Thaedael's drawing board

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Re: Thaedael's drawing board

Postby Thaedael » Thu Aug 12, 2010 9:48 am

@ANooB
Err K? It looks ok, as do the rest of them (now I want to make a resident evil themed one >.<) but I plan to work on the metroid section for the time being. However keep up the good work.

@Blaze
That was more or less what I was talking about, but I don't think I conveyed it that well. The main thing I wanted to emphasize was modular armor, where you can chose what parts (that you acquired) are equipped, like the two drawings you just posted.

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This is the first of the room concepts, nothing super fancy right now. So far its about 95% original 5% custom (of which the custom is closely based on the original). The rooms will be furnished in greater detail as I get the stuff I need ripped. Also want opinions on an elevator, I got an elevator shaft completed. In some of the areas I have laid out some sections of the elevators are unusable, so I think it would be more logical to have actual elevator cars as opposed to the little glowing platform elevators. Will see what happens as I rip (bugs me that the best elevator sample in the whole game is corrupted on every rom I have tried so far)...

Image
http://www.majhost.com/gallery/feyaden/ ... y_test.png
^for full view.

If you got more ideas on themes or want you want to see visualized map wise let me know. Thanks to everyone that commented and critiqued so far, and thanks for all your brain storming, if it seems like I am deflecting them that is not the case, I am genuinely contemplating them all~
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Re: Thaedael's drawing board

Postby trunks2585 » Thu Aug 12, 2010 10:25 am

Customize the parts of the armor that will be worn without detracting from the usefulness of it as a whole? Now that I like. Could go the full range from full armor to no armor and it might be interesting, and could even lead to alternative scenes. (example you can't tit fuck her if she has the chest plate on, but remove it and a tit fuck scene becomes an option)
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Re: Thaedael's drawing board

Postby Blaze » Thu Aug 12, 2010 12:42 pm

I second scenes depending on what armour you have.
Also Thaedael when it comes to sex scenes are you planning on zooming the camera in or is the gameplay camera going to be more zoomed in anyway than the old metroid games.
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Re: Thaedael's drawing board

Postby Thaedael » Thu Aug 12, 2010 3:58 pm

@Lurker:
That was weird for me, it wouldn't show your post at all until now, like yours didn't show up chronologically (I saw Blaze's post but not yours until now). It's always good to have reference material so thank you!

@Valithan:
Sorry I missed your post yesterday night/ this morning. Just wanted to thank you for your contribution, which is a fine first post, welcome to the forums!. Spoofing previous encounters would make for a fun game, because the original plan for each of the scenarios (peach/krystal/samus/pokemon/and the rest of my secret plans [insert evil laughter here]) was to tie them into their separate universes as much as possible. This is not only to please fan of the genres but to add more atmosphere around each of the scenarios, so that they are fun, memorable, and at best, a fapping tool you can keep coming [no pun intended] back to.

Now on to your ideas. From a plot point of view, I think it would be hard to actually replicate another samus. The "x" parasites had formed an SA-X from the encounter they had before she was introduced to the metroid vaccine, the SA-X actually forming from the sections of armor the medical crew has surgically removed. Post metroid vaccine if she touches any "x" viruses she absorbs them, unless they are in host form or on a host. That being said however, since Samus will start naked, so you can assume her armor has been removed for analysis or surgically removed etc, and since the "x" virus is used a lot in the plot I have formed you can assume an SA-X will be present.

The plan for samus ~ "x" interactions was to have the small blob come onto the screen (since every monster that isn't a space pirate will be an "X" clone) and form into the monster that the room represents like they did in metroid fusion. Then of course you would the different scenes depending on the attitude (aggressive/passive/neutral as proposed by steel saurus), armor (different plates, or under suit, or nothing, or crotchless etc). Once the sex scene was done I was planning to have something either showing her absorb the monster (if it is "x" based) or to turn it to dust (like the metroid hatchling in super metroid did, it would latch on to things, turn them brown and then they would fade away into dust), which I think would be fitting to show that effectively the monster was done (much like in mario is missing the passed out goombas role).

