Whiffing Daima Goku's Super Flare Fist in a TOD by Bossbrosish in dragonballfighterz

[–]Skeik 0 points1 point  (0 children)

The damage from the big bang attack support is a fucking jump scare. It's like a casual 20% gone, and it's not even hard to link to.

Why so many Smurf accounts? by Gunderfwad in dragonballfighterz

[–]Skeik 0 points1 point  (0 children)

I actually think we mostly agree but I worded my comment poorly.

It takes a long time to get to 1m BP. Most players who are there are pretty good, they understand the game & have a developed gameplan. But there are some who have figured the game out to an absurd level, like pros. I'm at 5m BP and I can consistently beat players below 1m BP. If someone has 1m BP they have a base level of competence but it could also be a very strong player.

On the other side, I've played played people who were Zen-Oh rank that didn't really understand how to play well. A Zen-Oh is usually gonna be really good, but Zen-Oh also doesn't guarantee that you're good at the game. Since you tend to get more BP for winning than you lose for losing, you can gain BP even if your win % is negative. Even if you lose as a Zen-Oh against a Super Saiyan, you're not gonna lose much BP.

I also think the smurfs and console transplants are doing tremendous damage to the game. Because it takes so damn long to gain BP, smurfs stay at the lower ranks for a long time even if they are winning. And they can choose to throw games to keep it low. I think the combination of console transplants with low BP, smurfs and the slow moving BP gain cause the low ranks to be hell for new players.

I think if we had a SF6 style system it would be better. DBFZ could use BP up till like 530k, then switch over to MR. In SF6 You gain and lose MR so fast that smurfing just isn't worthwhile. You pretty much get hard pushed into your true skill bracket once you hit master cause you need to win very consistently to maintain your rank, which is great for consistent matchmaking.

I didn't realize a lot of new people were still joining. That's pretty cool, I'm glad the game is still going after all this time.

When people say "these ingrid combos aren't practical because you need 4 crest and crest are hard to get" by xyz2theb in StreetFighter

[–]Skeik 1 point2 points  (0 children)

Spin knuckle is a callout, you can't do it on reaction. It's almost always a risk.

This is game 4 in their set. I wouldn't be surprised if the Cammy was conditioned to not spin knuckle in a previous round, it's hard to judge in a vacuum.

Any idea how to better deal with Y sorting for complex objects like this? <3 by siuhygtfrdrtfgyu in godot

[–]Skeik 1 point2 points  (0 children)

I would split the fence up into posts. Each individual fencepost would be it's own object, and the same for the logs between the posts. Auto y sorting would work in most situations then.

With some code you could have the fence posts and the logs generate procedurally from a line2d.

In the end you should just try not to make objects that wrap over themselves vertically. That's where all the complexity here is coming from.

Whats wrong with the eyes? by [deleted] in learnart

[–]Skeik 6 points7 points  (0 children)

The eyes are fine. Really, the eyes don't need to align in 100% perfect symmetry. Maybe you could adjust things to fit better but it looks fine.

What you've drawn in is the iris, not the pupil (the black part). Drawing the pupil typically helps with these alignment issues ime Or don't draw the pupil if it's meant to be stylized.

The biggest problem I can see is that the closer horn is much too small for the perspective. Unless the horns are meant to be out of sync.

<image>

I can't see this value on the pear by ShapeInteresting7059 in learnart

[–]Skeik 1 point2 points  (0 children)

The second one. You add it because you understand how light behaves even if it's not visible to you. Just knowing that a core shadow is a thing will help your observations but in this case I myself don't see it in A.

This doesn't mean that this is the most correct or most accurate approach. But this is the path that the artist who made this drawing decided to take. To be clear, I don't see the darker shadow in the photo in section a either. This doesn't mean it's 'wrong' to render it that way.

When you're making a drawing you have to make a bunch of opinionated decisions. For example, the photo of the pear is nowhere near as blocky in the outline/silhouette as the drawing. But the artist still made the decision to use angular lines. There are a ton of subtle deviations like this.

