Привет всем, это Антыч (~ThatStupidAnto) Некыч попросил обрезать в шопе Пинкиуса Паекуса, а я ее еще и выложить решил с: Неко поменяет потом описание, я думаю. Всем Дружбомагии <3
---------------------------------------- а это уже Неко:3 если быть честной, сперва я даже не хотел это выкладывать, но.... и не пожалелъ об этом работала часа два, не больше, а красила, соответственно гуашью и контур подвела карандашом :3
Name: Moon Spirit Gender: female Species: Unicorn Backstory: When she was a filly, she had abusive parents. She was an all around normal unicorn toddler other than that. One day her parents threw her into a river. Her head hit a rock, breaking her horn and knocking her unconscious. She was assumed dead and put to rest in a grave. She woke up terrified and pounded on the top of her coffin. She was found by a pony named Grave Tales, a grave digger for the cemetary. He raised her as his own. She couldn't talk for a long time, so she helped him with his job. They made each other happy. A long time after her peaceful ending, she still haunts the graveyard on Nightmare Night, protecting it from pranks and visitors. She loves to terrify ponies, and she is considered the Moon Spirit, the name given to her only because of her hair. Her original cutie mark was earned for her puppet shows at night time for her wonderful "father". But after dying, it only symbolizes the terror she strikes in ponies.
Her friends after dying include Missy, Paranorma, Doll, and Moon Chaser This is supposed to be my try at a MLP villain or something Her cutie mark is pretty fucking much just a rip off of Nightmare Moon's I'm sorry for being uncreative wow
Title because "Human Ponidox" isn't exactly the most accurate term to use for a robot.
Here's Cyberia Heart in the three styles I work with: pony, human(oid) and critter form. The three are more or less drawn to scale: pony Cyberia is about waist-high compared to a human (shoulder-high when bipedal), while the critter form is about knee-high.
Pony stuff is nice and all, but I ought to practice my other styles more often.
New Colt City, once known as San Franciscolt, was once a thriving city with a perpetual pulse rivaling that of even Manehattan. However, as the war went on and the water rose, the entire city was swallowed by the ocean until all that remained was the battered remains of the financial district. The final flicker of life was stomped out when the bombs hit and the city's skeleton was bathed in toxic residue-or so they thought. Many years later, life again emerged, but under a new banner- The New Colt City. A mysterious leader is said to be in control of this city, but only the most powerful of the citizens know of its true form.
However great the city may be, some ponies will always seek adventure. Shortly after repairing a nearby boat, Firefly and Tinkerer journey off to a fabled city untouched by the bombs and filled with the attractions of the pre war era.
I don't know, but I think this is one of my only happy fallout images.
"people of the capital wasteland, it is I, Three Dog, your friendly neighborhood disc jockey! What's a disc? Hell if I know, but I'm gonna keep talking anyway.
neeeews time, children!
Hohoo, boy! Children, you are going to loooove this! Okay, so i've been getting more and more reports of these TALKING ponies just randomly appearing the wasteland. of course, i've never got to see one of them ponies, probably due to the fact that GNR's smack dab in the middle of "frankenstein" territory.
Right. Wwwwell, guess who came to visit ol' Three Dog and his luxurious studio in beautiful downtown DC! That's right, one them talking ponies! Now, you wanna know if it gets better, don't you? Well, hell yes, it gets better! Turns out this specific pony's a UNICORN! and EVEN BETTER, she's a disk jockey, just like ol' Three Dog! I know, I know, I couldn't make this shit up!
Anyway, turns out the mare's name is, and i'm not kidding here, "Vinyl Scratch"! honestly, do all of them ponies got awesome names like that? Hell if i know, kiddies.
alright now, according to Vinyl Scratch, she and the rest of the ponies come from a far-away land called "equestria". where it exactly is though, i don't got a friggin' clue. now apparently, the ponies have just been passing out, and when they wake up, they find themselves smack dab in the middle of the wasteland. Vinyl thinks that there must of been some magic spell that went horribly wrong or something...
to sum it all up: there are legitimately INNOCENT creatures out there that shouldn't be here. they're cold, scared, hungry, alone, and quite possibly DYING this very moment. all i ask is that if you have even a scrap of kindness in you, help the colorful ponies out. lead them to the safety of the settlements, so they can at least stock up on supplies. at least that way they might have a chance of surviving until they figure out how to get home.