That being said, somehow a three some where an SA-X runs through the wall (shouting something along the lines of being a juggernaught) and joins in on the action at hand (even during a "bossfight" for the nostalgia reference to fusion) would be awesome. It is also true that multiple SA-X were in fusion, which could lead to other fun possibilities. Say... dark samus / phazon samus meets SA-X meets more SA-X meets Real samus. My mind is already perceiving the crappy frame rate from so many models interacting but I can't say I find the thought displeasing. It also leads to fun ideas where you have to try and outrun an SA~X (since the rooms are all dark we can even toss the lighting it has around it) where if it catches you it screws you (and if you outrun it you get another reward).

Concerning upgrades is a complete other ballgame. I haven't put too much thought into the upgrades other than the different beams allowing different actions ( I really wanted to put in the 7 different space pirates from prime, wave/ice/plasma/power/stealth/normal/jump pack) and depending on the "beam" you had selected you would have different actions. Since they are weak to the power they use, if having said "beam" equipped then samus would be in the dominant role as opposed to submissive. Also the interaction would change. If you really wanted to add more stuff for the sake of complicating (I want basic upgrades which either give you armor back (which effects the sex scenes) or an item that doesn't serve any role but changing the sex scenes, and maybe one or two old-school references (unlocking fusion suit or unlocking Justin Bailey jumpsuit). However if other people have great ideas they are more than welcome to toss things around. While the main point of this thread is one giant wish listing/art thread to amuse myself and others, the second biggest (and albeit important) factor is idea/content generation for the LoK team.

I was planning to incorporate a chozo statue that you could interact in different ways, and the VERY first one I thought of was the spike scene in the crashed spaceship that you mentioned, the second thing I thought of was the Metroid Zero Mission sprite animation of the statue getting absolutely frisky (still impressive animation by my standards today).

The thing is while I want some linearity to get people to move around and meet the different creatures, too much of a sandbox makes it more of a gallery than a story if that makes sense. Granted I think after a play-through you should get a code that lets you see each of the animations in the game as to reward those/ appease those that just want to fap.

As for a custom suit. I am totally game for it, granted I haven't ever thought of one so it would look probably cheezy, and would probably be just a more impractical titillating outfit. Yet, it sounds like a fun idea I will give it a shot eventually!

Transparencies on parts of the suit... ya I like that idea a lot actually.

Thanks for the contributions, you made me type out my own wall of text to match/surpass yours. Also this is for you: not made by me but its chozo, and samus.

http://gelbooru.com/index.php?page=post&s=view&id=34934

@ Trunks:
I ripped the sprite I was talking about with the frontal view of samus, that shows all the upgrades she has that in the original game you could toggle on and off. I also found a person's original intepertation of said menu actually containing the different armor sections which I can base off of if not outright use (with permission of said artist of course). The point being that you could toggle the different armor sections on and off, which would probably follow the path that "Clixposing: Samus" took in armor design, for at least the original armor. However makeing custom armor has been proposed a lot more than I thought it would have (didn't even cross my mind unfortunately) so I might go that route on top of that as long as incorporating some of the more iconic ones.

As for restrictions, it makes sense to me, unless you get into extreme details but that is more stress on the programmer/artist than I want to force upon them however it's an option none the less.

Reference for armor sections: Clixsposing Samus:
http://www.newgrounds.com/portal/view/276780
I would do it in reverse naked building up, but to the same effect.

@Blaze:
I am glad the armor stripping/toggling has made everyone a little more excited (it was what I was thinking from the start but now that it has been made more clear by everyone else :) )

As for zooming. I am just making pixel art and having fun. I used to be able to program in action script / flash about 6 years ago when I took it in the first two years of high-school. Even then it was from a manual that pretty much was just copy past. I made one or two original games from all the accumulated knowledge but nothing of the scale/caliber of Legend of Krystal.

