Showing posts with label c64. Show all posts
Showing posts with label c64. Show all posts

Tuesday, November 9, 2010

Man of Many Doorways




Pal TV effect fits this one. Clean pixels on Pixeljoint.

Here's some CPC eye-burnage for you too, courtesy of Ptoing.


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Saturday, October 23, 2010

Work-related troubles, some c64 art and other talk

Hi. Remember when I used to post regularly on my blog? Ah, those simple times.

The reason I've been sparse lately is because I'm trying to get stable work in the Greek magazine arena. It's proving difficult. The job I thought I had at Plus magazine is out, apparently. It's an interesting little cautionary tale so I'll recount it briefly for those of you who are also looking for work in the same field. Good to know what's going on out there, right?

I approached Plus to publish comics and do illustration work for them. They said yes, they want an illustrator (as a stable member, who'd work on a few pieces a week) and after a few months when Plus can support it, we could talk about putting some comics in there too.

We explicitly discussed payment, and the plan was this: I wouldn't be paid much of anything until the magazine was stable and drawing advertisement funds. Then I'd be paid as would befit a professional. It was a gentlemanly agreement, and one that is somewhat common with starting up magazines. I don't like these arrangements, but the financial climate in Greece is very difficult now so I hoped to get in on the ground level and work my way up to a humane wage by doing good work. Does that sound simple-minded? I worry about my world-view sometimes.


I supplied art for two of the issues, which I've reposted on this blog for your assessment. I didn't get any calls back for the third issue, and I e-mailed the guy in charge with something like "hey, I guess there wasn't anything to illustrate on the third issue?". No reply. A day later, I call him up and he says "...there wasn't anything to illustrate on that issue, but there'll be more work for you soon, for sure." The fourth issue ran a reprint of a story from a different magazine, and when I was asked to illustrate it, at the very last minute I was canceled because as they found out, when you reprint a story from a different mag, you have to carry the photographic material from it as-is. Those are the breaks, no worries, right?

Well, the last words I heard from the person in charge there, were "There's going to be more work for sure, I'll call you in a couple of days". Here we are a couple of weeks later and there's been no follow up. I take it as a given that this job has therefore fallen through. Any imaginary wages for past work are forfeit, obviously. I've began looking for work elsewhere (though I'm hesitant to post about that yet because I fear the same stop-starts don't make for fascinating reading. If something becomes stable, I'll let you know.) I fear it'll be a repeat performance of this, however.

Here's what's there to take from the Plus situation.

1) Obviously, my work isn't good enough for me to be a sought after artist. Or perhaps more importantly, my name doesn't carry enough weight to be treated with respect by publishers and editors. I will find something positive to take from this realization. I'll become better -- as good as I can get until publishers are proud to have me and pay me for my work. And I'll publish my ZX comic and promote it as much as I can withstand before I go to anyone and ask them to give me work.

2) That said, I should expect and familiarize myself with the reality of employment: professionals acting unprofessionally, not returning calls or giving feedback, canceling me at the very last minute, demanding art at unreasonable time frames, of course not paying me if they can get away with it and finally dropping me without as much as a phone-call. I am not an idiot, I realize employers are not my friends, but you'd expect fields like the arts (which are about specialist skills, it's not about flipping burgers which anyone can do) to have at least a standard of courtesy and communication about the common goal.

3) I get a very strong sense that what was expected for me in that situation was to constantly pester the editor in chief for more work; Call every day, beg and plead for him to throw me a bone, and be glad when I got it. For work that I wouldn't be paid for. I find the ramifications of this employer-worker dynamic very bothersome and do not wish to stoop at this level. I am not in danger of poverty at the time being because my father supports me. I can afford to treat myself with a degree of self-respect... but for how long?

I'm not going to lie, this sort of thing has its psychological toll. Last time it happened to me (the Paraskevi 13s fiasco) I dropped out of the comics world for a full year. It took this blog, and the readers of it letting me know my stuff's worth a damn over and over to get any sense of artistic self-esteem back. Now I have to suffer diminished repeats of the same performance a few times in a row... it won't be as bad because wisdom comes from understanding pain but it doesn't stop it from being very disorienting.

The worst aspect of it is might be that it's not really promoting my work as a comic artist. Getting 'your name in print' is not worthless, of course, but getting it connected in people's minds with what you consider your signature work is the most important goal. Illustrating a piece of text, no matter how smartly or beautifully you do it will not help with publishing comics. It might pay some bills but... the jury's still out on that one. I fear that in my journeys as illustrator-for-hire I will not be achieving much. I am pondering on my further choices in this light.