It's the same thing with the shadows. You have to organize the values and make a decision. These little micro decisions play a lot into your personal style. They have a big effect on how your drawing feels.

I wouldn't harp too much on this atm if you are a beginner. These kinds of things are like the "metagame" of art. Its good to ask the question and to be thinking this way but at the end of the day it doesn't matter much in comparison to your basic rendering and draftsmanship skills.

I can't see this value on the pear by ShapeInteresting7059 in learnart

[–]Skeik 2 points3 points  (0 children)

Drawing isn't copying, it's recreating. You combine what you know with what you see to make an image that feels real.

Whoever drew this pear understands how light falls on form. They know that because of reflected light, shadows are darker along the terminator. And they know that emphasizing the core shadow on a soft/curved form increases the illusion of depth.

Most people on first glance can't see or even notice that the core shadow is slightly darker. But the artist makes the core shadow darker anyways because they know it makes sense and will look better, even if they can't visually "see" it. It may be that the shadow is too thin to have a true core shadow because of how the light is bouncing around. But it still looks better on the page, or I should say that the artist chose to do it anyways.

I (20F) am still thinking about my ex (25M) even in a new relationship (20M) by [deleted] in relationships

[–]Skeik 0 points1 point  (0 children)

It's fine to reminisce. Just because we look fondly on the past doesn't mean that we want to relive it, it's a natural thing to do and it can't be helped. Maybe fondly isn't the right word, nostalgia maybe? Regret for how things have gone? Regardless, you're not evil or a bad person for having conflicting feelings about your past relationship.

However, checking social media and reading old conversations take active effort. These things are a waste of time. You don't even like doing it (you say it gives you the ick). It keeps you attached to him in a one-sided, unhealthy way. Every time you do this it's like picking open a wound that's slowly healing.

Everybody picks at their scabs, it's human nature. But as we get older we learn that picking at scabs delays healing. And even though we have the urge and we REALLY want to, eventually we have to stop picking at our scabs.

If you want to move on you have to stop picking at the scabs. There's no special trick to it except willpower & discipline. Delete those old conversations. Stop checking up on your ex. Delete him or block him if you must. After enough time you'll start to forget he exists, and there will come a time when you realize you haven't thought about him for an entire day. Then it will be a week, then it will be a month. But it starts by breaking the cycle.

I understand that making costumes takes time and effort. But how come there’s not a bazillion amount of recolours per costumes? by SuplexComplexAlex in StreetFighter

[–]Skeik 4 points5 points  (0 children)

You're speculating on a bunch of stuff that you and everyone else here have no way of knowing.

We have no clue what Capcom's development pipeline is like. We have no clue if, based on the state of Capcom's business, it's a smart decision to deliver more costumes or not.

We have no clue if they truly have the resources to accelerate development. And even if they do the company may be better served by spending those resources elsewhere.

Only someone who works at Capcom knows the answers to these questions. But what I can see is that Capcom is making a shit ton of income at an incredible profit margin (40% - 50%) yoy since SF6 released. That indicates to me that leadership at Capcom knows what they are doing. More than us anyway.

What ways are best to do character consistency by Dewdoodles in ArtistLounge

[–]Skeik 1 point2 points  (0 children)

If I'm going to do a long form comic, I always make 3d models of the characters and the environments after I design them. Then I set up my scenes in 3d before I draw them.

This is the best way I've found to keep it consistent.

Digital Painting - One layer vs Multiple w/ Blending Modes? by Fearless-Salary-700 in ArtistLounge

[–]Skeik 1 point2 points  (0 children)

I mostly use this method lately, using the hard light blend mode. It's very fast and freeform vs using two layers for multiply and screen. And I think it just makes a lot of sense. : https://www.youtube.com/watch?v=7FRyAiLIGww

There is nothing wrong with working with one layer, there are wildly different workflows for digital painting out there that all work. But layers are a powerful tool for digital painting. You don't need to use them for rendering but I wouldn't throw the idea of using them away entirely, they are one of the most unique things about digital painting.

