!
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>>244863
>>244863
>nearly half the magazine is the Rad Dude comic
BOGUS

Gotham Knights sounds even worse than I thought it was.

Some interesting games in the NES Homebrew section. I gotta try that Tetris variant.
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>>244863
What's everybody working on for issue 10?
I want to start on planning the cover, starting with a more fitting artwork for this layout >>244231.
It would be nice if the artwork reflected what's in the magazine as well.
>>244894
nigger, did you forget how to count?
Replies: >>244896 >>244897
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>>244895
Anon, wake up. Issue #9 happened months ago. It's 2026.
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>>244895
Oops.
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>>244893
>nearly half the magazine is the Rad Dude comic
>BOGUS
I am sure glad the Slaps and Beans review made it in time, otherwise this issue would have featured more comics than actual vidya-related stuff.

>Gotham Knights sounds even worse than I thought it was.
You know, the combat can even be fun at times, but the propaganda, the repetitiveness, the awful dialogues, the ugly characters (the police detective that took Jim Gordon's place is a female spic, there's also a faggot in a wheelchair that complains about people being "mean" to him, and lots of "female" officers who are either ugly sheboons or look like men) really make the game much worse than it already is.
I also wrote the review before all the Sweet Baby inc. shit came to light.
What i wrote about the repetitiveness is true, while on patrol, you will hear the police radio saying something like: "criminal hideout located, go investigate" so when you reach the place, it is either the same bar with pool tables inside, or the planetarium, and the enemies you find inside are always the same (both in type and number) and placed the same way, so you already know what to expect every time you go in there, and can use the same approach every single time.
In the bar, for instance, you can always take the first three thugs out silently with ease, because two of them are close to each other facing a jukebox, and the other one is always using the broom while facing the wall.
Every time you go there, you will find the same enemies placed in the same way, EVERY SINGLE TIME.
And this is the same for every other type of mission.
Also it's clear how it was meant to be a game as a service and they changed their plans last minute, because it is still structured like one.

>>244894
>What's everybody working on for issue 10?
>I want to start on planning the cover, starting with a more fitting artwork for this layout
>It would be nice if the artwork reflected what's in the magazine as well.
Well nothing is set in stone, because you know sometimes i say that i am working on a review and then i come up with another one, but currently, i am working on these:
>Dead Space
>Nier: Automata
>Project Zero: Mask of the Lunar Eclipse
>Mortal Kombat 2011
>Dragon's Crown
>And a few ideas for some fake ADs
These days i played both OneeChanbara: Origins and OneChanbara: Z II Chaos, so i will probably make one of those. If not both
To be honest, i was already working on OneeChanbara: Origins, and wanted to get it done for this issue, but then i thought it was better to just finish one of those review i had left pending instead of just increasing my backlog, so i did Slaps and Beans instead.
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>>244863
My only criticism?
I would have placed the Moonman ad on page 21,  the Rad Dude artwork on page 22 to introduce the comic, and the white page with z-tan drinking beer as the last page where the Moonman ad is.
Apart from that, no complaints.
>>244908
>Every time you go there, you will find the same enemies placed in the same way, EVERY SINGLE TIME.
Man, that sounds mind-numbing. I've played games that reused levels a lot, but they would at least change things around to try and keep it interesting.
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>>244863
Seeing my comic in a gaming magazine has made one of my childhood dreams come true, thank you! I just wish it didn't take up a huge portion of the magazine, seems pretty unfair, but hopefully next issue there will be more articles than comics.
>>244894
Might make an article about a local gaming museum that's near where family lives should I visit them in the near future
Replies: >>244961 >>244962
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>>244765
Thanks for the heads up anon.
I already changed the margins of the text box to all the articles i am working on, based on the OP's template.
Hopefully there's won't be any more issues in the future.
>This problem happens with every article you submit
Man, i had no idea.
>>244933
>one of my childhood dreams
Interesting. What dream would that be?
Replies: >>244963 >>244999
>>244933
>one of my childhood dreams
You could've at least improved your drawing skills since then.
>>244961
Seeing his comic in a gaming magazine, I would guess.
>>244961
having a comic I've made be published in a magazine of sorts.
Replies: >>245074
Now i wonder, what happened to that cool sci-fi, xbox themed cover with the (android?) girl?
Replies: >>245067
>>245064
it was scrapped in favour of the ztan one drawn by the same guy
Replies: >>245077
>>244999
Nice full house
Checked
>>245067
>it was scrapped in favour of the ztan one drawn by the same guy
Alright, but i think it should still be used in a future issue, it would be a waste not to.
>>244863
Fuckin' nice. Took its sweet time but it's worth the wait as usual.
Replies: >>245142
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>>245081
>Fuckin' nice. Took its sweet time but it's worth the wait as usual.
For the next issue i will try to submit some articles faster so you won't have to wait as long, hopefully.
>>244863
I knew you guys could do it. Hopefully I'll have the creativity and willpower to make something by next issue.
Replies: >>245204
>>245193
Thank you.
>spoiler
This is something that I hear often from anons, and the answer to that is simple; start small.
Writing and designing a full multi page article can be daunting, an easier target might be making a single page ad, or easier yet, just sharing an idea for a single page ad. If you wanna write but not too much, you can try your hand at a MicroReviews-style article, where you write short reviews for more than one game. See the NES Homebrew article for example.
Remember to have fun and feel free to share your progress/ideas ITT anytime, there are always anons around who can help.
>>244863
>Gotham Faggots
I saw a video about development of the Suicide Squad game and Gotham Knights was mentioned quite a few times. It explains why both games suck ass (tl:dw - publishers gonna publish) and how Rocksteady got fucked in the process.

