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  1. So, after a long time of nothing for me, i decided to give a little retrospective to two Games i played trough, the first 2 Dc Comics based Playstation 1 Games, which are both based on Batman. I will give my personal Opinion on them and give one hint for each game, to make the game easier. Batman Forever - The Arcade Game This game is based on the Movie Batman Forever, not only would it be better to watch the Movie first, it is required that you watch the Movie first, because this is one of those Games that explain nothing. There are no real cutscenes, there is no real Dialog except for some Audio Clips from the Movie, which are like 4-5 Catch Lines and thats it. The Levels seem unrelated to each other and if you dont know the Plot of the Movie, you will probably dont understand anything that goes on in this Game. Apart from the lack of Story telling ( except for the Manual maybe ), the game also lacks a save feature. Yeah sure, you can save, but only your Highscores. In the Game itself you cant save anything and you have to play trough the entire game at once, without passwords, without stops and no way to recover continues. And the Highscores are so easy to beat in contrast to the actual game, that you dont even have to play the entire game to already break every record. So whats the point in even trying? You get nothing if you beat the game, except for some Credits. Apart from these negative things, the game is kinda fun. Its just that the difficulty is so high, even on the easy setting, that i wasnt even able to beat this game. So the game was fun for like 2 Days until i realized that i wasnt getting anywhere and i looked on the Internet for help. I am no gaming god and those beat em up games, specially arcade ones, are just to difficult for me. So all in all, the game was just okay. It was meh. Mediocre. Was fun for a few Days then it turned into frustration. HINT: Get a second Controller, once you run out of Continues for the first Player and are on your last life, press start on the second Controller and you get the same amount of Continues again, that you had with the first player and then you just continue the game as the second Player. If you choose 7 Continues on the Menu Screen, you get 14 Continues in total with this play method. Batman & Robin Oh, Batman and Robin...made by the same People that made the other Batman Game. Based again on a Movie of the same name, this game shares some similarities. With that i mean, that even if this Game now has Cutscenes, it still explains barely anything and some cutscenes dont even make sense because they didnt even happened in the Movie that way. EXAMPLE ( SPOILER ALERT ) : The very last cutscene, Mr Freeze is defeated and on the ground and Batman just trows some Jewelry from his sick wife on the Ground. Um...in the Movie he explained that they cured his wife from a disease, in this game this scene could also simply mean, that his wife his dead and Batman just trows her Jewelry on the Ground to really break Mr. Freezes spirit or something. Also it explains freaking nothing, if you havent watched the Movie. Apart from the lack of Story telling again, this game is also lacking in telling you what the heck you are supposed to be doing. Instead of giving you Missions, this game is basically telling you, that you have to find that out by yourself. By collecting Clues...which most of the time tell you nothing about the place you should be going. I started this Game so many times over again, because i got stuck with the hints and had no idea where i was supposed to be going...i dont get it. Some People defend this Game by saying : "Just get the clues, dummy !" I DID! I FREAKING DID AND THEY TOLD ME ABSOLUTELY NOTHING!! Most of this Clues arent even Mission related and just tell you Story stuff, that might have been better explained with some cutscenes. So, let me get this right...in order to even be able to play the damn game, you have to collect every single Clue in the game, because of so many unhelpful ones, while at the same getting shoot down by constant spawning enemys and dying constantly. Okay...maybe this would have been fine, if this Game wouldnt also have a TIME LIMIT! How the heck are you supposed to do all of this? During a time limit? Every single time, before every Mission? This game is so unnecessary complicated, difficult and outright frustrating that i really wonder how anyone would have fun while playing this. Sure, the Graphics look nice, the Cutscenes look alright, the Music is great and the Grand Theft Auto Style of Gameplay is impressive for Ps 1 Standards! I love it ! But everything else pulls this game way down. All in all this game gets the same rating as the other one, its okay and i really want to say that its kinda good, because of the good graphics, the interesting gameplay, but its confusing and frustrating game mechanics make this game almost unplayable without a guide. Its really a shame, i really would like to say that the game is good, but without a guide...its horror. HINT: Apart from the obvious Hint, to just use a Guide or Walktrough for help, there is another thing. I only tried this on the third day in the game, but it should also work on the other days, i hope. To get Full Life and every single Life Ball for recovery, just go into the Museum at any point ( after you have beaten the first Mission in there of course, otherwise you fail the mission if you just go in and out of the museum while there is a robbery XD ). Go straight forward to the closed main Door, go to the right side and press the Button on the wall. A platform on the left side will go down, quickly run to the left side, glide down to a small room before the platform goes up again and once your down there, get the red item. It will give you 2 Life Balls or Life Pallets or whatever they are called. Go out of the Museum and go back in again, the Red Item will appear every single time. With this Method you can get your full life back before every single Mission, which makes this game so much easier.
