Idk Some Of My Drawings

Idk some of my drawings

Idk Some Of My Drawings
Idk Some Of My Drawings
Idk Some Of My Drawings
Idk Some Of My Drawings
Idk Some Of My Drawings
Idk Some Of My Drawings
Idk Some Of My Drawings
Idk Some Of My Drawings
Idk Some Of My Drawings
Idk Some Of My Drawings

More Posts from Ragequityaoi and Others

8 months ago

I do wish there were more species under Hymenoptera that produced honey in the sheer abundance that a select few honey bees do so we didn't have to rely on them for the harvesting of honey, or even that just keeping other, native insects in such a way that is beneficial to those species and the wildlife around them was more viable for someone to just Do.

Really, I love the idea of beekeeping conceptually as something that can keep a particular species surviving and actually thriving, but it's only fully ecologically viable in the locations where those species... Are from. Otherwise the honey bees (typically European honey bees, Apis mellifera) will create an imbalance in other ecosystems, outcompeting native bees (and other nectar and pollen feeders!) and spreading diseases to them. They're undeniably important to crops, I'm not saying they're just so horribly bad, I love honeybees the same as any other Hymenopteran, but unfortunately often people feel like honey bees are the only option when that is just not the case.

7 months ago
Lineless digital art of Five Pebbles and Looks to the Moon from Rain World using mobility devices. Rivulet and Artificer accompany them. They are on a blank white background.
On the left is Five Pebbles, who is using crutches with arm clasps. He is drawn in an orange hoodie with a darker orange mid-length skirt. His hoodie has a Karma 10 symbol on the left breast and has a large zipper. He also has a bag strap across his chest with two pearl pins on it, one yellow and one purple. The bag itself is on his back and holds his umbilical. One of his legs has rot tendrils snaking over it. Five Pebbles has a bored look on his face and tilts his head slightly, holding onto the grips of his crutches.
Next to Five Pebbles is Artificer. She is sitting with her tail curled around her back legs, giving the camera a severe look, and has a service animal vest on. The vest has the symbols for 'The Friend' and 'The Survivor' on it instead of words.
On the right is Looks to the Moon, who is using a wheelchair built for everyday use. It has handles on the back so it can also be pushed, and these handles have charms of a yellow slugcat and a green pearl tied on them. Looks to the Moon is drawn with an greenish-white button-up shirt and a long dark orange skirt on. Her umbilical is looped behind the back of the wheelchair, implying it is secured back there. She is sitting in the wheelchair with her feet on the footrest and her hands on the grips of the wheels, looking off at something with wide, curious eyes.
On Moon's lap, Rivulet is curled up, their head lifted slightly to look off in the same direction as her.

i remember pre-downpour there were people (or maybe it was only one person?) that drew a kind of modern au where moon was in a wheelchair and i still love that idea to bits...they have service animals now too :)

8 months ago
Modern Carapace: O Bounty Of Thy Ribs Is My 72-pg Comic About A Park Ranger Named Esther Who Protects

Modern Carapace: O Bounty Of Thy Ribs is my 72-pg comic about a park ranger named Esther who protects giant bugs from poachers with her prototype mecha, Tarantula Hawk. You should read it!

I'm donating half of my profits to Watermelon Relief, an org dedicated to getting essential resources to displaced families in Gaza.

I get a little self conscious constantly pushing this book but I'm very proud of it, so I hope you don't mind!

Modern Carapace: "O Bounty Of Thy Ribs"
Gumroad
A park ranger named Esther protects kaiju from poachers in the Tarantula Hawk, her prototype "Strider" mecha.A portion of every purchase wil
8 months ago

went on the most insane grindr date of my life last night hold on

9 months ago

It’s like . Shaky drag from my cigarette . Vallamir’s possession of Irving’s corpse is meant to be read as unhealthy coping, the idea that reclamation is always a surefire way of healing when all it does in this case is trap him in a part of the past that he needs to step away from if he wants to truly grow. Depoliticizing and desecrating Irving’s image by wearing it as a costume to suit his own survival doesn’t make him feel any better despite what he claims. Vallamir is actively dying in there, growing weaker the longer he stays put— to the point that he’s too malnourished to leave at all. Do you understand? He’s never once existed as himself in a state that is free of confinement, and yet confinement is something he seeks because it’s familiar. And that’s comforting. Irving is something that he knew. That’s comforting. He can use his hatred and frustration and anger towards the deceased admin to mask everything as a crude, distasteful form of revenge, but there’s no fruitful outcome in the long run. Do you understand? Do you get it? He’s used to being written off as something to hate, so the easiest route to take is to carry on in the flesh of something that also harbored hate. Do you see it? Whatever.

