i am in love with my new font!! and this graphic

The Answer’s In The Air: A Miles/Phoenix Mix

Yes. It happened. I’ve been replaying the Ace Attorney games and now here it is. A mix for these nerds. This mix is actually really chronological and the songs are a mix of their separate point of views, so I’d really suggest checking out my annotations to see which stage of the relationship each one refers to/whose POV it is.

This is my first fanmix that has been published to Playmoss first and my first mix about like…solely guys I’ve ever made. Period. SO CONGRATS YOU TWO YOU MUST BE SOMETHING SPECIAL. Also yes there’s an Ace Attorney font you can download and I used it for the graphic.

1. Enough to Go By| Vienna Teng//2. Given It All| Haley Kiyoko//3.An Act of Kindness| Bastille//4. Stray Italian Greyhound| Vienna Teng//5. INSIGHT (English Cover)| Y. Chang and Sapphire//6. Enemy| Jesca Hoop//7. Phoenix Burn| Alpha Rev//8. Hurts Like Hell| Fleurie//9. In My Veins| Andrew Belle//10. Vindicated| Dashboard Confessional//11. Count on Me| Bruno Mars//12. Kimi Janakya Dame Mitai (I Think It’s Gotta Be You) (English Cover)| Y. Chang//13. Aishiteru (I Love You) (English Cover)|Lucy//14/ Freeze You Out| Marina Kaye//15. I Try to Talk to You| Hercules & Love Affair ft. John Grant//16. Some Guy| Anthony Rapp//17. I Do It All For You| SoMo

Play on Playmoss.

Play on 8tracks

Detailed chronological annotation plus lyrics under the cut:

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simple graphic tutorial

tutorial for this graphic as request by a lovely anon

what you’ll need:

  • photoshop (i’m using cc)
  • a few basic ps skills like how layer masks work
  • please like/reblog if you use or found this helpful! the notes inspire me to make more things.

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sugar-dots-deactivated20160925  asked:

You mentioned Gnome 3 recently, and I was wondering what your impressions of it are compared to other DEs? I like Ubuntu's Unity a lot and am curious about Gnome 3, now that it's improved significantly since its launch years ago.

My views on popular Linux Desktop Environments

1) This is my view on the most popular GNU/Linux desktop environments, from an artist’s stand point of an everyday OS. On my way searching for the perfect desktop, I tried almost every DEs I can find until I landed on Gnome 3. DEs that I didn’t mentioned here are either unmaintained, too rare, or too bare-bone for everyday use.

2) Typical distributions are all Ubuntu based here, because they are much more stable and user friendly.

3) All my experience based on Ubuntu 16.04 and its derivatives.

4) I’m here to share my experience, not to argue.


Unity

Typical distribution: Ubuntu (original flavor)

I used to love Unity in Ubuntu 12.04, but now it has evolved into something I don’t really like. Many issues stay unfixed for years. Considering Gnome 3 has become so much better these days, I wouldn’t use it myself. But to be fair, it’s very capable for everybody.

Pros:

1) Combined title bar with main menu and task bar, saves a lot of vertical space. A god-sent for netbooks with the typical resolution of 1366x768.

2) Launcher resembles Windows 7′s pin-to-taskbar. Very good for multitasking.

Cons:

1) Combined title bar hides application menu by default, disrupts workflow, together with overlay scrollbar, they cause compatibility issues.

2) Colorful app launcher is a major distraction.

3) Unmaintained settings center, broken Wacom tablet setting dialogue that cannot map Ctrl/Shift/Alt (DEAL BREAKER FOR ARTIST).

4) Compiz the default composit manager of Unity. It’s not well maintained, GPU intense, sluggish and unstable. Metacity is the non-GL fallback, but it doesn’t even do the bare necessities like window snapping.

5) Cross DE setting intervention with the GTK/Gnome side. You don’t know which .conf has the upper hand. Technically complicated.

