Thursday, December 31, 2020

Doll Maker's Diary, Part 50: Farewell to Flash?

Doll Maker's Diary, Part 50: Farewell to Flash?

The announcement that Flash Player is being discontinued (in the sense that it will no longer be supported) at the end of this year made me feel concerned about the fate of the characters I had created for X-Girl and other Flash-based dress-up games. However, I have already made plenty of artworks using those, and plan to make montages of them - something I have seldom done before. In addition, the newer Doll Divine games run on the Meiker plugin, which will still be supported into 2021 and beyond. If the characters I made in the Flash-based games are to have a future, it will be in a Meiker-based doll-making game. So I would like to conclude the end of a wonderful era with one last picture:


You can find the Meiker-based games at Doll Divine here: Meiker Dress Up Games (dolldivine.com)

Doll Maker's Diary, Part 49: How I Discovered Flash Doll Maker Games

Doll Maker's Diary, Part 49: How I Discovered Flash Doll Maker Games

With Adobe Flash Player (a plugin that underpins a wide variety of web apps and games) about to be discontinued (i.e. it will no longer be supported) at the end of 2020, I'm going to take some time to reflect on how I found the various doll maker games that relied on it. 

It all started around three years ago, when I was browsing the internet for custom superhero and/or princess designs. That's when I realized that I wanted some of my own. So, I visited Doll Divine and Azalea's Dolls and indulged in my doll-making fantasies. As time went on, I explored more and more of the dress-up games on offer, creating lots of designs and characters along the way.

Then came the announcement that Flash Player would no longer be supported at the end of 2020. That's when I realized that I would not waste this final opportunity to make some amazing designs. And within several months, I did just that. Ultimately, it was a short-lived endeavor, but one that I am most definitely satisfied with.


One of the last artworks I made in the X-Girl Creator Flash game (or any other Flash-based doll-making game) - truly the end of an era.

Confessions of an Automationeer, Part 100: An Automationeer's Year in Review - The Gaping Maw of Unfillable Boots

Confessions of an Automationeer, Part 100: An Automationeer's Year in Review - The Gaping Maw of Unfillable Boots

While 2020 will be remembered as either a rough year or a gap year for (almost) everything else, Automation has proven to be the sole exception thus far, especially with regards to forum events and challenges, generally setting very high standards that future contests may struggle to even approach, let alone match or exceed. Here are some of my favorites from the past year, in no particular order.

CSR Rounds 120 through to 129

What do these ten CSR rounds all have in common? It's simple - all of them had an engaging backstory, premise and rule set, and as such they had very large entry lists, with CSR 124 having the largest one of all at a whopping 64 entrants. On the other hand, CSR 120 had the best backstory of any CSR by far. Given that I had matched my previous best result of second in that round, it remains a personal highlight of my life as an Automationeer. Regardless of my results in these rounds (except in CSR 123, in which I didn't enter due to lack of time), at some point in the future, we may consider this period to be a golden age not just for CSR, but all Automation forum competitions in general.


Above: My entries for CSR 120 and 121 - the MAD Corsair GTE (left) and GEC GS2 Turbo (right) - two of my most successful CSR entries in the UE4 era of Automation to date.

My one and only gripe during this time was that the judging phase usually took much longer than the submission phase, which was exactly one week long. However, considering that the hosts' standard of writing was vastly superior compared to previous rounds (as it had to be), this extended delay between submissions closing and final results being announced is most definitely justifiable - and as a consequence, CSR as a whole is all the better for it.

Unfortunately, in one of these rounds (#126), this approach backfired: after a very long delay, its host could not finish the last stage of reviews in time, and instead was forced to release the final results immediately. Nevertheless, this truncated conclusion, unsatisfactory as it seemed at first sight, still produced a worthy winner, as any CSR round should - and as it turned out, CSR 127 would ultimately maintain the high standards of its immediate predecessors, right down to reverting to the tradition of releasing a full set of reviews before the final results.

The last of these 10 rounds also proved to be the best in my opinion. It was originally intended to be a retro-futuristic round, but widespread complaints forced it to be abandoned and relaunched by a different host. With the new version's more liberal rule set accompanied by the most intriguing backstory of any CSR in these ten, it was no surprise that it attracted a diverse array of entries from well over 40 users. I was one of them - and jumped at the chance to enter with a cutting-edge supercar concept (as far as cutting-edge for 1988 was concerned, since that was when the round was set in) - the LCE LP12 AWD Concept.