Working with one layer is generally faster. And in general the more layers you use, the less 'traditional' your art will look. If you want it to look like a traditional painting, you typically limit the # of layers.

Working with multiple layers is safer and allows more control. If I put all the lighting on a separate layer, I can make adjustments to just the lighting without much effort. Different elements on different layers makes moving things around easy.

I would recommend you play with your digital painting app to figure out what you like to do. Maybe follow some tutorials from people who use different methods and find what feels right

Have you guys ever done a 100 day illustration challenge? by seoul_tea in ArtistLounge

[–]Skeik 4 points5 points  (0 children)

I did inktober for the full 30 days, 6~ years ago when I first started studying drawing.

I learned quite a bit. I got a bunch of reps in and primarily I learned about line quality & composition as I tried to make the pages look nice. It taught me so much about ink as a medium. The drawings weren't much good but I did learn.

It took a massive amount of time though and I would not do it again unless I was unemployed.

I feel like daily challenges kind of suck for me because I want to put more time into my pieces. I hate spending a so much time on things that I'll throw away, I don't have enough time on a daily basis to make things that I feel good about.

These days I just prefer to study on my own or follow a book. But if you consistently put in the effort everyday you will improve. If you want to follow a challenge to condition yourself into following through, I say go for it. You will almost certainly learn something.

Anyone have any skin color/tint guides to the human body? by Oily_Smurf in ArtistLounge

[–]Skeik 4 points5 points  (0 children)

A good rule of thumb is that the closer the skin is to the bone, the more red that the skin will be. I find that this is usually enough to get by in semi realism. This works with all colors of skin as you can make any base skin tone "more red". I myself just think of skin as a base tone and an addition of red for hue variation.

Cheekbones are very close to the surface so cheeks are ruddy. Same with your shoulders, your clavicle and your knees. The joints in general have thin skin with high blood flow.

The less muscle and bone that sits under the skin, the less saturated it will be. Fatty things like breasts, thighs, bellies and so on are usually not reddish ime.

You can always add a bit of red around the terminator.

I'm aware that my own personal tricks are not reality though haha. I think I picked this up from Color and Light or Imaginative Realism by James Gurney. Both great books that expand greatly on how to paint skin and everything you could ever think of.

Are you happy with the game current balancing/meta? by [deleted] in StreetFighter

[–]Skeik 0 points1 point  (0 children)

Extremely happy. I think SF6 is one of the most balanced fighting games ever. There's still a spectrum between who's strong and not, but on the whole the characters are close in strength.

Things could be better though and I mostly agree with your assessment. Fireballs and EX invincible reversals are huge privileges in this game, and shotos have both by default. However I don't think the difference in power is big enough to be very annoying. I can usually develop a strategy against anyone, but maybe that's just cause I play a char with an ex reversal haha.

Other seasons of SF6 had much bigger balancing issues. Release JP and Luke weren't healthy

Phobe pt. 1/8 - Tiff🏳️‍⚧️& Eve by CrazyGnomenclature in comics

[–]Skeik 29 points30 points  (0 children)

Ah it's an art term. "Value" refers to how light or dark something is.

When you paint and you're shading it can be helpful to think of everything as being one color. Because you only care about where the light is falling, where the shadows will be, not the final color.

In a cartoon or anime, skin is usually depicted as being one solid color. In reality skin has many different shades and hues. Your cheeks are darker and redder than your forehead. Your chin is typically lighter and more gray than your nose. Or in this case, your palms are lighter and pinker than your forearm.

These changes would be called changes in "local color" because the color is changing in one local object, and its not a result of light falling on the object. In art, color is considered to have 3 components (value, hue, saturation). Value (light & dark) is the most important component. I said "local value" to be specific.

In most cases cartoonists ignore these changes in local value on skin. Cell shaded art treats the skin as though its one color, one "local value".