1 year ago

hey, i was looking through your bug fables liveblog playthrough, and i had tried my hardest to figure this out for a good while but i have a question;

what is the explanation behind the leafbug portrayals in the game being racist? i’ve tried to figure it out for the sake of awareness, but i couldn’t find any sources. don’t feel obligated to explain if you don’t want to, feel free to delete this ask for your comfort.

its racist but possibly a better way to put it is that it plays into a lot of anti-indigenous tropes. for the record, i am not indigenous, so my insight on this front may be somewhat limited, but ill explain as best as i can.

the first time you hear of the leafbug tribe is when youre going into an area that is, directly stated or otherwise, not part of bugaria. theyre Outsiders that do not understand the culture of bugarian bugs. they also have their own language that is 'gibberish' that, funnily enough (/s), no one ever attempts to understand. this sort of othering is already a red flag, because its not portrayed in good faith. add that to the fact that you have to fight them for... no real reason in the game, and its really not painting a good picture.

im pretty sure the leafbug tribe is also explicitly described as primitive, somewhere? which is a very common and egregious anti-indigenous sentiment. theyre different, theyre not knowledgeable in science or whatever the fuck, they have their own brutal customs, theyre just unintelligent beasts that are obstacles in our path, and to get through we just have to kill them. do you see any parallels here?

one of my biggest issues with how the leafbug tribe is portrayed is that, again, there is never any attempt on any of the bugarian characters' part to properly communicate with them. for gameplay reasons they're 'just enemies,' sure, but why? why did the devs make the choice to paint a whole enemy tribe in this light? and also, why does the leafbug tribe have to fight the protagonists anyway? even if they're protecting their territory, why would they feel the need to protect it if they didnt have outsiders who never explain what theyre doing here traipsing on their lands?

one of the worst instances for me would be the team maki side quest where yin becomes an adult moth. maybe im just confused at where exactly the leafbugs live, but that section of the map is in the far grasslands, in wasp kingdom territory. the swamplands are connected to the grasslands, but the specific area yin metamorphoses in is not near it? but then surprise! you have to fight the leafbug tribe! because... idk, theyre convenient antagonists. shrug, its a video game. except its really not just a video game.

fundamentally, the portrayal of the leafbug tribe plays into a lot of anti-indigenous tropes, and everything about them is done in bad faith. the writing of bug fables already has other flaws, and there is another instance of racism in the bug fables universe—cough cough, elizant the second with ladybugs—and also given what ive heard of the devs im just. very wary, and very tired. to be fair i dont think they intended to native code the leafbug tribe, but these sorts of biases are very ingrained in popular culture and media, and just because its common doesnt make it less hurtful. especially not when its this blatant.

im not sure how clear this explanation and analysis is, but its as good as i can muster. other folks with more personal experience/knowledge may be able to contribute more. either way, i resent how the leafbug tribe was depicted.

1 year ago

So, I recently had a thought and I kinda wanted to get it out: it seems like the main three heroes and the main villain of Bug Fables all have a theme of moving on from the past, especially past troubles, and how important it is to help each other if we want to do that. Heads up, I’ve been kinda bummed as of late and I’m still kind of bummed right now: I’m also a little tired, and generally not that smart so forgive me if the following is either a) stuff plenty of people have pointed out, or b) nonsensical (the part with Leif in particular I admittedly kind of struggled with). Just thought I’d get the whiny bits out of the way first, forgive me:

Czytaj dalej

1 year ago

The Architecture of Rain World: Layers of History

A major theme in Rain World's world design that often goes overlooked is the theme of, as James Primate, the level designer, composer and writer calls it, "Layers of History." This is about how the places in the game feel lived-in, and as though they have been built over each other. Here's what he said on the matter as far back as 2014!

