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Week of Pairanormal: Day 5!

Did I skip yesterday for some chillaxation? You bet! am I hoping that nobody notices? Yes siree. Do I know that you'll forgive me because today's update is pretty rad? Not quite, but I've got my fingers crossed!

Day 5: Actual gameplay revealed!

Salty just handed me the most recent release. It doesn't have the updated script yet (since I'm still working on it, *huff *huff*), but the game has much more polish, and a few added in-game features that I wanted to show off. For one thing, the banner of this post is an example of the game's "investigation mode", where players can examine their surroundings and talk to characters about what they find.

But most excitingly, Salty has added some story effects that are really gonna make the game pop when you read through them:

This glitch effect is pretty extreme, so for those who aren't comfortable looking at flashing images, We'll be adding an option for you to turn them off. Safety first! Either way, I hope you're all anticipating the game as much as I am.

See you tomorrow!

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NotGDC Talk: 10 Mexican Things You Could Make a Game About (That Aren't Dia De Los Muertos)

Foreword for my Patreon followers: Hello! As someone who has visited GDC in the past years, but who is not always able to attend in person, I was excited at the opportunity to answer the open call for games talks for the simultaneously running event, #notGDC. This topic is something I'm passionate about but which has no real place at actual games events (so it's perfect for #notGDC). It might be interesting for my patrons to read, but if you're just here for the updates on my currently developing game, Pairanormal, feel free to skip this one. To everyone else, welcome! Let's begin.

Let's Start Treating Mexico Like it Matters More than its Dead People.

Gifs provided by Giphy

Look, I'm not authoritative voice on cultural ownership. I'm not afraid to admit I don't know where to draw the line when it comes to western appropriation. As a mixed person, I've spent a lifetime treading the grey  waters of my heritage, trying to find some place where I and I alone can plant my feet. One thing I'm certain of is that Mexico is a part of me, and it's something that I want to share with the world. And I know that when I see Mexico has been chalked up to two days of the year where we have a barbecue at the local cemetery, its bad. And it hurts.

So, yes, I honestly can't tell you why you should or shouldn't use the Mexican religious holiday Dia De Los Muertos, as so many already have, for your video game (other than the obvious reason that at this point, it's beyond a tired trope). But I would like to at least suggest the use of 10 other Mexican things. Things that I haven't found anywhere else but Mexico, but would desperately like to find someday in a game.

10. Our Business to Customer Economy:

 Unlike in the United States, if your sink breaks, hiring a plumber is usually unnecessary. You or someone you know is gonna roll up their sleeves and get under that thing and fix it. But first you're gonna have to go to a store where they sell plumbing supplies and tools. So in Mexico, there is such a store. Not just for plumbing, but for every conceivable profession and trade. Paper stores, leather-work stores, dairy stores, bread stores, paint stores. There's even hair bow stores. Yes, a whole class of store that sells just bows for your hair. What must it be like to own such a store? Or to be the person who services the whole town with their single, specialized trade? I hope someday games can help us find out.

9. Our Telenovelas

The telenovela, or soap opera, is not unique to Mexico. Nor can I say with much confidence that we make the "best" ones. But what makes ours notable is their unrealistically moral approach. In other countries, the antagonist might be a little more nuanced, but in Mexico they reek of pure evil. From their red stilleto shoes all the way up to their black twirly mustache. And in contrast, the protagonist is so doe-eyed and innocent you can't help but roll your eyes; it's damn near satirical, but 100% earnest. And it's deliciously entertaining! no matter how much we know the two love interests will end up together, we smile and groan with every half-baked wrench that gets thrown in the gears. So where's the video game story about romance, class, and right & wrong that straddles Poe's Law with the grace of a rugged TV ranchero?


8. Our School life

Our schoolgirls and boys are clad in the colorful and fun uniforms that Japan is probably better known for, but with the added bonus of scraped knees and dusty socks that come from the freedom of youth in Mexico; I remember climbing trees in the park, going to festivals that spanned an entire street and snacking on roasted corn with friends while getting my skirt all muddied on the sidewalk. And instead of typewriters, giant PCs, and briefcases hauled around by sailor moon and friends in the 80s, We've now got flip phones, sparkly gel binders and an odd assortment of lost pens tucked away in our book bags. And the dating scene? Oh man. We've got love notes and literal love locks, a whole fence lined with Masterlocks and painted names of young promises. Public park benches where couples sneak kisses, actual secret paths where they hold hands and cut across rivers. There's so much for games to explore in Mexican youth. And so much to unpack from the unrealistic but still very watchable hit show "Rebelde" about said youth.