  2. Hey there! It's Bulldozerman again! Now, I'll be the first to admit it: I'm no real expert on RPG's or anything, although I have beaten a ton of them, from Final Fantasy to Golden Sun, and even Lunar. But I did want to come around here and give you guys a few helpful tips for how to stay alive in Maradice Isle: Dawn of Shadows, for you newbies. This is for those of you who haven't played a lot of RPG's. If your interested in RPG's and are looking for a good MLP-themed game that'll keep you busy for a while, or if you just want to cruise through the game and see the story, but not suffer through it, then this is where you need to be. THIS AIN'T YOUR GRANDDADDY'S FINAL FANTASY! Now, this isn't your standard RPG like the original Final Fantasy on NES. This is a series of mysteries you have to unlock. From the true reason why Strange Tidings went evil, to learning how Melody's parents met their untimely fate, and eventually, discover a way to save Strange Tidings from the evil that's holding him, something you have to do to secure the best ending. All of this takes time. You gotta explore the towns, you gotta talk to everypony around you, you've gotta read journals and the like, use magic to solve puzzles, and pick up clues along the way that'll help you get to the next part, and ultimately ( hopefully ) save the island from eternal evil. BE COMMITTED! You gotta be committed to play this game. This isn't some game of Pac-Man where your done in half an hour. This is saving Maradice Isle, and possibly the world, from eternal evil. And the Mane Six can only do so much to help you out ( if your interacting with them at all ). It takes time. There's levels to be grinded for, there's puzzles to solve, shrines to conquer, and monsters to destroy. So be ready for it. LEARN TO INSULT! From the very earliest of the games development, it was evident that one of the biggest skills you would learn is the ability to hurl insults at the screen. This game lends itself to the player screaming profanities and the like at the top of their lungs. I know, I know, cursing out the enemy isn't good sportsmanship, but believe me, when your walking through, say, a forest, and you get jumped by some monster from out of nowhere, and you know you can't run away from it, and your low on health, your going to want to let fly with a "Son of a Bugbear!!" Also, there's something really satisfying about killing the boss monster that's been keeping you from the next section of the game after about a couple hours, and ripping out a good ol' fashioned "TAKE THAT, YOU SCRUB!!" You feel really good about it. Some royal guard is keeping you from progressing, there's nothing wrong with letting loose with a "Hah! Royal guard? More like a royal pain in my flank!" That's alright! DON'T DROP YOUR GUARD! There is NEVER any downtime in this game, even in the towns. One of the very earliest bosses is going to take place in the dead center of Ponyville, so you can't afford to lower your guard and risk getting destroyed by something your not prepared for. Also, if you happen to come across any baddies that are lying around randomly as you explore the world map, don't take any chances. Walk up to them, and use one of your spells to take them out while they're snoozing. Those monsters are going to get up eventually, and you might be in trouble when they do. STAY HEALTHY! One important thing you need to learn is what spells your party has, and how you can effectively use them to dispatch the opposition. Like, for example, you don't want to use a spell that hits all the enemies for fighting a single powerful boss, but those kinds of spells are VERY effective for clearing out crowds of foes ( something that your sure to run into A LOT as you near the Changling Hive ). You gotta stay healthy, warrior! You don't want to be going into a battle, and start clicking on commands, and then realize "Oh, whoops! Now I gotta heal!" That's not good! If there's a brief pause in the action between battles, take the time to use healing items and spells to replenish your dwindling HP and MP reserves. Because believe me, NOTHING is worse then getting caught off-guard by something you didn't see coming. If you get into a fight like in the image here: Look at that. Your going to be trying to heal yourself on the fly in the middle of a battle, and that's a bad, BAD thing. If you got plenty of healing items in reserve, you can use those to quickly heal up your team, and be ready to fight off whatever comes your way next. Unless you got a Nature Pony. They're pretty much able to keep the party healthy on their own. SAVE OFTEN! Your going to be wanting to save the game constantly, or you'll have to go back to the beginning. Good times to save? You just got to a new town and got full health. Don't be saving when your party's only got, like, %10 health left and no healing items left. That does you no good unless your in a town, because your going to end up dying over and over, and then your stuck. You just got some new key item? You just reached a new town or settlement? You just met one of the games main characters? All of these little milestones, your going to want to constantly save. You make it out of a dungeon, save. It'll also give you a chance to rest your fingers, because BELIEVE ME, you will get a cramp! BE CREATIVE! Many items are hidden throughout the game environment. Your going to want to search every nook and cranny to see what items you can discover, because not all of the loot in a dungeon is going to be in super-obvious treasure chests, like most other RPG's. Also, if you just got whooped by some boss in the later parts of the game, you may want to consider changing up your strategy. With seven character classes to pick from at the start of the game for your four party members, you should be able to form a solid, consistent strategy for dealing with enemies. Like one example, a party with a Frost Pony, Ember Pony, Thunder Pony, and Nature Pony. Use the Frost Pony to buff your teammates defenses, use your Ember Pony and Thunder Pony to quickly take down the bosses health, and the Nature Pony can keep the party healthy turn after turn. If somepony runs low on MP, have your Frost Pony use an MP restoring item on them while the fighters continue to hit the boss. JOURNAL = GOLD! The journals are very important. These are something your going to want to watch out for constantly as you go through the game. A lot of times they're found in dungeons, and sometimes they're found close to boss chambers. The journals can give you tips and insight for how to tackle some of the games tougher enemies. Some of them even feature special dialog that can help you piece together some of the games more puzzling questions about the characters backstories. While your main goal is to, of course, stop Strange Tidings, remember that your also playing detective and trying to solve all these baffling puzzles that constantly loom over your entire quest, so your going to want to collect all the clues that you can. DON'T FOOL AROUND! If your engaged in a battle, don't just stand there and spam the "Fight" command over and over like an idiot! Your a deer in the headlights; They're just going to take you out. You can defend if your low on health. You can use "Super" attacks when your SP meter is full enough. You can use items. You can use the summons you find later on in your adventure. You have multiple options at your disposal for how to defeat the enemy and continue on with your adventure. Don't think that your Ember Pony is useless at magic just because his "ATTACK" stat is higher then his "POWER" stat. Many of the Ember Ponies spells revolve around using both magic and their own physical prowess to damage their foes. Also, I can't stress this enough: Pay attention to the descriptions of each of the seven classes at the start of the game! One of the keys to success in Dawn of Shadows is going to be recognizing each classes advantages, disadvantages, and how well they work with the other classes. Remember, you only have room for 4 characters in this game, so barring any duplicates of the same class, you can only take 4 of these 7 classes with you per playthrough, so you need to learn and understand what each class can do and form a solid, unique party that can overcome the games later challenges. The Frost, Ember, Thunder, and Nature Ponies are a good choice for beginners, as it's the most flexible and offers up the most options for offense, defense, and support. HAVE FUN! So, there's your little intro into what to expect from Maradice Isle: Dawn of Shadows. But listen: The only way to really learn how to play the game is to go and play it, assuming it's out yet ( which, as of the time I'm writing this, it's nowhere NEAR ready to come out yet ). And if it isn't, well, go play some other RPG's to help you get into the swing of how they're played and handled, and help you prepare for this game. Just remember to keep your eyes and ears open, and use your head, because your going to need strategy as well as skill if your going to make it back to Maradice Isle alive! So for now, goodbye, good luck, and try not to get yourself killed, will you?
