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Everything posted by Fonze
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I'm happy to use most any control hardware; I've played doom with touchscreen on mobile, controller on consoles, and kb+m on pc. I have fun with all of them, but my expectations are different with each, because each is a fundamentally different experience with how I can interact with the world and what my skill ceiling is. Playing doom on touchscreen for some may be a frustrating mess, but when you approach it with the mindset of being a lil sloppy and that's okay, it can be great fun and you can still do somewhat okay against even kb+m players in a dm. Not to the point of winning in all likelihood, but I've gotten close before! 😋 That said, there is very much a difference in coordination between the different methods and I simply cannot play a very hard mapset or a duel and expect to win while on mobile. I have to turn the difficulty down. But that's what difficulty levels are there for! Along the same lines, doom is super fast paced and mouse control is probably more important in it than in most other fps's. See shoot.wad, the quintessential training map for duel ssg use. The ability to turn very quickly, accurately, is a necessity in dm/duels to not be chain-killed 50-0. And it's not that controller and touchscreen cannot eek out wins, anything is possible with enough time, practice, and luck, but they will be playing at a pretty major disadvantage given the fast pace of this particular game.
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Tiny Glade - New town/manor builder with no goals/enemies/time pressures
Fonze replied to Fonze's topic in Everything Else
I lost a couple hours of progress earlier today and have been frantically trying to recreate it 🫤 On the plus side, assuming I haven't forgotten anything, I think it looks a bit better the 2nd time around 🙂 Tiny Glade apparently only saves on exit. I held the "undo" button for a bit to see what supports and stuff looked like before I began adjusting the area, then as I was holding down the "redo" button, my comp blue screened. When I reloaded the game, all the progress today was gone. It didn't save at any point through the day, nor through the undoing and redoing, which is kinda nice to know, but maybe a manual save option or an auto save every once in a while wouldn't hurt things lol. Ramblings aside, just wanted to warn others against doing what I did. 🙃 Some progress shots since I'm posting anyway: The tower is about 80% complete. I've been learning more how to measure and place things to be able to more quickly get them where I need them, but it's also very easy to get lost adjusting for minute details... and avoiding bird nest chaos with roofs has been another learning experience when making coverings for chill spots. I spent a lot of time thinking about how roof run-off should logically flow in some of these strangely-shaped areas... which I guess is a testament to how much I'm enjoying the building process, or how much I enjoy procrastinating. I've also been adding more outside traversal/chill spots to liven up the structure, as well as pride balloons/flags because this is a happy tower ❤️ Just wish we had white flags and more colors to choose from for everything. -
Tiny Glade - New town/manor builder with no goals/enemies/time pressures
Fonze posted a topic in Everything Else
Idk if people here have heard of this new game, but I'd imagine this will be interesting to fellow mappers. https://store.steampowered.com/app/2198150/Tiny_Glade/ As the title suggests, Tiny Glade is a minimalist town/manor/park builder with no enemies, no time pressures, no resources, no goals, just chill building. The game only provides a small few building blocks/terrain tools, but has a built-in ai which works to stitch pieces together in real time as you drag/adjust them and add details accordingly. It's super flexible, fascinating to play with, and interesting how pieces can be overlayed in particular ways to create intricately detailed buildings and scenery. Also, you can pet the sheepies and ducks! 🥰 On the other hand, some simple things like stairs and arched bridges are comically obtuse and finicky to build. As an example, let's say you draw out a wall. You can then take the path tool and draw that under or going through the wall, and it will turn that section into an arch, which you can then adjust the size of. That arch can then be used on the outside of another building (slightly clipping in and maybe with additional arches above/below) to create arcading. Mandatory mention of gladecute furniture made of lots of tiny wall pieces! 🥰 These screenies were taken from freakout3516's video showing tips And this is a time-lapse video of a massively intricate build for those curious: After playing this game a few hours, I can't begin to describe how hard, fiddly, and tedious this must've been to build, but I would put in the time to painstaking create those stairs brick-by-brick too with how fun it is to see stuff come together lol (each stair in that build is 4 pieces for the 4 brick-width). Inspirational build 😍 Way above my head and a bit baffling to watch, but it does also kinda show how to do the "tricks" and special techniques required to manipulate the tools and ai to make hyperdetailed stuffs, so that's really cool. My first build is early in development and I've got a long way to go with getting the hang of things, as well as building the creativity to make interesting, detailed vistas, but with the help of videos like those above I figured out how to make a little curved arch bridge with no safety railings or additional supports, and some arches under a building spanning a small river! Baby steps, but fun to see the ai make my idle tinkering look like a nice thing lol. Here's a pic with a bonus birb riding on a sheep's head: If anybody else downloads this game, please post pics here of your builds! Would be awesome to see what others make and share techniques! ❤️ -
Tiny Glade - New town/manor builder with no goals/enemies/time pressures
Fonze replied to Fonze's topic in Everything Else
For those looking to make spooky stuff, the daily builds for this week have halloween-themed clutter! May be worth starting and saving a few for future builds. -
It's okay, this was posted yesterday. The two timelines have merged and we have all miraculously survived. Let this be a warning for all future time meddlers, next time we may not be so lucky.