So as far as programming goes I rather leave it to a team that knows how to do it well, and with an enthusiasm that matches my own, or to get back into action script, which I can do but by the time I am done the LoK team would probably be done their own version (which if I didn't like I would go and make my own after relearning how to make flash.)

That being said, I am learning vectorial artwork right now. Up until now I have learned how to do traditional medias (I can draw with graphite, coals, pastels, paints (acrlyic, oil, water), lithography, silk screening, sewing, etc. etc.) and a couple of the digital medias (I am ok in flash though I haven't touched it in years, however painting in flash I am good at, photo-shop coloration and drawings I am good at too, and what not). Anyway vectorial artwork is totally counter-intuitive for me, however it has so many upsides right now that I can't complain at the same time. While it is an unwieldy program for me (using illustrator), it allows smooth artwork that can be infinitely scaled. If I were to actual make this game from scratch I would take the pixel art I have now, and actually redraw it using vectors, to not only eliminate the pixel-based artwork (it would be a lot smoother, sharper, and cleaner) but to allow infinite scalability. Meaning that you could export them at different size and still have the quality since it is all math based algorithms. So I would actually have the game screen somewhat large (IE: a room more or less taking up a whole screen, and a bit of scroll-ability from side to side (which would then be used to move the final background back and forth giving depth to the movement and making you realize the beauty of the foreground (I love those chain linked fences). The minute she would touch a monster I would either then a) Zoom in or b) have like a cutscene frame appear with the action in it. Either way, both of those would make frame rate lag, and since I am not an actual programmer (not a very well versed one anyway) I wouldn't know how practical any of what I just said would be ^^;;.

Here is to hoping that by clearly stating once again (for previous reference check peach thread, under all the pixel based artwork I did) that I cannot program and that I am just here to generate fresh ideas, that I don't shoot myself int he foot and curb people's enthusiasm.

This should be enough of a block text by now, once again if you see spelling mistakes or need clarification, just let me know.
Thaedael
 

Re: Thaedael's drawing board

Postby SteelSaurus » Fri Aug 13, 2010 1:29 am

Urg, TDael you post too much for me to reply to at once... here we go.

Here's an idea for streamlining the map and encounters. Since the first stage of the adventure seems to be mostly dealing with Metroids (why not have actual Metroids, I know they're technically extinct, but could we say that the Pirates are getting more successful in their attempt to replicate it?) Have your 'generic boss be an Omega Metroid, in the locked room behind have a Queen Metroid (and remove the Omega to indicate that despite Samus's meddling it managed to evolve). You could also evolve some of the other Metroids to different forms for after game as well. The next stage, instead of the Megaman style Pirate Lineup, you could have regular pirates in the 2x3 rooms up top, security bot stays security bot, but merge Power and Wave Pirates into a mess hall. Ice pirate becomes locker/rec room, and Plasma Pirate becomes Pirate general. I've thought of where to put the upgrades already. You get Power from the first security bot, Wave from the weapons locker, Ice from second security bot, and Plasma from the Pirate general. Shuttle's cool but instead of facing flying pirates (I still have it in my mind that the average Space Pirate is slightly smarter than inept), face regular Ridley. Backtrack like you said, and face Kraid, to the engine room, maybe face a prototype Robo Ridley to fit in with an engine theme. Up to objective as planned, down and face Meta Ridley. Mission Complete. For after game or secret stuff, behind the Meta Ridley is Omega Ridley (could be a SAX). If you take the Lab tram to the Lab Storage you could find Mother Brain for some tentacle rape, and after that morph ball into the Chozo Statue in storage and as someone said have it force Samus out of morph ball and initiate rape scene like in that little gif one someone else posted.

Eh? Eh?