https://www.youtube.com/watch?v=Y50b8yo9SHU
Replies: >>245267 >>245536
>>245215
>I saw a video about development of the Suicide Squad game and Gotham Knights was mentioned quite a few times. 
>It explains why both games suck ass
Both games' production had everything except making a good game as the priority.
I think Gotham Knights' devs were the same of Arkham Origins, so i suppose they know how to make a good game.
So probably the reason it ended up being shit was due to the meddling of retarded suits at ((( WB ))) who wanted a game-as-a-service and backtracked last minute, and those nigger faggots of Sweet Baby Inc. for the propaganda and shit writing.
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Work in progress.
It's kind of a tricky pose so any feedback is appreciated.
>>245506
what is this
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>>245507
Kagura from the hit series, Oneechanbara™.
Replies: >>245525 >>245592
>>245506
That's really good! I know it's only a doodle but there's so much promise here.
My suggestions:
- character is too short, please draw the rest of the legs
- is she gripping the sword with her forearm?
- too sexualized, especially with the camel toe and totally-not-real bush, consider toning it down or at least making a toned-down variant for the cover
- why is there [insert text] on the blade? it's too thin and curved to have anything written there.
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>>245509
Thanks!
Having the rest of the legs would make the drawing too big. You need space for the logo and any information on top.
>is she gripping the sword with her forearm?
The black thing is supposed to be her fingerless glove. I'll try to make it more clear l8r.
>too sexualized
It's Oneechanbara.
>it's too thin and curved to have anything written there.
I could carve "free gondola cards" (with a little gondola carved on the blade) or something on there.
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>>245506
Not bad, I'd suggest you cut her sword short to manage her better in the allotted space. For what's meant to be cover art she's awfully small.
Other than that, left tit's larger than her right one, her left asscheek starts and ends too soon on the thigh, and both arms are too short, right one comically.
The way she's grabbing the sword makes it look like the blade's protruding from her upperarm. She looks like the girl from Grindhouse if she was missing an arm instead and they only had Medieval weaponry at the surgeon's.
>>245509
>his only complaint is that it's too sexualized
>for a magazine stuck in a backwater imageboard that states users have to be +18 to use it
Faggot.
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>>245509
>too sexualized
Anon, really!?
>>245509
> especially with the camel toe and totally-not-real bush, consider toning it down or at least making a toned-down variant for the cover
>"totally-not-real bush"
Anon that is the fur that is part of the bikini, not her bush, even the bra has it.
Look at pic related
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>>245506
And by the way, great job anon!
Can't wait to see that in color.
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>>245510
>Having the rest of the legs would make the drawing too big
Just do it.
>I could carve "free gondola cards"
Or just the gondolas themselves, or a reflection of them. Writing anything there would barely be visible.
>It's Oneechanbara.
And ching chong to you too.

>>245512
>Anon that is the fur that is part of the bikini
Damn... That's gotta be the stupidest santa claus cosplay I've ever seen.
Replies: >>245517 >>245592
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>>245511
<his only complaint is that it's too sexualized
<for a magazine stuck in a backwater imageboard that states users have to be +18 to use it
>Faggot.
I have to agree with you there.
We already had this discussion a few threads ago, arguing about the covers made by that very talented anon that did the cover for #4 and for the Parasite in City review.
I understand not wanting to overdo T&A because of the worry that the zzzine may turn into some hentai magazine instead of a vidya one, but anon is really starting to sound like a twitter tranny at this point.
(And i thought the Samus pics on the first issue were a bit too much)
Regarding the covers, i'd say that if the cover girl shows nipple and/or pussy, cover those with the text or game logos, but keep the uncensored version INSIDE the magazine.
But if those are already covered, then i see nothing wrong with some fanservice in the zzzine, not like vidya magazines in the 90's and 2000's didn't do that as well.
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>>245511
I wanted to make a pose similar to picrel3 but I keep fucking up.
Maybe I'll go for something simpler like picrel1.
>>245514
>Just do it.
daga kotowaru.
Here, you can make it bigger like this to cover more of the page.
>>245513
Thanks!
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>>245517
>I wanted to make a pose similar to picrel3 but I keep fucking up
The sword in your drawing isn't pointing the camera, it's been extended against the viewer as if it was blocking the path, like a traffic barrier.
If it were pointing the camera the sword would be clumped in a single spot in the drawing instead of horizontally. That way you would free horizontal space for the character to be larger.
I don't know how to draw but I still see her left forearm being too short. Try to lower her upperarm while keeping the place where the forearm is. Other than that, the part where the thigh and the pantyhose meet looks odd.
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>>245517
I'm still learning how to draw, but his watched this video the last week, and i think that for draw something like pic3 you need to do like the jap of this video and for the sword, you need to deform it, if you can't figure it, you can always use a 3d model or something as reference.
https://www.youtube.com/watch?v=8jkmBD7tf5w
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>>245506
>>245508
Kagura probably wouldn't be blushing since she dresses like that normally and has pretty high confidence.
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>>245525
>the art on the disc
Sneaky bastards. I wonder whether it's the same on the Japanese version as well.
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>>245528
I know for sure it is not the same on the European one.
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>>245528
>I wonder whether it's the same on the Japanese version as well.
While trying to find that scan I actually discovered that it's not like that on the JP version
I assume since this was back when Xseed was ran by people who liked the games they localized, they made that that new disc art just for the US.
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>>245516
he's right though, you have to be a special kind of insecure that you need to constantly remind everyone how "not gay" you are by shoving your porn addiction down everyone's throat. and I know you are a special kind of insecure when you go on a tirade about how someone is a "twitter tranny" because he dared to suggest he might not want softcore pornography be the main ingredient of a community made hobbyist zine about video games. you're completely mindbroken, now go ahead and call me all the buzzwords in your checklist because your autistic ass cannot comprehend being in the wrong.
>>245532
>he's right
>(1)
samefag
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>>245532
I can draw Sonic punching Mario for issue 10.
Replies: >>245536 >>260299
>>245215
>direct link to youtube
Use an invidious instance like yewtu.be next time.

>>245506
I know foreshortening is the bane of every artist you may want to change the dimensions on her right arm and the sword she's holding because it just looks off. If the sword blade was curved more shallowly I think that would help.
The breasts, torso, and legs look pretty nice, though there's too much thigh squigh on her left stocking. It looks uncomfortable.

Your art is definitely getting better. Keep it up!

>>245510
>with a little gondola carved on the blade
This is a good idea.

>>245511
>left tit's larger than her right one
I think they look pretty even considering one is directly facing the camera and one is in profile. The thing about breasts is that they can be very deceptive in size depending on the angle of the woman's chest.

>>245534
That would be pretty cool, but don't bother replying to crab bucket niggers.
Replies: >>245570
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>>245506
Good shit, anon.
>>245532
>anon draws a character as she wears the same costume she does in the game
<wow, just wow! this is problematic! muh sexualization! Why don't you just watch porn? check your priviledge shitlord!"
That's how a twitter tranny actually sounds, faggot.
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>>245532
>all that autistic screeching
>calling other people "mindbroken"
Lmao
How did you even find this place?
I can tell by all the retarded shit you wrote that you are not from here.
Here's the place for the likes of you:
>>>/reddit/
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Strange coincidence from the newest Iron Pineapple video.
>>245532
>millennials when they see a titty and the woman it's attached to isn't 300 pounds with blue dyed hair
Replies: >>245555 >>245571
>>245552
Please anon, not all millennials are retarded faggots like >>245532

t. millennial
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>>245536
>use instances
oh drop it already, pyramid puncher
they never work properly and if you really don't want to give anybody any views at all, just download the video with ytp-dl, yt-dl or jDownloader2. Do your own legwork.