  3. Hi everyone, Hope you are all doing well and are looking forward to the movie in a couple of weeks! It's definitely been a while since I posted on the forums here. There is something that I have been meaning to get off my chest these past couple of months. After the midseason break, I have been unable to get myself to watch new episodes of My Little Pony. This has never happened to me before. I began watching MLP back in 2012, and would always catch new episodes the Saturday it came out. I never missed an episode of Season 3, 4, 5, 6, and the 1st half of season 7. The last episode that I watched was episode 10 (A Royal Problem) and I enjoyed it immensely! I loved Starlight, Princess Celestia, and Princess Luna in that episode. Glimmy has even overtaken Rainbow Dash as my all time favorite character in the entire show! Yet for some reason, I seemed to have lost that excitement I used to get when viewing a new episode. Don't get me wrong, I still love FIM. I have posters, plushies, t-shirts, music, you name it. I used to look forward to viewing new episodes of Pony as soon as the weekend hit. I don't want to get to the point where I look at it as another task I need to do to check off my "to-do list" for the day. I haven't reached that point yet, but I feel it approaching quickly. I have been in the fandom for nearly 5 1/2 years. Maybe a part of it is due to fatigue and just "growing out" of the series. This is where you guys come in. Has anyone experienced something similar to this before? How have you guys stayed engaged and excited over all of these years? Any tips and advice you guys are willing to share, I would greatly appreciate it.
  4. The most important part of a backstory is it's curve. A story curve is defined by the ups and downs in a backstory. A backstory can start anywhere on the plane. However, it's the ups and downs that matter. The most difficult position you can put yourself is have your curve start in a high position. You will then have to come up with some way to bring that curve down. For instance, if your OC was born in a rich family and all of that, the usual route is the fire, family tragedy or natural disaster, which all three are quite cliche and overused. On the other hand, starting at rock bottom has potential to make a good OC. However, the ascension from rock bottom can't be too quick. You can't have your OC born to the poorest of families, and all of a sudden one day he becomes one of the richest ponies ever. First off, that's cliche as well and secondly, it'll make your OC a Mary Sue due to the fact that the rise from rags to riches was too quick and there was lack of development. Starting from rock bottom can be a good thing, because you can then develop your character. Finally, starting at a neutral point is a great starting point. You have the freedom to go up or down. Just make sure you balance the ups and the downs and keep them within reasonable range so you can recover from a down smoothly, and not end up like a Mary Sue. Still here? I can evaluate your story from the curve's point of view. I'll give you pointers on the following The point where you start (Neutral, Down, Up) The direction you take (Up to down, Down to up, etc.) Where you finish Be ready, I'll completely dissect your story from top to bottom to give it the best critique and evaluation. Don't be discouraged if I give you a load of things to work on/change. You can always come back for me to evaluate it again when you've finished your editing/changes.
  5. Ever since I began regularly roleplaying three years ago, one quirk that I have consistently seen among players is the paranoid belief that etiquette demands that their replies must be as long or longer than the one(s) that they're responding to. I've had enough partners to know that some people prefer a laconic style while others simply enjoy writing and give minute attention to detail, and it's important to state that neither style is "bad". In my experience, post length has no bearing on a player's skill, and they should instead be judged on the amount of "meat" in their posts. First of all, let me address the elephant in the room: what is "meat"? Let's look at it from the point of view of a food analogy, as seems most fitting. Imagine that, before you, is a nice, juicy steak. The meat is what you want, as it is where the majority of the protein and iron is as well as many other vital nutrients. Next to it, you have a large, thick slab of fat. While the steak does have fat in it, and fat contributes to the flavor of the meat, an entire steak-sized portion of it is nowhere near as nutritious and contains quite a bit of cholesterol. In short, there is really no reason to choose the slab of fat over the meat steak. Now replace that steak with a reply that's several paragraphs long. You can stuff it with as much "fat" as you like, and one or more of your partners might enjoy the perhaps learning that much more about your character. After all, fat adds flavor, and so does filler. However, problems arise when your post is so full of filler, covered in untrimmed fat, that despite having several paragraphs to work with, your partner only has enough material to crank out a few sentences. Sometimes, they don't even have enough for that. Before I go any further, I will openly admit that among the various people I may be describing in this tutorial, I am included. I am an absolute stickler for detail, constantly expanding and trying to cram as much detail into a single scene as possible. If I ever have to make a response that involves firearms, military tactics, biology, chemistry, etc, you better believe that I will have a lot to say. This isn't necessarily a bad thing, and I applaud people who enjoy writing well enough that they just pour themselves onto the page. However, roleplaying involves two or more players, and I have known a few people who are exceptional writers, but terrible roleplayers. The simple explanation for this is, as writers, we want to be able to tell the stories we want to tell about our characters, but to do this, we need control over the environment. In a roleplay setting, however, everyone else is trying to develop their characters just as you are, and because of that, it might not be your character that gets to slay the dragon that killed your parents. In fact, your character might be completely left out of the fight, leading to an absolutely anti-climatic end to your character's story arc. While you could always coordinate with the other players to achieve the resolution you want, it just begs the question: if you joined this thread with the expectation that your character would take precedent over everyone else's, then why didn't you just write a fanfic instead? If your character's development is so important to you that you have to stifle the development of others in the thread to make it happen, should you have even considered joining the thread? That tangent aside, the point I'm coming to with all this is that, while all good roleplayers are good writers, a good writer is not always a good roleplayer. If I am to claim that roleplayers have a responsibility, it is to ensure that their replies are meaty and give their partner(s) something to respond to. Over my years of experience, I've come to find that the length of a post is completely irrelevant, and a single paragraph response mostly composed of dialogue can have more material for formulating a reply in it than a giant wall of text detailing a character's internal monologue on all the reasons why the TEC-9 is a terrible, piece of crap pistol with no redeeming values. The message I hope you take away from this is not that your posts should be dry, bland, and straight to the point. As I said before, fat provides flavor, and so does fluff. If the muse strikes, don't be afraid to write down what comes to mind, but do be sure to give something back to the person who so graciously gave you the material to craft this masterpiece you've written. Godmodders and bad grammar may be the most common scourges of roleplaying, but checking in on a thread to find that the latest response is nothing but paragraph after paragraph of mental masturbation can be just as infuriating.