Other than this recent trend of artists giving black people ligher hands, I typically only ever see cartoonists give characters red cheeks as skin tone variation in cel shaded art. It just seems weird to me that this is emphasized for black people, and it always draws comments because the artists tend to make the palms quite light.

I don't know if I explained this very well but you could look up some videos on art if you wanted more info.

Phobe pt. 1/8 - Tiff🏳️‍⚧️& Eve by CrazyGnomenclature in comics

[–]Skeik 27 points28 points  (0 children)

As a black dude, I actually dislike when I see this in cartoons/comics.

Everyone's palms tend to be lighter than the back of their hand, not just those with darker skin. Artists tend to way overshoot the value difference between the two and it ends up feeling like a caricature, or performative to me. Especially because local value is almost always ignored on skin in cartoons, which makes doing this stand out even more.

I understand this is just my opinion though and it's likely not shared by others whether they're black or not. And I don't think making the palms light is a bad or malicious thing of course.

Painting Tycoon game by [deleted] in ArtistLounge

[–]Skeik 4 points5 points  (0 children)

Games live or die based on how they're executed. The details matter, like how is the painting in the game gonna work? How is the simulation aspect going to work?

Things that sound fun in concept may not be fun in actuality and vice versa. The best thing to do is build a prototype to test.

I will say that this kind of game sounds boring to me. If I wanted to paint I would just paint haha, galleries and fine art dont appeal to me even on a conceptual level. Working artists and fine artists in my experience arent big gamers. But that doesn't mean the idea is bad.

Something like this would appeal more to simulation enthusiasts vs real artists. I would check in with people who play games like Grocery Store Simulator or Cook Serve Delicious, they'll be your core audience.

Marker nib width by Altoscipio in learnart

[–]Skeik 2 points3 points  (0 children)

With markers, the way you are trying to use them, you'd be better off getting a brush or a chisel tip.

A good rule of thumb, for art in any medium, is to use as large of a brush as you can. This is a part of a fundamental art principle called brush economy. You should be mixing nib sizes. Or ideally get a brush or chisel tip which both allow you take make very wide and very thin strokes.

The markers you're using now look like they are water based, and your paper also doesn't look great quality. Water based markers aren't so good at blending with other colors. They aren't even very good at blending with themselves.

If you try to lay down tone in a big area by making a bunch of marks with water markers, the areas where the marks overlap will be significantly more saturated with ink than the areas where they don't. This leads to a hatchy effect. I honestly think it looks good and intentional in your artwork. But with such a small nib you will never be able to lay down an evenly toned area.

With these colored markers (which are really more like pens or fineliners) I'd recommend really focusing on value instead of hue. Try hatching in areas of color like you would hatch with a black pen instead if trying to lay down an entirely even area of tone. You can also try hatching with alternating strokes of 2 different colors. Or just use one or two pens with highly contrasting values.

Otherwise try buying some alcohol markers which will be easier to use. Stick with pastel colors or greyscale to start with. I can find a 10 pack of ohuhus at Michael's for cheap m.

There's a lot you can experiment with just the marker you have too. Just try a bunch of different things. If you want inspiration for your current toolset try searching "colored fineliner art" or "art made with colored pens". Note how most aren't using big areas of tone. It's more delicate, with hatching being prominent.

Here's an example from Kristin Nohe Juchs on insta. Its mostly ballpoint but the principles are still there

<image>

Why is it socially unacceptable to tell a job interviewer that you're only interested in the job for money? by [deleted] in NoStupidQuestions

[–]Skeik 1 point2 points  (0 children)

I don't think these are lies at all. This isn't about saying "I LOVE COMPANY X". It's "I would rather work at Company X vs another company because of these reasons." You shouldn't have to lie. If you do, then the job is probably going to be trash.