The LCE LP12 AWD Concept as submitted in CSR 129.

Given the big budget cap for this round, I threw the kitchen sink at it - all-wheel drive, high-displacement normally-aspirated V12, air suspension with adaptive dampers, luxury interior and sound system, etc. And as a futuristically curvaceous cab-forward design, it was the visual antithesis to many of the other entries, which tended to be angular, wedge-shaped designs.

My initial apprehension for fear of min-maxing quickly gave way to relief after finding out that my car would be shortlisted, followed by elation when it was finally confirmed that it would be in the top five. Sadly it could only manage fifth - all four of the other finalists proved to offer similar or better value for money - but it still beat out a multitude of strong rivals en route to the finals.

As a final footnote, the LCE LP12 AWD Concept bears some visual similarities to the Hampton Hydra, which I made for the lore of the company I established for the Generations II tournament (further details of which are shown below). However, given the more primitive state of chassis development in 1988 (compared to 1993, when the Hydra was launched), the LP12 was given a standard steel chassis and aluminum alloy panels with conventional double wishbone suspension (plus air springs and adjustable dampers, in keeping with its role as an advanced concept car) at each corner, in contrast to the Hydra's all-carbon construction, rear-drive configuration and pushrod-actuated suspension.


The Hampton Hydra, an early 1990s hypercar I created to bolster the lore of my Generations II company, the Hampton Motor Group. Notice how it bears some vague visual similarities to the LCE LP12 Concept - especially the shape of the rear spoiler, as well as the low-mounted side intakes, rectangular lower bumper vents, and subtle upper air scoops.

British Rivals: Comeback - A Super Touring Simulated Tournament

While most motor racing series have been placed on hold for months, and in some cases into next year or even beyond, someone saw fit to host a simulated tournament in the Automationverse as if nothing had happened. What set this apart from previous tournaments is that it was preceded by two rounds of submissions for the mid-sized cars that entrants would have to make: one for a concept trim to judge public reaction, and another for a mass-produced version to serve as the basis for the race car - effectively making it a combination of, and a spiritual successor to, the earlier Bavarian Racing Challenge and the Themed Car Challenge. Speaking of which, the rule set for the race car was very similar to that used for actual Super Touring categories between 1991 and 2000. In fact, the tournament proper was a condensed simulation of the 1994 British Touring Car Championship season, but held on only six tracks with two races each. The Super Touring theme of the final stage also ties in nicely to the next challenge I'll be recapping here.

My entry for this three-stage tournament was the MAD Gazelle, a mid-sized four-door saloon powered by a four- or six-cylinder engine depending on trim level. While it was an average performer during the first stage, it fared much better in the second stage, although my lack of knowledge about configuring cars for racing held it back throughout the final stage. Even so, I could still hold my head up high, considering that I finished ahead of so many other users in the final reckoning.




Above, from top: The various trims of the MAD Gazelle as submitted in rounds 1, 2 and 3, respectively, of the British Rivals: Comeback tournament.

All in all, the build-up to the racing tournament made the whole challenge an excellent way to get Automationeers interested in developing race cars again (if they weren't already) - especially since I was tempted solely on the premise of the first stage, which would have been compelling enough on its own. However, the third and final stage was what really sealed the deal for me.

Automationverse Donington Historic Festival

Based on the real-life Donington Historic Festival, this was essentially the Automationverse's equivalent, with entrants being allowed to submit one entry each in up to four of the following categories, which are summarized below as follows:
  • Competition Sports Cars (Endurance 50s): Sports cars made from 1950 to 1959, with a maximum engine size of 3000 cc, and running on cross-ply tires no wider than 175 mm.
  • Endurance 60s: Sports cars made from 1960 to 1969, with a maximum engine size of 7000 cc.
  • Group 4: Touring cars and sports cars made from 1970 to 1981, powered by a normally aspirated engine with a maximum displacement of 6000 cc.
  • Group 5: Silhouette race cars made from 1976 to 1982, with engine displacement between 2000 and 6000 cc.
  • Group C: Endurance racing prototypes from 1985 to 1983, with a maximum displacement of 8000 cc before 1992, and 3500 cc thereafter; natural aspiration is mandatory from 1992 onwards.
  • Group A: Touring cars from 1982 to 1993, built on a body capable of having two rows of seats, powered by front-mounted engines with a maximum displacement of 5000 cc.
  • Super Touring: Touring cars from 1993 to 1999, based on front-engined four-door sedans, and powered by normally-aspirated engines with up to 6 cylinders and no more than 2000 cc of displacement.
  • Group GT1: Sports cars from 1993 to 1999, with no limits on engine placement, configuration or displacement. Variable-ratio power steering is prohibited in this category.
All categories require the use of suspension incorporating steel (standard or progressive) springs, twin- or mono-tube dampers, and passive anti-roll bars. In addition, all-wheel drive is prohibited in Group C, Super Touring and Group GT1, and active aerodynamics are prohibited in all categories, as are all off-road parts (off-road tires and sway bars, skid plates, manual or automatic lockers).