So, take this as a word of warning: unless you're an amazingly super-talented blindingly awesome artist that is great at self-promotion, has a following and know how to sell yourself and pressure employers... be prepared to be swindled and disappointed by the Greek press over and over. I sincerely hope you don't, but I have to be honest with my own experience if it's to be worth anything to the reader.


On other news, I've started inking and coloring my 24hr comic and I'd have posted a page or two here already here it not for job distractions. On some level I'm just waiting for my current employment plans to fall through too so I can focus on my comics again. Comics, that's what I wanted to do when I started all of this, right? Must realign vector. Anyway, expect a page soon-ish.

I also made some new c64 artwork, it's a pleasant variation on days on which you're not receiving the calls you should be receiving. Here it is, just four colors out of the 16 color commodore 64 palette this time:



(click for pixel-appreciation-time)

If the motive piques your interest, you could do worse than read this very much related piece of writing on my other blog. You see, it's all connected, but so what.



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Thursday, September 30, 2010

More new c64 hi-res artwork!




Again, hi-res mode, as explained in the previous post. Hiding the grid in various places was a challenge.

Grid explanation, again:


click to enlarge

And steps:



This is a continuation from the themes of this.


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Wednesday, September 29, 2010

Some new c64 hi-res artwork


Click to enlarge

Read on if you're interested in the c64 machine limitations.



This is simple commodore 64 hi-res mode. The machine has a built-in palette that is approximately this:



I say approximately because these colors were not exactly picked from the machine itself, as this is notoriously tricky to do. The c64 palettes you might find on the internet are perceptual variations of how approximately the real colors would look on some c64s. These colors, however, cannot be altered. They have to be worked with as is. All c64 images you might find on the internet are using a slight variation of this palette and trying to do tricks so it looks like they're not limited by palettization at all. I like the palette, I like artistic limitations, so I use the pure colors it has on there a lot without interlace flickering and other techniques to blur middle shades and use them as primary ones.

The main difficulty with the c64 HiRes mode then, is that the screen real estate is segmented in a series of 8x8 pixel blocks, in which there can be only two colors from the available 16 showing at the same time. Look at this for a disambiguation of the process.



(click to enlarge)

Therefore it is difficult to use a lot of colors in close proximity to shade the represented item properly. A lot of fiddling about with 8x8 cell borders just for a simple bevel highlight, for example. And dithering (the little checkerboard patterns between two colors that do soft fades) needs to belong to its cell as well, can't mix a lot at the same time without dreaded attribute clash.

The top image in the post has the border around the screen alternated between the whole palette. I like a few of them more than others, the dark blue background, the light red one and the green I ended up using for the final piece.

C64 HiRes is good at duochromatic images (black and white, for example) as it was originally intended for hi resolution text mode on the machine. It's also pretty good at 90 degree dependent images (imagine a graphical word processor with its various panels open for example) where you can play with the 8x8 squares to their advantage. However it doesn't do curves and full color very well (the other native mode of the c64, 'multicolor' sacrifices half its horisontal resolution to get 3+1 colors per cell instead, giving the appearance of the pixels being wide). I wanted to challenge the machine - and myself - to make a colorful curvy picture in HiRes.

Actually, let's not understate the significance of the object in the picture, this isn't just an exercise, it's a celebration of one of the most beautiful things in life, I count it as being as significant (personally) as any of my comics or whatever else you might find on this blog.

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Monday, December 29, 2008

Currency Gives A Second Chance




Well this is the last page from the newspaper comics, for real now! I will probably do my most recent 24hr comic nex--- wait wait! READER PARTICIPATION TIME:

Dear reader and human, would you rather I post next:

  • My most recent 24hr comic (5 pages) chronicling my dire highschool existence, failing at school, getting in a band, DENYING MY NATURE and throwing up

  • My very first 'serious' comic (2 pages) completely incomprehensible to anyone that isn't me, made in two feverish nights that I still somehow feel begrudingly nice about

  • An illustrated recounting of a dream (5 pages) where I meet my id/superego meld and I am very distraught with the secrets he tells me


Please write in and let me know. In lack of votes I will default to posting horrible doodles nobody cares about as punishment! (not really.)