  6. So I had this odd idea in my head I wanted to share with everyone, I thought there is google, but then there are people who know things. Those little tips and odd tricks to doing things that are helpful and so on online. I wanted to start this thread with the idea that you (Yeah you reading!) know any odd thing about internet use or a PC (Mac too) trick you've learned you can share it here. I will link guides or the tips, etc here on the first post as they are listed and people can go on to contribute more as they learn. Think of this as a resource topic. Guides: Here is my contribution. How to take screen shots of specific sections of your screen. (This guide is for windows 10)
  7. I've been making these stylized drawings of famous musicians lately. I draw them on paper first, and then trace over the photo on my computer and add color. I wanted to share them here, but I would also like some feedback. To the other artists here, an tips that would be helpful?
  8. Let me first start off by saying that I am not the be all end all opinion man on the matter. I'm simply starting this topic for twofold reasons: One, I absolutely love seeing lovingly created OCs with a lot of heart and effort put into them, and two, having created so many OCs myself and being both reasonably skilled in the art of the pen and digital art, I can offer a lot of help to those that need it. I encourage you to add anything that you also think is important for creating an OC into this thread, as I believe that it will benefit everyone! I shall be starting off by posting a handy little rundown on what I've learned so far, complete with a few examples! *ahem* There are generally 5 parts to creating an OC. Personality Appearance Color Cutie Mark Name Going in order, and assuming you aren't creating a ponysona, personality comes first. This is usually where you come up with your OC's defining character traits, and how they act in different situations based on how they were raised, life experiences, inherent genetics, etc. But to try and boil it down, I usually ask the following questions: "When faced with new experiences, how does your character react, respond, and feel about it?" "How hard will your character work to achieve a goal and how good are they at doing it?" "How comfortable is your character around others?" "How nice (or not) is your character, and how do they regard others around them?" "How emotionally stable is your character, and how will they react when the unexpected happens?" Granted, these are very big, sweeping general questions, and creating a character will boil down to more specifics regarding the above questions, but they're good jumping off points. For example, the character in my avatar, Anchors Aweigh, is a quiet, stoic stallion, but is generally friendly and helpful. He rarely goes out of his way to converse with others, but will always lend an ear to listen if needed. Appearance is probably the most nebulous concept to try and explain, as it's the most nuanced and up to the creator most of all, but I'll do my best to impart my knowledge on the subject. Most pony OC appearances are made up of 3 core pieces; those being the body type and gender, eye shape, and the mane and tail. The body type for mares generally doesn't differ too much between the average mares in the show, but select characters like the Princesses, and the model mare body type (like Fleur de Lis) are some outliers. Stallions seem to have the more varied body types, with the average ones such as Braeburn, workhorses like Big Macintosh, or Clydesdales like Troubleshoes. There's no hard and fast rule for choosing body types, nor is there anything saying you have to choose just those. The eye shape is (for mares at least) the most prominent way of gleaning personality and character just at a glance. Here is an example of how eye shape is important: just by looking at their eye shape alone you can tell how drastically these two ponies' personalities differ. Using the above as reference, look at the mane of both. Generally you want to think of something that isn't too crazy that can also convey personality. The blue mare above seems to have a somewhat proper, almost reserved mane style, while the peach colored one below has a much fuller, more voluptuous mane that almost seems a bit wild in a way. Again, there's no rule for mane styles, and it's mostly personal preference. Color is a huge, huge part of making an OC. A bad color scheme can absolutely destroy it just as much as a shallow personality can. Picking out a coat color usually comes first, as it's the basis for what other colors of your OC come afterwards (those being the mane, eyes, and outline if you're using show-styled artwork). For coat colors, you want pastel colors, different shades (adding black), tints (adding white), or tones (adding gray) of pure colors. It should never simply be a pure color, as those are generally reserved for accents or clothing. Next comes the mane and tail. They should always match. There is no exception to this, and if there are, it does not look good. Mane color should not be the same as the coat color, and the mane color should be complimentary, or analogous. I haven't found a combination of highly contrasting colors that work, so I tend to stay away from them. It's also much easier on the eyes, and seems much more natural. As a rule, try and stick to one mane/tail color, two at the most. Three colors only complicates the design and makes it seem erratic and unfocused. This is not to say that it can't work! It's simply easier to work with one or two colors. I would suggest reading up on some basic color theory, as it helps immensely when picking out a color scheme for your OC. Here is an example of a primary color used for an article of clothing on one of my OCs. Note that her clothing all use colors that are next to each other on a color wheel, and that the scheme of her clothes eventually bleeds into her color scheme further along on the color wheel. Next comes the cutie mark. Please, don't take something hyper realistic and stick it onto a flank then call it a day, it's very jarring. The cutie mark should of course relate to the special talent of your character, that much is a given. But you may not know that most cutie marks only incorporate 2 to 3 colors in their design. More than 3 will complicate the design of the butt stamp, and end up looking like a weird blotch. Simple designs are best when it comes to cutie marks, but should be informative enough to give a rough idea of what a special talent might be. Unfortunately, I don't have any examples of cutie marks I've made to show here. EDIT: Here we have a nice little update regarding cutie marks! In show styled artwork, cutie marks do not have the same outlines that characters do. They are flat, and as said above, usually consist of 2-3 colors. Granted, these are only some I've made, and you are free to look up and research others shown in the show to get a better idea of what they're like. But be creative! Experiment!~ And finally, the name of your OC. usually this will coincide with their cutie mark, but this isn't always the case. Nobody can name your OC for you, of course, and it's personal preference. But from what I've seen and researched, most pony names range from 2 to 4 syllables in length. (Twi-light-Spar-kle. Ap-ple-jack. Pink-ie-Pie. Big-Mac-in-tosh. Brae-burn. Sun-set-Shim-mer. And so on and so forth.) Names in that syllabic length tend to roll off the tongue easier, and are more pleasing to the ear. Granted, I'm not the expert on the subject, so take it as you will. Hopefully I've been of some help to you, and I hope I haven't needlessly complicated the process, but I love seeing well created OCs. If you need any further help, you can always ask me directly and I would be happy to lend a hand.
