воскресенье, 28 декабря 2014 г.

Dokuroshima progress #17: The minute of pure animation

I have finally made enough material that will definately be used to fill over 60 seconds, not counting the preloader and the episode's title screen. There's even more made actually, but that material is questionable so chances are that either it's added to the project as well, or it's gonna be scrapped.



This number is quite important because the first part was about a minute long, which seems unreasonably short for the story-driven animation series. So I decided to make this one significantly longer than the last one. By the way, this installment's animation is more than half-done.

Also, I've called the installments "parts" instead of "episodes" for a reason because I thought it would make much more sense if an episode would comprise about five minutes each at least that's driven by a single story at a time.

That means that there will be a "Part 3" following this one to conclude the episode. And the reasons for that is because first of all, I want to release this in January 2015 instead of putting it into development hell or something. Second, as I've already mentioned, there's questionable material that might change the episode pacing too far too fast and it can't be used as proper transition.

So to put it short, you can expect the next installment to be released in January 2015.
(Hopefully, I can do future episodes without such fragmentation though...)

пятница, 26 декабря 2014 г.

Channel introduction

Greetings everyone.

In case you don't know yet, it's almost 2015 now, and I decided to introduce my new and improved YouTube channel:

https://www.youtube.com/channel/UCo1n5X14cKggbuZWw3QZgjg

Yeah, the URL looks kinda odd. I've tried to find a way to customize it, but as far as I know, I cannot change it yet due to at least a few reasons, so for now this is all I get :/

Currenty, all the channel has to offer are the projects from Newgrounds that can now be watched through YouTube (in case NG cannot be used for some reason), plus some YouTube-exclusive content submitted alongside everything else. The main focus will still be on Newgrounds, which might explain possible delays in YouTube releases of projects that also may need to be transformed from Flash to video. You can't put games and interactive stuff on YT, making that Newgrounds-exclusive material, so I think it's fair for the channel to have some YouTube-only stuff as well.

So that's pretty much it for this message.

среда, 24 декабря 2014 г.

Beowulf progress #4: It's done.



You can watch it here:
http://www.newgrounds.com/portal/view/650807?updated=1

And now that the lipsync test is done, I'll go back to working on Dokuroshima...

Oh, and BTW, Merry Christmas everyone lmao

понедельник, 22 декабря 2014 г.

Beowulf progress #3: The last one is left

I've finally finished the anime-esque part :D
Instead of a single scene, I've decided to make two, and then another one as a small ending for the part. I just thought the original idea for the anime-esque part wasn't dynamic enough.

Anyways, two styles in the test are finished, and there's only one left to make. And just in case, I'll hold the final style pretty much in secret until the test is submitted in Newgrounds...



Also, making more than two color shades on a single element actually seems to add visual depth. The shades are much better IMO.

суббота, 20 декабря 2014 г.

Beowulf progress #2: One down, two to go

First scene of three is finally done. Of course, I'd have it done much sooner if it wasn't for someone wasting lots of my time (and it's not someone from across the Internet), but I guess it's better late than never.

So, here it is: Madness Combat style scene is completed. Oh, and please notice that it's supposed to be more of a voice/audio test, so I did not put much effort into backgrounds.


пятница, 19 декабря 2014 г.

Beowulf progress #1

I've already mentioned another little test that may act as a "backup" thing in case Dokuroshima isn't done by the end of December, and this is it.
Audio has been downloaded and modified; preloader installed, and mouth in the first scene of the three has been animated. Additional animation isn't done though, so the first scene is still unfinished...
(No pics this time because I'm writing from a phone again for some reason)

понедельник, 15 декабря 2014 г.

Just testing YT's video sending function from the phone...

https://www.youtube.com/watch?v=Zu2argLaYI8&feature=youtube_gdata_player

Dokuroshima progress #16: A note to self to make frame-by-frame animation easier

So simple, yet so simplifying. I honestly don't understand why didn't I thought of it sooner.