Did I miss anything?
I'll get right on it! Eventually...
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Re: Thaedael's drawing board

Postby Valithan » Fri Aug 13, 2010 3:35 am

No worries about "missing" my post Thae, mine and the comment you said about another person's post seeming weird is because as new peeps to the forum, our posts had to be approved first — so mine wasn't actually there to see up until this morning.

In regards to the 'x' parasites, I got the impression that strong parasites actually had a resilience to getting absorbed — like the boss parasites, you'd have to weaken them further before you actually got the upgrade. And then as you mentioned, the host form of the X is certainly fine, so I do think some form of interaction with e SA-X would certainly be fine against samus, even in the weakened mutated form of her armor like in the fusion boss fight.

Oo, and a sparkshine chase followed by a catch and screw attack certainly sounds fun. I've got some sketches I've been doing for a design for samus based of the fusion suit, and try to get those finished and maybe even colored before I go to bed tonight
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Re: Thaedael's drawing board

Postby Valithan » Fri Aug 13, 2010 8:29 am

Image


So here's a quick concept for a fusion suited samus for sexing.
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Re: Thaedael's drawing board

Postby Renara » Fri Aug 13, 2010 12:20 pm

That looks pretty neat, so she'd never have a true pelvic piece except perhaps some generic underwear that can be removed by characters? For the chest it may make sense to have it as the type of armour that only covers the sides, leaving the full cleavage exposed in the middle, meaning she can participate in titty-fuck scenes without trouble.
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Re: Thaedael's drawing board

Postby DemonFiren » Fri Aug 13, 2010 12:22 pm

And you are sure this can still be called 'armour'?
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Re: Thaedael's drawing board

Postby Eggplants » Fri Aug 13, 2010 12:44 pm

haha pfft who cares about functionality? this is damn hot! :lol:
I animate and draw stuff! Check out my gallery if you wish.
Also my email is [email protected]. I'm always happy to receive emails ;)
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Re: Thaedael's drawing board

Postby Valithan » Fri Aug 13, 2010 4:07 pm

Hm, yea having the chest exposed in addition would make sense too, and it might not just be armor, but maybe worn over the zero-suit or whatnot. As far as armor goes, it might not be full armor, but it could be all that she finds and I figured it's enough of the suit to allow some upgrades for running, jumping, rolling and shooting — I just took the blue part of the fusion suit and wrapped it directly around her body instead of a masculine armor frame.

It can be her aggressive hunter suit
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Re: Thaedael's drawing board

Postby Xananos » Fri Aug 13, 2010 6:03 pm

I looks pretty protecty as long as nobody aims for her stomach.
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Re: Thaedael's drawing board

Postby trunks2585 » Fri Aug 13, 2010 8:14 pm

if you really wanna talk about how useful armor is in games, look at any handful of RPGs with female characters wearing basically chainmail bikinis and those somehow offer the best protection out of everything... Even non hentai games pull this crap, I doubt we'll get much shit over it, and if we do we can just redirect their attention to other games that have done the same thing.
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Re: Thaedael's drawing board

Postby Haldor » Fri Aug 13, 2010 10:06 pm

I just use the quote "It's a -BLAM!- VIDEO GAME!"
"We could just... run away?"
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Re: Thaedael's drawing board

Postby Blaze » Fri Aug 13, 2010 11:24 pm

A good example trunks would be the latest dragon quest ix.
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Both these armour offer the same protection
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Re: Thaedael's drawing board

Postby Thaedael » Sat Aug 14, 2010 1:19 am

Forgive me for the lack of content today thus far. My mother was ill all morning and afternoon so I was taking care of her doing the housework and cooking all day. Apparently my "secret get better soup" is not only effective at making people feel better but taste good too, so two birds with one stone.

@Steel Saurus: as I mentioned above I didn't get much of anything done, but since I had all the time to think while doing menial tasks I managed to fill up most of the rooms with monsters in my head. I got some really good ideas which won't streamline the game, however it will provide a mostly unique feel for each room hopefully cutting down on repetitiveness.

