Result in thread: Share your webcomic illustration process.
Result in thread: Making it easy for your readers- points to consider
28th Nov 2020, 11:08 AM #3
GMan003:(If you're a Real Web Pro, you can wrap your actual comic page in a named anchor tag, and make nav links go to that label. That automatically scrolls the page so the top of the comic is at the top of the screen, when you come from a previous page. Readers on an archive binge don't need to be reminded what site they're on. I don't recall if the premade CF layouts do this, but it wouldn't be hard to add.)
i really like this idea. i got curious if i'm smart enough to do it and got it to...function.
here's what i did for those who also wanna (you'll be editing under the "comic page" tab):
you may have noticed while reading a comic the url gets bookended with "#content-start". using my 3rd grade logic skills, i decided to use that label. unless you want that anchor to remain as intended. i'm probably committing a hacker crime.
starting with the straightforward part, the comic navigation buttons;
find your comicnav links and within this bit-
<a href="link" rel="start" etc>
you'll be putting "#content-start" within the quotes and at the end of the link.
if you notice "#comicimage" attached, you got this going already when you click on the nav links. they weren't present in mine so i had to manually insert. check out the next spoiler bit.
continuing on it's going to look like this-
<a href="/comics/#content-start">
and outside of the variables-
<a href="[v:nextcomic]#content-start">
next, locate the div id="comicimagewrap" or something similar which wraps the [v:comicimage] variable. above that div add:
<a name="content-start"></a>
with mine the full thing looks like this:
<a name="content-start"></a> <div id="comic"> [v:comicimage] </div> <div id="comicnavigation"></div> <ul id="comicnav"> <li><a href="/comics/1/#content-start" rel="start" title="first">« first</a></li> <li><a href="[v:prevcomic]#content-start" rel="prev" title="previous"> previous</a></li> <li><a href="[v:nextcomic]#content-start" rel="next" title="next">next </a></li> <li><a href="/comics/#content-start" rel="index" title="current">current »</a></li> </ul> </div>
now when you click on the nav buttons, you'll be sent just above the comic page instead of the default load. so it's nice if you have a big header.
but most of us has the "click page to go next" enabled, and it doesn't do the same, so...
peeking at the source code, the [v:comicimage] variable contains the "content-start" anchor link and also the "comicimage" id.
thinking that i could somehow tinker with that, i looked at the appropriate documentations. too high iq. i had to remove my oakley shades. i ended up plopping the link like... here
<a href="#content-start"></a>[v:comicimage]
the full thing-
<a name="content-start"></a> <div id="comic"> <a href="#content-start"></a>[v:comicimage] </div> <div id="comicnavigation"></div> <ul id="comicnav"> <li><a href="/comics/1/#content-start" rel="start" title="first">« first</a></li> <li><a href="[v:prevcomic]#content-start" rel="prev" title="previous"> previous</a></li> <li><a href="[v:nextcomic]#content-start" rel="next" title="next">next </a></li> <li><a href="/comics/#content-start" rel="index" title="current">current »</a></li> </ul> </div>
so the comic image link is going to refer to the link i inserted earlier. mind those hashtags. replacing with "#comicimage" didn't work for me, so uhhh....
there's probably a cooler solution to this but i'm only a 3rd grade cyber hacker.....
don't forget the keyboard navigation if you have them;
<script> document.onkeydown = function(e) { switch (e.keyCode) { case 37: window.location.href="[v:prevcomic]#content-start"; break; case 39: window.location.href="[v:nextcomic]#content-start"; break; } }; </script>
if you don't have this you can steal it. i stole it. the real crime is here...
hope it's easy to follow. and if this is off or something, let it be known...
Result in thread: Amateur animation cringe dread
15th Nov 2020, 4:56 AM #4
Yes there are lots of 3D animated works out there that don't demonstrate technical proficiency - you'd see it regularly in a school or college with an animation program. They either don't get posted online or get little views, so the latter gets buried by work that is more polished or has some other thing going on. Same goes for self-taught artists, which you may find in forums or stumbling upon a 40 view count vid.
I come from a 2D perspective - I have little experience with 3D so I won't be able to go too in-depth or using the correct terminology, but similar principles may apply and making shorts is "filmmaking".