About the comic itself, it's one of the few color comics I've done, and completely in photoshop for that matter. There's a bit of a blunder with one caption (see if you can guess which) that misleads the eye instead of helping it along to the next desired panel and I certainly rushed the last panel (deadline). I think the idea is humourous still, even if I do say so myself. This blog is constantly about me saying so myself and I'm sorry, but it ain't like anybody else will ever write my biography, so... you know.

-Helm

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Sunday, December 7, 2008

Memorybot Part 4: THE REVENGE




Here's the last page.

I'm proud of the visual communication here of the mindwipe, it's not exactly the easiest thing to convey without a stupid-ass panel reading "and this is how the robot got the relevant part of his brain erased". This isn't the golden age anymore, thankfully, we can trust the viewer to understand the action just by showing it, right? Right?

I guess it would have been easier if the screen read something silly like 'R U SURE U WATN FULL MEMORY WIPE Y / N ?' but nerds will be nerds and I had my nerd friend Ghormak write me some c64-like BASIC code that would theoretically clear some memory. Well... all the memory, really. Let's pretend ZX is running on 20 internal c64 chips in parallel and has different memories stored on different ones. Also the irony of a robot named ZX64 running on c64 processors. I will have none of it on the ongoing vendetta between Spectrum and Commodore users, both machines have their strengths. It's just a shame the c64 has many, many more of them. That's the final word on this, now, you hear?

I think this page works and I wouldn't really change much about it. This is also a byproduct of this art being closer to today than some of the other stuff I've posted so it's not that I've changed radically as an artist since.

Here's some more Ptoing slave comments on the coloring:

Page four was frustrating as I accidentally saved the resized .jpg into the photoshop file when I was almost done, and that would have been of course totally useless for print, so I had to start over. Still I am happy with the outcome especially the psychedelic colours in the middle panel as well as the three last ones, which in a way echo the colours of page three.

The only rationalization going on here is how I colored the last panel as well as the background in the last three panels, which I did in a way to guide the eyes as well as focus on where important stuff was. If you look at how ZX is shaded in the last panel and think a bit about it, it makes no sense whatsoever as far as realism goes, but at this point Helm has indoctrinated me with his "Screw Realism" credo, that my compulsions never stood a chance.

On a side note, the text of the pseudo code in the first panel is made with the C64 charset. I actually fired up WINVice (a C64 emulator) and typed the stuff in there and then printscreened it and adjusted it for the comic as needed. So many interesting facts, no?

Very notable is that Helm did not do any adjustments to the last two pages, he saw them and was happy. (The last 3 panels are a very good example of his inconsistencies. Note the eye positions of ZX)

In closing I have to say I really enjoyed colouring this comic and I am looking forward to colour more of Helm's comics in the future. Tho one thing I learned is that I never want to colour comics professionally unless I really have to.
Thank you for bearing with me and my ramblings. You are released now.

Hehe, c64 charset... nerds will be nerds.

An interesting point to note is that the comic has some internal symmetry. Page 1 ends with a 'hello' and an embrace, page 4 ends with a 'hello' and a handshake :(

Oh about handshakes, I guess I should say that whereas most people think them old-fashioned I am a firm believer in a firm handshake upon meeting someone. ZX takes from his artist in this amongst other superficial character traits (like being AWESOME ALL THE TIME).

Page 2 is all words words words and panels panels panels and page 3 is all about silence and few panels, that's a contrast bookended by symmetrical pages more or less (for instance page 1 and 4 all end on three vertical panels of close action, so on). I like playing up the forms of comics, I hope I don't constrict the actual happenings inside them with my such concerns.

Closing thoughts on the comic's abstract: "Man, imagine how harsh digital, perfect memory would be if you were a heartachey robot" was the initial thought that came to me while I was taking a shower/touching myself. I stepped out and kept a single doodle note of ZX running a big cartoon magnet all over his forehead and saying "fuck you, bitch" and the idea stewed from there to something a bit more human, heh.

Whereas I don't think it mirrors anything real very completely, what with none of us being robots, it does have something to it if you ever have been in love and you acutely remember parts of that relationship. For a long time you think you'll never forget, that there won't pass a single day that you won't think about that person and nothing anybody else tells you makes you change your mind. Eventually you forget, but this comic is about tough choices and the very blurry line between bravery and cowardice in interpersonal relationships. There is also the sad suggestion of the deterministic repeat, of something having happened just to happen again and again, ourselves looking at ourselves making the very same mistakes, kicking and screaming and crying but still saying 'yes' at the right times and 'no' hardly if ever. I mean, who knows what happens after the last panel, here? Perhaps she never explains what just happened, perhaps she pretends she was 'fixing him' and they meet all over again all the time she's secretly hoping, yearning that things won't play out as they did last time. For all we know... this has happened many times before. Always the same pseudocode, always the same last words

I love you so much.