  9. Hello every body I am Creative Prop and I am hear to help you with any cosplay or prop questions you have so ask away. I can help you with anything from smaller builds like pony ears, or slightly more harder things like a deadmau5 head, or extreme builds like a halo spartan suit.
  10. If you wish to ponify the characters of a newly-introduced franchise, how would you do so? What factors will determine on whether a character will become a: Earth pony Unicorn Pegasus Alicorn Zebra Changeling Griffon Siren Minotaur, Centaur/Tirektaur Breezie Diamond dog Dracoequus (like Discord) Windigo And how would you determine the character's cutie mark?
  11. I recently made a video called Funniest Moments of MLP Season 1 Episode 1 because I wanted to be more of a part of the fandom. But while I was creating it I felt like my setup was a bit choppy. First I had to play through the episode to find a clip, watch the clip, rewind to the start, think of something to say, click record, say it, and play the clip. I felt like I had done a really bad job on the video. Anypony got any ideas? Here the link if you need it
  12. I currently have this bit of an animation done: https://www.youtube.com/watch?v=ZiY2qu4dz9c What do you think I should do to improve it? Thanks. EDIT: For those who want to study that extreme close-up image, here you go: For some reason I put random details in one building but not the others. I'm weird.
  13. Hi, I made my first Ask blog. it is about the first bad timeline in the episode:"The Cutie Re-Mark" It will focus on Applejack for the most part, and eventually brunch out to the other main 6. if you don't mind, can you guys check it out and give me any advice. http://applejack-au.tumblr.com here is a picture i made for it
  14. Hi guys, I need to make a cutie mark about technology for an OC, but I'm reaaally bad making cutie marks... so.. could you give me some ideas? I'd really appreciate it
  15. I have noticed a lot of large projects and very big concepts being formed by people wanting to program games. This worries me because these seem way to large to actually become successful, so I would like to give some tips for people working on any game, Pony or not . 1st - 3rd Games - Do not show your games to people outside of close friends and family. - Have, at most, 2 Major Mechanics (ex: platforming, shooting, physics, and encounters). - Do not worry about optimization or small bugs. - Make all models/sprites basic and minimalistic. (I started with rectangles and circles only) - Never be heavily invested or emotionally attached to these creations. - Set a deadline for completion, at most, 1 Month after starting. 4th - 9th Games - Distribute this game to friends and watch them play to see what they like. Accept that they may not like certain features you like but may love things you never thought about. - Avoid complex tasks like 3D engine creation and Network programming. - Figure out what kind of games you really enjoy creating. (It is rarely the same as what you like playing.) - Spend more time researching what people like in your games. - Have a Maximum of 5 Major Mechanics. - Set a deadline for completion, at most, 6 Months after starting. - Do not get emotionally invested. - Draw simple sprites/models 10th... - Invest more time in creation. - Work out all bugs you can find. - Optimize for the platform of release. - Try out harder programming tasks. - Don't give up because of past failures. - Know when to stop working on a project. - Have fun or you are doing it wrong. - Release game to the public and listen to criticism and suggestions. - Finish the game whenever there are not any more things you can do to make it fun. - People will hate the game but don't be discouraged from that. - Never add features just for the sake of having more things to do. I hope this advice helps you guys as you work on programming games. None of what I said is set in stone, it just helped me. I'd also like to hear what advice you guys have for aspiring game programmers.
  16. So...a while back I posted in a thread about what really makes me angry. I mentioned the stereotypes of the new Super Smash Bros mode: For Glory. For Glory is perhaps the hub of competitive smash. It's where people go to show their stuff to the world, without all of those annoying griefers getting in the way. But, there are quite a few stereotypes you must watch out for: Mario: Okay, Mario is perhaps one of the most annoying stereotypes. This is due to the fact that he's got two devastating spam/cheap combos you gotta watch out for: Down throw into repeating up-tilt: This combo is the one that annoys people the most. It really is just used to rack up damage. This combo is able to go on for a while, and it usually ends with an up-smash. It's tricky to get away from it, but it can be done. To avoid this combo, go for throws followed by air attacks. Dodge any throw attempts by the Mario player. Reverse throw into cape flip: This is just a really cheap way to win. Often times, people playing a Mario player may get baited into this combo, after missing a dash attack. To fool the player into thinking he'll flip you into the other direction, turn away from the Mario player. He'll flip you to face him. Use a side-b or up-b to recover, depending if you haven't used your double-jump. Link/Toon Link: When fighting a link, always look forward to a flurry of bombs, arrows and boomerangs, unless you're going against a good player. Most of the time, they'll dodge and shield to try to get as far from you as possible. For this situation, use a character with a reflect ability, like Fox, Falco, Pit, Dark Pit or Palutena. Other times, Link players tend to rely on the smash attacks, preferably the side or up-smash. Link's side-smash delivers two hits, the second one being the harder and delivering forceful knockback. Often times, this move is not charged and delivered right after the Link player gets out of shield. Ness/Lucas: Ness and Lucas are often nicknamed the "trick characters" of smash (along with Duck Hunt). This is simply because these two characters have PK moves that either deliver multiple hits or a single powerful hit (like PK Flash or PK Freeze). However, there are combos that are super cheap that you don't want to get yourself into Down throw into repeating side air: This is perhaps the #1 combo that almost every Ness/Lucas player relies on. This is due to the fact that Ness and Lucas have spectacular double jumps. It is more of a "get it done and move on" type of combo so that way the player could just rack up quick wins without really trying. PK Fire into Down Throw into repeating side air: This version just adds the PK fire to make it a whole lot easier for the Ness/Lucas player to grab their opponent and lead into the combo. Again, it's a combo that is escapable. You can use any character with a reflect ability to avoid getting into this situation. Up throw into PK Flash: This is more of a lethal combo that is only used at high