>cover "drama" again
no nips, no camel toes, no chocolate starfish
everything else is on the table
chill 
and git gud at drawing already
Replies: >>245614 >>245623
>>245516
>We already had this discussion a few threads ago
Yes and the bottom line was keeping the cover from crossing into hentai territory, while the magazine itself can have whatever inside, even literal porn game reviews (see #3).
>if the cover girl shows nipple and/or pussy, cover those with the text or game logos
Done that in #4 out of necessity then once more in #8 for comedic effect, and I'm already bored with it. You can only play the "funny censorship" gimmick too many times before it gets stale.
>see nothing wrong with some fanservice in the zzzine
Fanservice should be encouraged, if anything, since it's vanishing from actual video games and video game magazines. But even VGM in their heyday knew how to keep covers sexy without showing too much. That's what the zzzine should strive for.

>>245517
>daga kotowaru
No problemo, you rest your weary hands and I'll extend the legs myself. You don't have an issue with that, right anon? :^)

>>245552
>>245555 ✓✓✓
Aren't millennials in their 30s-40s now? I think you meant zoomers.
>>245510
>It's Oneechanbara.
>>245514
>And ching chong to you too.
Oneechanbara, also known as "Zombie Hunters" or "Bikini Zombie Slayer" is a horror hack and slash in which you play as a girl in a bikini and cowboy hat that has to slay hordes of zombies and other monsters with her swords.
It's kind of a discount Bayonetta but more horror in tone.
>>245508
>Kagura from the hit series, Oneechanbara™.
>"hit series"
I am not so sure about that, the series is pretty much obscure and niche.

>>245571
>Fanservice should be encouraged, if anything, since it's vanishing from actual video games and video game magazines. But even VGM in their heyday knew how to keep covers sexy without showing too much. That's what the zzzine should strive for.
THIS

>Yes and the bottom line was keeping the cover from crossing into hentai territory, while the magazine itself can have whatever inside, even literal porn game reviews
Fair enough.
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>>245570
https://youchu.be
This one just works.
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>>245519
How's this?
>>245571
You can draw her large boots and Stellar Blade'd the drawing for the cover; I can't stop you, but I'm not making a whole new variant covering up her bikini just because one of the 50 people that read this mag might get upset.
It's not like we'd had ecchi covers since issue 4#.
>>245570
>pyramid puncher
What?
>they never work properly
yewtu.be has been very reliable for me for years.

>>245571
>But even VGM in their heyday knew how to keep covers sexy without showing too much. That's what the zzzine should strive for.
Is this a kind of double reverse bait gambit where you restate what the other guy said and pretend like it accomplishes anything?

>>245592
>I am not so sure about that, the series is pretty much obscure and niche.
It was a joke. You have autism. I'm sorry for your condition.

>>245615
That looks really solid. Nice work.
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>>245614
>>245623
so now you know where to paste any link I'll post in the future
>>245615
that's better, make sure to slightly extend her fingers on the handle. Looks like she barely has any grip and any blow from her right would knock the sword out of her hand.
>>245615
That looks good.
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>>245615
Better than the last, but my comment still stands about her facial expression.
She's normally pretty confident and smirking all the time. She's a battle-gyaru. Hell, she's so confident in her physical durability that in addition to wearing a bikini to battle all the time, she also jumps out of a plane without a parachute. Twice.
>Actually drawing her secondary daggers 
Nice.
That's a detail that normally gets forgotten.
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>>245755
She's flustered because you're so cool, anon.
But you're right. Maybe I'll give her a Sonic smirk.
>>221665 (OP) 
I don't know why but I can't use catbox anymore. And my laptop is broken...honestly I am jealous as fuck. I had plans for an indie gaming magazine and you already did it. No point now. But godspeed. I may contribute articles myself...if parody reviews are allowed.
>>246046
>I may contribute articles myself...if parody reviews are allowed.
Sure, go ahead. 
You don't have to give up on making your own zine. Sleepy Station could be a good avenue for you to practice article writing/design, which you can make use of later in your own personal work. 
>I can't use catbox anymore
Site not opening for you? Seeing an error? What is it?
Replies: >>246224
>>246046
>honestly I am jealous as fuck. I had plans for an indie gaming magazine and you already did it. No point now. But godspeed. I may contribute articles myself...if parody reviews are allowed.
Why jealous?
Because you wanted to do it first or because your laptop is broken?
New contributors are welcome, but what do you mean with "parody reviews" if i may ask?
Replies: >>246224
>>246065
Site not opening. At all. Says the site can't be reached.
>>246066
I wanted to do it first. As in I thought it was an original idea. Also by parody reviews I meant reviews meant with the intent to be offensive and/or lie about the game. I would reserve these for games that are truly fucking awful for any number of reasons. like TLOU2 tier games. Worst of the worst.
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>>246224
>says the site can't be reached
I can access the files dot catbox url just fine. What's the prefix, http or https?
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>>246230
Neither works but its https
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>>246274
>>246224
>>246046
works on my machine (tm)
try a dedicated downloader application like jDownloader2
if that doesn't work, it's probably blocked by your ISP or router or maybe you're on some public wi-fi or work network or maybe you installed gentoo like a dumbass and now you can't even open a website
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I think I might redo the hair and make the eyes more squint-y.
She doesn't look like Kagura anymore.
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>>246428
Good shit, anon.
>>246428
i liked the sketch more
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>>246428
Have to agree with >>246442... The face looks really weird now. Also the hands are tiny.
By the way I prefer _clr5, it has the best contrast of all 3 variants.
I hope to god you're using layers and the background isn't stuck to the art
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>>246428
>I think I might redo the hair and make the eyes more squint-y.
>She doesn't look like Kagura anymore.
Kagura has cat-like eyes, pupils included
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>>246442
>>246447
>>246474
How about dis?
>I hope to God you're using layers and the background isn't stuck to the art
Of coursh.
But you better pick a good background or I'll smash your chinpo in with a wooden chair.
>>246477
The eyes are perfect. The mouth is acceptable although I personally would have preferred a slight smile like in >>246474 with a hint of smugness. What I absolutely hate is the shadman-esque blushing on her cheeks, it makes the entire drawing look like a joke. 
>pick a good background
Sure, when you make a good drawing. ;^)
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>>246477
Some more references.
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>>246478
>>246479
(゚ー`)
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>>246526
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>>246532
lol.
I think it would work better if the frames were closer. It kind of looks like she's losing her eyebrows, SSJ3 style, from afar.
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>>246535
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>>246537
Ebin.
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>>246526
Now we're talking!
Lose the blushing and you have a winner.
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>>246543
She looks like she's in the middle of saying an insult in Engrishu.
Perfect.
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>>246543
HOT CHICK HEAVEN
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>>246543
Excellent work anon. Thank you.
Any plans to work on the hands? No worries if not, just wanna know if this is the final product.
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>>246557
I will probably change the hair a bit and make the hands a tad bigger.
In the meantime, show us what (you) have planned for the cover.
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>>246558
Ok cool, looking forward to it.
I haven't begun working on the cover since there's no content yet, but don't get any funny ideas, just focus on finishing chingchongbara.
I did promise you I'll give the PSM-style cover another shot, and I will, but that's it. If it doesn't work out there's nothing I can do... I don't want to end up with a spaghetti cover or another issue #2 situation, I want an end product that will grab anons' attention.
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>>246543
To be honest, I think her mouth looks extremely weird. The teeth look uneven and it makes her expression seem like a mix between angry and confused. Perhaps I am just autistic but it would look a lot better if her smile was a more standard toothy grin.
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>>246561
Just try to improve the covers. That's all I ask.
They've been pretty stagnant since issue 3# and other anons have raised issues with them as well.
They don't even have to be spaghetti 2000s covers. My favorite cover is issue #1, not because of the artwork, but because the colors flow nicely and its simplicity works well.
>>246562
Here's a quick mockup.
Replies: >>246568 >>246573
>>246565
Good shit
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>>246562
Oh, I'm dumb.
You mean like this?
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>>246565
>Just try to improve the covers. That's all I ask.
Sure thing. I'll be posting progress ITT but much later.
>They've been pretty stagnant since issue 3#
I did change the cover layout starting with #6 and introduced great improvements in #8 based on anons' feedback, I honestly can't see how those two are comparable to #3.
>My favorite cover is issue #1
That cover has sentimental value to me obviously, but looking back I find it boring and plain. You see, back when I made it I was still in the mindset of creating "modern" "streamlined" "minimalistic" garbage like the works of so-called professional designers, and that affected the first few covers... Thankfully I've been unlearning that shit and embracing the wackiness of the 1990s/2000s with SS, so let's leave the boring stuff in the past.