-Helm

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Friday, December 5, 2008

Memorybot Part 3


Here's page three. Not much to say about this so let's take the opportunity to listen to Ptoing about the coloring process!

Hello, ptoing here. I'll have to write some words about the colouring of Memorybot, seeing as how Helm said I would without me knowing. Since we are awesome friends he knew tho I would do it, so here we go.

Memorybot is the first (and so far only) comic I finished colouring and it was a very interesting experience. It's not like I am a huge defender of literal colour, as in everything gets the colour it would have in real life, but Helm pushed me when it came to using emotional colours. He constantly poked me about it and it was a very fruitful outcome for me which I learned a lot from. So here goes thanks to you Helm, cheers for poking my brain.

The most interesting thing was to come to a colouring style which worked and respected the lineart, without being too simple (Straight colourfills Helm could have done himself :P). When I was exploring at first I thought about and tried colouring all the lines, like the trees and clouds in the first panel of page one. This turned out to be extremely tedious as well as taking away power from the nice lineart, making things mushy.

So in this regard using it here and there for background elements was a good choice I think, clouds with black outlines would have looked odd - or at least I think so. Tho black outlines for clouds are fine in a strictly black and white comic as soon as you add colour I think it looks wrong in most cases.

I will go on about the 3 pages in a bit more detail now, who knows, perhaps someone will find it interesting. Page one was the hardest to colour for me, simply because it was the first and it also has the most touchups from Helm. He adjusted the colours in the last panel and also tweaked some other things. This was great learning for me and it is also notable to be said that this collab worked so well because of the mutual respect for each others work. I had no problem with Helm going over my colouring as he also had no problem with me editing some of his lineart, mainly for cleanups.

Helm did welcome my cleanups tho he thinks that in some cases I am too anal about stuff like this, and who knows, perhaps I am, I have some compulsions when it comes to art (especially digital art) and small details jump into my eye and cling onto my brain, I can't help it. A perfect example of this is the wandering poster on the first page. The green one which is just above ZX's head in the first panel - it moves down during the course of the page. Actually looking at it I just realised that the whole bench seems to be moving in the last 2 panels, if you look where it is in comparison to the wall behind it.

But enough of me rambling about how Helm does not care for consistencies like this a lot. It's his right, it's not like they have an impact on the storytelling. So as far as emotional colours go, page one does not have much going on, apart from the last 2 panels, which were partly (mainly) Helms work as far as colour adjustments go.

On page two things get a lot less literal, more emotional, with the first panel, the establishing shot, being coloured in the colours that actually represent the actual surfaces they are (does that sentence make sense?) Then especially from panel three onwards things get purely emotional. Here one very important thing to note is that not many of the decisions made were conscious, I just did what looked good to me and made sense to me in the context of the comic.

The cold blue on the robot to show the distancing from the girl, who in panel three is an odd cold pink, no clue why, but the colour somehow works for me as far as some rests of hope as well as anxiety about what is to come, what ZX is going to say to her. Then in the next panel her face is turned to sad blue tones, followed by their hands, which I coloured as if it was a statue made from stone. A gentle touch of lovers not to be made eternal, or something.

In the last panel ZX turns is shown as a harsh, abstract monolith to finalize his statement, and show it's severity. This is what I think Helm was trying here, and I think it works. The colouring here is held simple and the red, well, to add some dreadful atmosphere.

Helm did some minor adjustments on this page as well, nothing as major as on the first tho.

Onto page three, my personal favorite. It is a very intimate scene in my opinion - the closest the two get to each other. I really liked the stark contrast of the bottom bit and I felt the page needed just as stark colouring. There is really not much more to say here, I just did what my instinct told me to, zero rationalization here.

(to be concluded)

Thank you Ptoing, for being forced to comment on my blog. I will let your family & dog go unhurt now.

Ptoing wrote more about page 4 but I'll post that section along with his final thoughts next time, when Memorybot concludes. Here's the b&w pervert version for those of you that share my kinks.


I think this page is good. I rushed a few bits here and there on the big panel, but the end result holds up well enough and is pretty astounding in color. Ptoing is right on the money above where he says this is the closest they'd ever get. A sin against nature, such a wrong way to love, please take me apart, put me back together again.