damage. Rarely do you see Ness players use PK Flash, unless it is the right time to do so. Zero Suit Samus: Ah, the Zero Suit Samus players who rely on the paralyzer to land combos that send you into the upper blast zone without even trying. These players just want to rack up quick wins by landing these cheap combos. They think it's skill, but because the paralyzer gun stuns you for a second, you really are left wide open. Just try to dodge the paralyzer shots, or reflect them back with an appropriate character. Nonetheless, here are the combos to watch out for: Paralyzer into side smash: This combo can be pretty deadly, especially if you're hanging out on the edge of a stage. Remember, the closer you are to the edge of a stage when your opponent lands a side smash, the greater the chance of it being a death. The way to avoid this combo is simply dodge or reflect the beam if possible. You can actually backfire this combo if you got a character like Pit, Dark Pit or Falco. Really, the backfire works very well with Falco, since he kicks out his reflector. Some may argue it can be the same with Fox, but remember, Fox's reflector leaves him stationary. He can't move, which is why it's best to perform the combo backfire with Falco. This is because as Falco kicks out his reflector, he can move forward and deliver several hits. Down Smash into Side Smash: This combo is much more devastating than the above. This is because ZSS's down smash uses her paralyzer, but it doesn't actually fire a beam. It creates a shockwave, that paralyzes you then sends you airborne. it could possibly be reflected. Fox's reflector would be best in this case. Pit's reflectors could work as well. Anything that can send you into the air: You must always keep ZSS on the ground. This is because if she takes you into the air, she can possibly kill you with a double up air followed by an up-b. Remember, ZSS's up-b lands multiple times before dealing a hard hit that sends you farther upward. If she lands this hit close to the blast zone, it's a death. Little Mac A lot of people already know the Little Mac stereotype, repeating jolt haymaker until they fall off the edge of the stage...but...there are actually two Little Mac stereotypes The "smart" Little Mac player, often relies on the side smash, as during the charge and release, this grants Little Mac super armor. They also rely on Little Mac's frame recovery, as it's really fast, especially between after he misses a dash attack and immediately proceeds to land a side tilt. Also, tries to rack up damage as fast as possible so that the star uppercut will be a 100% death guaranteed. The "dumb" Little Mac player, mostly relies on trying to use lunging strikes like the Jolt Haymaker. They can be baited to a ledge, but often recover from this mistake, unless they really want to prove that jolt haymaker is effective... The Fire Emblem Gang (Marth, Roy, Ike, Lucina, Robin) These fighters, you'll find one thing in common except Robin Counter-spamming: Yep, you all had it coming...this is what most online players rely on: The counter. It can be put up 60 times a minute, which means every second. However, there is actually a weakness. You see, the counter actually only lasts 8/10 of a second. As soon as that .8 seconds is over, the remaining .2 seconds of the counter animation is the fighter returning to neutral pose. It is possible to "break though" because of this. But you have to time it just right. If you're 1/10 of a second too early, the fighter will counter-attack. Shield breaker for dayz: And yep, Marth and Lucina players will often rely on shield breakers a lot. So be sure not to use your shield with them. Personally, I go shieldless when I'm versing a player like this, just so I won't let my instincts take over and end up getting punished for it. Now that we got that out of the way, let's take a look at the Robin players... The Robin players are very tricky (and cheap), this is because of a common thing that happen when fighting a Robin player Charging the Thunder attack: Robin players always want to keep their Thunder attack (the neutral b charged at all times so that way they can land it right at the perfect time. When you try to get close to them, they'll either roll away, or hit you with an attack that sends you quite a distance from them, so that way they can charge the Thunder attack all the way. Also, Robin's fire attack plays a role in this too. This is because it's a lot like Ness's PK Fire that hits multiple times. Again, this gives the Robin player a certain ammount of time to charge the Thunder attack. But remember, Robin can't use his Thunder attack fully charged but so many times before he loses his book. When Robin loses his book, that's your chance to go in. Jigglypuff Alright, so everyone here knows that the #1 move to watch out for when facing a Jigglypuff is rest. It's devastating if your damage is above 40%. However, we all know that the rest is very punishable if missed. It's why Jigglypuff players try to lead into the rest, like a sucker punch. Watch out for this, as it is extremely difficult to get out of this situation. Charizard Okay, so this one is actually pretty obvious. Like Jigglypuff's section, there's no need for bullet points. The thing you must watch out for the overuse of Flare Blitz. Remember, Flare Blitz has recoil damage, even if it misses. You can either counter it with an appropriate character, or take a risk to try to land a hard read. For the hard read, you have to time it perfectly. For best results, use a "tipper" character, like Marth, who can land attacks with the tip of his blade. You can also use Shulk as well, since his vision counter deals quite a bit. Captain Falcon Well here we go, we've got three bullets to cover this time. Captain Falcon is both fast and strong, and there are a lot of common combos the online community of For Glory uses: Down throw into side air (aka "Knee of Justice"): This is perhaps one of the most dangerous combos you've gotta watch out for, especially if your damage is high. A lot of people underestimate the power of Falcon's side air, but since it has an electric shock effect, it deals massive damage. Be careful. You must use grabs into ground smash attacks when facing a Captain Falcon player. A character with a counter is also useful, but you must be able to tech out of DI (directional influence) on time so you can put up your counter right before the Falcon player lands the devastating side air. Side b into side air: Again, another devestating combo, but easier to dodge. You may be able to land a hard read in this situation since Falcon is lunging towards you. A variant of this combo is Down b into side air. Falcon's Falcon kick travels sideways on the ground, but it is almost a vertical dive in the air. Watch out for this. Again, you can land a hard read with an up smash if you time it right. That's all I have for now. Let me know if I missed any stereotypes or leave a comment/question! Happy Smashing!