7. Our Regional Artistry

Mexico makes a concentrated effort to preserve its culture and history; what came before, during, and after Western Occupation. As such, the artistry and crafts of each region varies wildly and spectacularly. The psychedelic jewelry made from tiny beads of the  nomadic Huichol; the Otomis dolls and embroidery of Amealco; the Wood, Clay, and Glass Sculpture of Tlalpujahuan mountaineers; the beautiful goat's yarn tapestries of Coroneo; the delicious ice cream of Tepozotlan. I could go on and on. Each creation is distinct, but still undeniably Mexican. Designers can learn so much about world building from the different regions of Mexico.


6. Our Socialism

Mexico's public policy is far from perfect, but the impact that its programs and works create in the everyday lives of Mexicans is beautiful and visible, to the point where US cities are borrowing pages from Mexico's playbook. I can't name a better example than the "Plaza", a structure that is present in the downtown area of most Mexican towns. Here is a free, public space that is accessible to everyone, and a place that lots of people go to just interact with the community and be outside. The plaza often hosts performances, festivals and other activities for citizens. As such, townspeople are noticeably more connected, outgoing, and educated in local topics. Even in games that take place in a city or small community, there's rarely so much attention paid to the interpersonal relationship between community members via their public spaces. Be honest--outside of holidays, did you ever bother visiting the town square in Harvest Moon?


5. Our Families

Having a large, connected family is not at all unique. Mexico is definitely not the only country that places an emphasis on it, or hosts typically larger families. So how wild is it that in most video games, the concept of close extended family is so rare? When in a video game have you ever met an NPC in another town who was your Mother's cousin's son, who was happy to invite you into his home because you were in the neighborhood? Or when have you to hide a secret romance from your sister because if she found out, then everyone on your dad's side of the family would find out and get waaay too involved? Or rallied all your cousins together to take down the bully that beat up your little brother last Saturday? These stories don't have to be Mexican, but they are sorely missed in games. I'm probably not the only gamer bored of conveniently orphaned heroes.


4. Our Food

I'll be honest, I don't have a way to apply the concept of our food in games off the top of my head. I just want to brag about it. Mexico has such a variety of styles and types of food, it's impossible to name them all. It's so much more than tacos and Tamales. It's piled-up Chilaquiles, it's deliciously filled Pan de Nata, it's sandwiched Cajeta between rice-paper crackers, it's stuffed Tortas and Pambazos and grilled Esquites. And every chili-covered lollipop, popcorn, potato chip or push pop makes your fingers and tongue bright red. It's a thing, and a brilliant game designer somewhere can probably do something with it.


3. Our Dangerous But Incredibly Fun Toys and Games

Despit the often uneven streets and almost certain risk of injury, skateboarding is a popular hobby in my family's hometown. But given the kinds of toys we've all grown up playing with, skating dangerous streets is just a logical next step. If you miss catching the cup in Bolero, it smacks your hand and it hurts. If you miss your rhythm playing with Clackers, you smack your arm and it hurts. Even Jacob's Ladders smart like hell if you get your finger caught in them. Mini explosives, pop-cap guns, marbles, tops... Mexican toys are all about enduring a whole lot of pain so you can eventually look cool for two seconds. But there's something for game makers to find in them. Artistry of making toys and games aside, I'd love to play the Mexican video game version of Beyblade: Trompos! (Did I mention we had actual bootleg Mexican Beyblade back in the day? Those things had real metal, and if they touched you while they were spinning, you were gonna lose an arm.)


2. Fireworks

Fireworks originated in China.  But when they arrived in Mexico, we took 'em and made ours are a whole 'nother level of extra. When celebrating major holidays, there's nothing quite as spectacular as standing on the rooftop at night and watching the entire horizon erupt into beautiful chaos. Going back into the dangerous aspects of our entertainment, it's not unusual to see kids playing with fireworks. As such, we're comfortable putting them everywhere, even places they maybe probably shouldn't be. How rad would it be to walk the streets of a video game and watch wheels of fire spinning over my head, propelled only by the force of firework sparks? or grabbing a bundle of sticks flicker and change color as each second passes, the closest thing the real world has to a magic wand? If the exquisite Big Bang Mini ever plans on making a sequel, I demand to see a Mexico-inspired level.