First, draw the object, or a part of it, flat-colored (no shade) using few colors (one if possible). Then, add shade, and only after that, separate parts with different colors (lines on the final results are optional xD). The original shade will tell where to put the new color, and where to put slightly darker color on the shaded parts.

Before, I used to do the shade as the last part when all the colors were already there but the shade was still absent. I drew a line that separated the main colors from their shade counterparts, and of course, I had to get it off, which sometimes took much more time than it should have.



Also, doing all of the above every frame seems kind of exhausting, so instead, I tried doing one step on all frames at a time (drew all frames, flat-colored all, etc.). Even if I'd have to run over the same set of frames several times, it seems easier than basically drawing an entire picture every frame. Technically, in the depicted scene, it's only the arm and another detail that are animated, but nontheless, it would still seem harder that it actually is if I did it the old way.

воскресенье, 14 декабря 2014 г.

A new message to the readers.

Greetings, everyone.

As you may have known from my page on Newgrounds, the main reason I don't write so frequently nowadays is basically lack of material to write about. Other than that, I don't feel like throwing out too many spoilers about the projects or anything.

Speaking of projects, I did not stop working on Dokuroshima. In fact, I've also decided to make a minor lip-sync animation test as a side project in order to see how good I can do lip-sync in three different animation styles. Also, I'm doing that just in case I won't have anything to submit to NG this month. Actually, I've planned to finish and submit Dokuroshima Episode 1 Part 2 at the end of December, but if I will consider actually implementing voice, chances are that I might have to delay the release for some time.

In addition, I would like to mention that I am thinking about making a YouTube channel that would have animation from NG, as well as some YouTube-exclusive content. Not to worry, I did NOT decide to leave Newgrounds or anything, I'm just doing that to increase audience while still focusing on NG. Of course, there's nothing much done on the channel itself yet, but I'm pretty sure that it will be done soon enough, and the more presentable version will be introduced on my Newgrounds page on the news section, as well as the blog. Until then, there won't be a link yet since the channel is under construction.

As for now, I shall continue animating Dokuroshima, as well as trying to figure out easier ways to animate speech in styles other than anime-esque...

воскресенье, 7 декабря 2014 г.

Dokuroshima progress #15: Easiest scene ever

"...And then West takes his medallion and throws in into the air. Then the medallion explodes into three medallionettes (is that even a word?). And the said medallionettes fly away a bit in order to transform into robots"

Yeah, sounds crazy, but that will also be in the episode


(It seems so easy that I might even try to upgrade it or something)

понедельник, 1 декабря 2014 г.

Dokuroshima progress #14: A few days of time extortion later...

Hey guys, the last few days were definetely not the most productive ones due to unforseen circumstances that are related to other people taking my time away for little to no reason. Fortunately, that's pretty much over and I'm back to doing this project once again.



As you can see, I am trying to make quite a bit of frame-by-frame animation there. That's supposed to be the head with lip movements. Although I don't know if I might implement actual voices or not, at least there would be lip movements that will look like they "say" their lines (as in giving every "sound" in the sentence a frame) unlike the last installment of "Dokuroshima", where it was just an open/closed mouth cycle. I do happen to have a microphone myself (and it's not one of those tiny webcam/headset things), so I might as well make a voice test at the very least.

(Also, on a barely related note, I never thought I would see animation much worse than my own that was aired on television until I saw MysteriousMrEnter's "Animated Atrocities" episode about My Little Pony Generation 3.5 (NOT the stuff we see nowadays!!). Holy fuck the animation of the show (not the review) and everything else was horrid. Kinda made me think about my own stuff. But most of all, the review itself kinda inspired me to do the "speech" stuff a bit more thoroughly. At least my drawing skills have improved a bit since I did Episode 1 Part 1 of this project, might as well upgrade a few other things as I make this episode...)

среда, 26 ноября 2014 г.

Dokuroshima progress #12: Well, back to work...

Just starting yet another scene here. This is one of West Challenger's introduction scenes to be exact.


(He's probably going to say something different in this part when the episode is done though...)

воскресенье, 23 ноября 2014 г.

Bindows progress #08: Project completed!


