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BIZARREMONKEY'S PROFILE

BizarreMonkey
I'll never change. "Me" is better than your opinion, dummy!
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I make cool stuff you should definitely try out.
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Bizarre Monkey's Psychedelic Art-station

author=Avee
I'd say you have a peculiar style that reminds me of Corpse Bride. The human characters look very thin and tall and the features of the face can seem unsettling as they don't follow realistic proportions or placement. I could see this style work very well in a spooky/horror themed comic or cartoon.
Ahahaha, I think it's large at fault for the heads being too big (raised on western cartoons, sorry) :o but also I am not quite there yet with facial structure.

Though I'm honored it makes you think of corpse bride, I love that movie, I love all of Burton's movies, really!

Gedday fellas, I'm here to stay for now!

Thanks mate! Getting tough to manage all of the sodding things, now!

Bizarre Monkey's Psychedelic Art-station

Old Stuff. continue for new format.

So I'm sure most of you who have seen my previous works think "oh man, get ready for a barrage of tacky MSpaint garbage", being the un-mannered bunch of cocks with no dining manners you are! But you'll be pleased to know I have made several ambitious leaps forward to improve my skills as an artist. So sit yer smart ass down and get ready to see three years worth of arty evolution.

Back in 2011, when upon I released Intelligence, it suffered graphically because my art really did look like garbage. Thus is born these abominations for the world to wistfully ogle.

OhgodSoterribad


I was complacent in this rut for a while, but eventually I caved to the interests of the public and tried a brand new take... thus the thick colored outlines were introduced.

StillkindofImGoingToKillUrEyesM8


The outlines however, proved troublesome and unkind to the eyes even still, so I removed outlines completely!

And so we arrive at the semi-current era. Bizznasty:

Now this is still a style I use a lot, because it's easy and fast. Good for deadlines.

However, now having myself a decent name and more of a liking for art, I began with new things, trying out more programs than just MSpaint and gimp.
May 2013: Sven Cookiedoe
June 2013: Herald of the Pink Sun
September 2013: Heartfelt Offering
December 2013: Toddler of Terror
January 2014: Galaxion Facial Expressions (Female)
April 2014: Sacrilegious!
May 2014: Illusionary Reflection
June 2014: Redefining the Rapscallion
July 2014: The Sylph
August 2014: Spooky and Fyori in a new style.
September 2014:
Orsa and Mayeena OTP
NEW!



Greetings you huge nerds, and welcome-- to Biz's Arty thread thing!

I've done much since I last updated here, so now I'm reorganizing it a little.
Basically Thumbnails are gonna be provided for all the big pieces I do. Clicking said thumbnail will then link you to the full sized image.

2013


2014



2015






Breaking the fourth wall: fun or not?

author=karins_soulkeeper
Hi everyone!
I am planning on making a short traditional rpg that I'll work on when I take a break from my main project. I plan on making it humorous, and with no clear signs of seriousness. So I was thinking, is breaking the fourth wall a good move or not? Any advice you guys may offer to me?

Thank you!
Depends a lot on how it's done. Mostly though it's widely accepted, and in my games I actually have a shadowy meta based around it. It's more than just a clown in the room, it's a frekkin plot device!

author=LockeZ
I actually wish more RPGs would take themselves seriously, because I can honestly say I don't think there's a single one in existance that does. But if you decide not to, you'll be in good company.
Bloodline Masquerades is pretty serious, I'm not sure if by your definition it can be said to "take itself seriously" but it's one of the darkest W-RPG's on the market.

Also, it's a better strategy not to take yourself completely seriously when you're making a game, games are not serious, the saying "it's just a game" exists for reason.

A game has no serious consequences, just like watching a movie, where you seem to be lost is in the definition of what makes a game serious or take itself seriously, for example, someone can take himself seriously and make an absolutely appalling game, where as I don't take myself seriously, but I make great games (this is for the purpose of an example, the opinion is obviously a subjective viewpoint).

If you want a game that has a serious plot, that's very different from a game that takes itself seriously, also you've only mentioned the eastern classics so far, there are multitudes of serious games in the West that take themselves very seriously, such as Diablo, Condemned, etc.

The Screenshot Topic Returns

author=Schwer-von-Begriff
@Biz: Never thought I'd see you post here one day! Haha, nice to see you. :D
AH HA! So this is where ye buggered off to.

Well, I'll be the first to admit these days that VX.net has a long life ahead, but it's gonna be a quiet one.