All cars were judged primarily on how period-accurate their design was, and how logical they were for the classes to which they belonged, with minor bonuses given to the most competitive cars within their classes. Although the relative lack of lore in any of my companies' history prevented me from entering, this was still a very fun challenge for anyone to follow; its sheer number and variety of entries, both between and within categories, would have made it a true (virtual) feast for the senses had it existed in real life. Sadly this particular meet is on hold due to the host's ongoing mental health issues, but it was well worth attempting to launch such an event in these troubled times.

The Inaugural Automation Virtual Car Meet

While not strictly a challenge, the fact that this was effectively a design showcase made it an important event for many Automationeers, and as such I will be including it here. This was an event in which each user could exhibit up to three cars in total, where each car would be accompanied by a brief description and backstory. For the sake of brevity, I will focus solely on my contribution here. 

I chose to send in the mandated maximum of three cars: a yellow 1992 DMS Cuneo Spider, a lightweight roadster with relatively modest power and no driving aids; a silver 1985 Hampton Valiant Sprint, a high-performance sports sedan with understated styling, and a red 1970 MAD Corsair GTS, a big and bulky muscle car powered by a torquey big-block V8 engine.


Above and below, from left to right: DMS Cuneo Spider, Hampton Valiant Sprint, and MAD Corsair GTS.


All three of my submissions were completely stock, with fully original parts and no modifications whatsoever. The light and agile Cuneo was the antithesis of the other two cars, which were bigger and heavier, although it could not match either of them for straight-line pace thanks to its smaller, less powerful engine. All three of these cars, however, left positive impressions on anyone who saw them.

In short, the first-ever Automation Virtual Car Meet was an unqualified success. In particular, I enjoyed showing the unique features of each car and taking a look at the other entrants' submissions. It would be a shame if this event turns out to be a one-off - I would expect more meets like this one in the coming months and years. And while I'm at it, I would suggest that some of these events be themed - for example, one meet would be about modern cars, another would have an off-road theme, and so on.

Generations II: The Full Line Challenge

This is a more than worthy successor to its predecessor, and much deeper as well. With all cars from the original Generations challenge obsoleted by the latest major Automation update due to incompatibility, the entire contest was rebooted using full lineups from multiple mainstream manufacturers across several categories and eras. The changing rule sets once again reflected the evolution of passenger car regulations and trends over time. Entrants were also required to accompany their submissions for each round with associated lore, adding further to the depth and backstory.

This one was the most enjoyable of them all, primarily because of how long it took - most challenges took a few weeks to complete, but this one lasted several months, and gave me a chance to establish several decades' worth of lore for my Automation company, the Hampton Motor Group of Warwickshire. I did not enter this contest to win it overall, but I was able to perform well in several categories thoughtful the competition, thanks to some thoughtful engineering decisions. In fact, I managed to claim a few category wins over the course of the series, against my rather conservative expectations.

Unlike the previous Generations tournament, however, this one actually started in 1956 instead of 1946, and instead of ending in 1999, continued well into the 21st century. As such, I chose to give the Hampton company some introductory lore, spanning the first eight years of their existence, from their establishment in 1948 to their entry to the highly lucrative American market in 1956. Also, while most rounds required three submissions, some of them had four - in each case, one per category from each user.

On the subject of users, there were initially fifteen(!) of them who initially entered, including myself, but there was such a long delay between the second and third rounds that some of them unfortunately lost motivation and withdrew later on, although a few new users eventually took their place. However, many of the existing entrants still chose to commit to the entirety of the contest, and I was one of them, since I did not want to lose interest in the challenge one bit and miss out on a golden opportunity to develop my company's lore all the way from its post-war beginnings to the modern era.