Robotwin has brought up good details and things I will be mentioning, but here's my rambling version anyway:
Thoughts on public perception:
The public, including artists, are more used to animated work that is well rendered or well put together, especially from schools like Calarts or movies they grew up with. So people expect animators to arrive that level of skill quickly, and if aspiring, might carry high expectations of themselves when attempting.
In actuality it's deceivingly difficult. A solo filmmaker is juggling with many parts: layouts, animation, coloring/rendering, effects, writing, design, sound, etc. Animating itself is a time consuming process and it's easy to get lost in the details or scope. (Which is why I love this bit from Parks and Recreation).
We notice more amateur webcomics because it takes a second to click and pass judgement on a still image, as well as finding feeds of new comics. Whereas an animated piece requires sitting for maybe a minute and understanding certain mechanics. They get posted on video sites which is mixed with other content. A layman might put down an animated work just from seeing an inbetween frame or smear, even though the scene in motion is well done.
I think people are more forgiving of the simple 3D look thanks to video games and access to old media, creating a reference point. Especially if they peek at DVD extras.
I've seen mixed feelings or specific opinions when it comes to borrowed assets, so you can't win all. Do what you can if you have a need to express stories and ideas. The average person is probably unaware.
I've been there with the struggle of asking for critique, and being baffled when I couldn't even receive a simple as "Movement looks strange", haha.
So it helps to imagine yourself in a different perspective: Someone approaches you with a type of work you're not familiar with at all (like, uh, coding). You don't know how coding is done or how it can be manipulated, so maybe you can say "This doesn't work right" but can't give further detail on what could be written differently.
People notice there is an "art", and anyone can give their two cents of their subjective experience, but don't feel confident to bring up what can be edited as they typically wouldn't consider these details.
In situations like that, I figure out flaws or go through a list and approach with a question, "Is this too dark?"
People also love seeing "multiple choice" images so they could just type "B."
I find it encouraging that there are folks who get impressed by the mere ability to draw or animate, lol. They might not comprehend the work behind it, but it can at least be appreciated. Treasure them, there are a lot more people who don't care.
You might have better luck if you keep asking among artists or as mentioned, forums with your preferred app.
Issues from personal observation:
From my experience, what a lot of people including students struggle with are editing, movement, pacing, tone, and the like. More filmmaking elements than the "art" of the medium.
I've anticipated shorts from independent artists after coming across beautiful stills, or an impressive three second gif, but the experience of the short itself lends you to the feeling that they need more practice. Though despite the flaws, the art or style can still be appreciated. Not too different from how we review movies with high budgets.
Some specific problems a solo filmmaker might present:
--Not transitioning scenes effortlessly; accidental overlaps, inappropriate or choppy cuts.
--Sound effects/voice tracks/music cut all over the place.
--Unintentional discordant or unusual music (This could break an experience as music has a better gateway to our emotions and can quickly cause confusion on the viewing side of things).
--Uneven mixes/volumes. Ear bleed.
--Movements conveyed appear too floaty or "tweeny", lacking weight.
--Drawings struggling to look believable in different angles (maybe unappealing 3D models).
--Camera work that can be imagined utilized differently or appropriately.
--Inexpressive character faces, or strange contortions. Lots of slow blinking (happens when an animator is still overwhelmed by the multitasking nature of moving a body).
--Uninteresting events having too much runtime.
--Inconsistent details in writing.
--Bits that stick out and creating a conflicting experience, or "Unnecessary." (Characters saying "Fuck" to make it adult, torture porn or explicit sex scenes that don't add onto anything, etc.)
--Tonal shifts happening quickly and with little reason. (Tones tend to settle in with people after watching something; all the collective imprints could make a viewer feel satisfied or otherwise. Energetic endings of a comedic kid's movie artificially hypes an overall lukewarm experience.)
I could probably go on but those are mostly examples from viewing "serious" efforts, rather than for humor.
All of the above is why animation is typically a team effort; someone is trained in one or few hats instead of all.
Comparisons to comic form and the "Cringe" label:
You probably noticed similarities to this common topic in comics: Story or Art?
So a comic may lack or receive unwanted attention because it has great art but indigestible writing, or on the flipside, strange artistic choices but with an engaging story.
The latter creates a more positive experience in comic form, whereas the former would be still acceptable in the animated form. At least from what I see, others might argue otherwise.