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Sound tunnels are a staple of doom coziness 😌 Tbh this sounds more like an issue of not taking proper care to plan sound propagation than an issue with the method of achieving it.
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Tiny Glade - New town/manor builder with no goals/enemies/time pressures
Fonze replied to Fonze's topic in Everything Else
Ty for the info DW. Good to know saving/loading is no issue. Hopefully they'll add some sorting options for builds in the loading screen and other qol features throughout. Speaking of qol, they added a snap to center for moving existing 3d shapes into place with another piece, which you can use to conveniently see if pieces are the same size. I also found a good way to match piece size is to drag the piece to be matched with away, size up a new piece to its same size (can place to be sure. The edges of the wooden frames should match the size of the bricks/wood on the bottom of the existing piece) then undo to put the piece back. From there, you'll have the right sized piece to place wherever. Orientation can be solved by either placing pieces in the center of another then dragging out to their final place, or by placing against the wall of a shape with the right orientation. News of floaty platforms has been going around, figured I'd share the knowledge here. You can make an initial platform float by stacking 2 circular 3d shapes into one another (similar to how crenellations used to be cleared before the paint brush could do it directly), which can then be built onto. People have been making hot air balloons and floaty towns, which look awesome! I experimented a bit with making a couple hot air balloons of my own, the first without roofs and the second with. I'll have to do more research on how others are messing with this interesting technique, so many cool possibilities! -
As others have said, you are complaining about situations you'd never find yourself in if difficulty weren't the most likely issue, but also aren't taking advantage of difficulty settings existing. They're there for a reason! If you insist on playing maps under their hardest conditions, then you may want to take some time to both hone your skills and adjust your mindset. Mindset is important going into things: if you don't enjoy dying a lot then you're likely not going to enjoy a wad punching you in the face repeatedly. Additionally, some people like the aspect of doom that is a lone, well-equipped, but still mostly screwed human trying against all odds to survive, maybe you don't. If adjusting mindset isnt feasible, maybe find your preferred flavor of doom to match your mindset. Which may mean choosing different maps/wads to play. The master levels are fairly... notorious. On the skill side of things, idk how you play so general tips: take time to learn monster behavior/prioritization. One imp, one manc, one demon, should never really be a problem if you're playing at the skill level a wad requires of its toughest setting. Also, learn to play for longer stretches of time so you don't save yourself into a hole where one sneaky imp can end a map, or use multiple saves per map so you have choices to return to. Another big tip when dealing with projectile enemies that fire on your current position without leading you (in any game, really) is to move as little and as slowly as possible to dodge the shots so you preserve the most space to use later. The issue with attempting to answer your specific questions on encounters you've died at is that we don't have a video to say "here's where things went wrong." Maybe you were still moving or sliding when the manc fired its third volley. A lot of times you want to go a bit to the left again after the 2nd shot anyway because you need to go around that 2nd shot and the third is prolly either being fired or already traveling by the time you complete that maneuver. You'll see a lot of people say, "left, right, left" when dealing with mancubodes for that reason, even though the final shot technically is centered on your position when it was fired. Wrt pinkies and other chainsaw targets, yes, they can still occasionally get a bite or scratch off. Aiming the chainsaw in non-zdoom ports can be a little finicky and you may need to face closer to the corners of the enemies' square hitboxes to have more success, but even with perfect hits, there's always a chance (some monsters more than others) that a monster will avoid all forced pain states and not get stunned for long enough to get a bite off. Monsters also tend to attack more after being hit repeatedly because it interrupts their desire to walk in a particular direction instead of firing.
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Question for artists: do you use AI as a tool?