  17. Good day, I was inspired to write this after seeing a post questing whether it was the action in an action scene that mattered more or the motives and characters behind the action. I think it’s an interesting topic that has changed over the past few hundred years. There are two secrets to writing at work here. First, people like it when their brains are active, it's an evolutionary trait, and different people generate more brain stimulation from different things. Some people like action more and some people like the metaphorical fights. A good visual example is the Luke/Vader fight in The Empire Strikes Back vs. any light saber fight in the prequel movies. In Empire there is a lot of emotion, motivations, circumstances, there is a personal relationship between the characters and the very basic fighting, with the occasional cool special effect, enhances all that. On the other hand in the prequels everything is excessively choreographed which is visually pleasing but the conflict is usually summed up with me good you bad stahhhhp being bad, I kill you, goodnight Tatooine may the force be with you. The choreography is also counter to potential character growth such as when Qui Gon died and Obi Wan becomes angry and attacks Darth Maul only to suddenly have his rage induced charge turned into a perfectly choreographed dance and he doesn't really face falling to the dark side, there are zero consequences because of how the action was choreographed. How does this translate into writing? Well before I get to that there is one more little secret that works its way into this dilemma. What would the audience like to see? This is actually a deeper question because in the history of writing this has changed. It use to be that people looked to books for things they couldn't get anywhere else; fantastical alien worlds, armies the size of cities, impressive and imaginative fight scenes. These were all things that books gave affordably that nothing else really did. But now we have movies, TV, the internet, video games, and people can get masterful paintings reprinted for an hour or two of work. Not only that but movies, TV, and video game all do action better to the point where what would have been enjoyable before isn't as good anymore simply because, by comparison, the action scenes are less action packed. So when it comes down to it, writing on its own can go either way when comparing action to characterization and plot. But with the modern media available to us that action becomes extremely hard to make worthwhile on its own because people won't respond as strongly to it as it's rather dull by comparison sometimes. On the other hand decent characterization and plot are still as strong as ever and can activate a lot of the brain. Add to that the things that other media does for characterization and plot often pale in comparison to a book equivalent, thus elevating the medium of writing by association which makes it stronger. Now good media can do this as well, it's just rarer. Of course, the one consistent exception to this is for action scenes that aren't portrayed well in the media. The Dresden Files has an amazing magic system. But, it doesn't carry over to visual mediums as well because it's more about outsmarting and putting two and two together than flashy visual displays. It also has a lot of character to it and is first person which also doesn't translate over to visual mediums as well. So if you are trying to decide to focus on action or the motives/characterization in an action scene I say go characterization except when the action is more unique and thought provoking than you would normally see in other mediums. Do be careful about reader fatigue when writing action, however, because it can get to the point where the reader doesn’t care and can’t keep track of it in their heads. Have a good day. If you found this informative, and think others might as well, please share it. -Piquo P.S. If you found this helpful, follow me on FIMFiction.
  18. Youtube link https://www.youtube.com/watch?v=PK-6W1eWI1k Both the video and blog provided by Ckat Myla, And check out my Fimfiction profile. Set your chapter free: Knowing when it's time to post I've been there, we all have. You have obsessed over your writing for ages, always finding something that needs to be tweaked or worked on, but then comes the moment when there doesn't seem to be anything else to fix... well, that can't be right. There has to be something else to work on, what if this part goes too fast? What if I didn't give enough explanation here? It can't actually, really be ready to post, can it? Yes, the day has come, but you are still reluctant to set that bit of story free. You know it's probably just over-thinking paranoia or stage fright, but that doesn't make it any easier to just put it up. At the same time though, you shouldn't just keep your story from seeing the light of day (especially if it's updated by chapters. You gotta let it join its written brothers and sisters). Here are some good little guidelines to follow on when to just … well... let it go. - When you have enough to post. It always helps when you have most of the chapters done or mostly done already. I'm sure that some of the absolute best writers of systematically-posted fiction here on the internet have most – if not all – of their story completed or at least written before they start posting chapters. That must be such a good feeling... I'll bet. Because I always say I'm going to do that every time I decide to write another story. it didn't end up happening. The closest I have gotten has been when I had a story mostly-done and already posted on another site, and then when I brought it over to a new story site I already had like, four chapters ready to go. So I released them weekly and felt like such a pro. It was great for my readers too since they didn't have to wait around for me to get to the next chapter. I had it ready for them with some consistency. I still try to keep at least two chapters ahead of where my readers are, but that doesn't always work out. Real life does tend to get in the way and that's fine. Your readers understand that (the reasonable ones, anyway) and as long as you try to keep it mostly consistent in a realistic way for your schedule it should be good. Maybe not weekly, but perhaps monthly, or bi-monthly. It also helps if you don't always write in chronological order. I've done NaNoWriMo three times (two times in a row these past years) and those november writing frenzys blessed me with a very sizeable chunk of story to work with, and it wasn't all just once part of the stories. Some was from the beginning and I could start working on and editing immediately, but some of it was from near the end and I had to wait on it to be released. The story I'm updating now – and currently finishing – a good amount of the last chapters were written during NaNo 2012. Having a good amount written already (however you wanna space it out) is something that requires the existence of patience, but the rewards can be pretty worth it. - When your proofreaders are done with it. I have been over the importance of a pre-reader or beta before in my other videos. Mostly I've mentioned how great they are as second or third pairs of eyes to help you both catch mistakes in grammar as well as story/pacing/character continuity. Another handy role that they can perform for you is telling you that it's time to post. It's not exactly fair to put the pressure of 'when can I put this up?' completely on them, but they can act as a good crossing guard, telling you when it's safe to go ahead. I probably have put much more stress on my poor PRs due to my anxiousness to get stories and chapters up by certain times, and/or