6) Stressful, alarmingly orange icon/highlight color. Theme taste really shows its age. Not compatible with typical GTK themes.

7) Inserts online, commercial stuff into your dash search.


Cinnamon

Typical distribution: Linux Mint

Pros:

1) Startup menu like Windows 7, easy for the new Linux users.

2) Provides plenty of customizations.

3) Nemo the powerful file manager. The major attraction of this DE.

Cons:

1) Muffin, the window manager and compositor of Cinnamon, has this mystical, irritating delay when it does anything. It feels really sluggish. Unstable. Has plenty of compatibility issues.

2) Probably not going to behave well outside Linux Mint. But Linux Mint installs all those proprietary crap by default even when the free equivalent being superior. (MAJOR DEAL BREAKER)

3) Has both Gnome’s settings and its own controls. Cross DE setting intervention worse than Unity. (MAJOR DEAL BREAKER)

4) Broken Wacom settings dialogue (DEAL BREAKER FOR ARTIST).

5) Nemo is too complicated when you don’t use those advanced stuff most of the time.

6) Themes, wallpapers and icons are plain tasted.

7) Every customization needs to be pull from internet, but the server often fails. And most of those customizations are not that useful to begin with.


MATE

Typical distribution: Ubuntu MATE

I’d recommend this for non-artist, desktop user that does multitasking and likes traditional user interaction.

Pros:

1) Simple and snappy. Traditional desktop interaction that is easy to learn and make sense.

2) Low key look. Doesn’t distract.

3) Caja the powerful file manager. Almost as good as Nemo.

4) Plenty of settings that actually do stuff.

5) Everything feels cohesive. There is no particularly old components.

Cons:

1) No color management setting dialogue. (DEAL BREAKER FOR ARTIST)

2) No graphics tablet settings dialogue. (DEAL BREAKER FOR ARTIST)

3) Caja is ugly as sin with its clickable path bar.

4) Marco is not a very powerful display manager. Numerous small hiccups with mouse cursor, window resize and stuff.

5) No one can remember and read the names of its applications correctly: Atril, Caja, Engrampa, Pluma. BTW they all read like latins. People don’t even say its name MATE right most of the time. It’s so confusing.

6) Bad power management. Drains battery faster when it doesn’t even use OpenGL to perform a carnival like Unity+Compiz.


KDE Plasma 5

Typical distribution: Kubuntu

I’d recommend this for non-artist, desktop user that does multitasking and likes modern widget-based user interaction.

Pros:

1) Very nice modern looking themes and icons.

2) KDE applications are all very powerful. Krita being one of them.

3) Very customizable. So many widgets to chose from.

Cons:

1) No color management setting dialogue. (DEAL BREAKER FOR ARTIST)

2) No graphics tablet settings dialogue. (DEAL BREAKER FOR ARTIST)

3) Some GTK applications like GIMP, has problem with KDE’s font antialiasing settings. (DEAL BREAKER FOR ARTIST although it’s not KDE’s fault)

4) Kwin the window manager of KDE Plasma 5 really likes to crash.

5) Some GTK application looks weird under KDE. But many popular apps are GTK.

6) Some components and applications are still KDE 4, it’s not very cohesive.


Gnome 3

Typical distribution: Ubuntu Gnome

I’d recommend this for artists. By far it has all the key functions for artists and has the least major issues.

Pros:

1) Streamlined, simple visual design and user interaction. It behaves as expected. Very easy to get used to.

2) Very low distraction. Lets you focus on only 1 window.

3) Powerful color manager. It can assign multiple ICC profiles to multiple devices. Any change is immediately effective. Things don’t come close under Windows. It’s very hard to go back to Windows once you know how useful this is.

4) Very well designed Wacom tablet controls.

5) Customizable with extensions, and they do a lot of things too.

6) Great universal access functions for the impeded people.

7) Everything feels cohesive. There is no particularly old components.