Fonze replied to Taw Tu'lki's topic in Everything Else
Alternate questions for mappers: do you use the curve linedef tool? What point does something cease to be a tool? Should we go back to not being able to see our maps in 3d viewer mode? Are prefabs not okay? Do ai tools still require human input? How much of the creative process does the ai circumvent? -
Tiny Glade - New town/manor builder with no goals/enemies/time pressures
Fonze replied to Fonze's topic in Everything Else
❤️ ty. I used the same method freakout3516 showed in his video. I'm still very much learning too. And lmao, totally agree on the walls! I actually haven't used too many yet either lol. Most stuffs I've experimented with are structure pieces/3d shapes. I haven't touched into dailies yet. I built a tiny mansion I wanted to make spooky and couldn't figure out how to even approximate which I deleted before starting work on this sandbox. I'm kinda just throwing stuff at it and having fun with the learning process while getting lost in the available space. Idk if this glade will ever be "done" given it's more of a testing ground with no real vision or goal in mind, and to that end I think it would be more fun to have the feeling of actually finishing stuff instead. Tbh I've been scared to lose progress with the lack of a save button, even though the game clearly saves everything. When you start a new glade, can you just reload all your previous builds no issue or do you need to take any steps to make sure they aren't overwritten? Bite size glades are nice, achievable goals and I love the small vignettes y'all have done so far. Boilprawn shack has never looked so cozy! And with the little added lantern/campfire out front too 🥰 Very cool build! Hopefully the devs or modders add some spooky features at some point. For the arcading (and sorry if this doesn't come out in text too well but freakout3516's video shows it with timestamps to find it), you can do it with structure blocks or with walls. You need a path under the 3d shape/wall you want arches in, and you want to raise the structure you don't want arches on, off the ground a small bit. You can put a 3rd piece on the ground to look like the base of the overall building, which will also make stairs with the path for extra detail. Arcading only works up to a certain height and requires connection with the ground, but you can kinda do arcading higher up by having the gothic windows/doors on a piece slightly larger than another piece so the door/window clips into the slightly smaller piece. Doesn't quite come out the same but from far away it looks pretty good. -
Still a long way to go, but I made some good progress today. Roughly at the halfway point for this tower!
I love how you can change window light colors for nighttime vibes 😌
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Tiny Glade - New town/manor builder with no goals/enemies/time pressures
Fonze replied to Fonze's topic in Everything Else
Omg I love the little hamlets yall made! 😍 Arlene's looks like a cozy inn with a well by a river and daytime waitress's looks like maybe a guard station or a checkpoint along a long road 🥰 My first glade is shaping up slowly. I started messing about with building height today, amusingly you can build kinda far up! Maybe 20-ish floors depending on how you space windows? So I'm making a big ole mad-wizard-style tower to, well, tower over the rest of this small hamlet. I've got a ways to go to finish detailing the tower, but it's getting there! Yeah I feel on this. I'm still learning too, and so far I've only found a few ways to help somewhat mitigate the lack of copy+paste and a grid. They def could do with something more to help on that front. Ultimately, I feel like everything needs to be tweaked at least a teensy bit even if it's perfectly placed, sized, and aligned, just to get the desired ai interactions. Maybe there's just no way around the fliddliness. But it is also part of its charm lol. On that note, maybe it'd be helpful for all of us to share stuff we've learned so far to help with the building process. Apologies if some of these are basic, but nothing is really explained and I've found these super useful thus far: - You can get things aligned a few ways. You can click them into the side of another structure you want to orient to, then move to where you need it. You can also click them into the center of another structure (at its top) to align the sides and center the piece (there's a little thingy that pops up to show something is centered, though it almost certainly will still need some minor adjustments after being placed to get the interaction you're looking for). You could place a few structures down all at once so they'll all be the same orientation to begin with, but I haven't found that super useful. Alternatively, you can use a fully top-down view to help with getting weird angles to line up. Buildings always place in the direction of the camera facing, so going top-down can really help line things up without having to rotate after placement. - An easy way I've found to size things the same is to place them inside another structure of the size you want, then adjust til the crenellations go away, at which point you can drag elsewhere. Alternatively the game remembers the size of the last thing you placed down: you can adjust size by holding the mouse button and dragging out from the center of the structure, so if you are not adjusting the size after placement it kinda helps with same-sized structures. Combining placing a structure centered in another structure and holding the mouse to get the size right makes it a lot easier to match and place several similarly sized pieces with only