Emma Watson threatened with nude photo leak over UN speech on gender equality
Because of course she was.
(via wilwheaton)
it’s disturbing to note it’s not just harassment, it’s gendered violence. Because obviously they could disagree and call her non-gendered insults until they were blue in the face, but that’s not enough. They like to dehumanize their victims. Even if Emma Watson or Quinn or myself didn’t mind having our naked photos leaked, they’d still post those, because that’s appropriate punishment in their minds. Not intellectual defeat, but backhanded, immoral efforts to humiliate.
I self-identify as a feminist. I self-identify as an SJW. I’ve been on some 4chan lists (I mean who hasn’t but still). I am involved in some short- and long-term initiatives to improve diversity in the videogame industry.
Also, I struggle to cope with a lot of ideas about minorities that have…
I have experienced this a lot, myself, particularly in the early days of my career, and I am distressed to find that this still is happening.
Listen, you do not have to justify, explain, conceal or apologize for being a woman in comics. You do not owe anyone, and I mean ANYONE, a moment of your…
#gamedev Screenshots of my game #Xenoball for the #lowrezjam. 32x32 pixels
I’m starting to feel bigger #pixelart pixelart is wasteful! I keep looking at stuff on the street, like LED signs, and I’m like, “this could have been said with half the pixels, why are you doing this?”
So yeah, #lowrezjam is helping me gain an appreciation of each individual pixel. It may also be making me a little less sane :P

Level, enemies and store for my #lowrezjam game #Xenoball. Oh also, added elements of turn based strategy. You’ll see pic.twitter.com/pKDZ0KEe3x
— Christina Antoinette (@castpixel)
May 22, 2014


Shots from my #lowrezjam game which I’ve named “Xenoball”.#Xenoball A cross between Xenon II and pinball. Store and in-game. Is the interface too much?
I started yesterday, and it’s doing well already. Animated .gif soon.
Made for #lowrezjam a game jam with a 32x32 pixel restriction. You can’t use a larger screen, and it forces me to work on the game design instead of the details.
Check out what other games are being made!
I started a devlog for my game Heaving of the Depths. It’s going to be a pixelart jRPG with a modern twist. A tiny demo is already playable at my Ludum Dare page
Enjoy a post-mortem of the 3-day development of this game, and stay tuned for more at the devlog .
This LD I had the strange idea of making a j-RPG.
Thus Heaving of the Depths was born. You can play it here
1. It’s pretty! I wanted a very beautiful game and I think that went well. There’s a ton of art in this thing. As usual, I create new assets as needed. I ended up with two large photoshop files: an overworld sea where you navigate the ocean in your pirate ship, and a battle screen, where I made all battle sprites and animations. What this lets me do is keep a consistent color palette and style across the whole project, and essentially replaces the concept art stage that a normal game goes through. I used amazing references like Legend of Zelda Windwaker and Breath of Fire IV.
2. I learnt tons of stuff! I used cinema4D and my nonexistent 3D skills to make a fast and loose 8-direction ship with minimal effort. I tried my hand at procedural generation: all islands are generated randomly within certain limitations, to keep the level solvable and the sea traversable. I had a stroke of genius at the last moment and created a “miner” entity that swims through the level and places gold coins wherever it goes, at runtime. This was to ensure an interesting curving path through the level, so players would want to explore it.
3. It’s a complete adventure, my storytelling skills were also, I thought, nonexistent, but the story of Sunny and Cod just flowed through me like I was on fire. It’s got a beginning, middle and end, it’s got obstacles and emotions. I usually end up making a very unfulfilling game. This time I feel I made a difference.
4. it has a branching storyline. Well, ok, a few tiny branches. Such as when you are defeated by the 3 blacktopuses you get a different message to the one you get if you clear them. Or when Sunny tells you you need the fast sail if you don’t have it, but acknowledges if you’ve already bought it. But that’s still a lot of work. I have a much better grasp of how to implement a dialogue system.
5. it has a turn-based battle system: implemented from scratch. Boring and barebones, yes. But it gets the job done.
6. I get to develop it further. I’m dedicating the next 6 months to this game. I started a new devlog here
1. No sound I didn’t have the time
2. Button-mashing battles the battle system is uninteresting. That’s ok, and it’s all I had time for, but if I’m going to make this a full-fledged RPG, I need a good battle system. Feel free to send me ideas. Grandia and Child of Light are obviously lovely choices, where the result of a battle can be spectacularly overturned. Also Persona 3 and Fallout 2 have good battle systems. Since you’re spending half the game in battle, I owe it to myself to fix the button-mashing boringness.
3. Time management. Well I don’t know, I did a lot for three days. But it’s not as fun as a more complete experience such as the amazing SCUBA BEAR (go check it out NOW). On the other hand, I like to follow through with my ideas for Ludum Dare, instead of making a smaller game just because of time constraints.
Here’s my Timelapse video:
And thanks to everyone who commented, everyone who played my game, everyone who made a game for us to play. I love Ludum Dare, I want to never stop making games.
Until next time,
love,
Christina
I tried to pixel an epic scene. Will get back to this to fix messy pixels. Original: 192 x 200pixels 24 colors. About 20 hours











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