Cons:

1) Not multitasking friendly. Window switcher is hidden by default. Can be enabled with extension, but it defeats its major goal of low distraction design.

2) Non-GTK3 applications with that huge title bar, that’s a lot to get used to for new users.

3) Gnome apps, most of them are too simple in function.

4) Nautilus the file manager is too bare-boned. The simplification of user interface design has gone too far after 3.14 and it actually makes everyday tasks done with more clicks.

Graphic Tutorial #9

This tutorial is a product of me just playing around on Photoshop. I asked if anyone wanted to see a tutorial on it and the response was more than I expected! So here we go! This is another one of those tutorials that isn’t exactly a beginner tutorial. So let me know if you need any help with any of these steps and tag me in your results so I can see what you’ve created! 

You will need: 

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GUIDE TO: ADMINING A ROLEPLAY

So you want to start a roleplay, but are worried about not knowing how to be an admin? Or maybe you’ve admined before, but you always felt like you were doing something wrong. Everyone gets worried, and no one is a perfect admin. I don’t think there’s such a thing as a perfect admin. But here’s a few tips and guidelines that should help you figure out things.

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Below the cut you’ll find a good amount of various movie and television quotes that you can use for your character. It is sorted after years until 2008, after that you’ll find quotes from different years. I’ve tried my best to collect quotes that aren’t too common, but yet need to be used more. Please don’t copy and claim this list as your own. It took me quite long to find them all. A like or reblog would make me really happy!

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Meet Nate.

Stuff  Like: Fonts. Tea. Coffee. Basketball. Blues & Folk music. Gratitude. I’m the kind of person who loves to sit down with you and have a conversation at the local coffee shop — but I could talk to you about graphic design for hours, so beware!

Why I’m Here: My sister ignited my passion for mental health. In the last few years, she has struggled, and it was a big catalyst for both my awareness of the issues surrounding mental health and my compassion for those with similar struggles. I am here because I have a passion for helping people and letting them know that while life will never be perfect, they will never be alone.

I would most likely stuff the office fridge with: Iced Green Tea and leftover pizza (if there is any left over).

If my music is on, I’m most likely listening to: If I’m feeling bluesy, Gary Clark Jr., John Mayer Trio, or B.B. King. Otherwise, it’s a singer-songwriter. I’m really digging Beck’s latest album right now.

Outside of the office, I’m most likely: Reading, designing, or borrowing another intern’s longboard to get coffee.

If you had a free plane ticket, where would you go? New Zealand. Middle Earth, baby!

aka shut up i love floral patterns and what thE heCK 2.1k followers hwy

      I honestly could talk for ages about how happy I am to be here, to be writing this blog but I’m sure that any sophistication left in me would just dissolve to CAPSLOCK!!! EXCLAMATION MARKS!!! SWEAR WORDS!!! – so I will spare myself this embarrassment! Point is, I love you guys a lot. Honestly. I’m so glad that I made this blog and I will never stop being grateful for your support! THANK YOU ALL SO MUCH!

I wouldn't steal YOUR kingdom (maybe):

araiignee, honoras, royalprincehans, sapiientis, xprinsesse, porcelaiiin, lutecea, agnellae, fidxlitas, aiwxiwa, pax-tibi, turanos, nixreginam, liextenant, powerofra, peacekeepxr, empressium, actualreallivepeople, solemquis, carminelocks, lunaeterea, thewrongproclivityxreine ;;