1. Christmas

Do you want to know the saddest thing about the West's attachment to Dia De Los Muertos? 

The saddest thing is that in the library of religious holidays, Dia De Los is basically nothing compared to how Mexico does Christmas. It's as ridiculous to me as if you went India to see the Taj Mahal but never got there because you became obsessed with a greeting card you found in the airport gift shop.

Christmas in Mexico is a week long. A week. Long.

While we in the west focus on the Jesus birth aspect of Christmas mythology, Mexico's holiday is more centered around just before, when Jesus's parents Mary and Joseph wander around town looking for a couch to crash on. Our celebration of this story is called "Posada" or "A place to stay". There's music, parades, feasts, and a celebration wherein neighbors go from house to house offering each other food. Think Halloween, but with full course entrees instead of candy. Except there's ALSO candy because Christmas is when we traditionally smash up Pinatas. And also, again, seven nights long instead of one, people. 

In Short...

Instead of having your character wander around some boring "land of the dead" --which I might add isn't even a real concept in Dia De Los Muertos, have them run through the streets of Mexico in full on Christmas party mode, when the community is never more alive. Instead of breaking out the sugar skulls and papel picado, consider trying some Chilaquiles or Baleros. Instead of building another half-assed, two-tiered alter scatted with stale zempazuchitl petals, consider exploring the beautiful new-brutalist architecture, the breathtaking chapels and churches of real towns, and getting to know their respective saints and icons.

All I'm saying is, if you MUST make a game about Mexico, try making a game about Mexico. We are so much more than our dead people, people.


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Week of Pairanormal: Day 4!

Hey all. The week of Pairnormal work continues. Progress is coming along great, although at the moment--and for the next couple of days we're not working on anything too flashy.

Day 4

Right now I am tackling one of the biggest steps in Pairanormal, which is going through the entire script and adding pacing, emotion, sound effects, background, and all other different kinds of cues. In short, I'm making sure every moment in the game's script is engaging, and not just a giant wall of text for you to read.

Chic recommends- Wilder!

You know, last weekend, in preparation for this particular step, I decided to take a refresher course on Visual Novels and other story based games, to see what I liked and didn't like. I played some Undertale, Asagao Academy, and whatever free stuff I could trawl up on itch.io. I ended up finding a FANTASTIC game called "Wilder: Bahadur's Story" by sonnet009. It was the best 4 dollars I've ever spent on a visual novel, and I highly recommend it. In terms of tone, story, pacing, and romance, it's everything I want Pairanormal to be. So, while you're waiting for our interactive experience to come out, I wanted to give this awesome game a shout out!

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Week of Pairanormal! Day 3

welcome back, folks. It's more Week of Pairanormal, this time with a cool music update!

Day 3

The new UI has been uploaded, and Salty's gonna be adding it all in tomorrow. Today I'm working on the story, adding in character expressions for every moment of the game. I'm also adding in music and sound effects cues! The game is very quickly coming alive.

Tune in tomorrow for more updates, folks!

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Week of Pairanormal! Day 2

We're back with the week of Pairanormal, giving you daily updates on our last big push to finish Pairanormal's Demo Chapter.

Day 2

Today I've uploaded the two new animations of Mari and Stacy for their exclusive scene. I'm also creating the finalized assets for the UI (we've been using hastily-drawn placeholders until now😅😅😅).

Once the new UI and story have been uploaded, the game will be in a finalized, playable state. From there, Salty and I will be spending our time just polishing. Making everything easy to use, smooth, and fun! Check back tomorrow to see what's next!

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Week of Pairanormal! Day 1

Hey all! while I was out in Vegas for another project, I wasn't able to work on Pairanormal (not to mention, I've been battling a wicked flu these past couple of weeks). But I'm back now, and this week is all clear to recover, but also put a dent in Pairanormal. As such, expect an update from us every day!

Day 1

Here's what we've done today - I'm working on two additional art poses for Mari and Stacy for a special scene in the game featuring both of them. I've also been revising the game's story to make it shorter and as charm-packed as possible!

At the moment I do believe fully that Chapter 1 (aka the game's demo) will be available at the end of March. hope you guys are ready! And check back every day this week for more updates.

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The final stretch!

Last night I chugged three cups of black tea and finished all the art necessary to complete Pairanormal's demo chapter. Next week, while on another paid project in Vegas, I'll be doing a final pass on the chapter's story.