-Helm & Ptoing


P.S. This page is signed ''07" so it was as I thought. I started this comic in the last days of 2006 and continued it in January.

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Tuesday, December 2, 2008

Memorybot Part 2



I take advantage of page flip to change settings. Film can do this also but not as effectively. Recent films that trained viewers in fast scene changes but it still creates some dissonance unless the director is one of the really talented ones. You can mess this up in comics as well (for example if you change scenes on pageflip but you don't do an establishing shot in the first or second panel and just assume people get that we're not were we where before). As of late I've been considering infinite canvas comics a lot and I'm trying to think of ways to have the power of page change without having actual pages to do it with. Something will come to me. Anyway, I mean to say, the change of a page is a very useful tool for the comic artist. It invites the participation of the reader to carry the story along, at their own page. The characters aren't going nowhere until you're good and ready. That more relaxed idea of how art should be paced is in start contrast to music or cinema where the time is strict and linear and if you're not paying attention you just missed something. This is why I think comics are the best medium to tell stories where smart little details and subliminal characterization make a difference.

Let's also look at the black and white version.

The painting in the futurist cafe in the first panel is a reference to Complexification. (Click on start applet to see the art of the future). This isn't so much a pop culture reference (as I don't think Complexification is pop enough yet!) but more an actual world-building point, I really do believe such algorithmically generated pieces of art will be much more vital in the future than now. Also, if you care to check out the older ZX story with the dam and the depth computation, you'll note that they're also at a show where Substrate is featured. Their opinion there on the art differs from mine as the artist, heh.

When I was drawing the black and white version of this I was actively trying to restrain my propensity towards adding little scribbly mid-tone details with a fine marker because I was thinking 'let the coloring do it'. And it did, I'm really happy I didn't overload it more than I did, although Ptoing - whom I'll have explain his process of coloring in the next post - probably suffered around the little details even as it is. I don't have much experience in making artwork that relies on color because I don't really like color comics much, heh. At least not the more literal color type. We'll discuss this later.

The exchange of words here is very calculated (I'm sorry) on the part of ZX. This isn't because he is a robot so much as it is how we all try to be robots when we have to give these sort of justifications for our actions. We think that if we figure out the exact way to phrase the hurty thing we need to say, perhaps we'll control the outcome, contain the drama and minimize the hurt. It is the testament to my emotional inexperience that in this comic, the next page to this isn't that of an emotional outburst, of the vital drama needed to diffuse an awful feeling. Instead I make the girl passively 'understand'. Things don't usually work this way in real life, yet I do not think this is a point of insincerity for me as an artist here because at the time this mode of resolution I thought was the best one. I was still holding on to being a robot as best I could.

The 'how we differ' panel is one of the best I've ever drawn, I think. I look at it and I think I did alright, as a comic artist, even if that's all I ended up doing.

Note in the black and white version how the eye on the girl on the bottom left panel is off and how Ptoing fixed that for me in the colored version. I've since learned to draw eyes a bit better but they're still totally the biggest problem I have with faces, especially with girls. I am satisfied with her weary expression though.

Next page will come when I get Ptoing to write his piece about the colors, could be sooner rather than later, as it's a silent page and I don't have to translate anything.

On other news, Vavel page is 70% done. I've worked more on this single page that I've worked on 4-5 regular pages of comics. It's a monster. It also is right on the verge of being completely nonsensical. I hope I can keep it together.

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Sunday, November 30, 2008

Memorybot Part 1





More ZX romantic adventures! Page 1 out of 4.

I made this for the 'Free Your Line' fanzine, for its third - and best, in my opinion - issue. It was done in very late 06, in fact around new years eve if memory serves. Ptoing was around, as were other friends, I was visiting Germany I think. God, how can my memory of things be so much like an old man's?

If you note something different about this comic, something vibrant and rich in hue, that's Ptoing's fault. He did the colors. I really like them, most people seem to too.

As I had 4 pages to tell a story that could possibly be told in a single page like those of the newspaper, and as a sort of cleansing from that sort of format, I took it very slow here, mostly establishing setting and mood, letting smaller things do the talking than my usual verbose narrator who is sadly a necessity if you want to tell a story with a lot of plot in very small space. Therefore the pacing is very deliberately slow. Note how I use the right wall in the first panel as space to place a story title and such, luxuries one doesn't usually enjoy in single-page format due to space. The eye traverses lazily through the opening shot, playfully diverted by the separate-perspective point cobblestone. A vague sense of futurist Europe somewhere (in fact half-way inspired by Stockholm and Thesaloniki). I never understood why the near future needs to be all SUPERPIPES AND FLYING CARS... well, the flying cars I can understand, what I don't see is why when the 'FUTURE' is here, everything old is to be immediately discarded. So I didn't. This comic might take place in the future sometime but I still left in streetlights and free press vending machines and the tired stones of an 'old city center'.