Glad I followed you! (idk i love u ok):

ferociter, xaedificare, servingliesspxre, sanguisuuga, bearmaster-merida, sjefastrid, vxlka, spxreheir, xmagizoologist, sanctamater, xconcealed, icesalis, icyqueenofarendelle, kempybowe, secretus-reginam, nivatusaer, memingxr, tweenxqueen, specterae, avidra, hedonistique, warxdog, poppiins, drakedomitor, loverofwarmhugs, ortusvir, fetchinglyfeisty, keptmyhairshort, ice–bound, edrord, xmasterthief, istrxtegist ( BIIIIII ), pxntmercy, theinfamouscaptain, iniquitas, cuarrto, icehxrvester, advinus, rxngiku, delacourre, aprofoundduplicity, edhelernil, viewtokill, parasiitic, killerqxeen, eideticker, magnanimousmonarch, cxndrillon, xcrownless, frigidum, gaisgeachd, hraustr, despxcable, beautifuller-elsa, vvinterqueen, keepyourhairshort, lucemare, empathd, txffnut, paeniiteo, xjoffreya, agaetliga, witschutz, malxficus, witchofthewesternskys, pxrtisanuncontrolledstxrm, malifiicus, watcherofstars, beartxmer, verumxcor, lindmaerbringing–hopewintryeternity, onlyhaalf, scxrletlass, kunshu, gleefulbrother, xspare, iinfestus + [ BLOGROLL;; ]

                                                                —— coyote, who is a giant nerd tbh. 
                                                                                                                                                                               (but a kawaii one)

anonymous asked:

Let's be real: you make really pretty things. Any hints and tips as to make pretty things too? Like I just asdfghjkl when I go into photoshop and the stuff I make just never looks good enough. Lil help?

Hey there! Oh man, thank you so much. I am nowhere near an expert - I try. Well, basically the two things I do (and you could too) is to 1. read tutorials. Loads of it. Tumblr is your friend. And 2. practice. I do a lot of these two, over and over again. It’s a brilliant and fun way to get started, because not only you get to learn to do graphics just like those graphic makers you admire and love, but you also get to learn a few tips and tricks over time. Practice makes perfect. As you keep doing the same things, you learn to memorise the routine and get started with being creative about your graphics. That said, I’m not a professional designer. I don’t touch up faces for magazines or create adverts. I only make graphics for the web. So anything I say here is only pertaining to that.

Here are some tips I would recommend for designers on Tumblr and the internet: 

  1. Learn the basics. Find out what a brush is, how to use free transform, where are the blending options, how to use tools, and so on. There are many free online tutorials on and off Tumblr that can help you with that. 
  2. Stock up your resources. I save a LOT of fonts, brushes, PSDs, textures, gradients, and stock photos. This saves time when you need to find something, and especially when you have that idea floating around your head, you can go straight to your folder and pick out that picture or font that you are looking for. Be sure to be organised. 
  3. Keep with trends. Fonts, textures, everything, comes and goes. I’m sure graphic makers would remember the light leak obsession back a year or so ago. If your graphic is in trend, people like it. 
  4. Look for inspiration. I personally follow a few graphic makers so that I can look at what they come up with. It gives you inspiration and you can try to duplicate that look on Photoshop for practice. 
  5. Google is your best friend. If you aren’t sure how to sharpen gifs, Google it. If you want to find a paper texture, Google it.

Some advice I have (these are just some things I picked up along the way):

  1. Use HD pictures as much as possible. 
  2. Sharpen things. And also brighten them. 
  3. I find that if I contrast graphics more, they look prettier. 
  4. I love gradients - they can provide contrast, change your colour scheme, or even just add a new layer to your graphic.
  5. Using shadows and strokes is a good way to make your text pop out from a messy background.
  6. I tend to only use basic colors for fonts - beige, white, black, maroon, things like that. Not pink or green. 
  7. If something looks wrong, don’t be afraid to re-do, or amend it.
  8. I know this doesn’t apply to every situation, but don’t be afraid to improvise on the graphic, on the spot. You might be surprised that it sometimes turns out okay.
  9. Don’t be afraid to explore tools and techniques. I’m only touching on the surface of things. 

Some resources to take note of:

  1. Follow yeahps, photoshopbabe, and chaoticresources
  2. My tutorial tag.
  3. Typography tips.
  4. Colourlovers - an excellent website to find good colour schemes.