Anyway, here's a battle with a brand new boss in M:R (thats my shortening for Menagerie: Remastered fyi)


Gedday fellas, I'm here to stay for now!

I'm known virtually everywhere that matters as Bizarre Monkey, I've created a multitude of games, three of which have won "of the year" awards in the flames of a dying forum, and that's from where I also emerge.

I foolishly assumed VX.net shared it's fate with everywhere but two places that are just a bit too populated for my tastes. But this place is still lively, so I'm gonna probably move here, whilst maintaining what little presence I have on vx.net (It's not hard to stay there and appear as one who frequents these days.)

So much has happened since my last intro thread here back in 2011, I've done so much since then! It's my hope that you will see the fruits of those efforts in due course. For now though, I'd be honored to to make my return here, even though I never really left, I was an absent mirage at best.

The Screenshot Topic Returns

@Dookie: I love that art direction!

Holy hell there's a lot of talented people here. Gedday folks, figured I'd drop by the forums and show a little of what I've been up to.

The music you hear is an original piece by the game's lead Composer, MoneyMenace. (It's not all done yet, placeholder music is used in the two videos below.)

Here's the games intro, also.

So what's all this about?

Well lately I've been working on Menagerie: Remastered - Game of the Year Edition. Should be released sometime this year. Not making a specific date, but it'll be ready when it's reached the level of quality I deem 'ready'.

There's so much new stuff along with re-balancing and all that it's virtually a new game.

Menagerie

author=Seeric
I recently finished Chapter 2 of this game and I think it's pretty neat for the most part so far; the boss fights are fun with plenty of interesting mechanics (especially when bosses get lower on health), there's a good number of optional things to do/find, there's a ton of environmental interaction, and progression-based leveling is something I always approve of over grind-based leveling.
I prefer progression leveling as well, mostly because it makes things easy to balance... environmental interaction is always something I've liked, and I took it steps further in this game, such as the cutting down trees and all that along with just interacting objects and the flavor text there of.

author=Seeric
This being said, I do think the items which double a stat should either be removed, made into late-game items, or somehow made non-cumulative as it's fairly easy to completely break the game with them, and with the Loion's Swordsmanship in particular as it is easy to make four copies of it once you reach the mines very early in the game. While doubling a stat on its own is a strong, but not game-breaking, boost, the issue comes from when the same 'doubling' item is equipped multiple times for a boost of 2 * 2 * 2 * 2 to make a stat 16x its starting value; on a save I made from right after the mine Fatty can go from 22 Muscle to 352 and can kill just about any boss in 1-2 hits (he dies fast, but a single Yasondre's Boon more than doubles his health while still leaving him at an exceedingly high 176 Muscle). This also means that a single Soy Chicken, which permanently boosts Muscle by 10 effectively grants a 160 point boost to any character with a 4x Loion's Swordsmanship combination.
All these have been noted, I'm working on a remastered version of this game as we speak, which will make alchemy more streamlined and make those double stat items not even a thing. Some abilities are also being adjusted and the way forms work for Fatty is being made more modular. There's a big post on some of this here.

author=Seeric
Simply not making it possible to get quite as many Blue Sun Primers and/or Plutonium Ingots early in the game or moving the recipe for the Loion's Swordsmanship item to a later book would both serve as quick-fixes to balance the issue early-game I think.
Sadly it's not that simple, if it were I would have done that. Though also it's a pretty large file and uploading it is a process I have to plan for doing since I have Australian bandwidth. I figure while I'm fixing that I may as well fix balance as a whole, while also addressing some other issues, file size being one of them.

Thanks a bunch for the feedback, I look forward to releasing the Remastered version assumedly sometime this year, here's a bit of what's going on with it.


These cutscenes are subject to change for the final rendition, but it gives you a small glimpse, later I should be able to upload a video with the new balancing.

bandicam_20131201_193738641.png

It's my favourite flavor!

I have such an infatuation with this palette it could be described as a borderline obsession.

Menagerie

Updated to 1.0.1, old saves will be compatible.

Menagerie Patch 1.0.1
-Fixed the Vertical position of Tac's eyes in Mutiny.
-Recompiled in a fashion to eradicate the game-breaking cache error.
-Corrected a missing file error crash, the game should now be crash free!
-Two fridges in the Ironstep Inn were functioning as impassable barriers post-harvest, this has been fixed.
-Corrected some odd picture behaviour in Solitaire
-Fixed a small cosmetic tile error in the Galaxion Game Cafe
-Did some work on syncing for Heavenbound
-Parallax fixes for Solitaire
-Several bits of odd sounding dialogue corrected.