One thing I learned from this contest is that it rewards a realistic approach to car design and development - even more so than any other challenge. More importantly, however, it also served as a refresher on a few very important lessons: comfort, reliability and affordability are key priorities for most mass-market cars, with utility vehicles (such as trucks and vans) in particular requiring to be not only durable, but capable of carrying heavy loads for their size. Performance cars, meanwhile, not only have to go fast, but also stop and turn well. Above all, it made me realize that, in general, the most competitive (and hence popular) cars in a particular segment are the ones most suitable for the requirements of the market sector in which it competes, and that retaining a car and/or engine for too long can be detrimental to a company's success, due to either or both of them showing their age against rivals' newer offerings as time goes on - hence, they ought to be replaced with new, fresh designs every so often.

Modern Hypercar Design Showdown

This one stands out not just for its premise, but also for how humorous many of the verdicts accompanying the entries turned out to be. Sure, there were some stinkers, but this was outweighed by the sheer number and quality of the other entries, which turned out to be aesthetic masterpieces. Although I didn't enter this one either for lack of skill, it was still very fun to follow, which is exactly as I had hoped it to be. Sadly the most recent game engine updates created some irreconcilable compatibility issues, so this challenge will most likely have to be restarted with just the finalists from the first stage taking part. Nevertheless, whatever entries - and there were plenty of them - were submitted before the initial deadline provided valuable lessons in how (or how not) to design the exterior of a modern hypercar, even if what lay under the skin barely mattered at all in the end.

The Grunge Run

Reminiscent of the Great Automation Runs of years past, this cross-country outlaw road race was a higher-stakes affair than its spiritual predecessors. As before, each entrant's team (including my own) was accompanied by a deep backstory. In keeping with the roleplaying nature of this challenge, each crew member (of which a team could have up to four, depending on their vehicle's seating capacity) could have two traits (of a possible eight) assigned to them, while their vehicle could be outfitted with two items that could help (or hinder) them throughout the race (although some items were incompatible with others and/or could not be used by certain vehicle classes for balancing reasons). In addition to this, various events (such as police encounters and road hazards) would be simulated by the roll of a 20-sided dice, in which the higher the number rolled, the more successful the encounter or event would be.

Unlike in the Great Automation Runs, the Grunge Run followed an elimination format. There were eight checkpoints, and the last five teams to reach a particular checkpoint (other than the last one) would be eliminated. As for the teams that weren't eliminated after crossing an intermediate checkpoint, they would continue on the race as usual. However, only the winning team would receive the grand prize: a whopping $2.5 million. In addition to this, any unfilled slots left over at the end of the submission period would be allocated to random non-player characters.

After carefully weighing up the countless crew and vehicle combinations, I settled on a fast four-door car driven by a four-man crew, and fitted with a police scanner (for eavesdropping on local police radio transmissions) and a tool box (to make it easier to conduct repairs in the field). I did briefly consider entering a supercar and a two-man crew, but chose not to after realizing that it would have been slower and less effective overall than what I ultimately ended up using, primarily due to the lack of capacity for more than two crew members.


The Warlords' car as entered in the Grunge Run.

Given that this was also a roleplaying challenge on the official Automation Discord Server, I felt like I had no choice but to create my own Discord account just to enter. It was daunting at first, and it took me a while, but I finally caught up to everything that had happened since the race began. Eventually, I discovered that my team had made it around halfway to their final destination at the very least, much to my relief. To take advantage of this new RP opportunity, I chose to engage in the roleplaying session on the Grunge Run Discord server, and interact with the other entrants there. Revisiting the events of the Grunge Run up to the point where I joined Discord was quite entertaining - and even humorous at times.

After an intense first half, I eagerly anticipated the second half of the race - unfortunately, that part of the competition is still in limbo at the time of writing. It would be a shame if this contest was ended prematurely - it would be an immense waste of time and effort. Even so, regardless of what happens to the Grunge Run in the end, I enjoyed being part of it.

Confessions of an Automationeer, Part 99: Hampton Enters the New Millennium

Confessions of an Automationeer, Part 99: Hampton Enters the New Millennium

2002 saw a complete redesign of much of the Hampton Motor Group's model range, with a raft of new platforms, models and engines being rolled out in the first quarter of that year. At the core of the range were a redesigned Fennec, an updated Ferret, and a completely new, retro-styled Braemar. The results were mixed: the Fennec was more expensive and less reliable than expected, but redeemed itself by being the most efficient iteration yet, and proved to be a sound basis for high-performance variants. However, the Ferret was a true class-leader across the whole range, and the Braemar (along with its pickup truck counterpart, the Nevis) retained its excellent all-terrain capabilities, although at the expense of comfort for daily use.