minor adjustments to get stuffs right. - When overlaying stuffs, sometimes you'll just never practically get a thing back out once it's in there. You can clip through walls or move stuff up/down to grab at it, but a lot of times it's handy to leave some things a bit too tall until you're sure you're done with them. If stuff does need to be moved, the easiest to fix seems to be moving up/down. - When adjusting stuffs, you get the finest movement thresholds if you zoom down to the bottom of the structure. If you are having trouble getting something juuust right, try getting as low as possible while still looking mostly down and you'll be able to make much finer adjustments. - When making stairs with walls, so far I find it easiest to make everything a straight line and cut more straight lines if they need to be curved. What worked well for me by the end of my first set of stairs was to make a single wall segment, drag the nodes apart to give cutting room, paint it (and make the top leveled), then start cutting off tiny, single segments at a time. Move those in place, get the height right, then cut if curved and overlap a bit. Helps to not have to paint or adjust the height of all the pieces individually. Alternatively, if you have the space or cover, structure blocks can make great stairs/curved bridges. - You can use windows, doors, etc to measure things and to help space stuff out, since they cannot clip into each other or too far into corners. Triple windows/doors can be kinda wide and are easy to select, move around, and maybe even delete afterwards. Alternatively, you can set a size with the structure pieces as you place the first down and use that and subsequent blocks of the same size (if you don't change the size to something else after) for measurements. - You can overlap a duplicate structure to get rid of railings/crenellations. - You can make arches with paths under your buildings/walls for arcading, flying buttresses, or other archy fun. Fine adjustments on the pathing may be needed for particular looks. You can raise a building off the ground to make it not form arches from pathing below, then cover that up with a low building with stairs to blend things together with the ground. - You can look down to decrease your movement speed in all 6 directions. Also, grabbing nearest your camera to pan is a good idea. Movement speed in the settings affects both speed while building as well as walking speed in 1st person viewing mode; I find it helpful to bump up when walking then back down for building. You can use "q" or "e" while walking to straferun a bit faster. Ctrl in 1st person allows you to clip through stuff and fly. - The paint tool is super useful! You can make walls have flat tops (a newer feature), change the crenellations to wooden railings, and even paint doors/windows! Some things have primary and secondary colors too. - You can click doors and windows to adjust the clutter/props around them. Windows with hanging linens/flags can be linked. You can also click some windows to change their color for some reason, but the paint tool is better for that. One last tip I found from Move the Mouse (who also has some nice helpful videos) on yt that's great if you want to make a video of your build (and have the foresight to not just bounce around all over placing stuff randomly): the game remembers everything from the start of an empty glade. Even the stuff preplaced before you start building. You can hold "z" to undo back to an empty glade, then hold "x" to rebuild everything from a spectator's view. May want to backup the save first just in case tho lol. Looking forward to more glades! ❤️ -
Maybe I'm reading into this incorrectly, but you seem to be leaving out the whole hypersexualized bit and the tie-ins to brutal violence against both women in general and sex workers, which is a very real issue irl facing women, trans people, and sex workers both throughout history and to this day. I can't speak for others, but I don't so much see this as too edgy... I see it as playing into the toxic masculinity, gendered, power fantasy/rabbit hole. It also seems weird to rebrand this all as "just being edgy bro" when it very much appeals to a particularly antisocial mindset. Also, aren't like all the monsters hentai girls in hdoom? So it's not that they "just so happen to be female," it's an exclusively hypersexualized cast of female characters that are brutally killed and sexually violated by a male player character, but this time with more guts and gore and violent language... and that's... just "edgy?" I hope this helps you see why some may see that as more than just "edgy." What a weird thing to white-knight for 🤔 I hope I've made my proper reason clear as to why I find it immoral... but to me it's also immoral to rebrand this as just "edgy" then preemptively ad hominem any who see differently. Like yeah, it's not edgy; it's awful. Please understand this is not an attack on you; I disagree with the posts you've made and the rebranding of what is depicted when those two mods are combined, but we are not our opinions, we change over time, and I don't want this to come across as an attack on you personally. It reads to me like you are viewing this from a zoomed in perspective, but there are a lot of details outside of such a zoomed in scope.
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What methods can you use to prevent players escaping a battle?
Fonze replied to Havok's topic in Doom General Discussion
Infinite height reasons. In some ports monsters are infinitely tall and can block players moving even if the monster is far above/below the player. -
What methods can you use to prevent players escaping a battle?