>>246570
>meth teeth
Yeah, no. I prefer >>246543 and >>246565
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>>246573
How about this?
>embracing the wackiness of the 1990s/2000s
It looks nothing like a cover from that time though.
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>>246574
>How about this?
Definitely better than the other teeth versions, although I still kinda prefer the open mouth version.
>It looks nothing like a cover from that time though.
That's hyperbole, the similarities are palpable.
If you're expecting a literal 1-to-1 copycat rendition of old vidya covers then forget it. SS is a creative project, not a cloning one.
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>>246578
Man, that Sonic Adventure cover is so good.
The lack of background and predominant 4 colors gives it a ton of breathing room and makes it look clean while also having a lot of text.
You don't have to make it 1:1. You just have to make them feel organic like those covers you posted.
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>>246570
It was mostly the angle of her mouth that irked me. I think if you did something like my image with a more pronounced smile shape to her lips that would be best.

As long as her teeth don't have weird wobbles to them, I'm fine with there being a gap between her upper and lower jaws or her mouth being covered.
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>>246588
Thanks, I hate it.
>>246588
That's very close to what I was imagining. Thanks.

Of course, it does look pretty close to The Forbidden Face, now that I think about it...
>>246588
1st one is the best of all the variantd so far
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>>246477
>you better pick a good background or I'll smash your chinpo in with a wooden chair.
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Slim pickings for this years Next Fest. There's also the fact that I'm living up to my name, but it's a lot easier to blame it on the entire game industry than to admit I'm getting older.
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>>249962
You're missing the best indie of the year. C'mon, man.
>>249967
is that hideo kojima
>>249967
I don't partake in skibidi toilet humor
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>>249967
>the NEET makes his robot just some guy and not a cute girl
I mean I get it but in the context of the game it makes no sense.
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I hated how the previous iteration looked, so I remade it from scratch with a softer palette.
>>250386
sword bad angle
>>250386
leg facing inward broken
>>250386
Not a fan, I prefer the older version.
>>250386
This reminds me of the CY anime where the color pallete and art is way different than the old anime.
>>250386
I think the body here looks much better, but the face looked better in the previous one.
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Found a useful tool for those of us, who tend to ramble on too much.

https://hemingwayapp.com/

There's also a desktop version, but it's literally just this site in a standalone package (with a 2/68 VirusTotal score)
>>250763
Is there an open source option?
Replies: >>250776 >>250788
>>250774
yeah but you have to cut your penis off to get access to it.
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>>250776
I guess I will just use AI then.
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>>250763
Are your sentences too long and complex for the lower classes to parse? Do you use vocabulary a third grader might not know? Do you fail to restrict yourself from unapproved parts of speech?

Retard your writing with the Heckingway App today!
>>250763
It's not a proper Hemingway app if it doesn't recommend a shotgun in the mouth for particularly poor writers.
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>>250781
don't worry, I always have one at the ready, because I can always have a shot every now and then (as a treat)
>>250774
>>250778
>wants open source
>uses AI instead
nigger what are you doing
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>>250788
I will just run it locally, what could possible go wrong?
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>>250763
>with a 2/68 VirusTotal score
There's always 1-2 engines on VT that flag whatever executable you throw at them, even simple "hello world" programs. They're false positives.
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>>253235
Those prices are really good, even if the items are a bit weird. I wonder if those were the prices of the real world counter parts. They remind me of better times.
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>>253235
What the hell am I reading...
Bumping so the thread doesn't slide off the catalog. I'm thinking of doing a list similar to the NES Homebrew one but for another console, not sure which one yet though...

