when you design new moves for a character, do you work on the animation first and then build the move around the animation, or do you design what exactly the move does first before working on its aesthetics?
Next up
hey guys im new to this fandom ❤️❤️❤️
plz chcek out my oc shady heranzdez, the secret estrnaged half brotehr cousin of lardy hernnadez
he shots lzr bems from his gun and he beats up my dad when he photobombs my tiktok fuck you dad
(oc do not steal)
there has got to be a better way of phrasing this, this sounds wrong
oh, you love lisa the pointless?
name every arnold perspective mod
Greetings, everyone. Today is a very special day, 18/02/26 the 5th anniversary of the 1.5 update(the last) for Lisa: The Pointless Scholar Of The Wilbur Sin. Happy 5 years birthday to this fantastical mod and that it shall last for the next five years.
so is mad dog the most evil brad-allied character in the game now?
unlikely I will ever finish this, but still you can take a look at some WIP stuff!
buddy armstrong if she had more family resemblance
it turns out you don't even need a custom script to detect the height of an enemy battler's sprite
the more you know
A proof of concept
rampaging minotaur's animation looks cool, i just wish it was properly attached to cyclops instead of being exclusive to his route, he should have received support-based moves instead to further contrast him with lanks










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