A movie imparts sensations among the audience; timing, visuals, sounds. It could make people feel collectively "weird" when they leave the theater because they have to digest and reintegrate to uh... reality...
A reader has more control and level of engagement depends on several factors. The more engaged (positively or negatively), the more "weird" after finishing.
So I am more likely to feel "awkwardness" when watching something rather than reading. Things are forced upon me and if I'm in the middle of it, need to see where it is going. Meanwhile when I read, I'm more inclined to disregard and move on.
So the experience watching a short alone at home can be disjointed, I might tab away if a thought comes up or get distracted. But I can easily get back to "watching" and notice awkwardness when a sequence is completed.
I don't find myself easily labeling things as cringe (if we're using the close definition of the word), when watching something that needs more work or practice; I can notice effort. I'd feel more empathy than discomfort.
Cringe occurs when the content is unusual and/or the author is not quite self-aware and exhibits "outsider" traits. (Unfortunately, people with mental illness might fall into this phenomenon easily). No matter how well written or how well done a thing is, it can be labeled as cringe because there's something bizarre about it, putting it simply. Someone else would probably be better at describing this.
An example I could think of after watching it together with some friends would be the animated film "Rock and Rule." They found the character designs questionable, and some scenes uncomfortable. They were squirming while I started to wonder the technical aspects, lol.
Chris-chan is a go to example of a cringe person, don't think I need to say more here.
So an amateurish cringe occurs when say, some points I previously mentioned are combined with eccentric subject matter and takes you for a ride. (But it's possible for a work to transcend like Tails Gets Trolled.)
Message to you:
It's more likely you'll just get a quiet or a bit of reception, depending on follower count. Maybe discovered years later. You'd probably be better by then.
It takes chance for someone to watch it fully. They'll either like it, not care, or find it amusing. If the last bit is what you fear, then there's the additional query of whether or not they will share it with an audience.
What you need to figure out is where you see yourself in the field and your values; How do you feel about your place and skills, and what qualities would you like to uphold for yourself? (Being humble, level-headed, helpful, consistent, so on):
-To get an idea of "place": Observe big categories and go smaller. Get an idea of different approaches. You may have to dig around to find your niche or community. Hopping around and hacking Google. It won't be easy if you're unsure or it's specific, so you might instead bond with people with similar drives but producing different work. It helps to have a similar sense of humor, interests, or beliefs.
-To figure out what qualities you appreciate: Think of a person you "admire" for their actions or presentations. Why do you admire those traits? You'll probably feel discouraged if you think they're unattainable. I wouldn't stress about that, maybe you'll get there. Find something that invigorates you instead.
With these things in mind, it'll help you recalibrate if you get distracted or disheartened.
Next consider some of the following:
Do you think what you're making is "cringe"? Or potentially? Do you care? You can acknowledge that what you're making is "weird" and either figure out changes along the way or keep at it.
Have fun and feel ok if something is meaningful to you. People do enjoy sensing an artist having "fun." Hobbyists end up attracting people because of this.
If you get into a situation where you find your work in some "cringe" topic, it's normal to feel your stomach dropping, and maybe delivering knee jerk reactions to the space. Take the opportunity to observe instead, and don't make judgements on yourself (or them). Reflect afterwards and do what feels right, even if it's something like privately expressing feelings of shame or embarrassment. Once you have that out, you recalibrate.
If there's little to no reaction to the post, you can disregard it, even if it leaves you feeling self-conscious.
I've noticed after years of watching "cringe" material and youtubers who go out of their way for content that people sometimes are just grasping at straws. I've seen people presenting stuff that gets almost no reaction or the audience thinking it's w/e. I'd see fatigue within preoccupations towards certain "cringe."
There are things that will create a division like furry stuff. There's a sizable community, and I've seen very cool art there, then there are people who say "no" no matter what lol.
Outside of all that, celebrate your efforts. 6 minutes is "long" and lots of work. Not everyone goes out of their way to record their own material. Animation is hard to do and complete, no matter the approach. Most people give up after half a second.
This is long and could be put more succinctly, but they're not uncommon fears so I'm delivering what I've picked up from reading and discussing with others.
I come from a 2D perspective - I have little experience with 3D so I won't be able to go too in-depth or using the correct terminology, but similar principles may apply and making shorts is "filmmaking".