Above, from left to right: The core of the 2002 Hampton lineup: Fennec, Ferret and Braemar.

Most of the range received an all-new set of engines with aluminum-silicon alloy blocks and heads, as well as variable valve timing and lift. The exception was the new retro-styled Braemar, which retained its predecessor's engine, but enlarged for more performance. The Fennec, meanwhile, gained a multi-link independent rear suspension for the first time for improved ride and handling.

However, it was in the Hampton Performance Series sub-brand that the most significant changes were to be found. The new Vulture had an all-aluminum structure, as did the Hawk's replacement, the Harrier, with the latter being the first to use the new 5.4-liter V8. But the Vulture retained a lightweight and relatively Spartan interior, in keeping with its track-focused demeanor; the Harrier, on the other hand, was as lavishly appointed on the inside as a high-spec Ferret or Valiant.


Above: Vulture II 2.0 in Nasturtium (left) and Harrier GT 5.4 in Flame Red (right). Below: Valiant 5.4 HPS in Plasma Blue (left) and Fennec 2.0 HPS in Bright Turquoise (right).

The redesigned sixth-generation Valiant also received the Harrier's muscular V8 engine, but only in top-spec HPS trim. Meanwhile, the HPS version of the Fennec shared the Vulture's screaming 2.0-liter four-cylinder engine. The new Venator, Vanguard and Ferret would not be ignored either; the former two also shared the Harrier's V8, while the Ferret gained an all-new, high-revving 3.2-liter straight-six. However, the Venator and Vanguard had an optional extra that was normally unavailable in any other contemporary Hamptons: a 6.5-liter V12 engine that was far smoother and even more powerful than the V8. As before, skillful transmission tuning and beefed-up brakes ensured that each and every car in the HPS range would have the cornering ability to match its straight-line pace.


Above: 2002 Venator HPS V8 Coupe in New Hampton Green (left) and Ferret S2 3.2 HPS coupe in AA Yellow (right).

The premium range would also be replaced early in the new decade. While the regular Ferrets also had all-new engines, the Valiant, Vanguard and Venator all required a more thorough redesign, with completely new platforms - the latter two even utilized all-aluminum construction, although their sheer size, more luxurious interior and their requirement to have rear seats (as dictated by contemporary company policies) made them heavier than a Harrier.


Above, left to right: Ferret 3.0 Deluxe sedan, Ferret 3.2 Supreme coupe, Valiant 3.0 Deluxe sedan, Vanguard 5.0, Valiant 5.0 Supreme sedan, and Venator V12 Coupe.

In positioning the Venator as a grand tourer, as a marked contrast to the Harrier's mission as a true sports car, Hampton was able to avoid the problem of both cars cannibalizing each other in the marketplace. However, their largest engine - a 6.5-liter V12 - still had untapped potential, and HPR was keener than ever before to exploit it, given that they were not content with merely improving ride and handling over the regular range.

With this in mind, HPR secretly hatched a plan to create a true successor to the Hydra - one that would be even more advanced, and much faster too. Using all the knowledge they'd gained over the past quarter-century, they extracted an incredible 670 horsepower from the V12 they were planning to use, and put it in the middle of an aerodynamically sculpted body designed entirely in-house. As with the Hydra, it was strictly rear-drive, but this time a six-speed manual transmission was standard from the outset, and an electronically controlled LSD was fitted to harness all the extra grunt.

After months of development, the project finally got the green light from Chairman Tony, and HPR began gearing up for a short production run. This time, the plan was to build a few hundred examples over the next few years. In an era where the previous major recession was a distant memory, this seemed like a more easily achievable plan than before, especially since other manufacturers were planning to do likewise. And there would be more to come in the future as well.

Above, from left: Fairlie 3.0 AWD, Fennec Turbo, and Vanguard V12 Elite.

In 2007, Hampton debuted its first turbocharged engine - a 250-horsepower straight four that would be used in the Fennec and Vulture. That same year, the Fairlie made a comeback, but as an AWD unibody crossover. The rest of the range, meanwhile, was treated to a facelift, and gained more power and standard equipment in the process.


Above: 2007 Harrier and 2007 Braemar.


