Category Archives: Meta

Permission to suck

As I’ve continued to ponder the “Community-driven comic book“, I’ve been forced to confront once again the creative person’s greatest foe — the fear of sucking. People talk about various artists being “courageous” and I always that that was a load of steaming horse puckey. And believe me, living in Texas with four horses and seven donkeys, I know me some horse puckey.

But there’s certainly a nugget of truth there. When you’re trying something you haven’t done before, I think the fear of failure, of being really bad at it, is the biggest obstacle to actually getting it done. People might laugh, you might be exposed as a fraud, you might find out (as so many aspiring singers do on “American Idol”) that you aren’t any good at something you thought was your strong suit.

What most people forget, though, is that all of the greats in history have been failures at many points in their lives. Edison had many, many more failed inventions than he did light bulbs. To succeed, you have to give yourself permission to suck. You aren’t going to be the best right out of the gate, but hopefully you’ll improve over time, eventually getting to the point where you don’t suck any more.

You’re definitely going to suck for a while, though, and that’s pretty intimidating.

So that’s sort of where I am on this whole thing. I’ve done illustrations for gaming products before, I’ve gotten paid for drawing, and I’ve put together a successful Internet product, and I sucked at all of them in the beginning. I’ve sucked at every job I’ve ever had, at least at the beginning. Eventually I got better, but I really hate sucking. Hate it. It brings up all of the feelings of being a failure from childhood, of being judged as lacking by friends and family, of making me question my value as a human being.

And the fact is, I don’t know how to put together a good comic. I don’t know how to ink a whole page of different panels so they work well together, or maybe even how to craft a successful single panel. I don’t know how to pace a plot in sequential art, and I don’t know how to remain consistent throughout a story. All of that would be completely new to me, and I’m almost definitely going to suck at all of it. At once. On the same page, there will be multiple avenues of suckage.

So the first thing to do, before I even start down the road, is to decide to give myself permission to suck. Because success isn’t an option unless the failure is, too. I’ll let you know if and when I get there.

Comic Book Improv

Would you be interested in a web comic whose heroes, major plot points, villains, settings, and more were controlled in part by you and your votes? My wife’s pretty amazing, and she had that idea some months ago and now I want to know what you think about it.

Basically people could design a character look in HeroMachine and submit it. From those entries I’d pick the top ten or whatever for everyone to vote on. Whichever look got the most votes would be chosen as the “star” of the web comic, and we’d then have a contest for what he or she (or it, I suppose) would be named, powers, background, etc. Once all that was voted on, we’d have submissions and votes for the general topic of the first issue, for villains, supporting characters, etc.

Once it was set up, the idea would be that pretty much everything in it would be decided by voters, introducing a random quality that (obviously, given the rest of this blog!) tickles my fancy. I’d actually write and draw it, of course, but the elements would be from reader submissions. Sort of “Comic Book Improv”.

If we get bored with the first character, more could be introduced. We might even have a “shared world” sort of thing going on, where all the characters would operate in the same setting but would have separate careers and adventures for the most part.

I see it as being along the lines of “Invincible”, if any of you read that, where a new mind-blowingly-cool character is introduced seemingly in every other panel, sometimes never to be heard from again. I see it coming out every week once it gets going, each installment incorporating whatever was voted on before.

Anyway, it’s been kicking around in my head since my wife suggested it, but now I’m starting to get a bit more serious about it and wanted to throw the doors open to discussion of the basic idea. Is it something you’d be interested in participating in as a voter or reader? Or does it seem pointless? Well, I mean, of course it seems pointless, we’re talking about comics, not ending world hunger, but you know, given that.

Getting it backwards

Sometimes you spend an inordinate amount of time on a project, and in the course of it come across a problem you just can’t solve. You struggle and struggle with it, and ultimately — after lots of fruitless effort — end up going with some half-assed workaround that’s incredibly inelegant and stupid, but which gets the job done. You hate doing it, but you just can’t figure out any other way, and there’s a deadline so you just say “To hell with it” and move on.

And then in a blinding flash of light some time later, the right solution comes to you and you realize you were going about the entire thing exactly backwards.

Naturally the insight comes much too late to do you any actual good, thus making you feel twice the fool for not having thought of it before.

This is the situation I am in currently with the whole “FaceMaker/HeroMachine 3” preview items. In HeroMachine 2.x, keeping the preview items updated was a big pain. I had to manually cut and paste the lineart in to the preview boxes, and manually rename the button to match the item. If I misspelled anything, it wouldn’t work. If I later wanted to change a name, I had to manually retype it in, again avoiding any silly mistakes. Adding new items was a pain.

So when I started working on this new code base upon which first the “HeroMachine Mini” apps would be built, and hopefully later HeroMachine 3, I wanted to figure out a way to have the preview items auto-populate. Only I couldn’t figure out how. I really didn’t want to go back to manually adding them all, but I couldn’t see any other way around it.

Until today, just now, when I finally finished adding all the art and all the programming and it’s too late to go back and change it all. So I’m going to have to manually add all the preview items in FaceMaker, knowing now that had I had this insight at the beginning instead of the end, I could have easily made it all work.

Very frustrating, even though at least now I see a way forward for the next version.

Of course I’m basically going to have to rewrite the program from scratch to make it all happen in the next version, which is also not appealing.

Feh. Sometimes a good insight too late is worse than never having had it at all.

Another Facemaker progress report

I had a major setback last week with the “Facemaker” project. I had the basic code all written and more than half of the artwork in when I decided to try the much-coveted “Save as JPG” feature. In order to get that to work, I had to upgrade from ActionScript 2 to ActionScript 3. Which then broke literally everything else. I had to start completely over, and re-write the program basically from the ground up while simultaneously trying to teach myself the new version of ActionScript.