As you can see, the project is finally done and submitted. At the moment it's still under judgement, but I'm pretty sure it will end up rather nicely (or at least not blammed).

You can play it here:
http://www.newgrounds.com/portal/view/649076

суббота, 22 ноября 2014 г.

Bindows progress #07: Another few steps closer to finish

This time, I've finally finished a few more things. First of all, the Media Player has three different compositions that can be played, stopped and switched without overlaying. And no, there won't be any errors in the Player. Also, I've made a "diary" fragment about a massacre carried out by the "past owner" of the "computer", which works on Bindows.



Speaking of which, I've tried to make the "User version" look better than the "Guest" one. Also, I've copied (and slightly modified) the "Run" function just to have something in the almost empty Start menu.

About a week left of this month. There will be more, and soon, Bindows Trista Odin will be released on Newgrounds :D

EDIT: I am making finishing touches to the thing as I'm writing this line.

пятница, 21 ноября 2014 г.

Bindows progress #06: Another mystery ahead...

It took me quite a while, but I've finally made the "guest" part more stable and everything, plus the real life screwed up my plans a bit. But now, everything is fine again, and I've finally got back to working on the "User" part, which is the only thing left in the Bindows project (a rather large part, but it shouldn't take too long now). The "User" part will have a slight redesign of the interface, as well as a few other tweaks.



So far, I've remade the user choice screen a bit (with only one user instead of three). I've also worked on a few other parts, but none of those are finished yet. So, that's pretty much it for now.

среда, 19 ноября 2014 г.

Bindows progress #05: A little preview

...So I've decided to release Bindows this month. And in order to do so, I have to put more focus on it.
So far, I've looked through the Guest part, made some adjustments, started making the Keygen, and a few other small things.

The thing in the link is one of them. This preview does absolutely nothing but showing the desktop with a character running across it, hence the name of the "Run" function...

http://www.newgrounds.com/dump/item/f895734fae188cc89e77c3b1cc9bf4a3

вторник, 18 ноября 2014 г.

Dokuroshima progress #11: First Original Track and a minor announcement

This time, I did not complete anything significant yet. Instead, I felt like attempting at making a bit of music to use in the Dokuroshima project as a part of original soundtrack. I prefer composing stuff in Milkytracker, and majority of stuff I make there is usually chiptune, just like this track.

Currently, it's in a rough draft-like form, but it already sounds tolerable compared to its past versions. Of course, I might use someone else's music from Newgrounds Audio Portal, like in the previous installment, but perhaps I might actually compose something that is usable for once :/.

If anyone's curious, you may download the "not final" version of the tune from this link (preview is not available, so you'll have to download the archive).
http://www.newgrounds.com/dump/item/ff297c18fbee1014183a353278925938

Also, I've mentioned earlier that I would like to release Bindows Trista on this month, so I decided to focus more on the Bindows just to release it as soon as possible.

понедельник, 17 ноября 2014 г.

Current situation overview

Hello, everyone.

As you may have noticed, I haven't left a message here for several days, which is unexpected even for myself. So, just in case you're all wondering, I haven't stopped working on the project. I may have slowed down temporarily, but now I'm pretty much back on track...

In Bindows Trista, I've decided to cut a minor detail in the minigame because a certain part of it just doesn't go away and causes inappropriate symbols to fly around the screen. As I've already mentioned, the Bindows itself will comprise two parts: the Guest part, where the player needs to find the "Keygen", and the Main part, which will have most of the features. I've almost completed the Guest part, and although I STILL haven't done the "Keygen" itself, that is the very next thing I will work on in the Bindows.

As for Dokuroshima, I've found some inspiring reference material that will let me implement a few things into the projects, as well as highlight certain qualities of some characters (in order to make them less bland that is).



This thing will not be the major plot device (as far as I think), and it will be the West's retreat method instead. It's there just for a bit of comedy and, perhaps, characterization of its builder somehow.

четверг, 13 ноября 2014 г.