Until next time, this is Three Dog, and you're listening to Galaxy News Radio. Bringing you the truth, no matter how bad it hurts. And now, enjoy some music from the one and only Vinyl Scratch.
what? did you really think i would let the only other DJ in the capital wasteland run around unarmed in frankenstein country? c'mon people, you should know me better than that..."
vinyl scratch, aka DJ Pon3 vector by fallout 3 belongs to bethesda
Copic markers, India inks, Faber Castell PITT pens, white paint on Illustration board, 13x19. This is how the cover looks without the logos (showing three disco dancing pegasi hiding under that giant logo). For the observant, you'll find the pony equivalents to The Monkees, The Rolling Stones, and The Beach Boys.
This is the cover for an exclusive variation of issue 9 of the MLP comic series. The cover is limited to 1000 copies for sale at the 2013 San Diego Comic Con. This exclusive variant also has another show only goody- an 8 page backup story of the origin's of Sunset Shimmer and her time as Celestia's student!
Yay I got it done in time! This is an entry for 's contest ([link]), of her contortionist OC Malinda practicing her "come hither" pose (one of many, I'm sure XD). This character intrigued me, and I don't think anyone else has drawn her so far, so she seemed like a fun choice.
I had a lot of fun trying to get her pony anatomy to work with a contortionist-type pose, and I think it turned out cute! The ref didn't show a tail, and this pose would hide it anyway, if she did have one, so it works. XD Really love her hair, too! Good luck to all the entrants!
"I don't care much for pickin' fruit and plowin' fields ain't such a hoot No matter what I try, I cannot fix this busted water chute ! I've got so many chores to do, it's no fun being me But it has to be my destiny, 'cause it's what my cutie mark is telling me"
You are now an owner of a Mirror Pool v2! This Mirror Pool comes with ability to clone your own OC Pufs! Isn't technology amazing?
"Too Many Ponies: OC Edition" allows you to create your own OCs in form of little creatures called Pufs. You can play with your Pufs, pick them up, feed them things etc. but most importantly you can also share them with the world using the "Export" option, which allows you to create an exact copy of the game Too Many Ponies but with your own OCs! Let me emphasize this, you can export an actual, interactive game with your OCs for everyone else to play. It is simple as: 1. Going to "Export" screen and pressing "Export Interactive" button. 2. Saving the SWF file to your disk. 3. Uploading that SWF to e.g. Deviantart. And that is it, now everyone else will be able to play your version of the "Too Many Ponies" with your OCs.
First things first, I will assume you already played the original Too Many Ponies, if not I suggest checking it out right now to see what results the editor can produce. Additionally, if you don't want to start from scratch, the original game has an option to export the Pufs of your choosing - read the Import section below to find out more about the process.
I will try to explain how to create your own Pufs, and everything else that you might need to know. OK, lets do this. The first screen you will see as soon as you start the app is...
Playground (Main Screen)
If this is your first time starting "Too Many Ponies: OC Edition" the Playground will be empty, which is perfectly fine, since we will need to create our Pufs first. But before we do, there are two new buttons here compared to the original "TMP": on the right side there is the "Import/Export" button and on the left side there is the "Puf Editor" button. Click the Puf button and you will be taken to the ...
