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Messages - Bricknave

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376
Off Topic / Re: Bad/weird stuff you see on deviantArt - Megathread
« on: August 27, 2014, 06:26:04 PM »
yes

The comic is named ... "Yoko's Alien Baby", search for it if you are overcome by curiosity, but be warned: Some things are not meant for mortal eyes to see. It is not on deviantArt, because apparently ... The artist himself had removed it from his gallery ...

377
Off Topic / Re: Bad/weird stuff you see on deviantArt - Megathread
« on: August 27, 2014, 03:41:08 PM »
Unfortunately (or fortunately) it is not safe for work/school/home/anywhere. If I censored it, I still wouldn't want to host it.
If you honestly want to censor it, host it and post it for the lulz, PM me.

378
Off Topic / Re: Bad/weird stuff you see on deviantArt - Megathread
« on: August 27, 2014, 11:15:45 AM »
You could say he got

hacked

Ba-Dum-Tish!

---

I managed to dig up the rest of the Gurren Lagann comic, would it be ethically acceptable to post it?

379
Off Topic / Re: Bad/weird stuff you see on deviantArt - Megathread
« on: August 26, 2014, 03:59:52 PM »
The following art I am posting is well drawn, but still cringe-worthy.

I acknowledge that applying logic here is pointless, but bear with me:

(mpreg)
http://th01.deviantart.net/fs71/PRE/f/2014/056/5/d/commission__you_ve_gotten_big__m_preg__by_kirame90-d781ufl.jpg

Fetuses grow in uteri. Males do not have uteri. If they did they would technically be Hermaphrodites. Now, I think I remember reading somewhere that a male pregnancy theoretically could work, but the birth would be fatal, in which case it wouldn't be portrayed as a happy-cutesy thing.









The artist: http://shydude.deviantart.com/

Two problems with a lot of "big belly" art:
A) There is no way their abdomens could get that big.
B) No matter the size, it wouldn't be as smooth as a baby's bottom, there would be stretch marks.
Same thing goes with all other "big belly" art, whether it be vore or stuffing or pregnancy.


381
Off Topic / Re: Bad/weird stuff you see on deviantArt - Megathread
« on: August 24, 2014, 06:24:33 PM »
Are you ready for some LEGO-related weirdness!?



No comment.



The figure on the right is supposed to be Johnny Thunder. In case you don't know who he is, let me jog your memory:



Okay, now, prepare for cringe:



FYI, the Minifigure above is from a new-ish LEGO theme called Alien Conquest:




382
Suggestions & Requests / Re: Blockland mod market system?
« on: March 06, 2013, 10:30:33 PM »
Also double post
BUT YOU ARE loving AGREEING WITH HIM?
You must not have a brain either.

Buddy, you need to read what I wrote a second time.  I was neither agreeing nor disagreeing with him.

Just to comment on the monopoly part, I don't see how prominenet modders would have one. (Seeing as anyone can make a mod with the skills). It might be a good idea to test it out first.

I think any possible monopolies would be addon genre specific.  Let's consider Greek2Me's Slayer.  It's revolutionary, it's popular, and pretty much everyone uses it for their minigames.  Imagine if a modder with the same skills as Greek2Me made an addon of another type that was as big of a deal as Slayer.  Imagine if addons could have a price tag.  Unless he/she chose to make it free, he/she would have a monopoly.

383
Help / Re: Glitch: Using tools resets playertype
« on: March 06, 2013, 07:35:57 PM »
I believe that this is because of DrenDran's weapons.

Problem solved!
Thank you!

384
Suggestions & Requests / Re: Blockland mod market system?
« on: March 06, 2013, 07:14:06 PM »
My thoughts:

  • Introducing a mod market could theoretically improve quality (because of competition), but it could also create monopolies because some modders are more prominent than others.
  • If the key system isn't effective, pirates could resell mods, thus allowing them to steal investments of time and willpower.
  • If this was to be made, I think it should start off with a virtual currency to test the waters. Then if it does well, implement real cash-to-virtual cash micro-transactions.

Currently, modders make addons for the purpose of pleasing other modders and non-modders.  Adding a mod market to the equation could drastically alter that relationship, for good or ill.  Just food for thought.

385
Help / Glitch: Using tools resets playertype
« on: March 06, 2013, 06:05:38 PM »
Whenever I use an evented brick to change my playertype, then subsequently open my tools inventory, my playertype changes back to the default (either Standard Player or the playertype of the minigame I'm in).

I checked to see if pressing Q was part of the problem, but this happens even when using a different button for the tools inventory.

So yeah, I'm in a pickle because the build I'm currently working on involves class-based gameplay.

386
Suggestions & Requests / Re: The Lego Alligator
« on: February 20, 2013, 09:28:15 PM »
Yeah, it would make an excellent addition to a swamp or zoo build!
Apparently, it has two additional color variations: dark green and dark gray (link).

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