Despite fears of a global economic recession, Chairman Tony remained as optimistic as ever - his cars were built on a sound basis, and they continued to sell as well as they always did.

Friday, December 25, 2020

Doll Maker's Diary, Part 48: 12 X-Girls of Christmas

Doll Maker's Diary, Part 48: 12 X-Girls of Christmas

As a Christmas gift to everyone who has used the X-Girl Creator, here is an artwork of all 12 of the CRASH Chronicles X-Girl characters I have made, all dressed up for a very special Christmas party:


Although Flash Player (which underpins this and the other dress-up games I have played or seen) is coming to the end of its life, I have made enough artworks to be happy to use them for years to come - and the memories will last a lifetime. Besides, there's a chance that the creators of these games will ensure their continued survival by migrating them from Flash to another platform. And last but not least, I would like to wish all the X-Girl and Azalea's Dolls fans and creators of the world a very Merry Christmas and a Happy New Year, and may your works be admired and adored for all time.

Monday, December 14, 2020

Doll Maker's Diary, Part 47: Illuminating and Ultimate Grey

Doll Maker's Diary, Part 47: Illuminating and Ultimate Grey

In honor of PANTONE selecting two Colors of the Year for 2021 - a bright, saturated yellow called Illuminating, and a neutral grey known, quite fittingly, as Ultimate Gray, I would like to share some CRASH Chronicles artwork using these two colors. First up is an X-Girl scene showing the original four CRASH Agents, whose outfits display both Colors of the Year prominently.


Above, from left to right: A set of outfits for the original four CRASH Agents - Claire Hayes in a swimsuit with a blazer on top, Ellie Watts in a yellow midi dress under a full-length coat, Kayla Brooks in a yellow sports bra and gray leggings with yellow accents, and Alexa Lowe in a specially modified Armored CRASH Suit.

And just because I felt like it, I decided to make more artworks of my first-ever X-Girl character, Ellie Watts, in grey and yellow outfits using various dress-up games from Azalea's Dolls - so here they are. Ellie Watts' cool complexion lent itself well to this particular color scheme - more so than any of the other original four CRASH Chronicles characters. 




Above, from top: Ellie Watts in other dress-up games showcasing some grey and yellow outfits - 40s Fashion (grey coat over yellow dress), Casual Style Maker (grey jacket and leggings, yellow crop top, cap and shoes) and Sci Fi Warrior (grey armor, pants and boots, with yellow accents, energy and laser beam).

Friday, December 4, 2020

Sea of Stars Ship Comparison: Which One of These Three is Most Overpowered?

Sea of Stars Ship Comparison: Which One of These Three is Most Overpowered?

Last night, I played Infinite Space III: Sea of Stars for the umpteenth time, and by the end of the game, all three of these three capital ships were in my flotilla:




These three capital ship loadouts are overpowered in some form, for one reason or another - and rightly so.

So which of them is most overpowered? For me, the answer is obvious, as I have proven time and time again: the first of these, a Terran corvette equipped with a fast thruster, strong shields (Proton Matrix Shield at minimum), a high-end targeting computer (at least an Eidetic Matrix Bubble), a powerful secondary weapon (in this case, a Proton Blaster, although I have proven that a Tachyon Ray Gun is even more effective, as long as you can get one) and a Nova Cannon is the most overpowered ship of all. It can quickly tear through even the most heavily defended enemy fleets thanks to its immense damage output and high speed (and agility, if fitted with a Quantum Corkscrew or Reactionless Thruster) with skillful use of hit-and-run tactics. The fact that this loadout also has a Signature Projector (for deflecting incoming missiles) and a Multibot Repair Drone (for maximum damage control) makes it even tougher for any enemy fleet to counter.

But what if the Nova Cannon is unobtainable for any reason? Well, a Garthan frigate with a thruster upgrade and two Multi-Missile Launchers can be just as effective, though not as potent overall. It's a bulkier and less maneuverable ship, and one that isn't unlocked until 4594 AD, but can be just as fast with upgrades, and doesn't actually cost much to obtain - 4 coins on Gartha seems like a lot until you consider that Garthan merchants value weapons over all other items, allowing you to raise the funds required to buy it simply by selling a pair of low-end weapons to the Garthans. Also, Multi-Missiles may not be as powerful or fast as a Nova Cannon, but are more accurate and do not require the activation of a Timeless Bauble to acquire. The upshot is that this ship is equally suited to hit-and-run and sniping attacks as the Nova corvette described above - and it has the advantage of an extra equipment slot.