Robotwin has brought up good details and things I will be mentioning, but here's my rambling version anyway:
Thoughts on public perception:
The public, including artists, are more used to animated work that is well rendered or well put together, especially from schools like Calarts or movies they grew up with. So people expect animators to arrive that level of skill quickly, and if aspiring, might carry high expectations of themselves when attempting.
In actuality it's deceivingly difficult. A solo filmmaker is juggling with many parts: layouts, animation, coloring/rendering, effects, writing, design, sound, etc. Animating itself is a time consuming process and it's easy to get lost in the details or scope. (Which is why I love this bit from Parks and Recreation).
We notice more amateur webcomics because it takes a second to click and pass judgement on a still image, as well as finding feeds of new comics. Whereas an animated piece requires sitting for maybe a minute and understanding certain mechanics. They get posted on video sites which is mixed with other content. A layman might put down an animated work just from seeing an inbetween frame or smear, even though the scene in motion is well done.
I think people are more forgiving of the simple 3D look thanks to video games and access to old media, creating a reference point. Especially if they peek at DVD extras.
I've seen mixed feelings or specific opinions when it comes to borrowed assets, so you can't win all. Do what you can if you have a need to express stories and ideas. The average person is probably unaware.
I've been there with the struggle of asking for critique, and being baffled when I couldn't even receive a simple as "Movement looks strange", haha.
So it helps to imagine yourself in a different perspective: Someone approaches you with a type of work you're not familiar with at all (like, uh, coding). You don't know how coding is done or how it can be manipulated, so maybe you can say "This doesn't work right" but can't give further detail on what could be written differently.
People notice there is an "art", and anyone can give their two cents of their subjective experience, but don't feel confident to bring up what can be edited as they typically wouldn't consider these details.
In situations like that, I figure out flaws or go through a list and approach with a question, "Is this too dark?"
People also love seeing "multiple choice" images so they could just type "B."
I find it encouraging that there are folks who get impressed by the mere ability to draw or animate, lol. They might not comprehend the work behind it, but it can at least be appreciated. Treasure them, there are a lot more people who don't care.
You might have better luck if you keep asking among artists or as mentioned, forums with your preferred app.
Issues from personal observation:
From my experience, what a lot of people including students struggle with are editing, movement, pacing, tone, and the like. More filmmaking elements than the "art" of the medium.
I've anticipated shorts from independent artists after coming across beautiful stills, or an impressive three second gif, but the experience of the short itself lends you to the feeling that they need more practice. Though despite the flaws, the art or style can still be appreciated. Not too different from how we review movies with high budgets.
Some specific problems a solo filmmaker might present:
--Not transitioning scenes effortlessly; accidental overlaps, inappropriate or choppy cuts.
--Sound effects/voice tracks/music cut all over the place.
--Unintentional discordant or unusual music (This could break an experience as music has a better gateway to our emotions and can quickly cause confusion on the viewing side of things).
--Uneven mixes/volumes. Ear bleed.
--Movements conveyed appear too floaty or "tweeny", lacking weight.
--Drawings struggling to look believable in different angles (maybe unappealing 3D models).
--Camera work that can be imagined utilized differently or appropriately.
--Inexpressive character faces, or strange contortions. Lots of slow blinking (happens when an animator is still overwhelmed by the multitasking nature of moving a body).
--Uninteresting events having too much runtime.
--Inconsistent details in writing.
--Bits that stick out and creating a conflicting experience, or "Unnecessary." (Characters saying "Fuck" to make it adult, torture porn or explicit sex scenes that don't add onto anything, etc.)
--Tonal shifts happening quickly and with little reason. (Tones tend to settle in with people after watching something; all the collective imprints could make a viewer feel satisfied or otherwise. Energetic endings of a comedic kid's movie artificially hypes an overall lukewarm experience.)
I could probably go on but those are mostly examples from viewing "serious" efforts, rather than for humor.
All of the above is why animation is typically a team effort; someone is trained in one or few hats instead of all.
Comparisons to comic form and the "Cringe" label:
You probably noticed similarities to this common topic in comics: Story or Art?
So a comic may lack or receive unwanted attention because it has great art but indigestible writing, or on the flipside, strange artistic choices but with an engaging story.