Dokuroshima progress #10: More choreography attempts

While having yet another walk, I've had an idea for dance scenes. Not to worry, those will not be implemented into Dokuroshima (unless there would be some kind of a story-wise appropriate episode or an intro or something). Or perhaps, this stuff would be used in a separate project.


I know, it looks much less impressive than the last attempt at dance moves, but this was done from scratch. Besides that, this is how the draft of a scene looks like (well, almost). Usually it is followed by a proper straight line skeleton, and only on top of that, I draw a character.

On unrelated note, I've reached 40 fans on Newgrounds :D

понедельник, 10 ноября 2014 г.

воскресенье, 9 ноября 2014 г.

Bindows progress #04: All the work went to trash...

Hello everyone, it's Sunday and I'm bringing yet another Bindows update.

Yesterday, in the last message, I wrote that I'll be making a minigame of sorts. Unfortunately, I still haven't figured out how to make bullets that delete the enemy, so instead, I've made it "edible" by the player. The minigame itself is really small, and it will be located in the Recycle Bin (hence the post's name), which I am working on, and the Recycle Bin itself will also contain quite a few interesting things...

(And NO, I haven't trashed the Bindows project itself, and I will still work on it, lel)



If you want to try it out (not Bindows, just the minigame), you can do so by going through the link below:

http://www.newgrounds.com/dump/item/956a6d320aebbaedba41140f69f2780d

Oh, and on an unrelated note, the Blog has finally gained 200 views by now :/. Doesn't sound like much, but at least it makes a thousand a much less unrealistic number for this blog.

суббота, 8 ноября 2014 г.

Bindows progress #03: An attempt at a minigame

The work on the Bindows is going smoothly so far, and because I wanted the new Bindows to be more original and everything, I've decided to add something new and quite different. And that's why I am trying to implement an RPG-esque minigame. Currently, all I have now is a walking characters with all the animations, which is made in a completely different file but I think I will be able to import it into Bindows.


This is what the minigame looks like so far, and you can see the test for yourself in the link below:

http://www.newgrounds.com/dump/item/92f7c31adf694486c6d128049d970cdd

пятница, 7 ноября 2014 г.

Dokuroshima progress #08: Another background, plus a bit about the Antagonist

(Well, that didn't go as I have anticipated. I thought I would be writing here daily about the progress, but it turns out that the significant acomplishments are not occuring everyday. Oh well. Perhaps I might add something else to write about here eventually...)

So now I'm doing yet another scene. I've already done some more while I was gone, but they don't seem significant, as they're just "talking heads" scenes that are, thankfully, short.

Also, I've finally decided to show a bit of the Antagonist, which is supposed to be a self-proclaimed villain who, in reality, is just a lame idiot who's lucky enough to have ridiculous equipment now and then. And his supposed name is "West Challenger". (Heavily inspired by Eric Cartman and a few internet celebrities)


The guy is not done yet, obviously. Also, that's where Spectre (the colorful protagonist) is first seen properly (apart from the observation scene).

среда, 5 ноября 2014 г.

Dokuroshima progress #07: An attempt at mapping a location and making up the setting.

(So much for refference material search, who would've thought that a sneak peek at an anime would end me up watching the whole thing)

Erm...

Anyway, It has been way too long since the last message, and I am here with another update.


As I have mentioned already, I would like to put some effort into making the backgrounds more consistent, so I've decided to make the map of the whole setting, and so far, I've made this one location where most of the episode will take place.

Now speaking of location, I think it's about time I'd tell about the setting:
The Dokuroshima series is set in late 2020's on a fictional island of Kuroijima that somehow risen from the seabed and was massively reinforced (and even slightly enlarged) with concrete. Since the island itself is not too far, it was connected to the mainland with an underground tunnel. The island population had boosted from zero to almost half a million (about 450,000) in a succession of a decade, and it all stays that way to the time when the events of the show happen.

That is the current version of the setting. It might change, since it's not even the final version yet.

воскресенье, 2 ноября 2014 г.

Bindows progress #02: Disk drive and a bit of a keygen

...I suppose this day wasn't very productive, I guess.
Anyway, I have finally got myself to put something on the D drive. In fact, I decided to put something different from what I had on that drive back in the previous version.