Puf Editor: basic settings
Here you can edit the basic look of a Puf and the things it says. However those options will be hidden until you create your first Puf. Do that by pressing the highlighted button on the bottom of the screen. Creating a new Puf also selects it. If you wish, you can select a different Puf by clicking it on the top panel. Once a Puf is selected, you can start editing it. Everything you change is instantly applied, so there is no need to confirm anything, including the Puf's text dialog. Puf Preview Is located on the right side of the screen. It allows you to select parts of the Puf that you want to modify. Click once to select a part; click again to deselect it. You can also drag and drop colors (press and hold the mouse button and then move) between other parts, or color slots. For example you can move colors to the swatch located right above the preview. Dropping a color will overwrite anything below it. Part settings The settings will be visible only if a part of a Puf is selected. Here you can pick specific colors and different variants of a part. Clicking a color slot with open the color picker. For those of you who use drawing applications like Photoshop and want exact colors, you can paste (and copy) colors using hexadecimal format, for example you can paste this: 0xff0000 to get a pure red color. Additionally you can right-click the color slot and pick Paste from the context menu. Right below the listing of colors there is a small panel where you click the eye icon to show/hide the selected part, or pick different variations of that part with the left and right arrows. At all times you can also click the "Show all parts" button, which will reveal all hidden parts. There is also an another way to reveal the hidden parts, easier and more precise, but it will be explained on the next screen. Between Preview and Part Settings you will find two small buttons, which are (from the bottom): show/hide selection highlight, and enable/disable precise selection. The precise selection will allow you to select a specific color for editing, but will also disables the ability to deselect parts. As for other buttons: "Randomize" picks a different set of colors for your Puf, but doesn't change anything else. The Trash Can button deletes the selected Puf (this requires a confirmation first). And the 2x button creates a perfect copy of your current Puf. Lets move on to the next screen by pressing the "hamburger" button (3 horizontal lines on top of each other - don't look at me, I didn't come up with that name).
Puf Editor: animations and parts
I think most of the options here are pretty straightforward, so I will just focus on the most important stuff. First of all, you can pick some special effects to play when Puf lands, jumps, or talks. These are completely optional and of course Pufs will still jump, talk, and land without them. One thing worth considering here is that the more effects you use the slower the game might run on older computers. "Teleporting" means that the Puf will sometimes disappear and instantly appear somewhere else on the screen, instead of jumping. Pick an animation to enable this behavior. Pick nothing to disable it. On the lower part of the screen there is a listing of all the parts that the current Puf poses. You can hide, show, or pick different variants of each part with greater precision here. Well, that is all, lets move on to the final screen by pressing the "hamburger" button again.
Puf Editor: advanced settings
This here is probably the most complicated part of the editor, but also the most powerful, as here you can change the Puf's behavior and create interactions between other Pufs.
Starting from the top:
Jump Height - how high up will the Puf be able to jump. Jump Frequency - how often will the Puf jump. 100% = very often, 1% = not very often. Jump Power - how far the Puf will be able to jump. Bigger number means further distance. Talk Frequency - how often will the Puf talk. If you pick different min and max values, a random value, between those two, will be chosen each time the Puf jumps or talks.
Child - makes the Puf smaller. Hidden - hidden Pufs are not accessible by the user, the only way to have them on the Playground is to have other Pufs transform into them. Clumsy - sometimes the Puf will jump backwards. Passive - sometimes the Puf will simple look the other way instead of jumping.
Interactions Right, so this might be a bit complicated, but probably also very fun. On the left side of the screen you have the option to create a new "interaction". You have to select a target of the interaction (what Puf will trigger the interaction) and of course what type of interaction you want to trigger. There are 3 types: Transformation - upon bumping into the Target, current Puf will change into an another Puf. You can pick what that another Puf will be, or choose "Changeling" which means the Puf will change into whatever it bumped into. The transformation process is currently irreversible, as in, there is no way to tell who is transformed once they change. Effect - upon bumping into the Target, a short animated effect will be played over the current Puf. Note: the effect will played OVER the Puf, if you want the effect to play exactly between the Puf and its target, the Target must also have the same exact interaction. In other words, if two Pufs target each other with the same exact Effect, that Effect will be played between them, otherwise it will be played over them. Talk - upon bumping into the Target, a single line of dialog will be spoken by the current Puf. The text will be delayed if the Puf also undergoes a transformation at the same time.