I can't tell you how good it feels to be hitting a project milestone. I really believe we can deliver this chapter to you guys on time, and I'm so excited to share it with the world! Thanks again to all our supporters. I look forward to putting the game in your hands!

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New Music Track: Daytime!

Hey all. We're hard at work wrapping up the demo chapter of Pairanormal. Sorry I haven't posted much, but here's something to hopefully tide you over. Our rad musician Maglo made the 3rd piece of music for the game, and it's the Daytime theme. Take a listen! It's a cool little groove while you're driving to work or making a cool drawing -- that's where I've been doing it, anyway 😋.

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Pairanormal: Final Stretch!

Can you believe it?!? the demo is in the final stages of completion. What you're looking at here is the last art that has to be made for the game, which are all the character animations. Meanwhile, Salty is testing and editing the game's story, which has been put into the game. We are also waiting on the last song to be put in the game. We can now say with some confidence that the game's demo will be released near the end of March.

Thanks to everyone for your support! we can't wait to show you what we've made!

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Pairanormal : welcome AJ!

yes, that's right folks! what kind of game would it be without a very good boy in it? 

Sorry that we've gone somewhat silent lately, but rest assured, we're working hard on Pairanormal! stay tuned for more art previews.

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Pairanormal: Availability!

hey folks, now that we're nearing the end of this demo chapter of pairanormal, I've had to plan how the development cycle of this game is going to go, and what the game's availability will be for backers and non backers. I think I've figured it out, and am going to share this plan below:

Development Cycle:

Pairanormal will be 6 chapters long, one intro chapter + 5 episode chapters where players can do different things. A chapter should be released every 1-2 months.

Backers: 

Backers will get every chapter as soon as it releases, so they can play it hot out of the oven! This is a thank you for supporting us throughout the game's development

Non-Backers:

Non backers will get to play the intro/demo chapter for free. When the game is complete, non backers will have the access to the whole game, possibly for purchase.

Once again, thank you everyone for supporting us and the game. I look forward to sharing the first chapter with you soon!

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New Pairanormal soundtrack! Backers: listen to it now

This is "TENSION", the new track by our music producer Mag.Lo. Not only is it a VERY danceable beat (in my opinion, anyway), it's the perfect mood-heightener for all those tense moments in the game.

Thanks so much for kicking us money over the holidays, folks! I can't emphasize enough that awesome music like this would NOT be possible without your support!

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WE'RE SO CLOSE TO DEMO!

Hey folks, quick update on Pairanormal--

all the backgrounds, special images, and UI for Pairanormal has been made for the demo. Right now, Salty is setting up the game's foundation code wise. In the meantime, I'm animating all the characters and adding the final touches to the demo's script.

Look forward to a demo release in early February!

Thanks again to all of our amazing backers, this wouldn't be possible without your support!🎉🎉🎉

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Happy New Year!

2017 had its ups and downs. Here's to a 2018 that we can boldly face together. Thanks for your support, everyone!

Pairanormal is coming along, as it always is. I'm in the process of creating UI mockups. Once Salty turns them into usable game, all that's going to be left is to transfer the demo's story (which has been 100% written, by the way) to code! If all goes well, we'll have the demo out by the end of the month.

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Pairanormal: MUSIC!

 AAAAAAAHHH AHHHHH I've had to hold this news in for so long, but I wanted to wait till the first song came out so I could share it with everyone!

The musician/music producer for Pairanormal is the radically cool Mag.Lo,

Who I've been a huge fan of and was SO sTOKED I could afford to contract -- which would not be possible without YOU GUYS! AAHHHH!!!! Anyway, thanks again for backing us; check out the first song for Pairanormal and enjoy! 

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Happy Holidays! Pairanormal Update

I hope everyone has been having good holidays. And for those of you that are struggling this holiday season (I know I do,) I hope this silly little announcement can bring you some cool or interesting news!

As usual, progress on Pairanormal continues. I decided to go back and redo the backgrounds in a new style. For a long time I've been unhappy with the look of backgrounds -- I'm not very good at environments. I discovered with this new style I can work much faster, AND it matches other art elements much better.

Stay tuned for more looks at the updated backgrounds, and a preview of the first in-game action!

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Pairanormal: Progress continues

Hey all! just letting you know that work on Pairanormal continues. As it stands, about 80% of the demo is written. After that, it's on to art and code.

We will soon be looking for some playtesters amongst our backers.  if you are interested in playing the demo (albeit a slightly buggy version of it) before anyone else, including the people who are in it, stay tuned!