Fonze replied to Havok's topic in Doom General Discussion
Preface: all art is subjective, these are just my opinionated thoughts and not anything close to objective. There several ways to do it, but the biggest thing to keep in mind is to think outside of the box and to not repeat the same thing too much. Lock-ins can be good, but also can get grating after a while. That said, you can use height, timers, doors, or switches as a means to hard lock players in, as people have mentioned. Timers are prolly the worst of the bunch, because players can and likely will beat the timer, and then be forced to wait to leave... (see opening fight of THT19... smh lol). You can also use a particular enemy or crowd of enemies to meat-block the exit or the switch to leave as more of a soft lock-in, or a small platforming puzzle. Sometimes the softer locks can be more malleable to players' playstyles too. I like platforming puzzles to leave arenas because they're not impossible to do without clearing the enemies, but the average player is definitely prodded to clear most enemies out for safety and maybe inf height reasons ;p Also, they utilize the environment in a more involved way, which is always more flashy than a door opening, and can be tailored from something low-key lkle just going up some stairs to a ledge, to elevator puzzles, to everything in-between. Also, small mention for acid-pit escapes and using health/armor as a barrier to exit 🥰 Gifty's post may not directly answer the question, but is a good tip for general use, and tackles the player freedom side of lock-ins. You def don't want to lock players in too much, and to that end, you can even recycle those mobs into the next arena/etc. Also Roebloz has a good point. Ideally, you generally want to make it improbable/hard to avoid monsters, not impossible. -
Do people actually PLAY the mods or maps you make?
Fonze replied to Johnny B. Getgoode's topic in Doom General Discussion
No, lol -
How did you find your mapping style?
Fonze replied to costadevale's topic in Doom General Discussion
In short: I simply make things I like and people can call it whatever "style" they want. To go a bit further though: it sounds to me like you are feeling mapper's block, and to that there are many ways to combat it, depending on what works best for you. I think what worked for me was just making things I like. I tend to focus on gameplay so I'd often find myself with set encounters I find fun to play and I could spend hours just replaying the same encounter, (over)tweaking it while I think about what to make next. I use that fun of simply playing the game to push me forward, focusing on what my next encounter design will be. It also helped me to try to come up with weird, uncommon scenarios or strategies and see how I could build encounters to perform around them. The more out-of-the-box you think, the more ideas you'll have to throw away later, and hey, maybe you'll even keep a few. Aesthetics were always second for me, but I do find a nice bump in motivation after detailing a room and seeing the result as well. And this can also come from playing other people's maps. In fact, it's often better to play other people's maps because they give perspective that you may not have, and you can boil down what works and what doesn't for you, how it works or how they got it to work for them, etc. All of which are ideas to brood over darkly as we doom-y types tend to do and can give good sources of inspiration to make something of your own, and with a greater understanding of it. Additionally, don't be afraid to kill your babies. It's not a bad thing that you make an area then delete it afterwards, that's just part of the process. The next time you make something similar, I bet it'll be better :D Lastly, "style" is perhaps an over-worried-about concept. I know some mappers don't like to be categorized in the first place, and perhaps worrying too heavily on such things only boxes you in when creatively you need to fly free. -
What's the point of the extra long jumps?
Fonze replied to TasAcri's topic in Doom General Discussion
I'm sorry if I'm reading too far into this, but even in cases where this may be true: that controller support was simply never considered, this is kinda an awful way to phrase things and plays into the general attitude of shaming people based on how they choose to play a game differently. If controller support wasn't intended, simply stating that, or describing the mapping process that may lead to such secrets being inaccessible without the intended control scheme, as rd did, is a much better alternative to telling somebody they're not just doing a thing wrong, but literally playing a game wrong. Controller and touchscreen players shouldn't feel shamed to enjoy the hobby the way they have fun doing. That said, I think it's okay to not understand why something was made the way it was, to vent and ask why, and it's also not a fault of the map to have not considered a control scheme that was widely unused for pwads when it was made. Honestly good questions from the OP, and great answers from rd. Nobody is in the wrong here. Also for the OP: many ports have auto-SR-50. It's a great help for stuff like this if you don't want to (or can't) bind strafe to a button (strafe on a trigger while using both thumbsticks should be able to sr-50). As long as you're not competing with others not using it: play how is the most fun to you and use all the tools at your disposal. -
Monsters/Creatures made of sectors - My favorite kind of doomcute
Fonze replied to dashlet's topic in WAD Discussion
He never lived long enough to become a villain but I can assure you Noodle has epic plans for world domination: -
Branching out to new flavors! First I made a chocolate coconut version, pictured here with the normal coconut one:
This is Liv and Jerry. Liv is a free spirit who embraces the Great Experimenting while Jerry seems a bit unsure on the cause.