The icons on the desktop are gone because I haven't finished making all of them, so instead of copying each and every single icon as its program is done onto every program's scene, I've decided to finish each program that has an icon on the first frame (which is desktop without open programs) and just copy them from there.

Also, here's another twist: the majority of stuff in the game will be in the "Main user" account, but there won't be any access to it from the beginning. Instead, players would be given a guest account with barely anything to use, where he must find the Crack Keygen program that would rig the Bindows and grant the players the access to the main account.


Unfortunately, I was too lazy to go any further with the Keygen, but that doesn't mean I am not going to get that thing done. Currently, there's just this screen, a chiptune track in the background, and there is no hidden keygen file yet. But that will be made...

суббота, 1 ноября 2014 г.

Bindows progress #01: Rigged clock

As the post's name suggests, I've been doing a little surprise with the clock settings...


This "error" is not the only thing that lies within the clock, but I decided not to do too may spoilers as I write about the progress. The only thing I'd tell is that there is music within the clock settings (hint: it's NOT RickRoll). Also, there's other things that I've been doing in this parody, but they're not yet finished, so I will write about them next time (which is tomorrow).

About the blog in general, I've finally decided to make a bit of a schedule for the works and posts: weekends (Saturday and Sunday) are when I'll work on Bindows, Monday to Thursday are for Dokuroshima, and Fridays are when I'd take a rest from all this. Also, that's how I explain yesterday's lack of updates.

четверг, 30 октября 2014 г.

Dokuroshima progress #06: A rather small update before a big one

Currently, I am working on some of the "bigger" scenes that take effort and time. In fact, I just happen to be working on several scenes at the same time for the sake of graphic accuracy and consistency (I do not want background buildings that rapidly teleport every scene). Of course, the next significant update will only be next time. As for now, I decided to do something simple, so I finally did the title.



Yes, that simple screen is exactly how it will look. Also, it features the full name of the episode, which is "West Challenger and Attack of the Angry Dancing Robots from Outer Space", or just "West Challenger" for short, which is the name of the antagonist.

Also, as I may have mentioned, there is another project that I am working on, called "Bindows Trista Odin", and I decided to work on that on weekends, which is also when I will write about it.

среда, 29 октября 2014 г.

Dokuroshima progress #05: Another scene completed

Well, it took more time than I expected, but I've finally completed this scene, today, as I've promised in the last message. The main issue was the character design: In the previous installment, Hiroshi's vest suddenly changed shape and configurations almost every scene. And in order to eliminate the inconsistency, I've decided to do some character designing work on him. Eventually, I might post the design sheets for the characters...

So, right here, we have two of the three protagonists standing in front of a club, where most of the action will take place.


And right after that, we will get to see the "Villain" of this episode. There are still a few things that are needed to be done before the next scene, so I don't think you'll see the antagonist the next day. You might see him soon, though...

вторник, 28 октября 2014 г.

Dokuroshima progress #04: An unexpected break and a little character design upgrade

Well, let's just say that I didn't expect so many annoying obstacles on the course of most of the day. Anyway, I'm back with yet another message :D



As you can see, I've been trying to make a little upgrade for Kazuki's "Gendom" box costume with a small change of text appearance. (And no, he's not limbless, he's obviously unfinished).

Anyway, I am absolutely sure that I will complete animating yet another scene tomorrow (Because it's 2 a.m. here lmao)

понедельник, 27 октября 2014 г.

Dokuroshima progress #03: New movement style test

...And now that the weekend has ended, I shall get back to Dokuroshima now.
The project will involve some movement. I thought it would be a nice idea to add some fluid animation, so I decided to try a little different style of movements.


Obviously, these are not the proportions that will be used for the characters. In fact, I have traced a GIF image, or the character's movements to be exact, and now, I will use this as an example of some sort in order to properly animate the characters.

The viewable SWF file contains the said movement reference animation and nothing more, and it can be viewed in the link below:

http://www.newgrounds.com/dump/item/d042718103f2ed58eb963d7d4cb2d09c

воскресенье, 26 октября 2014 г.