The latter creates a more positive experience in comic form, whereas the former would be still acceptable in the animated form. At least from what I see, others might argue otherwise.
A movie imparts sensations among the audience; timing, visuals, sounds. It could make people feel collectively "weird" when they leave the theater because they have to digest and reintegrate to uh... reality...
A reader has more control and level of engagement depends on several factors. The more engaged (positively or negatively), the more "weird" after finishing.
So I am more likely to feel "awkwardness" when watching something rather than reading. Things are forced upon me and if I'm in the middle of it, need to see where it is going. Meanwhile when I read, I'm more inclined to disregard and move on.
So the experience watching a short alone at home can be disjointed, I might tab away if a thought comes up or get distracted. But I can easily get back to "watching" and notice awkwardness when a sequence is completed.
I don't find myself easily labeling things as cringe (if we're using the close definition of the word), when watching something that needs more work or practice; I can notice effort. I'd feel more empathy than discomfort.
Cringe occurs when the content is unusual and/or the author is not quite self-aware and exhibits "outsider" traits. (Unfortunately, people with mental illness might fall into this phenomenon easily). No matter how well written or how well done a thing is, it can be labeled as cringe because there's something bizarre about it, putting it simply. Someone else would probably be better at describing this.
An example I could think of after watching it together with some friends would be the animated film "Rock and Rule." They found the character designs questionable, and some scenes uncomfortable. They were squirming while I started to wonder the technical aspects, lol.
Chris-chan is a go to example of a cringe person, don't think I need to say more here.
So an amateurish cringe occurs when say, some points I previously mentioned are combined with eccentric subject matter and takes you for a ride. (But it's possible for a work to transcend like Tails Gets Trolled.)
Message to you:
It's more likely you'll just get a quiet or a bit of reception, depending on follower count. Maybe discovered years later. You'd probably be better by then.
It takes chance for someone to watch it fully. They'll either like it, not care, or find it amusing. If the last bit is what you fear, then there's the additional query of whether or not they will share it with an audience.
What you need to figure out is where you see yourself in the field and your values; How do you feel about your place and skills, and what qualities would you like to uphold for yourself? (Being humble, level-headed, helpful, consistent, so on):
-To get an idea of "place": Observe big categories and go smaller. Get an idea of different approaches. You may have to dig around to find your niche or community. Hopping around and hacking Google. It won't be easy if you're unsure or it's specific, so you might instead bond with people with similar drives but producing different work. It helps to have a similar sense of humor, interests, or beliefs.
-To figure out what qualities you appreciate: Think of a person you "admire" for their actions or presentations. Why do you admire those traits? You'll probably feel discouraged if you think they're unattainable. I wouldn't stress about that, maybe you'll get there. Find something that invigorates you instead.
With these things in mind, it'll help you recalibrate if you get distracted or disheartened.
Next consider some of the following:
Do you think what you're making is "cringe"? Or potentially? Do you care? You can acknowledge that what you're making is "weird" and either figure out changes along the way or keep at it.
Have fun and feel ok if something is meaningful to you. People do enjoy sensing an artist having "fun." Hobbyists end up attracting people because of this.
If you get into a situation where you find your work in some "cringe" topic, it's normal to feel your stomach dropping, and maybe delivering knee jerk reactions to the space. Take the opportunity to observe instead, and don't make judgements on yourself (or them). Reflect afterwards and do what feels right, even if it's something like privately expressing feelings of shame or embarrassment. Once you have that out, you recalibrate.
If there's little to no reaction to the post, you can disregard it, even if it leaves you feeling self-conscious.
I've noticed after years of watching "cringe" material and youtubers who go out of their way for content that people sometimes are just grasping at straws. I've seen people presenting stuff that gets almost no reaction or the audience thinking it's w/e. I'd see fatigue within preoccupations towards certain "cringe."
There are things that will create a division like furry stuff. There's a sizable community, and I've seen very cool art there, then there are people who say "no" no matter what lol.
Outside of all that, celebrate your efforts. 6 minutes is "long" and lots of work. Not everyone goes out of their way to record their own material. Animation is hard to do and complete, no matter the approach. Most people give up after half a second.
This is long and could be put more succinctly, but they're not uncommon fears so I'm delivering what I've picked up from reading and discussing with others.