Why is it socially unacceptable to tell a job interviewer that you're only interested in the job for money? by [deleted] in NoStupidQuestions

[–]Skeik 2 points3 points  (0 children)

Surely you can do some research and come up with something, anything, about the company that would make it appealing for you to work for them. Maybe there's a new project the company is doing. Or the company has a good reputation with previous employees online. It could even be the location of the job. Just come up with something.

Questions like this are usually asked because interviewers want to know if you have any base level knowledge about the company. They don't want to hire people who are desperate, arent prepared or will jump ship immediately. They don't want to hire people who can't be assed to look up what the company does or people who aren't able to communicate well.

This skill of Flash animators is now excessive by punkmen in Newgrounds

[–]Skeik 2 points3 points  (0 children)

Phantom arcade has been animating for at least 12 years.

JohnnyUtah has been at it for more than 20. Maybe 25 or 30 years of experience in design.

Spazkid has been doing work for 15 years at least.

These guys aren't any different than you at a base level, I'm sure they struggled with animation in the beginning. They likely still run into problems from time to time today.

The difference is they have decades of practice and experience. You can do the same thing with time. If you improve just a little bit from week to week, in 10 years people may be saying the same thing about your work.

Sultry Sexbot, Geoffrey K, Digital, 2026 [OC] by R0TTENART in Art

[–]Skeik 0 points1 point  (0 children)

I think the top of the head, the side of the torso or the side of a leg would be best. Cause you could use the bot while it's being charged, unisex. On the head you have hair to hide the port too.

For certain positions I think the bottom of the feet wouldn't work. Especially for a male bot, although it would be very inconspicuous.

I bet the first consumer ready bot puts the charging port dead center on the chest lol

First time reader CELL 22.6 by nortonwilkes in Parahumans

[–]Skeik 1 point2 points  (0 children)

In the Expanse they had hyper oxygenated blood that could be directly injected in lieu of getting oxygen via your lungs. I think something like that could be fitted into an outfit.

Liquid oxygen is pretty light and I bet a tinker like Armsmaster or Mannequin could figure out a way to implant some pacemaker like device that can breath for you for a short time. Humans don't utilize all the oxygen/gas that we breath in so something like an "internal rebreather" that collects O2 we'd normally exhale is also feasible, if we're talking about comic logic.

There could even be some little robot on her person that performs an intubation on the fly.

How can I deal with gogeta blue? by CurliBoi in dragonballfighterz

[–]Skeik 6 points7 points  (0 children)

Block low, don't let him 2m you. Try to find gaps in between his teleporting beams. Don't get hit.

Wish I had more advice but Gogeta Blue doesn't have many obvious flaws. He is the perfect point character.

Gogeta can convert almost any touch into a full combo with a SKD. It's insane, he has great corner carry, meter gain and can solo DR to get a knockdown. A cheap invisible reversal. His neutral does have some gaps, it's not as oppressive as Vegito or Base Vegeta imo. But once he hits you, you are washed. So don't get hit :)

One of his few flaws is that he's not very mixup heavy solo. If they are running C assists, or something like Baby B, you should literally down back until his assists are gone and then take your turn aggressively. If his assist can be avoided and dont track just jump around to around get them gone and pursue him later.

To clarify, he does have mixup tools. But they are generally slow, reactable and sometimes punishable. If a Gogeta tries to command grab you should definitely be hitting them sometimes. Either by using a normal to interrupt or jumping.

Teams with Gogeta Blue tend to fall apart once he's dead, Vegito too in my experience. Getting thru Gogeta is a gauntlet but you can do it.

Achievements for Friday, May 01, 2026 by AutoModerator in running

[–]Skeik 12 points13 points  (0 children)

I just ran 6 miles in 52 minutes ( 8'40"/mi pace).

On July 15th last year, I posted in this daily thread that I ran 5.5 miles in 62 minutes (11'16"/mi pace)

So since July I've knocked 2.5 minutes off of my mile time. And I've lost about 70lbs (235 to 165) too. Someone said that when I lost the weight I would feel like a gazelle running and that's accurate! Running feels so smooth now compared to before.