A minor side project: Bindows Trista Odin (Windows parody)

You may have already heard about my Bindows Trista parody flash, some may have even played it (http://www.newgrounds.com/portal/view/634592), but if you did not, you may go to the link and play it.

Anyways, I may have not made much on Dokuroshima project yet, but I'm afraid I might lose interest and everything too quickly if I do nothing but the main project, so I decided to do another thing at the same time. And that is why I decided to make a sequel to that Windows parody that I've mentioned, and it will be called "Bindows Trista Odin".

So far, I've already made the starting screen, desktop and a few "programs".


The Bindows sequel might take quite a bit of time to complete, especially since I am still more focused on Dokuroshima, so I would expect this little thing to be released not earlier than November.

So, that's pretty much it for today's message.

пятница, 24 октября 2014 г.

Dokuroshima progress #02: A few minor changes later...

I was already doing drafts for more advanced scenes (with character movements and everything), but I decided to take a quick break and do a few minor upgrades in what was already done.

As you can see, I've made a new logo. Not close to perfection, but, again, better than in the last episode. Actually, this is a temporary design, and I think I will come up with something better later...

Also, in that background from the last post, some of the gray areas looked kinda awkward, as if the building were in the middle of a concrete desert. But a few tweaks later, it actually looks even more like a proper scenery to me.


And now that the tweaks are done, I'll go back to animating the further scenes, as well as designing the antagonist (Yes, there will be a self-proclaimed villain in this animation).

четверг, 23 октября 2014 г.

Dokuroshima progress #01: First background

The first scene's background has been completed. I actually tried to decide the proper layout this time. This one actually looks better than I expected :D. The old version's screenshot is there just to compare.

This is how the location used to look like in the first episode...


...and this is what will it look like in Episode 1 Part 2.


So, this is it for now.

среда, 22 октября 2014 г.

Digging this blog out of the grave...

Hello everyone.

As you may know, this blog had been pretty much abandoned for the last few months. Well that is not the case anymore: I've finally decided to run this thing once again.

In this blog, I will be writing about the progress on my animated projects, as well as other things.

Rebooting the blog in 3...2...1...

понедельник, 11 августа 2014 г.

Mind-Boggling Review #02: Death Note

***NOTE: It is not to be taken seriously. The reviews (at least this one) are done just 4 trollz n lulz. Also, this is meant to be “You Know What's Bullshit” parody, so expect some coarse language***

Mind-Boggling Review #02:

Death Note

People already know the power this object holds, and that any power comes with a price. And the price of this abomination is being a holder of an object with a bunch of flaws.

The first flaw that catches the eye is the color. I know that you do not judge a book by its cover, but why of all the colors it has to be black? Why not pink, or yellow, or Batman-style? And do not try making excuses: The notebook was painted black with some unindetifiable fluid according to Death Note episode where agents get the damn godforsaken piece of shit and start staring at its physical properties. Or was it the ink? Nevermind.

Second, how long does it takes to kill a person? Several precise cuts with a knife, less than a second with a headshot from a sniper rifle, instantly with a conviniently placed stick of TNT, and how long does the notebook take? 40 seconds. And then it gives the person a heart attack. Considering that you're surrounded by humans, you need to be more original to stay non-suspicious. So that's another six minutes just for adding a few more options.

Plus, you have to know the name and the face of each and every single one of those two-legged bastards. That ought to be enough to prevent you from trying to use the fucking thing as self-defence item when you run into “Michael Johnson and the Dancing Amish farmers from Outer Space” crapcore band that's super-popular somewhere between Atlantis and Canada. I tried. Right after some bespectacled clown with a crowbar fucked up my homeland. Then another fatass on a giant robot with its head replaced by a car just happened to come by and destroy Crystal Empire and some of its surroundings. Along with my reincarnation. And then I came back as a human in the same land, where I just happened to find some humans, who later threw me into a closet and sank the ship in the sea that formed in a few seconds of what Tay Zonday was once singing about. And when I have reincarnated as a human, AGAIN, after the band incident, I look at things and write crap about it. Funny, huh?