Result in thread: Promote SOMEBODY ELSE'S Comic!
2nd Nov 2020, 12:17 AM #6

Anamnesis
I don't normally read Pokemon comics but this one's a treat

Drifted
Atmospheric storytelling which I always appreciate

Flow Within the Mountains' Veins
A fantasy comic with gorgeous inkwork
Result in thread: Genres you like to read but not to write?
7th Oct 2020, 10:44 PM #7
historical fiction prior to early-mid 20th century. i tend to struggle to pass the feeling of "breaching" a vision of history and will lose my head during the research process. i'd probably end up crafting nonfiction findings or fantasy mixes if that makes sense.
so i admire people who can make grounded stories of the past.
and a flavor of surrealistic freedom like ranfren and mez. though more of something i still wanna work on myself, it's just i subconsciously apply restraint in my approaches. my attempts end up somewhere else or dry and easy to miss.
so i admire people who can make grounded stories of the past.
and a flavor of surrealistic freedom like ranfren and mez. though more of something i still wanna work on myself, it's just i subconsciously apply restraint in my approaches. my attempts end up somewhere else or dry and easy to miss.
Result in thread: realistic fiction critique/review, first come first serve
3rd Sep 2020, 8:51 PM #8
maybe mine?
has lots of pages. maybe try starting here http://seluda.com/comics/102/
has lots of pages. maybe try starting here http://seluda.com/comics/102/
Result in thread: Anti-spirations!
27th Jun 2020, 3:45 AM #11
oh lots of interesting posts...
most of my work is a result of pet peeves or disappointments i've experienced, rather than inspirations consciously acquired in fiction.
my goals fluctuate over the years, but they comb universal creative desires; such as seeing something "different" or "more" of something.
some old or early "anti-spirations":
-juno irritated me at the time of its release. would apply to teen dramas in general.
-oyasumi pun pun is often recommended to me, but i couldn't seem to get through it.
-a short animated video featuring kids breaking into a pool, monsters appear... been awhile. i would see it floating around a lot back then. i didn't like it not for the subject matter, but the demeanor/approach/style of it.
-the '95 movie kids. similar case with the previous point.
they all have a level of pretense i can't quite describe, but they're not necessarily bad. enough to make me try to amend or understand internal conflicts i developed, and produce an output that alleviates those symptoms.
i don't really think about the stuff i listed anymore, but those are some of the foundational blocks.
most of my work is a result of pet peeves or disappointments i've experienced, rather than inspirations consciously acquired in fiction.
my goals fluctuate over the years, but they comb universal creative desires; such as seeing something "different" or "more" of something.
some old or early "anti-spirations":
-juno irritated me at the time of its release. would apply to teen dramas in general.
-oyasumi pun pun is often recommended to me, but i couldn't seem to get through it.
-a short animated video featuring kids breaking into a pool, monsters appear... been awhile. i would see it floating around a lot back then. i didn't like it not for the subject matter, but the demeanor/approach/style of it.
-the '95 movie kids. similar case with the previous point.
they all have a level of pretense i can't quite describe, but they're not necessarily bad. enough to make me try to amend or understand internal conflicts i developed, and produce an output that alleviates those symptoms.
i don't really think about the stuff i listed anymore, but those are some of the foundational blocks.
Result in thread: Thoughts on Tapas
18th Jun 2020, 2:25 AM #12
I prefer Tapas as a mirror if we're comparing it to Webtoons.
It's friendlier if your comic format goes page by page rather than sausage, has a better system for uploading+notifications, and doesn't have a mandatory rating and JPEG arrangement (for now...).
Webtoons' comment sections are nightmarish; Everyone there is like a gesticulating ghost that may or may not be acknowledged. You as a creator, wouldn't know unless you revisit your own pages.
Unless all of that has changed, I haven't been there for awhile.
Tapas has a spambot problem from time to time, if you received a notification but don't see it on your page, it's likely the problem has been dealt with.
Neither are good for mature comics, but I feel more leeway on Tapas. Webtoons seems to have a lot more children on there; even if a comic has a warning, I hear concerns from creators.
I've gotten used to browsing on Tapas as long they don't remove their infinite scrolling again. Webtoons is too much of a hassle for me.