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Update: THANK YOU (for talking some sense into patreon)!

I'm sure this is old news by now, but Patreon recently announced that it was NOT, if fact, rolling out its abysmal fee change.

This was of course, not possible without thousands of patrons and creators making their voices heard, and letting Patreon know what a disastrous decision it was about to make. Patreon was smart enough to start backpedalling faster than a unicycler careering towards a cliff.

I should note that Patreon still intends to make some undecided changes later on down the line, but for the moment, the coast is clear. Read the article posted by Patreon above for all the nitty gritty details.

I want to thank all of my patrons, those who stood by us despite the proposed changes, those who decided to pull out in protest, and those who made the extra effort to tell Patreon they were making a big mistake.

Anyway, on to other news:

I've wrapped up the game design document for StarSlam, complete with art assets, and passed it onto Salty to start coding. I've also found some good free music to score the game with for the moment. When we have enough money saved up (and I'm hoping that Pairanormal's upcoming demo will help boost our patronage), I'll see about hiring a musician to make some more.

I'm now officially focusing all my attention on the Pairanormal Demo. With any luck, it will be done before the end of year, and available to play for our backers!

Stay tuned, folks!

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StarSlam: Cutscene Preview

I absolutely loved making this art. It's gonna be a full cutscene in the game.

Hope y'all are having some good holidays!

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StarSlam: Final Art Pass

as you all know, we're in the final stages of Development for StarSllam. I figured since everything's getting wrapped up, I'd take the opportunity to go back in and clean up some of the art, make everything look a little more unified artistically. This is a mockup I made with the new tiles: what do you think?

Tomorrow I'll be out of the house, and Salty will be programming. I look forward to being able to show off everything we've made!

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Star Slam: Last chance for your name in the credits!

Hey patrons! What a wild month it's been.

A week ago, Salty contacted me and challenged me to wrap up StarSlam before the Year's end. I've just finished putting the final touches on a giant Game Design Document that does just that. As such, we'll be making the credits for the game soon.

I know it's hardly the time for you to be upping your pledges, given all the craziness that Patreon has imposed upon our backers, but if you would like to upgrade to the $10 tier, your name will be put in the credits of StarSlam, permanently, as a special thanks!

Here's all of our current credited backers: 👾 Alvin DelaCruz, 🕵Shepkarian, 🦋J, 🌧Completed Thunder, 🎮 The D-Pad, 😎Brando DeNiz, 🐳Kalen Bridge, 🏄Amelia Spark, and 🇺🇸Toasty Justice

to you guys and ALL our backers, thank you so much for continuing to support us. It means the world.

-Tess

 

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Patrons! Patreon is About to Screw You. D:<

Hey guys. I just received this news a few hours ago, and the more I looked into it, the more horrified I became. According to Patreon, on December 16th instead of taking a single percentage of about 7-15% from creators each month, Patreon will now be charging you, the patrons a significant fee FOR EVERY CREATOR YOU SUPPORT, PER POST THAT CREATOR MAKES. This means many patrons might decide to or be forced to cancel their $1-5 pledges, which will have a significant negative impact on small-time creators (In my case, it could mean losing 1/3d of my income). But don't worry, with these new fees, Patreon will be pocketing a lot more money.

What can I do to stop this?

  •  contact Patreon immediately or send them a tweet @PatreonSupport. Let them know how the new fees impact you and the steps you're taking to avoid them:
  • adjust your future pledges, and plan your budgets now. @essemque made this handy chart so you know how much to pledge > how much Patreon will charge you.  
  • Alternatively, look for ways to pay creators outside of patreon. ask creators for their paypal or KoFi account and support them there.
  • If you support more than one creator, pledge a large amount on a single creator in monthly rotation instead of pledging small amounts to several creators at once (I know, it's a lot of work and totally pointless). This ensures creators get the same amount of money and you are not charged the same fee over and over again.
  • Ask creators you support to charge monthly instead of per-post. Using the per-post payment method, patrons are hit with bigger fees. Since creators are paid monthly anyway, talk to creators you support and ask them to consider changing their plans to monthly.
  • Lastly, spread the word. At the end of their email, Patreon told me it was my duty to "educate" my patrons about the new changes. well, here goes: the fees are garbage, I was not consulted, I cannot opt out, and I do not approve of them. Please encourage fellow patrons to make their voices heard, and LET PATREON KNOW YOU ARE NOT COOL WITH THIS.