But let's get back to the Note. So far, with all of its flaws, you think you're done now? Well fuck no!
Along with this worthless piece of crap, I have to tolerate some death angel who claims to be its past owner. What an asshole. The guy just keeps nagging you all the time, while eating all of your apples. And on top of it, you can't kill him. Not even the notebook takes him down.


So bottom line: Death Note is bullshit.

Mind-Boggling Review #01: Pad computers

***NOTE: It is not to be taken seriously. The reviews (at least this one) are done just 4 trollz n lulz. Also, the original writing happened in 2013 with slight editing in August 2014, so please excuse technical mistakes. Also, this is meant to be “You Know What's Bullshit” parody, so expect some coarse language***

Mind-Boggling Review #01:

Pad computers.

You know them, you love them, and would you live without them? I would... This is the review that will be the first review of this “show”, and today we will be reviewing the Pad computers.

As you may already know, by “Pad computers” I mean devices with touchscreen that is almost the size of a monitor.

First of all, what is the most important aspect about any device? It's being able to fucking use it. I mean sure, you can just sit down and tap the board with a screen that shows all the fancy stuff, but most of the devices' functionality offer almost just as much as a phone, and the only obvious difference is the size. And that's what it usually is: a stupid-ass oversized result of “love” between a phone and a laptop, and the only thing that the latter one gave is the size.

What's nice about the phone? Well, even though it might be smaller, but at least you can use it with one hand and nothing else at the same time. Just try reaching the opposite edge of the screen of an iPad or something while holding it with just one hand. Oh, and don't forget to sweep all of the glass from the floor after you try that...
The other physical aspect of the phone I like is how you can actually fit them into your pocket. You might also be able to do that to the Pad Computer right after you put it into a trash compactor.

Another thing that scrapes the bottom of the shit barrel is how some parts of the interface in Pad Computers are designed. Maybe that's what happens when OS developers dedicate their work to the phones and just don't give a single fuck about the Pads.
You turn your Android pad and what the fuck? You see some stripes, which actually happen to be numeric buttons in the PIN code entry screen. Like what the fuck were they thinking?? I mean how come the buttons have to be so fucking thin? Why couldn't they just make regular-shaped buttons on center or on an edge. Or better yet, why didn't they at least gave the buttons square shapes. I mean of course the buttons would be gigantic but at least the shape would make some sense.

Oh, and also, there's an issue about software incompatibility as well. It does make tons of sense that the phones are deprived of functionality because you do not do major things with it anyway. I mean, unless you just happen to be Hooman Khalili, it's not like you're planning to film a movie with that thing.
But Pad computers should be much more than that. Hence the term: “Pad COMPUTERS”.
Apple devices probably do not have that problem, and even if it just happens to be, it's explainable by the hardware. And the software I seen on it was actually what I would expect from a computer. But you look at the other pads, and other that the Microsoft Surface (along with a few other not-so-famous models out there) that actually defines that term, all you see is a bunch of megaphones. Pun not intended.

And on top of that, people actually came up with not so sense making device that is a hybrid of a phone and a pad. Come to think of it, I have a suggestion of my own! How about making Pads the size of the phones, and phones that are as big as the Pads, as of it didn't happen already. Or better yet, how about we implement the touchscreen and “computer” interface into a big-ass flat screen TV? What could possibly go wrong? Or even better, how about we make one long Pad with elastic body and everything so that you could wrap it up into a pipe and shove it up your ass.

Bottom line, if I would need something to watch a movie, for example, with no PC available around, I would probably stick to a laptop. Fuck the Pads...

Hello, world :D

 Hello, this is Aoi Shinigami, also known as Tomi-kun to some. And this is the first entry in the blog. Here, i shall write quite a few things, including (but not limited to) work progress, "Mind-Boggling reviews" (Text-based review "series" which, by any chance, might actually evolve into video series eventually...), and much more...
...But for now, I have only started my quest towards teh internet faem :D

So stay tuned for new entries, everyone.