fretting about this thing or that thing far more than I should because whatever it is probably won't be noticed or even become important until later. I shall take this time to apologize to my present and past PRs for any undue stress I've put them under. You guys are/were awesome, and I am lucky and blessed to know you and have you help me. Your relationship with your PR is important, guys. They're helping you out probably for free, don't be their demanding boss, be their buddy too. Trust their judgment of your work to be fair and unbiased, because even if you are friends a good prereader will be critical as well as complimentary. - When you've gone over it at least three times yourself Maybe once for grammar and structure, once for story and/or character, and once trying to look at it from the perspective of the reader. Most likely your reader will either have been waiting weeks/months for this chapter and might not remember everything that happened in the last one, or they are coming late to the party and are reading everything at once. Neither way is a problem, but it might do well to focus more on the former type of reader. He is the type of person that explains why we need episode recaps on TV shows. There's absolutely nothing wrong with giving a little bit of a recap at the beginning of a chapter, but not in the exact form of a 'previously on _____'. Making it a bit more organic than that would be better. Try not to info-dump the recaps, but maybe if there was a spectacular battle in the last chapter, we've got the aftermath being looked over by a character who was there at the start of the next one, remembering the horror or watching a friend fall. Something like that. The important stuff as a gentle reminder for the reader to go, 'oh yeah, okay. I'm with ya.' On the grammar/structure side of it, while your PR is doing their thing, you still look it over and make sure all your 'your's and 'you're's are right and such. I really like this text-to-speech program I found online called Free Natural Reader. The free version has three pretty human-sounding voices and is quite helpful with picking out the little typos I or my proofies might have missed. - When you are so used to the story that you're worried it isn't as good as you think. The writers of the Simpsons and Futurama have mentioned on the hundreds (literally) of episode commentaries that they always seem to keep making up new jokes during the process of making the shows. They'll pitch one joke, and then afterward during all the subsequent stages of creating an episode they get so used to the joke that they can no longer tell if it's funny to anyone but themselves anymore. That's why they have to bring in new people to see/hear the joke for them to know that it's still totally fine. When you feel it's ready (though sometimes even when you don't)you are probably good to go, and over thinking it won't help your sanity. It will never ever EVER be perfect. Even if you have spent years carefully crafting and cultivating your beloved chapter babies, they will still never be ready unless you say they are. Much like the mama bird who has to push her babies out of the nest to teach them to fly, you just have to set them free into the world and trust that they can make it on their own. - When it's the ending, cut yourself some slack. Endings are hard. Any monkey with a keyboard can poop out a beginning, but endings are impossible. You try to tie up every loose end, but you never can. The fans are always gonna complain. There's always gonna be holes. And since it's the ending, it's all supposed to add up to something. I'm telling you, they're a raging pain in the patootie. Yes, that's a paraphrased line from Supernatural, but that doesn't mean it's not true. Even if you haven't really had a problem with posting your story before, when it comes down to that last chapter, you will most likely start to feel that anxiety. That's even if you're satisfied with your ending. Well, about as satisfied as you're going to be because let's face it by restating it: ain't no way you will be completely one-hundred percent happy with it because complete and total perfection is a myth. More elusive than Bigfoot on a Princess cruise to Narnia with the tooth fairy. What I'm saying is, don't over-think it too much. It's very important, yes, but that doesn't mean you should tear your hair out over it or be literally scared of it due to a perceived lack of culmination or payoff. You never know, most of your readers probably will be satisfied, and remember the number one rule is to me satisfied yourself. I think this video article as proven that sometimes you can be your own worst enemy, but maybe after the second guess should not come a third, forth, or for-hundreth one. Not entirely sure how to finish this one of, because... you know... endings are hard. I do hope I've helped you at least a little though. Let it go, let it go, post it up, let it be heard let it go, let it go, stop over-thinking it, you nerd It's okay, perfection is a myth. Set your chapter free. Come on, just get it over with.
  19. SkullcandyPegasus

    How To Be Weird o-O

    There comes a time when we all realize ... That we have been normal for too long. How does one strange? ... Seriously though, what are some ways a person can seem completely weird?
  20. FlutterSleep

    Someone help?

    umm k so first of all hia ^.^ and secondly I was wondering if anyone had any tips to help me draw better ponies? I typically screw up around the ears and wings (for Pegasus' of coarse) I'm trying to get better at drawing them so I can eventually draw my own pony... but no matter how many times I try I always mess up the ears and wings :'( if anyone here has any drawing tips that will help, it would be greatly appreciated.
  21. Gone Airbourne

    Starting to Draw Help?

    I've been really wanting to learn how to draw but I don't necessarily know where to begin with practicing. For those of you who can draw or have started to practice drawing yourself. What things did you practice or try to do to begin with? I just don't know where to start and I've been wanting to learn how for a long time now but constantly putting it off.
  22. Hello, my names Vladicarus, I currently have two youtube channels. Though I made one oly for use, that channel is named Akirrow, Link: https://www.youtube.com/channel/UC1OAF4v4sehNteFhFd2poCA and I was wondering if people can check it out and give me some tips, currently i'm editing a few videos for resident evil 3 let's play, i was originally going to make no gaming videos, but i am doing it anyway, so. any tips?
  23. Pulchritude

    Ask Longlocks - BEAUTY TIPS!

    Hello there!!! It's me Longlocks. I am here to give all of you ponies some good tips to maintain skin and hair health. Not only do I give beauty tips, but I also give inspirational quotes and simple confidence boosters! I hope you enjoy this elegant " Ask Me " topic. ● IMAGE BY ANCHORSEYE
  24. OK, so I'm playing Metal Gear Solid 1 on the PS1(using the PS2), and here is my question. I am frustrated at getting up the stairs in the communication tower and frequently dying, but apparently you can stock up on stun grenades, you have space for 18 stun grenades, so where do I get the full 18? Is there enough in the basement armory? And when you go up and down the elevator, does the basement armory restock? Because I think it does. Is there another way I can get up there, besides the skip Seven boss trick?
  25. BronyDubs

    My music!

    So, I recently got FL Studio (just the trial for practice) and I was wondering if anyone could give me some tips or tricks on what to do in it. I'm trying to mainly do electronic/dubstep, so help would be greatly appreciated!