Any updates on >>249962 >>246574 >>246046 >>245534 ?
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Hello fags.
I'm really sorry for the radio silence, but unfortunately some irl bullshit kept me busy and I wasn't able to post any updates, I barely posted in the board at all.
Anyway, I resumed working on some articles, the Dead Space one and the OneChanbara one.
I was conflicted whether to do a review of "OneChanbara Z2: Chaos" or "OneChanbara: Origins", and then decided on Origins and started it, but then saw the artwork of Kagura that this anon >>245615 >>250386 did, and since Kagura isn't in Origins, I scrapped that review and started working on a "Z2 Chaos" review instead, since Kagura stars only in that game.
These days I'm replaying both Dead Space (2008 of course) and Onechambara Z2 Chaos to refresh my memory about both, here's a WIP preview of both just to show that I'm actually working on them.
I also need to finish that GameStop Ad
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>>260378
I'm happy to see this progress, here are my comments on the article designs you posted.
>dead space
The background must be much darker, almost completely black, without any characters or details. See pics related for example.
If you want to add screenshots or character art, make the text wrap around them or above/below them. Also paragraphs should not be all over the place, try to maintain a constant flow.
>onechanbara
Beautiful, keep going. My only suggestion would be removing the solid purple boxes on the bottom right.
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>>260383
>Without any characters or details.
>If you want to add screenshots or character art, make the text wrap around them or above/below them. Also paragraphs should not be all over the place, try to maintain a constant flow.
> My only suggestion would be removing the solid purple boxes on the bottom right.
I am the same anon who did the Mario Strikers, Gotham Faggots, Project Zero, Takeover, Xeno Crisis, Bud Spencer and Terence Hill reviews, and the Daikatana, Hitler drink, Ouya 2, MoonMan greatest hits and Subscription Ads.
These are just rough WIPs, they are far from finished.
In the Dead Space one, the character art will not stay there, I will place it differently and have the text wrap around it. 
The paragraphs are not done yet, they will be fixed when the review is finished.
In the Onechanbara review, the solid purple boxes are going to disappear, those were originally going to be the frames for the screenshots, because when I started the review, the background was different and gray, so I experimented with these pink frames for the screenshots to add some color, but in the final version, the screenshot frames will be black with yellow captions like the two at the bottom of the first page.
Don't worry, shit like the Dead Space character art and the purple boxes in the Onechanbara review are just part of the "graphic brainstorming" I did before making the final design decisions.
As I said, those images were only posted to show that I was actually working on something.
And that's why I intentionally posted them at such a low resolution.
>reviews
I wish I knew what happened to the anon who gave autistic rundowns of Kingdom Hearts and Resident Evil.
>>250843
You relying too much on it instead of further hammering the resulting text like a webdev who uses AI as marketing texter. The result may be absolute cancer.
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>>261034
>shilling the zzzine on funnyjunk
>posting WIP versions of the ads
>posting a litterbox link
https://funnyjunk.com/Renewable+scared+fainter/yfgRTls/
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>>261034
glad to see the internet digestive system is alive and well
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>>261043
TikTok's next
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>>261083
/kick @261090 reason : not using emotion signals like /s for sarcasm
>>261034
>>261048
WE DID IT ZIGGERS! WE NOW HAVE ENOUGH CULTURE FOR OTHER SITES TO START STEALING AGAIN!
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>>261034
>>261043
>funnyjunk
Of all the sites...
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>>261083
>mark kern @grummz
Fucking incredible touch.
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So...
Am i the only one left working on articles here?
I would like for Sleepy Station to reach at least number 10.
>>221681
That layout is pretty awesome.
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>>261548
been pushing myself to finish up my WIP stuff because I'd like to live to see #10 too.
>>261548
I have one article in the works ( >>260299 ) and another one already written but not designed yet. Also there are several reviews by other anons in the review thread that are prime to become articles.
>>261548
I dunno wut game to do
>>261574
Bayonetta
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>>261574
>I dunno wut game to do
Try to review the game about which you have the most to say, positive or negative.
The game you're most familiar with, or maybe the one that sucked the most for you overall, even a one-page critique review would be fine, if you can mock the game in a humorous way...
Otherwise, you could do an article on the video game industry in general, an article about the best mods, or maybe just do a mock commercial.
I still have that idea in my head of doing a parody of the mail corner that used to be in the vidya magazines of the 90's and 2000's, the ones with the silly questions from clueless kids and the horrible doodles they would send to the editors as an attachment.
Unfortunately, apart from the Onechanbara e Dead Space reviews i am working on, i have a lot of backlog to finish, like the Nier Automata review, The GameStop fake Ad, the Project Zero: Mask of the Lunar Eclipse review, The Parasite in City review (still not sure about that one, but i was halfway through it when i stopped), and i was also planning a Mortal Kombat 2011 and Dragon's Crown ones.
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>>261574
Tell me the last game you played. Then write a review about it.
>but i don't kno-
TOO BAD, FAGGOT
IT DOESN'T MATTER WHAT YOU WANTED
THIS IS WHAT YOU'RE GONNA DO
The questions is, will we finally see how the "no games" comic will finally end?
>>261603
>the horrible doodles they would send to the editors as an attachment
You could probably use some of the doodles from the sketchful thread, unless you want hand-drawn stuff in pencil or similar.
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Holy shit, I'm losing patience with this fucking program. Every time I reopen my file I have to reposition all the elements because it's like the saves are corrupted and Scribus moves everything as it fucking pleases.
it's already the third time I've saved my work and when I reopen it I find all the graphic elements in different positions and often cut off.
It's really bugging the shit out of me, if it weren't for these pain in the ass, I would be done by now.
Replies: >>261942 >>261952
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>>261941
just do what I do and finish it all in one go (just don't close the window when you're done for the day).
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>>261942
Man, it remembers me of when i used to make levels in Little Big Planet:
I remember doing the various mechanism, tested them, and everything was fine, then when i reopened the level to make tweaks, everything stopped working because the game's save got somehow corrupted and moved all the screws that i positioned perfectly.
At this point I'm never going to finish.
Replies: >>261945 >>261952
>>261944
keep
it
open
you
beautiful
dimwit
you
>>261548
I’ll try to make one, I always meant to. Either a feature where I do a movie game review and a game movie review, or just some shit about a game I like
>>261941
Which version are you using? Try the latest 1.6.x version available from: https://sf.net/projects/scribus/files/scribus/