Same two flavors here:
Jayla and Bethany are best of friends and total opposites in a sitcom of their own making. Jayla appreciates how Beth keeps them grounded and Beth likes Jayla's spontaneity to spice things up.
Getting the food color pens to work right and not tear through the gelatin without leaving any color behind is a bit tough with these and it resulted in some issues with Jayla above that led to her eyes being a bit wonky.
These next ones are: lime coconut, vanilla coconut, banana coconut, chocolate banana coconut, strawberry coconut, chocolate strawberry coconut, panna cotta, and chocolate panna cotta. The lime is the one with the wacky green face. Vanilla is Handsome with a capital "H" in the top-right. Banana is the beige bear in the middle-right. The duck in the top left is chocolate banana. Strawberry is the pink one. Chocolate strawberry is the one with the pink winking face in the bottom-right. Panna cotta is the cat up top. And the chocolate panna cotta is the pig on the bottom-left.
The Wobbly kingdom is an idyllic place where the Strawberry Countess Wawbles has led the people in prosperity for years. Her people are happy, but she is lonely and without a count for her court. She vies for the affections of Vanilla Billingsworth, traveling trader and bard, but he is betrothed to her servant Milly Milkat. Together with the aid of head advisor Niles Nanabear, she colludes to commission a love potion from local potionbrewer Beverly Chocoberry. They send her loyal servant Ankh the Pig to secure the deal and transport the potion back to the castle. Meanwhile, in his volcan-- refrigerated lair, local bandit and all around bad guy, the ruggedly handsome Duck Dastardly hears of a secret shipment for the countess and leaps into action to get his wobbly wings on the prize. Despite being outclassed by Ankh the Pig's sheer strength, through some clever trickery Duck Dastardly is able to snag the package and run away. Later, he opens the package to find not treasure, but a strange potion inside. Thinking it surely must be valuable, he decides to sell it at his local fence, Wallace Limetop. Wallace is a bit curious as to what it is he is buying, so he drinks a bit and suddenly falls madly in love with Duck Dastardly, chasing him into the sunset, to the next adventure 😍
... my stomach 🤤
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Sunny Came Home by Shawn Colvin. Never knew what this song was about until today, but it's a powerful, sad, yet somehow hopeful message about overcoming abuse. In this case through arson and possible murder, but as a metaphor it's good stuff.
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I realize this. I was simply explaining it to you and providing context.
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I think you'd quickly find the answer to this by simply joining a game. Medikits, powerups, and ammo always disappear when picked up in either deathmatch setting. But like decay said, 2.0 has fallen out of favor, in large part because it sucks playing against somebody who's smart enough (read: has any amount of brains) to never let you get a real weapon to threaten them by simply making a timed loop of the map. "Newer school" deathmatches/duels usually have ammo, health, armor, and powerups respawn and this is exactly what all effective dm'ers do with these items. Never let the opponent get free stuffs to keep momentum in your favor. This is on top of the fact that spawn killing / kill chains are a huge part of doom deathmatches. If you couldn't even get a weapon, regaining momentum would be a monstrous task. Bit rambly there but hopefully it shows why things have trended towards the '1.0 with additional dmflags set' with keeping weapon pickups "sacred," so to speak.
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Experimenting with a new recipe for an adorable milk+coconut milk jello that I found from a yt video. Ingredients are different here than where the video/recipe was made so it's taking a small few batches to get things right. Once I'm happy with their taste I may look into adding special flavors. Chocolate, strawberry, and vanilla quickly come to mind, but I also think some nutty options may match with the coconut flavor well... I also have more double glass cups coming in soon for more molds, so more to experiment with soon!
This is brave Sir Willy Weks. He was the first of the ducks, but not the first of his kind. As the progenitor of the wek bloo-- milkline, he enjoyed both wobbling and wekking, and was always willing to challenge any cat to a liquid-off. He was also a big fan of having his face painted (on). He boldly gave his life for science that his successors may taste better after him. His heroic sacrifice shall not be forgotten.
🎵 Wobble baby wobble baby wobble baby wobble yeah 🎶
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Grats on the release! Looking forward to trying this sometime ❤️