Basically that’s about it! Hope this helps!

On 'Ugly Games'

So, I wanted to write a blog post, because I have a particularly frustrating bug in Volume that I am trying to avoid. I didn’t have anything particular to write, so I decided to request questions on twitter, and pick one I found interesting. This one in particular caught my eye, as it’s something folks say to me a lot in person:

@mikeBithell How do you think TWA will affect the industry for those who are not good at art and have a gameplay or story to show by blocks?

— Mohamad (@TheMohAyyash)

September 20, 2014

Thanks for the question, Mohamad, I’m not going to answer it directly, but I hope my roundabout approach is as interesting as a direct answer would be.

Screw that, let me give you the boring direct answer first: TWA had zero effect on the industry. It proves nothing, it changes no paradigm. It came out, some folks liked it, enough paid me that I get to make the next thing. That’s as much as I can really hope for with any of my games. It is as hard to get folks to play an aesthetically minimal game as it has ever been, and every time TWA is revealed to a new audience on a new platform, it’s kind of the same uphill fight for attention and interest.

Boring answer, right? Here’s a more interesting answer to a slightly different question I just made up so as to avoid fixing that bloody AI movement bug for a little while longer:

So, why did folks play a game as simple and ugly as TWA?

That’s one I get asked a lot. I’ve seen forum threads devoted to debates over how TWA got any kind of attention. So why did my game do well with bloody rectangles?

The intent here is not self congratulation. I’m not going to lie, I enjoyed feeling very clever for about 3 months after TWA started getting big, but that feeling fades as you go back to getting on and making games. Apologies for smugness. In person, this is down to my slightly small eyes and propensity to smirk, online, I have no excuse. I am likely going to sound a bit like this. Bullet points!

  • TWA uses every graphic design trick in the book - It’s easy to assume rectangles are lazy, or retro 8-bit. Rectangles were, however, not invented for the Atari. They were invented by the Swiss, around the turn of the century. Or the Greeks with their golden ratio, or one of many, many cultures that have echoed basic compositional and geometric design practice back through the ages. For some reason, people find certain ratios, angles and scale relationships pleasing to the eye. I’m no genius with this stuff, but I own a whole heap of books. Everything in TWA is aligned to grids, spaced evenly, internally aligned, built off of fibonacci, every trick I learned as a jobbing layout guy. I even nicked the ‘just rotate it a few degrees’ rule I learned putting together documents for executives who were unaware of my tricks, or indeed my existence. Seriously, just rotate everything a few degrees.. makes it 'pop’.. or so I’m told, don’t go too far, or you’ve made Battlefield Earth, and nobody wants that. There are several books on composition and basic graphic design out there, written by smarter folk than me.. go to your local library or amazon prime member.
  • TWA uses every animation trick in the book - Go buy The Animator’s Survival guide, or, like me, engage in a 10 year relationship with an animator who already owns it. It’s written by the animation director on Who Framed Roger Rabbit, and is intended as a cheat sheet and basic introduction for animators. For hacks like you and I, it tells us everything we need to know to fake life on a computer screen. This is where TWA’s squash and stretch came from. Well, it’s where TWA’s stretch came from, and it’s where I learned that I could likely get away with not doing the squash (it balls up landing from a gameplay perspective). I still get complimented on the squishy nature of TWA’s characters, the human eye thirsts for faces and personality, it’s amazing how much you can achieve with very little, how many gaps your player’s neuro-chemistry will fill for you.
  • TWA has a professionally designed colour palette - I went to my friend Daz for this, who I would later end up working with on Volume. Every colour is balanced with every other colour in the game, everything fits. Pop quiz: How many colours do you reckon there are in TWA (hues)? 100 Levels? 24. There are 24 colours in TWA. That’s it. Keeping the palette concise meant we could pitch everything together right, and ensure that every screenshot worked art wise, nothing clashed or glared out from the screen. Colours are important, and if like me they are a blind spot, get someone awesome to help you out. I can personally recommend Daz, he’s @thatswhatugets on twitter.
  • TWA uses one font - Museo Sans. It’s free, go get it, lovely font. I use Josefin for my numbers too.. but that’s cheating. Easiest way in the world to make your game look cheap or tacky is to throw a million fonts at it. Volume is also one font, right now it’s Futura, but I’m thinking of changing. The logo is a bespoke logotype me and Daz bounced back and forth and made from scratch. Logos are allowed to be different fonts ;)
  • TWA commits to minimalism - I threw a lot of mess at TWA while developing it, smoke, ash particles, loads of things. In the end I allowed myself rain and two lens flares.. and I’m still not sure about the lens flares. If going for minimalism, don’t chuck in fire effects, or that cool material with the shiny stuff. Every choice has to have intent, 'it looks cool’ won’t cut it, and leads to inconsistent aesthetics. If you’re not sure about this stuff, find an artist to help you.. it matters. Too much, probably. Picking a core shape for the game helps too. Volume’s is a diamond, everything keys into that basic form, and looks tied together as a result.