Lets add an interaction; any interaction will do. As soon as the interaction is added, you will notice that the "Add" button will now be changed to "Update", this is because for each target you can have only one interaction of each type. In other words once you target e.g. PufA with "transformation" you can no longer add another "transformation", but you can add "talk", or "effect". This is because it wouldn't make any sense to have two transformations be triggered at the same time, which is why the same Target + the same Type = interaction overwrite. I do not recommend using this method to modify the existing interactions. Instead each interaction in the "Current Interactions" list can be selected, to reveal a slightly modified "add/update" panel. Changes are instantly applied, there is no need to "update" or "add" anything in this case.
The "Export" screen is accessible from the Playground by pressing the "Import/Export" button, and then picking the top option. Once you are happy with the Pufs you created, you can proceed to export them as either an Interactive game, or a passive Screensaver. Both of those will produce a SWF file (Flash file), which then can be played in any internet browser, or uploaded to, for example, Deviantart. In case of the screenserver, you will have to manually convert the SWF file to a format that your system recognizes as a valid screnesaver file. On Windows you can use InstantStorm for this. Interactive version requires no further steps and is absolutely ready to be played, just upload it wherever you want, and you are done. By the way, you can paste hexadecimal color numbers while on this screen to change the color of the background.
One last thing, the "Import" screen allows you to import other people's Pufs, you just need a valid "Pufcode". What is a "Pufcode"? Right click anywhere on the screen to open the context menu; one of the options will read "Export Pufcode to clipboard", which does exactly what it says. Any game created using "Too Many Ponies: OC Edition" will have this option. Pufcode contains information about all of the Pufs stored in the SWF file, and can be used to bring them back into the editor, or to be shared between friends. Additionally, you can also right click each individual Puf on the Playground's Puf picking panel, and from there select "Export this Puf" to export just a single Puf. Once you have a Pufcode stored in your system's clipboard, simply go to the Import screen and paste it in (either using CTRL+V or the context menu). The editor will take a moment to parse the code and than inform you of what exactly are you importing, before you actually do. Importing can be done in two ways: Clean import - will completely delete everything you already have in the editor, and instead replace it with whatever you are importing. Additive import - will leave everything you have intact, and instead add whatever you are importing to the end of the Puf listing.
Holy cow, look that wall of text, luckily I think that is all. The editor is considered to be in "beta", and it might have some bugs. I do plan an updating it it the future. Some stuff you can expect: more content, better interface, actual changeling mechanics (with ability to revert their transformation). By the way, you are free to do whatever you want with your creations, upload it wherever, share with whoever, you don't have to ask me for permissions.
Oh and if you are interested in influencing further updates, check out my FB page: facebook.com/Smoczy4as , if Too Many Ponies proves popular enough, I will try and post some surveys, or simply ask you guys for suggestions. Still, feel free to leave opinions and ideas in the comments. I do love reading them.
~Cette semaine Tata Ponyta etait à la recherche d'un Dragon pour la belle Slach de .~ ~Donc lampe frontal en poche, Tata a explorée toutes les grottes du monde des Dragons et dans l'une d'elle j'ai trouver notre DragonGay ... Nesther !.~
~Je me suis bien amusée pour la colo ^^, et je sais maintenant pourquoi je n'aime pas faire les plumes ... ras le bol de gommer D8.~
Commission de Fyner un des ses dragons: Je n'ai pas respecter les proportions je suis désolé x/ et je n'aime pas la colo de mes ailes ^^" ... mais j'espere que je n'ai pas trop massacré se magnifique personnage x) Fait sur Sai et Gimp.~
Pour l'Anniversaire de Je suis en retard, excuse-moi DX Je ferais un beau discours pour le gros dessin, si tu vois ce que je veux dire *fff* Les dessins de commi' devraient aussi bientôt arriver vu que je suis en vacances Zoom sur l'œil car j'ai du rétrécir le dessin : [link]
. . . . . . . . .
For Anniversary I'm late, I'm sorry DX I would make a good speech for the big picture, if you know what I mean * fff * Drawings commi 'should also arrive soon because I'm on vacation ^ ^; Zoom on the eye because I zoom out the drawing: [link]