The good news is, that all only took a week and I was able to save all of the artwork. As of today I have 95% of the functionality back and working in ActionScript 3, including “Save as JPG”. The last missing piece is only halfway done, and that’s the AS3-based custom color component. I have a working grid in place so you can select a color, but still need to get that color applied to the desired object. It took me all day today so far just to figure out how to move the color gradient where I wanted it to be. Good times.

In any event, it’s mostly back to a working state and tomorrow I plan on picking up where I left off with adding the rest of the content and items. I’ve just gotten word that there are going to be two major new custom versions to do, one to make custom skateboard designs and the other that’s specific to the items in an upcoming game. Those are both projects for UGO advertising clients, and take precedence over any other development, so I’m going to try and cram in as much work on the Facemaker stuff as I can before those hit. At that point I’ll release what I’ve got for early beta testing if it’s in a working state.

Recommended comics blog reading

I can hear you out there right now, thinking “I like reading this blog and Jeff Hebert is one darn sexy bald guy, but where can I go for yet more excellent comics-related blogging?” Luckily for you I am not just a mind-reader, but also a subscriber to the following Certified Good Comics Blogs:

  • Chris’s Invincible Super-Blog“: Chris has become a true Titan (or Inhuman, or New God, or Asgardian, or any other comics-related mythological bad-ass of your choice) of the comics-blogging world, with his weekly review of new releases and all things related to Batman kicking people in the face.
  • Again With the Comics“: The highest compliment one creative type can give another is to say “I wish I’d done that”, and that’s exactly how I feel about Brian Hughes’ “One Hulk, Two Hulk, Red Hulk, Blue Hulk” post.
  • Comics Worth Reading“: Primary author Johanna Draper Carlson offers a great take on the comics industry, including a number of excellent reviews of Manga releases about which, frankly, I know nothing. If you’re trying to expand your comics tastes, check out her recommendations.
  • Fraggmented“: I keep reading John Seavey’s blog largely due to his “Storytelling Engine” series, where he takes a thoughtful look at why certain kinds of characters and books work and others do not. It’s a good read when you’re wanting something thoughtful instead of lame jokes about sentient trees wearing William Shatner’s wigs (what loser would write something like that?!).
  • The Vault of Buncheness“: Chris Bunche, comic book industry insider, gives good post on a wide range of topics of interest to the types of people who read comics. This one comes with some strong language and a few not quite safe for work images, so be warned.

That’s pretty much what I read when it comes to comics blogs. I’d love to hear about others that you follow in the comments, so by all means feel free to throw out your own favorites!

META: The Macintosh cometh!

Behind the scenes here at HeroMachine Central, I am writing this post on my “new to me” Macintosh Pro, just received a couple of hours ago. So far it’s going well — nothing has exploded and, even better, I have not yet turned into the dorky “Mac Guy” from the commercials.

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Hero making rundown

Frequent commenter Niall Mor has a good post up at his blog comparing three of the more popular character portrait creators that’s well worth checking out. He has links to all three and sample images as well, so head on over and take a look when you get the chance.

What next?

One of the reasons I wanted to start this blog was so that all of you out there would have the chance to be involved in an ongoing development project by providing insight and input throughout. Over the last few months there hasn’t been a lot of opportunity for that, as the Expansion was in the “grind the items out to the additional templates” mode.

But now that the 2.5 expansion is finally getting to the wrapping-up stage, it’s time to start discussing what you would like to see next out of the HeroMachine team. I’ve been talking with the UGO team, and here are the ideas we’ve put forth as big projects. I’d like to know what you all think about them, or if there are other things you’d like to see us work on.

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Devil's Cape

A friend of mine, Rob Rogers, has written what looks to be a very entertaining super-hero novel called “Devil’s Cape”, and you can now read the first chapter for free at Uberworld! I’ve followed along with a number of Play By eMail Champions campaigns Rob has put together and he’s a great writer. I highly recommend pre-ordering “Devil’s Cape” from Amazon, and/or asking about it at your local comics or book store. It looks to be a great read, and it’s always a good thing to help out a fellow geek. Take a look at the preview chapter and then get busy ordering!

Here’s what comics writer Greg Rucka had to say about “Devil’s Cape”:

There is NO WAY that this is Rob Rogers’s first novel. This is a novel replete with the rewards of a lifetime of training, effort, and passion. Devil’s Cape is a mesmerizing, seductive, and darkly moving piece of fiction that seamlessly, even gracefully, marries tactile reality with myth and magic to bring its own pulsating world to life. Beyond expectations, full of surprises, singing with resonance and emotion, Rogers has written a novel that first stabs the superhero genre in the back, then flips the body over and shocks it back to exhilarating life. What arises from this crime scene is a post-modern delight. Take the tour of Devil’s Cape—I guarantee you’re going to like it here!

Here’s hoping for “Devil’s Cape: The Movie” some time soon, once the novel hits the bestseller list! If you’re looking for a good, gripping, super-hero novel to read during break, you should definitely check it out either via pre-order or once it’s officially released on April 1.

Congratulations to Rob and to publisher Wizards of the Coast (for recognizing a great talent)!

Awesome crayon game

Courtesy of Slate, the most talked-about video game at the Game Developer’s Conference is not Gears of War, but Crayon Physics Deluxe. Watch the video, and you’ll see why I thought this was perfect for the kind of people who like HeroMachine:

If that isn’t the most awesome thing I’ve seen in months, I don’t know what awesome is.