And also, it had (hopefully) good gameplay (undoubtedly) great music and a fine voice performance (hopefully not ruined too much by my writing). But I think it’s too easy to use games like TWA, Super Hexagon, N+ et al to prove 'graphics don’t matter’. What doesn’t matter is lens flare and normal maps. Aesthetics certainly matter, a little too much, frankly. If you can’t see how well Super Hexagon holds together graphically over, say, your average flash game, find a collaborator who can spot the difference for you.. please don’t make the mistake of thinking visuals don’t matter.

Or, be a punk and make an intentionally disgustingly ugly game. Those rock too. Just do it with intent and glorious purpose.

Thanks, hope there was something to glean from that. Thanks for the inspiration, Mohamad. Sorry I didn’t really answer your question properly.

Tips for Writing Lore/Bio Dragons To Sell

So I’ve seen people mention that they might be interested in writing and selling lore dragons, and since I am rather fond of lore dragons, this is my entirely selfishly motivated attempt to prompt people to write more of them. Keep in mind, these tips are according to my own personal taste, and designed to be marketable, so if you don’t write like this, or do some of the things I suggest avoiding, it absolutely does NOT mean your writing is bad. Your writing is great. Keep it up. 

Gimmick: You want something cool and attention grabbing for your dragons. Pick something interesting and play it up, elaborate and find variations on it, using one or more of the following.  

Give all the children something in common inherited from their parents. A trait, a job, a physical feature, whatever you like. This is especially good for hatcheries, to make your pairs interesting and let people know what they can expect and look forward to. 

Give their parents bios. It doesn’t have to be long, and even a little paragraph about them and their role in the clan helps by providing a feel of established lore, and a handy reference.

Give them a theme. What do you like? Mythology, history, RPG’s, candy? Write lore for your dragons based on it. 

Give the dragon something intrinsically interesting about them. Do they have a unique appearance, mutation, or magical ability? Official flight subspecies are taking off, and there’s nothing to stop you from making your own subspecies based on anything you want. Or maybe they’re not really a dragon at all, but a mimic, beastclan shapeshifter, magical creature, demon, or angel masquerading as one? Sky’s the limit. 

Give the dragon an interesting personality. Don’t just pick a trope and expect that to do the talking. Expound a little. Tell us why they’re like that, how they act because of it. 

Give the dragon an interesting job. You can try to follow trends in the FR blog circle (pirates were pretty in a while back) base them on what their parents do, or just pick something neat. Put your dragons to work in the great dragon capitalism machine, and demonstrate their potential value to a new clan. 

Formatting: People love pretty bios. Find a nice bio code and use it to adorn your dragon’s story. Play with fonts and colors. Add in items that match their colors, or have symbolic meaning. 