I remember reading about their muddy TOS language in the past, which seems to be amended. I don't plan to earn money through there, so I can't comment on that.
Their recent change to Trending seems to contain a consistent list of comics. It used to span for pages which change every hour or so. You may find something different on their curated sections.
Not a fan how psychologically roundabout it feels to find their recently updated comics, as someone who likes to find something new or interesting. You're tempted to scroll down until you find the section, or click "Discover" to... discover comics... But you have to click "Comics" and then "Fresh".
As for community - The Tapas forums are active, and some of the people behind the site are communicative. They responded to feedback to the recent layout edit among other things.
I have enough people who prefer to read my comic on Tapas, so I'll keep uploading there. I'm always on a lookout for another viable mirror, but I also don't have a lot of energy, haha.
It's friendlier if your comic format goes page by page rather than sausage, has a better system for uploading+notifications, and doesn't have a mandatory rating and JPEG arrangement (for now...).
Webtoons' comment sections are nightmarish; Everyone there is like a gesticulating ghost that may or may not be acknowledged. You as a creator, wouldn't know unless you revisit your own pages.
Unless all of that has changed, I haven't been there for awhile.
Tapas has a spambot problem from time to time, if you received a notification but don't see it on your page, it's likely the problem has been dealt with.
Neither are good for mature comics, but I feel more leeway on Tapas. Webtoons seems to have a lot more children on there; even if a comic has a warning, I hear concerns from creators.
I've gotten used to browsing on Tapas as long they don't remove their infinite scrolling again. Webtoons is too much of a hassle for me.
I remember reading about their muddy TOS language in the past, which seems to be amended. I don't plan to earn money through there, so I can't comment on that.
Their recent change to Trending seems to contain a consistent list of comics. It used to span for pages which change every hour or so. You may find something different on their curated sections.
Not a fan how psychologically roundabout it feels to find their recently updated comics, as someone who likes to find something new or interesting. You're tempted to scroll down until you find the section, or click "Discover" to... discover comics... But you have to click "Comics" and then "Fresh".
As for community - The Tapas forums are active, and some of the people behind the site are communicative. They responded to feedback to the recent layout edit among other things.
I have enough people who prefer to read my comic on Tapas, so I'll keep uploading there. I'm always on a lookout for another viable mirror, but I also don't have a lot of energy, haha.
Result in thread: COTCA link exchange
2nd Jun 2020, 2:50 AM #13
sorry for the delay! been meaning to check your comic for awhile and got the chance to do so. very fun and intriguing! loved seeing the thought put in the work... !
i've put yours here: http://seluda.com/links let me know if you'd prefer a different panel to represent your comic.
psychological drama is the best i could describe right now, haha. if you want to maintain the format you can use this slight edit:
"A boy suffers from mental illness and a fate otherworldly in origin." (Psychological drama)
i've put yours here: http://seluda.com/links let me know if you'd prefer a different panel to represent your comic.
psychological drama is the best i could describe right now, haha. if you want to maintain the format you can use this slight edit:
"A boy suffers from mental illness and a fate otherworldly in origin." (Psychological drama)
2nd Apr 2020, 12:45 PM #15
Result in thread: Smack Jeeves to Comic Fury template converter
23rd Nov 2019, 8:54 AM #19
reddog f.13:my other issue is i had my archives show little preview thumbnails if you hovered over the page numbers, but now only shows a mini white box next to the cursor. the closest ive got into looking for a fix is possibly rigging srunk versions and linking them to show, but i really rather avoid going through shrinking 200 pages. DX
Maybe belated; but I have a preview that shows up on hover on my archives page. It took some time for me to figure it out, especially that building layouts are not my forte. Using Firefox + checking and tinkering the source helped.
Most likely this is what I used to set it up: https://github.com/alanphoon/jquery-live-preview
You will be uploading extra files. Most of the code will be placed under "Overall" and a class tag in "Archive" I believe.
Result in thread: How long does it take you to typically finish a page?
20th Oct 2019, 5:09 PM #20
On average, from sketch to finish, around 12 hours. More or less. Depending on health, mood, complexity. Not accounting time spent looking for references and writing/editing.
I like to use this little app to keep track when I draw. Helps figure out my times.
I like to use this little app to keep track when I draw. Helps figure out my times.