>>261944
>Man, it reminds me of
FTFY.
>Little Big Planet
I just remembered; the PSP port of LBP had this bug that lets you "infinitely" add items in create mode. I'm trying to find any references to it online to no avail... I think this forum post mentions it:
https://lbpcentral.lbp-hub.com/index.php?t=52953
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>>261952
>Which version are you using?
I was using the 1.5.9 version, now i just downloaded the 1.6.2 version to see if it was more stable but still gave me the same issue.
I am honestly about to give up, and i am sorry because i think the Onechanbara review i am working on might be the most aesthetically pleasing review i ever did, and this is coming from someone who is rarely satisfied by his own work.
>>261952
>I just remembered; the PSP port of LBP had this bug that lets you "infinitely" add items in create mode.
I had the problem with screws moving around on their own in both the PSP and the PSVITA version of the game.
It was enraging to say the least, it was like having somebody actively sabotaging your work, and what is happening to me with Scribus right now feels just the same.
Replies: >>261962
>>261954
>I am honestly about to give up
Upload the SLA. I'll take a look at it and see if I can unfuck it. Just make sure the text is finalized and I'll take care of the rest.
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>>261962
Thanks anon, but i think i'll just take a pause try again later.
The problem is that the text is not finalized, and i have other 2 pages to deal with.
Anyway pic1 is when i save it and pic2 is how it looks like every time i load my save file.
The biggest issue is that the text around it becomes a mess and need to be re-aligned as well.
Strangely enough, the character renders on pages 3 and 4 don't seem to be affected by the same issue of those in pages 1 and 2.
Replies: >>261965
>>261963
Are you changing the shape of the text box itself? If yes, do NOT do that. Always keep text boxes as rectangles, and use the "shapes" layer like in the article template: https://files.catbox.moe/ty9iny.zip
Replies: >>261966
>>261965
No, i am not touching the text box, i am only changing the shape of the pictures to have the text wrap around it.
>>261966
Leave the pictures as-is too, and use the shapes layer.
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>>261966
Yeah, best to keep those as blocky rectangles as well, we've discovered that it may no look as smooth, but Scribus just fucks it upon saving or exporting.
Sacrifice fidelity for longevity. And your own psychological health.
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>>261986
>>261966
forgot to add, in case you didn't know:
Hold "Ctrl" after you start dragging a node, that will make one or both right angles in relation to the neighboring nodes. Whether it makes one or both angles right depends on your starting position, so you can simply move it once to get into the right position and then simply regrab it while holding Ctrl.
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>>261986
>>261988
Just use shapes retard. Instead of editing the points on a text box or picture, edit the points on a square or polygon, then have all text on lower layers wrap around it.
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>>261993
same result, less items to fiddle with
granted, I'm using a transparent image in my example
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I haven't been following these threads at all and maybe this has already been discussed, but here's an idea:
Over 9000 years ago in a certain Runescape forum, we had a weekly(?) web comic production system. People would post scripts for comic pages (usually 6 panels was the maximum), and then artfags would pick and draw them, and one of the comics was posted on the front page every week or so. I think something similar could work for these magazines.

It's kind of like draw thread requests, except they're meant to be fun for everyone, not the requester's personal degenerate fetish. The same could maybe work for memes like this >>244526 too. The reason it's great is because for every artist, there's 100 non-artists who are playing more different kinds of games, there's an abundance of ideas that are wasted because those ideas were not had by an artist capable of turning it into reality.
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>>261548
Done, I think.
Somebody please look this over, I started making this in July.
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>>262000 (nice)
Page 1
>harmed during the making of this article
>on top of whatever you pull out
Page 2
>detrimental consequences
>positioning is very important
Page 3
>Unto the Breach (missing quotes at the begining)
>later levels allow
>voice acting (two words not one)
>unlike its rixel
>movement feels like
Page 4
>peaking volume levels
>Steven Universe (who tf is Steve?)
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First of all thanks to all the anons that replied for help.
So, the only thing i did in order to "fix" the issue, was just moving the character renders a bit, and then re-type some of the text that moved around because of that.
Apart from that i didn't change anything else, so the issue was simply Scribus refusing to let me place that character art in that specific position.
Unfortunately i don't like the way things are now positioned compared to the way they were before.
Fuck that program.
>>261986
>Scribus just fucks it upon saving or exporting.
>Sacrifice fidelity for longevity. And your own psychological health.
Yeah, that's why i made the comparison with LBP, because Scribus seems to be doing the same thing, meaning refusing to leave things the way i left them and moving them around as i saved my work.
At first i thought that maybe it was me who moved them around before saving without even realizing it, but when i fixed it over and over again but Scribus kept repositioning them as it pleased, i realized the issue was within Scribus itself.
Pic related is me dealing with that shit.
Replies: >>262051
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>>262001
>who tf is Steve?
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>>261997
far be it for me to guess how drawfags think, but I'm not sure they enjoy having ideafags surrounding them with ideas incompatible with the artists vision.
BUT, if it used to work on some runescape forum, it might work here too

Go for it, who knows, maybe this will be a (re)birth of a thread template.

>>262001
forgot to say thanks
thanks
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>>262000
Great job anon.
>>262011
>I'm not sure they enjoy having ideafags surrounding them
That's how draw threads work too, ultimately drawfags are the ones who pick what to draw and how to draw it. If your request sucks then nobody will want to take it.

I can only speak from my own perspective, but I've never been that good at coming up with funny ideas. It's in some ways easier and more fun to draw when you don't have to come up with the what to draw, and it's motivating to know that people want it.
>>262009
>Unfortunately i don't like the way things are now positioned compared to the way they were before.
Can you show me the before/after?
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>>262051
Sorry for disappearing, but these days i am dealing with some stressful irl shit that is keeping me busy all day.
Anyway, here's the before/after, maybe it doesn't seem like too much of a difference, but i had to cut a picture in the upper corner of the third page in order for things to fit.
I think it looked better before, with the picture still there and gameplay header behind Aya's wrist.
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>>262289
> but these days i am dealing with some stressful irl shit that is keeping me busy all day.
Ganbatte, anon!
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>>262289
>spoiler
Not bad. Print it in black and white and it almost looks like the pages out of some PS2 manual.
I still think it needs some more clarity. Push the text a bit apart from the girls and it should look better.
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>>262291
>>262292
Thanks for the support guys, it means a lot.
>>262289
This looks amazing, but I actually prefer the second pic. The text flows better without the picture at the top right... Keep going anon!
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Which one do you guys think is more readable?
Bold or Regular?
I started writing in bold, but when i switched to regular it looks more readable, maybe it's just me so i am asking for your opinion.
>>262580
Go with regular. The bold widens the vertical strokes of the letters too much for the font size, hampering readability.
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>>262581
Done.
Thanks for the feedback
>>262580
bold is more readable and looks more professional.
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>>262581
>Go with regular. The bold widens the vertical strokes of the letters too much for the font size, hampering readability.
>>262587
>bold is more readable and looks more professional.
Replies: >>262724
>>262580
I think the size of the font, kerning, and line spacing will be more relevant for making that text readable. Right now, both versions feel pretty squished, so while the bold font stands out from the background more, the words are a bit harder to separate from one another. I'd like to see the entire page with the text applied since that's how it'll look in the final product.