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Devlog: Back in Business! 😭😭😭

OH man, y'all. It was really touch and go for a minute there. Real dicey spice, if you know what I mean. 

I took my laptop to a computer repair shop downtown, bravely holding back tears. 3 hours later and 50 bucks shorter, it was back on my desk and running perfectly. 

My laptop has a new hard drive, loaded up with an operating system, and it's been cleaned inside and out from a (previously unknown to me) soda spill from a past owner. Yeah, Mexico!

I've just finished installing all of my necessary software, and I'm back to work!  Salty and I are going to try and wrap up StarSlam in the coming days, and then power on through to Pairanormal. Thanks for your messages of support. 

-Tess


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Devlog: Computer Issues

Hey everyone, I'm letting you know how my progress is going. As of yesterday, things appeared to be fine, until about midday when, while launching Photoshop, my laptop crashed. I was able to get the laptop up and running again, but much to my dismay, it's been acting a little wonky lately. 

over the past 24 hours, I've been attempting some system restores and software reinstallation as well as virus scans, and so far haven't been lucky. I think it's in part because of my computer's poor speeds, compounded by Mexico's spotty internet connection.

I'm not sure whether or not it's a good thing that this happened at the beginning of my trip; on the one hand, I have plenty of time to fix the issue, on the other hand, if I don't, the whole purpose of my coming here is redundant. Nevertheless, I will keep trying, and as always, I'll be keeping everyone posted on my progress.

Thanks again for all your pledges, everyone! Stay Tuned for more.

-Tess

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Devlog: Greetings from Mexico!

Wow, let me tell you about the past two days!

On Thursday, I boarded a plane at 6AM and flew in to Mexico city. I stopped for breakfast, then hopped onto a bus and rode into Queretaro where my cousins live. In total, the whole trip tool about 8 hours. Imagine the horror I felt when I unpacked my bags and realized I'd left my tablet at home!

Well, it's a Christmas Miracle, folks! turns out my cousin was passing through my home in San Diego, and was kind enough to pick it up and bring it with him on his way to Queretaro as well. I've never been so fucking happy.

Anyway, my rig is all set up, and I'm now ready to start working on Pairanormal. Thanks everyone for your support, and I look forward to making this sweet game while I'm here!


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Pairanormal Update: THANK YOU!!!

Guys! I have wonderful news! 

Thanks to all of the money raised by you, our patrons, we've been able to afford the first three songs of the game without having to pay anything out of pocket. THIS IS AWESOME NEWS! 

Each song costs 150 dollars, which means you guys have raised over 450 dollars for the game! even better, as each month passes, we're able to afford another song. Even BETTER better, with the demo being released soon, we hope it will attract more patrons which means the money can be put to even more resources!

Anyway, just giving you guys a quick shoutout and an update on our finances. stay tuned for more in the coming days. December in particular, we'll be busting out lots of art and previews!


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Spine Animation Preview: Mari!

Before I had patrons, Mari from Geek Remix was cool enough to sponsor my Spine2d license, which I love to use! As you can see here, I used it to turn an image of Mari herself into a cool little idle animation. This is my last work for tonight, but tomorrow I'll see if I can't make a video about my Spine2d workflow.

This character and several more will be featured in the upcoming Pairanormal game. Hope you enjoy what's coming!

 stay tuned for more art and previews! If you're not a patron yet, consider pledging! You'll get access to the playable demo when it releases later this year. 

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Pairanormal New Location: Bedroom

here's the player character's bedroom! hopefully it looks nice.

stay tuned for more art and previews! If you're not a patron yet, consider pledging! You'll get access to the playable demo when it releases later this year.

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Tsugi DSP Anime Software Demo!

Hey guys! I recently made this purchase with patron money, the Tsugi DSP Anime sound generator. It's not very well known, but I really like it and have wanted to get it for a long time. For just 50 dollars, which you guys were so awesome to provide, we can use this sound generator to make a variety of sounds in ALL our future games!

I made a demo to show off DSP Anime so you can see how cool it is, and how it works!

thank you so much for supporting us!

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Pairanormal New Location: Home

this is where the player character lives!

It's 3AM as I'm writing this, so I'm a bit tired, but I recently made a cool purchase with YOUR patron funds which will be used in Pairanormal. I intend to make a little demo of that purchase tomorrow (which since this is a scheduled post, means today) which I'll be posting soon. In the meantime, there's more art and backgrounds to come!

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