The Architecture Of Rain World: Layers Of History

The best example of this is Subterranean, the final area of the base game and a climax of the theme. Subterranean is pretty cleanly slpit vertically, there's the modern subway built over the ancient ruins, which are themselves built over the primordial ruins of the depths. Piercing through these layers is Filtration System, a high tech intrusion that cuts through the ground and visibly drills through the ceiling of the depths.

Two Sprouts, Twelve Brackets, the friendly local ghost, tells the player of the "bones of forgotten civilisations, heaped like so many sticks," highlighting this theme of layering as one of the first impressions the player gets of Subterranean. Barely minutes later, the player enters the room SB_H02, where the modern train lines crumble away into a cavern filled with older ruins, which themselves are invaded by the head machines seen prior in outskirts and farm arrays, some of which appear to have been installed destructively into the ruins, some breaking through floors.

The Architecture Of Rain World: Layers Of History
The Architecture Of Rain World: Layers Of History

These layers flow into each other, highlighting each other's decrepit state.

The filtration system, most likely the latest "layer," is always set apart from the spaces around it. At its top, the train tunnels give way to a vast chasm, where filtration system stands as a tower over the trains, while at the bottom in depths, it penetrates the ceiling of the temple, a destructive presence. (it's also a parallel to the way the leg does something similar in memory crypts, subterranean is full of callbacks like that!)

The Architecture Of Rain World: Layers Of History
The Architecture Of Rain World: Layers Of History

Filtration system is an interesting kind of transition, in that it is much later and more advanced than both of the areas it cuts between. This is a really interesting choice from James! It would be more "natural" to transition smoothly from the caves of upper subterranean to the depths, but by putting filtration system in between, the two are clearly demarcated as separate. The difference in era becomes palpable, the player has truly found something different and strange.

Depths itself is, obviously, the oldest layer not only of subterranean but of the game itself. The architecture of Depths has little to do with the rest of the game around it, it's a clear sign of the forgotten civilisations that our friend Two Sprouts, Twelve Brackets showed us, there's not actually that much to say about it itself, it's mostly about how it interacts with the other layers of subterranean.

That said, Subterranean is far from the only case of the theme of layers of history. It's present as soon as the player starts the game!

The very first room of the game, SU_C04, is seemingly a cave. It is below the surface, the shapes of it are distinctly amorphous rather than geometric. (well. kind of, it doesn't do a very good job of hiding the tile grid with its 45 degree angles.)

The Architecture Of Rain World: Layers Of History

But let's take a closer look, shall we?

The Architecture Of Rain World: Layers Of History

See that ground? it's made of bricks. The entire cave area of outskirts is characterised by this, the "chaotic stone" masonry asset is mixed with brickwork, unlike the surface ruins which are mostly stone. This, seemingly, is an inversion of common sense! The caves are bricks and the buildings are stone. This is not, however, a strange and unique aspect but a recurring motif.

The Architecture Of Rain World: Layers Of History
The Architecture Of Rain World: Layers Of History

This occurs enough in the game for it to be clearly intentional, but why would materials such as bricks be used in otherwise natural looking terrain?

The answer lies in the "Layers of History" theme. This is in fact, something that happens in real life, and it's called a tell

To be specific, a tell is a kind of mound formed by settlements building over the ruins of previous iterations of themselves. Centuries of rubble and detritus form until a hill grows from the city. Cities such as Troy and Jericho are famous examples. The connections to the layers of history theme are pretty clear here, I think. Cities growing, then dying, then becoming the bedrock of the next city. The ground, then, is made of bricks, because the ground is the rubble of past buildings. The bones of forgotten civilisations, heaped like so many sticks!

8 months ago

getting fixated on an object show character is so hard because it's like Okay. this character is a twist antagonist from the previous season of the show. on a surface level she is manipulative and selfish, but harbours a deep regret for her previous harmful actions that resulted in a close friendship of hers being sabotaged. she introduces herself to a new contestant, initially only helping her for her own gain, but quickly develops an emotional attachment to her as their friendship becomes less transactional and more real, but once again her own toxic behaviour sabotages the only connection she has. she's now drowning completely in her guilt and self-hatred, believing herself to be irredeemably evil.

and then someone says "oh this character is really interesting where's she from!" and you have to say Well actually. She's a

a high-res image of a hard shell taco.
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ragequityaoi - god's silliest soilder
god's silliest soilder

he/she and any neos, a multifandom silly guy autismpebbles.straw.page

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