I'd consider:
- sans serif font
- regular and bold
- justified-unjustfied text

As potential factors, which gives you 8 possible looks. Sounds like a lot, but it won't take more than a few minutes to try each one and take some screencaps.

Also, I strongly suggest not using the term "hack-and-slash" since it means literally nothing other than the player character has a sword. It was meaningless back when Oneechanbara released and it's still meaningless now.
>>262580
Regular. Don't use 100% line height, you want 120-150% for body copy.
>>262580
bold is beautiful
>>262580
Definitely go with regular, and justify your text as well.
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>>262589
>>262580
regular
t. local aesthetics expert
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>>261548
Here, please let know if this interesting enough.
If so then please say what needs to be changed, and if you've played the games if it's missing anything important.
>>262580
Try using drop caps on the first paragraphs and/or indenting the others.
Replies: >>262797
>>262766
Looks good but needs some adjustments:
>more space between text columns
>more space around images
>maybe merge all the big white boxes into one and make its background a little transparent
>try to align images to the text columns at least a little bit
Replies: >>262808
I might do Elona considering the sequel just came out. It's one of the games I played long enough to feel like I can speak well about.
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>>262797
Thanks for the feedback:
>more space between text columns
All columns except the timeline one now have a 4cm gap (used to have 2-3cm).
>more space around images
All outlined pictures now have a contour gap of 10% of their size. Transparent ones were tweaked a little too.
>maybe merge all the big white boxes into one and make its background a little transparent
Done, and the opacity of the rectangles is now 80% instead of 90%.
Had to move stuff around and add some deleted text to make use of the new space.
>try to align images to the text columns at least a little bit
Ok, most of the images are now aligned to either an edge or middle of the columns.
It is fine if some images stick out? Like Kat's picture in "Preface" or Vendecentre in page 2?
Replies: >>263276
>>262802
>I might do Elona 
>It's one of the games I played long enough to feel like I can speak well about.
That's how you should choose games to review. That is, if you've played enough of them to know what to talk about, or if they're still fresh in your mind.
>>262802
Let me know if you take the plunge.
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A small update:
The Onechanbara review is at a good point and I would say almost done, I just don't know if I can keep it at four pages (as I always try to keep the page count even) or if I need to add another one to fit everything in and reach five pages.
The reason I'm not done yet is because I'm a wage slave and I'm working some late shifts at the moment.
Sorry guys
Replies: >>263085
>>263027
Nothing wrong with five pages, do what feels right to you. Also post progress so other anons can rate.
>spoiler
From what I can see zzz is predominantly wage slaves, you're right at home.
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Bumping to ask if >>262808 needs any more changes or if I can upload the final SLA and its respective files.
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>>263276
Upload the SLA and if any major changes are required I'll probably just do them myself. Don't forget to include all images and fonts used.
Replies: >>263300
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>>263289
Here's the files, including the title images and the original article's text with references: https://pixeldrain.com/u/9JBy3C8z
Have a time-lapse of making the article too.
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>>263300
>no jumpscare at the end
If it weren't for those sweet digits I'd subtract points for that.
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pls rate

Stranded II Strategy Guide

One day I was randomly browsing the Internet Archive, looking through a collection of classic PC games, when one of the thumbnails caught my eye. The thumbnail showed a small tropical island in the middle of a vast blue ocean, with vibrantly colored trees and bushes in a low poly 3D environment. The caption read Stranded II. It looked comfy, and comfy it was.

Stranded II is an indie game developed by a studio called Unreal Software (not to be confused with Epic's Unreal games and Unreal Engine). The studio is actually a one man army; a krautdev called Peter Schauss. But make no mistake, this isn't some Unity asset flip garbagefest like most indie games, Stranded II is a well polished title with fleshed out gameplay and a fun story to boot. The cherry on top is that the full game weighs less than 15 megabytes (!) with enough content to keep you entertained for several days straight. The only flaw is that some game mechanics and story elements are not explained, so you might find yourself scratching your head quite often... But don't worry, I got you covered. This will be a gentle introduction to Stranded II with just enough info to get you started.

You might be wondering about the first Stranded game... It's basically the alpha version of Stranded II, not a prequel to it, so it's safe to skip entirely. With that out of the way, let's jump right in!

Prologue

Your character is a wealthy britbong with a heavy accent and an attitude problem. You've just bought a brand new yacht and are overcome with excitement, so you decide to go cruising at sea, all alone... Soon you find yourself caught in a storm and rapidly drifting off course. To make matters worse, your yacht gets struck by lightning and catches fire, then explodes into a thousand pieces.

Thrown overboard, you manage to reach an island and wash ashore, but you have no idea where you are. There's water surrounding you as far as the eye can see, but no ships in sight. You have nothing on you save for your clothes, and your only companion is the wilderness... Will you survive and find your way back home? Or will you succumb to the unforgiving environment and die?

Finding Your Balance

The game starts with a first person view into a beach on a tropical island. Your vision is a little hazy, but it'll clear up in a few moments. You'll find a pause screen has popped up with some text; that's the main character's diary and where you'll be getting most of the game hints. The first diary entry explains what the bars at the top of the screen are for, as well as how to collect/combine/destroy items. More diary entries will be written later on as you play the game, each new entry automatically appearing on screen so you can read it.

On the left side of the pause screen are are some buttons. There's "Character" which contains your stats and skills, plus a "Sleep" button in the lower right corner. There's "Rucksack" which is your inventory, where you can manage your food and weapons. Then there's "Diary" which you've just read... There are also "Load" and "Save" buttons, and I suggest you use them. Make sure you save your game often, and use as many save slots as you like.

Thinking Strategically

Before you start playing, you should know that your Rucksack has limited capacity. You're not only bound by how many items you have, you're also bound by how heavy each item is. Don't pick up items that you have no immediate use for, especially heavy ones such as stones or wooden logs, as you will be forced to drop them at some point. Dropped items remain on the map only for the duration of the day and may disappear when you sleep, so keep important items on you when you go to bed, at least until you get the chance to store them somewhere safe.