Everyone loves graphics (and if they don’t then they can just delete it.) Crop a pretty picture into a sidebar, put their picture in a fancy circle, find a nice picture, resize it, and incorporate it in. 

Figure out what length you feel most comfortable with, whether it’s a short paragraph, several long ones, a full fledged life story, or anything else. There will be buyers for all sorts of things, so don’t feel like you have to write a certain amount to be marketable. 

Don’t: There’s an exception to every rule, and I’m sure these are included, but here are some general things to avoid for marketability’s sake. 

Try to avoid tying the dragon too directly into your clan lore. If you talk too much about your own clan, it will feel too tied to your personal lore and people won’t see as much potential for the dragon in their clan. You should be able to describe the relation or circumstances of the dragon to your clan in one or two sentences, and ideally they should provide an interesting jumping off point for that dragon rather than taking the spotlight. For instance, saying that this dragon is the child of your clan leader, born just before a violent coup and spirited away to safety in another clan provides the buyer with an interesting backstory for the dragon. Spending a paragraph describing your clan politics, clan leader, the rebel faction, and the coup is more likely to be a miss. Let the parents’ bios do the heavy lifting in providing information and a link back to your clan. 

On a similar note, try to avoid making their siblings a big point in each others’ lore. Vague mentions are fine, like: “This dragon was a spitfire from birth, always wanting to play rough and tumble with her siblings.” But mentioning siblings by name and specific personality is less appealing because, like the above example, it’s something not about the particular dragon the person actually wants to buy and own, and might feel too tied to another dragon’s lore. People don’t usually want to buy a whole set of siblings, and it’s less appealing to buy a dragon whose lore is mostly related to dragons you don’t own. Although this IS a lore gimmick you can use, I recommend doing it with small hatches and not often. 

Try to avoid lore that’s too location specific. For example, if your dragon will only nest in the treetops, people whose clans are located in cliffs, deserts, glaciers, or airships are unlikely to buy them. 

Try to avoid lore that’s very personal or important to you and/or your clan. Unless you know the person buying the dragon and you’ve planned it out together, you’re releasing your dragon into the wider world and to people who might change or delete the story you give them. If you’d be upset or hurt by this, or if having the lore changed would upset your own clan’s lore, then don’t do this unless you know the person it’s going to will leave it as is. 

Don’t bash your writing or say things like “this is really terrible” or “probably no one will buy this.” I know if you’re nervous, you might want to pre-emptively talk it down so that no one else can do it because you already know, or so they go in with low expectations and are pleasantly surprised when it’s not bad, or so no one thinks (god FORBID) that you have an ego. But honestly, don’t. It’s shitty for your self-esteem, it holds you back from enjoying and being proud of your own writing, and honestly it’s pretty rude to do to potential buyers. Who wants to buy something if the seller tells you it’s bad? If you honestly don’t think it’s good, then it’s disrespectful to expect people to pay something for it anyway. If a chef sent out your meal burnt and said “yeah, this is really bad, I’m not that great at cooking, but here it is” would you accept that food? Rework your writing until it’s something you feel proud to offer, or at least something that you can honestly say you think is good. 

Don’t take it personally if the dragon doesn’t sell! Putting yourself out there is tough, and it can feel like rejection if no one wants to buy a dragon with your writing attached. But there are lots of factors as to why a dragon does or doesn’t get bought. Maybe you didn’t advertise it enough for people to see, maybe the dragon is an unpopular breed or less than pretty, maybe the economy is dead in the water because everyone’s waiting for the color wheel expansion, MAYBE THE ECONOMY IS DEAD IN THE WATER BECAUSE EVERYONE’S WAITING FOR THE COLOR WHEEL EXPANSION…. There’s nothing wrong with saving what you’ve written and putting it on another dragon later if you feel it deserves a second chance even after you’ve booted the original dragon off to the deity of your choice.