I got one of my best friends in the sprite industry to help me rip a bunch of sprites from all the metroid games for me as to help cut back in time of me doing it myself. This leads to having more stuff to work with, more monster to get inspiration from, and of course the main reason I asked for it is more things to fill the rooms with, from test tubes, to chairs, to computers.

I started playing dead space again (probably one of my favorite games of all time) and I think that some of the barricades and stuff written on the walls would be fun to incorporate into it.

The shuttle between the space pirates and the hangars are for quick deployment of pilots/crew/boarding pirates. While this is obviously not a real space ship I want to at least feel like it could be a real one.

I like all your ideas for encounters so I will work them into the rooms that you suggested using the new graphics I got (meta ridley in engine room? Hell yes, especially since I now got the sprite rip of the nuclear reactor from metroid:fusion.

@Valithan:
Ya big groupings/strong "X" pirates are/were immune to being absorbed in fusion, which is why you had to kill either the host or the form it was mimicking. Which is why I think single "X" floating around would be unfitting. However after every kill if you saw the monster get drained of color to gray (like the metroids did in super metroid), and then peel away like the chozo statue did, to release an "X" that gets absorbed I would be happy. However that is needlessly complicated for no other reason than graphical representation.

Sparkshine chase sounds fun, however the more time you play one handed and less complicated the better, though I could see a spoof scene none the less. Really like that idea ^^.

Also I like what you drew/posted. If I can get you to draw more (I got some things I would add in layers under and over what you provided) let me know. As a reward I would convert it into sprites for you too :P

@ renara:
I would one up you and say have two pieces that cover the chest, but have side pieces that connect them around the sides. It would look like bra without the shoulder support straps pushing up from underneath.

@The whole bunch of posts after Renera's:
The armor can look as slutty as you want it to be, as long as it has a shred of credibility/functionality behind the design. I am a 4th level dan in kendo, and a 2nd Level dan in tai chi so I know a thing or two about sword play and martial arts. I also tried fencing and other sparring using weapons, but I digress.

The picture posted of the two warriors one male one female is a perfect example. The female armor looks skimpy and ridiculous, but from a sword play point of view VERY functional. Her left shoulder and fore arm are covered in plate mail which allows mobility and protection, and the reason the left side is more armored is because she is right handed. Her pose in fighting would be with her left shoulder towards you to protect her whole side with her plate mail and protect her neck. The chain mail top is correct in that it protects the lungs and heart and sternum from any piercing weapons as it is designed to clump where it is struck. It doesn't cover her stomach but allows more torsion movement from side to side without getting caught on the legs, not to mention it more comfortable wearing the amount of chain~mail you actually need and not go overboard as to be encumbered. So while it may like nonfunctional it is a trade off of a bit more mobility and strength in the sideways swing, but at the cost of not protecting all the vital organs in the stomach area (stomach, intestines, kidneys, liver, etc.) Her lopsided chain mail skirt is a bit more... flamboyant to go with the style of the artist, but the length is right, and provided it was fastened securely would work with the left shoulder towards opponent stance. Legs are bare but it allows for better footwork.

Where I am going with this is, you can make samus armor look a bit on the slutty side if you all wish, but I would make it look like actual armor. Armor is only as strong as it's weakest link . So if you want to go with a light armored samus, with her breast, vaginal, anal area weak then you could go with a cqb style armor. I will sketch up what I mean if valithan is willing to make concept drawings on it.
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Re: Thaedael's drawing board

Postby SteelSaurus » Sat Aug 14, 2010 1:44 am

At the moment I am vectoring up Valit's sketch in accordance with the PShape model of Samus. (Getting the swimsuits on Blazekin is proving to be problematic in regards to their function so I'm taking a break from that.) What I cannot make myself I can steal and repurpose until it looks original. Should have it by Sunday evening.
I'll get right on it! Eventually...
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Re: Thaedael's drawing board

Postby Haldor » Sat Aug 14, 2010 1:45 am

Ded space FTW!