Now the first logical step is finding food and water, as the bars at the top will fill up quite fast. The beach is littered with crabs and sea turtles, which you can kill with your bare hands and eat, but they won't be enough to sustain you. Explore the island for other animals and plants to eat, as well as a source of fresh water to drink from. You can kill as many animals as you want, they will all respawn in a day or two as long as you don't destroy their nests. Plants are a different story since they don't grow back on their own, but don't worry about that right now.

Your bare hands will only get you so far so it's a good idea to craft some tools, as well as proper shelter to sleep in so you don't wake up with less health each morning. This brings us to...

Entering The Stone Age

Stranded II has an extensive crafting system that is crucial for game progression, however a lot of its recipes are left for the player to figure out, usually through trial and error. Some items are only useful after you use them once, some have to be combined with other items, and some need to be placed in freshwater or fire. I should also mention that crafting certain items unlocks the ability to craft new items, sometimes with the same recipes that you've used before.

To help you get started I'll list the most important items in the game, along with the recipes to make them:

> The Hammer

This recipe is quite obvious if you have played Minecraft or similar survival games. The hammer is what you use to build structures such as shelters and storage boxes, plus it can be combined with one or more items in the inventory to produce new items. Making a hammer is quite easy; start by collecting a Stone from any of the mountainous areas or hit a stone structure with your hands a few times, then grab a Branch from any tree by also hitting it with your hands, finally select both items in your Rucksack and click the Combine button.

> The Slingshot

While the hammer may double as a weapon, using it against wild animals is ineffective and sometimes risky. This is where the slingshot comes in; collect a Branch and Vine by hitting any tree, then combine both in your Rucksack. The slingshot, like most weapons, is operated entirely with the mouse; shoot with [LMB] and change ammo type with [RMB]. There are different kinds of ammo that you can shoot, the most accessible being Pebbles, which you can get the same way you get Stones. You can also shoot other tiny objects such as fruits, dead animal parts, and a mystery item which you will never guess.

> The Tent

This is the most basic form of shelter that you can craft. However unlike other buildable structures, the recipe for making a tent is not revealed in the game. You will need to combine 10 Branches and 10 Hides (animal skins) to make a tent. This may seem excessive but it's worth it, because the tent is the only portable shelter in Stranded II! After you've set up your tent, you can bring it down at any time and pack it in your Rucksack.

> Bandages

If you get injured while playing, a red drop icon will be displayed next to your health bar and you'll start losing blood. At this point you can either reload a previous save or quickly use a bandage. You can find a bandage in one of the crates from the yacht wreckage, and you can make more by combining a Leaf with a Vine, both obtainable by hitting trees. If for some reason a Leaf isn't available, you can use Hide (animal skin) instead.

Moving Forward

It's easy to get carried away hunting and crafting, which are fun in their own right, but you must remember that your ultimate goal is leaving the island. Once you craft a specific structure, the story will progress and you will be able to leave... But guess what? That specific structure is, surprisingly, NOT a boat! You can't use a boat to leave the island! Instead, you have to build one of the "advanced" shelters that require 4 or more different items to build.

I know. It doesn't make sense to me either, but it is what it is.

I will say this though; your exit will be momentous, but your journey is far from over...

Bonus Tips

< There are exactly 2 Flints on the island, hiding in plain sight among the Stones.
< You can't always run from your enemies, but you can hide. Think of the one place they can't reach.
< Keep an eye on your crops.
< Bones and Starfish are useless.
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>>265642
It's a nice read. It's a pleasant to read summary that doesn't linger around and it's useful thanks to its guide.
Only thing it could need is making some sentences (even) shorter depending on how many pages you plan on using, but you should be able to do it on the go.

Also, does anyone know if magazine articles use a specific writing style, or if it's just standard prose?
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>>265802
Thank you, I'll keep that in mind when editing the article.
There is no specific style for SS, go wild. If there's anything off then it will most likely be pointed out by the editors or other anons.
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The Stranded II article is done, pics related. While I'm here lemme list what we got so far...

Done
>stranded ii article
>gravity rush article
>rad dude comic (4 panels)

Done(?) but no SLA
>steam demos article
>oneechanbara article

WIP
>oneechanbara cover (I'll probably just use one of the already posted PNGs)
>gameboy homebrew article
>pseudoregalia article (adapted from the indiepshit thread)
>gondola cards

???
>trepang 2 article (only text was posted)
>article about a local gaming museum (by rad dude anon)
>"No Games" comic (anon m.i.a.)

I should mention that there are zero ads made for this issue. If (You) want to do a single page ad or simply have an idea that could work as one, this is your sign. Please respond
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>>265889
>oneechanbara cover (I'll probably just use one of the already posted PNGs)
Use this one pls >>250386 or better yet, just use professional made artwork.
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>>265890
>Use this one pls
I don't like this version at all, I prefer the first iteration.
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>>265892
Use something else then, like in cover #3. I really don't like the first iteration...
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>>265893
How about pic related? I will need z-tan and anon separately though.
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>>265956
That's fine.
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>>265957
How's this? I organized the blurbs as you suggested before.
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>>265959
I'm still not a fan of the layout or the simplicity, but you probably don't want to change it, since so many issues now have followed this rule. 
We already argued enough about the cover. The only advise I can give, is to take inspiration from old videogame covers while adding your own flavor.
Ganbatte!
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>>265960
>you probably don't want to change it
I promised you I would do a proper redesign for #9, so I do want to change it. I've been making incremental edits to the cover following your previous posts and mockups, with the goal of reaching something more period appropriate while keeping SS/zzzchan's unique identity... My hope is that you and other anons can help me iterate on this upcoming cover so when the issue releases everyone is more or less satisfied.
>>265968
That's good. Maybe just add a grey bar above the logo and a few more images (Like a gondola PNG behind the 'gondola cards' circle). A shapely shadow behind the logo would make that area pop out more too I think.
>>265968
Maybe have a speech bubble with Ztan saying something retarded and/or edgy about the prospective "buyer" seeing this issue on the shelf
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>>265968
It's getting there, it's more eye catching like a real vidya magazine cover while keeping its own aesthetic.
If you see fit, maybe try doing these changes as well:
>Make Oneechanbara's title larger from the others, or the others smaller
>Move Rad Dude's title to the bottom of th