As for the Calatian destroyer, it's a different proposition entirely. I have proven countless times that it should not be underestimated just because it is small, lightly armored and lacks the ability to mount medium- or long-range weapons. However, it can carry up to four Proton Blasters, which are the most powerful weapons that can be mounted on small turrets, and when you consider that these weapons are incredibly accurate, fire very quickly and have a high damage per shot for their size, that means the Calatian destroyer can potentially become the most effective ship for close to medium-range combat. Combined with its small size, it is also faster and more agile than a larger capital ship with the same thruster type.

But what makes these three loadouts even more overpowered than they already are is the fact that all of them incorporate a Plasma Coil Cloaker. This piece of advanced Urluquai technology makes it possible for any capital ship equipped with it to hide from enemy forces with a single left click - before they emerge to attack when they least expect it. In fact, I have found it to be the single most overpowered piece of equipment in the entire game - it can remain active indefinitely until it is deactivated manually or disabled by enemy fire - although it can be countered by attacking a cloaked ship with heavy weaponry at close range, preferably as soon as it decloaks.

So there you have it. These three capital ship loadouts I have just described are among the most overpowered the game has to offer, with special mention going to the first one for being the most overpowered loadout in Infinite Space franchise history ever. However, given that obtaining it requires a very specific set of circumstances, you'll be glad to know that there are other configurations that may not be as potent on paper, but are just as effective in practice.

Doll Maker's Diary, Part 46: Video Game Cosplay Capers

Doll Maker's Diary, Part 46: Video Game Cosplay Capers

As part of my doll-making holiday bonanza, I decided - once again - to imagine the women of CRASH Chronicles (specifically, the first eight characters to be introduced) dressed as popular video game characters. So here they are.


Before I start, I would like to point out that the first two CRASH Chronicles characters I created, Ellie Watts and Claire Hayes (above), lent themselves better to a video game cosplay in X-Girl after finding out that their facial features were particularly well-suited to such a design. However, I have found that other characters from CRASH Chronicles could also be easily adapted for this purpose.


Left to right: Alexa Lowe as Lisa Hamilton from Dead or Alive 5, Kayla Brooks as Cammy White from Street Fighter V, Claire Hayes as Kitana from Mortal Kombat II, Ellie Watts as Sonya Blade from Mortal Kombat, Tiffany Ward as Nina Williams from Tekken 2, Jessie Barton as Lara Croft from Tomb Raider, Katie Palmer as Tina Armstrong from Dead or Alive 6, and Mara Hart as Sheva Alomar from Resident Evil 5.

And just for good measure, here's another X-Girl artwork I made using the same theme.


Left to right: Alexa Lowe as Jade from Mortal Kombat 9, Kayla Brooks as Rachel from Dead or Alive 6, Claire Hayes as Tifa Lockhart from Final Fantasy VII, Ellie Watts as Sarah Bryant from Virtua Fighter 2, Tiffany Ward as Sherry Birkin from Resident Evil 6, Jessie Barton as Michelle Chang from Tekken, Katie Palmer as Blue Mary from King of Fighters, and Mara Hart as Pharah from Overwatch.

Although some elements of certain costumes could not be replicated as accurately as expected due to the limitations of the X-Girl Creator, I am very pleased at how this one turned out. Please note that all trademarks are properties of their respective owners.

Thursday, December 3, 2020

Doll Maker's Diary, Part 45: Teenage and Adult X-Girls Compared

Doll Maker's Diary, Part 45: Teenage and Adult X-Girls Compared

Having noticed that I am now approaching the 50th post in this series, I figured out that it would be a good idea to compare the current designs of the original four CRASH Chronicles characters - Ellie Watts, Claire Hayes, Kayla Brooks and Alexa Lowe - with their teenage selves. So here they are compared to their adult forms.


Comparison of the original four team members of CRASH Chronicles as adults (left) with the same characters as late teenagers (right).

Whereas the adult versions of the original four characters tend to have more formal attire, make-up and hair styles, the (late) teenage versions generally had a more casual approach to all three instead. This is what makes them distinct from the current designs. However, it is worth noting that the other eight characters (including the recently added Final Four in CRASH Chronicles are not featured here since, unlike the original four, they were not introduced into canon before adulthood - presumably to avoid them from gaining too much experience (and exposure) too soon.