Furthermore, as before, I do not treat the abilities a robot very much like a robot... somewhat half-way. He has an internal clock... but he has to roll up his sleeve to know what time it is, heh. I like that middle space between magical realism and just flat out nonsensicalness. I'll get Ptoing at the end of the comic to talk about his color choices and such. Let's look at the black and white one as well:



First of all I made the mistake of inking this on hard bristol board (because that is what I took with me in Germany. I am really ghetto as far as tools and means go, as I've mentioned before). So all the lines I've put down are with generally bigger tipped markers than I enjoy just so I didn't get lots of break up. It turned out to befit the color a lot more than my usual more flimsy lines.

Note on panel 3 and 4 how I use guiding arrows to help the reader along. Most experimental comic artists would scoff at such'medium breaking immersion' tricks as naive but I kinda like comics going 'hi, we're comics! :D' a little sometimes, if they're kind about it. I could have used some other visual clue as to how to read such a panel configuration (usually with word balloons or the actual things in the panels being drawn in such a way as to visually flow up and then downwards) but I had to juggle a few other considerations that kept me from this. Namely, I wanted the fast motion. I wanted the first two panels to appear to take a considerable amount of time between them but then when he checks the time to see if his date is late (she is, by 8 minutes) I wanted the action to be abrupt. This works by keeping the art in the repeated panel pretty much the same (eye discards same information and just reads the different parts, much faster than the whole scene changing. Combine this effect with small panels and you can have a comic where the reader feels compelled to read 3 panels a second). So the pacing is sloooow and then an abrupt peak, and then again slow on the fifth panel (low shot always seems to take more time than eye-level because the reader has to visualize the pan that got the 'camera' that low, and how it'll also take some time to reposition. We think spatially, like ground animals) and the last two panels are again, fast after that bit of hesitation. These are pretty much cinematography tricks, but hey, comics are a smart medium and should take whatever becomes them from elsewhere without having delusions of being anything they're not. Vague line there but I'll pretend I'm safe from making 'movie comics' for now.

I'll post the next page in 3 days or so. Take the intermediate time to praise Ptoing for his wonderful coloring work.

- Helm


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Saturday, August 9, 2008

Meet Babis


































This is the very first comic I did for the paper. In fact this and the next one were the ones I showed them beforehand with the concept and got me the gig. Now, being a paid comic artist in an artistically somewhat backwards country like Greece isn't a very dependable idea so I was at the time pretty happy with how the situation developed, even if the paper itself wasn't much to my liking.

As to the comic itself, I still like it though there's a few issues with how it works. It was difficult to come to grips with how lots of panels on a single page work so it's cluttered, though not so much as a few of the comics to come, heh. A word about the translation issues: First of all 'Babis' is a Greek name you'd think fits a slightly naive, perhaps a bit simple, middle-aged male. The reason we don't localize the names is because these comics are meant to be quite 'Greek' not just as in the original language but in terms of culture and effect. So when you see weird names of people or places expect to have to read a small note below the comic such as this explaining what effect I was going for.

Furthermore, the punchline isn't very easily translatable either. In the original Greek version Babis exclaimed that he was the victim of what we call "aposirsi", which is Greek (not sure how often this happens abroad, leave comments if you want to let me know) for when the government offers monetary returns to urge citizens to relinquish their very old vehicles, most of them running on very wasteful and environmentally hazardous engines, for new ones. So Babis is mostly complaining about how his group of savage yet homely rockers have "traded up" for his uncle. I know, the punchline doesn't work as well as it could in English, but eh, the comic still stands regardless. I tried to make every 'strip' of the page funny on its own.

Oh, this is also the first of many times I will thank Johnny for his work, I really love the fontsetting here and it's the comic that initially convinced me someone can do this with fonts instead of just redrawing everything by hand (as I originally thought was the only way to do justice to the lettering). It's clearly computer fonts, but subtle things like leaving in squiggly exclamation marks give it a more human quality. Three cheers for Poland!

Also, it's worthy to say that the whole idea about this comic initially came from this screenshot of a c64 rpg game called Newcomer:



















I often am.

-Helm

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