What you do with the armour depends on what you are trying to do with the game I reckon.
"We could just... run away?"
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Re: Thaedael's drawing board

Postby Thaedael » Sat Aug 14, 2010 1:51 am

So it seems I have time to myself at the very end of today. Not much work to show for it:
____________________________________________________________________
Relevant:
____________________________________________________________________
So this would be the basic narration going from the krystal story to the metroid story:
Basis description:
From the original plot I had laid out all the way back in post 1. Essentially before/during Krystal's crash landing, she hears a distress call. When the Krystal story arc is done you get a cut scene, "hours/days/[timeframe] earlier" You would then get an art piece of samus' face with scrolling text "I was out strolling when I got hit in the head with a rock... no thats not it In their bid to rule the world and my body... guess I am getting closer..."

"With the events implicating men of high power within humanity using their position to enact corrupt actions, I decided to go back to the galactic alliance with the damning evidence. It was on the way back I was captured, the space pirates had intended to reverse engineer metroids. It would be from the trace elements from the vaccine that saved my life. In their bid to resurrect the creatures, they would isolate my D.N.A., exposing it to the "x" virus in hope of it taking a metroid form. However, this hybridization would lead to the next 8 hours of hell..."
____________________________________________________________________
Room 1: Metroid D.N.A analysis and stem cell cloning (A.K.A. game start room)
____________________________________________________________________
Image

Basis description: The basic idea of the room is to have it in blue tones, with a few contrasting colors here and there. The idea of course is that humans tend to associate blue with coolness. It is also because the original super metroid space station graphics transmit the feel I want for this game. There would be 5 layers of graphics, the background, which would scroll side to side as you move to give the illusion of depth, a fog layer over the background to give it more emphasis on cold/desolate/scary science feel and would be animated, the middle ground which is on the 2d plane that all models would move and interact, the foreground, which allows some elements to block the middle ground to give further depth, and finally the layer where all the sprites (animated skeletons, IE: samus and her interactive opponents).

So this room is the genetic room essentially, where it is implied that some sort of testing is done on samus. This is where the game would start. The middle containment tube is from super metriod originally, but can be modified to have samus start off in it naked (glass already broken implying something happened). The computer screens are broken (I modified the graphics) but you could go the extra mile by detailing it to have little diagrams and what not with samus on them. The door to the right is barricaded off, and presumably locked (in game un~usable), and just opposite of it is a heavily wounded space pirate. Hanging from the ceiling are test tubes containing baby metroids, preferably animated to be moving up and down. Some are broken implying that there are a few that got free.

Interactive parts of the room:
The wounded space pirate:
~~>Dialogue: Huh, so you are awake? I guess there is little need for words... There was a security breach, we made such a big mistake.
~~>Sexual Encounter: Samus goes on all fours, and gives head to the space pirate. 3 tiers of positions, the first being simply licking the head of the penis, the second being actually taking it in the mouth, and the third being either a deep throat option or stroking the shaft while toying with it in her mouth. End scene: ejaculation half implied inside the mouth, and then the removal of the mouth to receive a facial.
~~>Rewards: Space pirate dies, some energy replenished.

Room Connection:
Only two doors, Left side, and Right side. The Right side is barricaded forcing the player to go into the left room.

_____________________________________________________________________

Edit: If there any spelling errors let me know. If you have anything to contribute inside this room that you think is fitting, while not over complicating it (there are plenty other rooms so keep tossing ideas at me). Tell me what you think, and keep looking forward as I will try and keep updating this thread on a daily basis.
Thaedael
 

Re: Thaedael's drawing board

Postby Valithan » Sat Aug 14, 2010 1:54 am

Sure, I can help out by drawing stuff. Most of my experience is in pencil work though, so I'd prefer to stick to sketches, though I do have a bit of access to digital editing via a mini photoshop clone that came with my scanner.
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