My artwork is also stolen by Wallpart!

tea-reblogs:

radlionheart:

hizzacked:

monsterscrawl:

diabebus:

cecameron:

triisoup:

candyrag:

store-bought-loser:

j0sadorf:

ianoquinnzel:

baka-neko-senpai:

ishockjockey:

kainkiller1993:

Want to take this site down?
Sign here a petition
https://www.change.org/p/remove-wallpart-com-stealing-people-s-work-without-persmission

Share the Petition link for other too sign in aswell to take down the art stealing site!

TAKE THESE BASTARDS DOWN! THEY STOLE MY WORK, TOO!!!

WTF
THEY STOLE BOTH MINE AND MY SISTER’S ARTWORK!!!
THEY NEED TO BE STOPPED AS SOON AS POSSIBLE

SERIOUSLY WHAT THE FUCK

….uugh, this is not fucking cool.

WTF

Whoa…they got some of my stuff as well. All my why… I advice all artist to check it out ASAP!

well well well, looks like some of my art’s on there too. I feel 95% disgruntled my art was stolen, yet 5% honored my art was good enough to get stolen in the first place

HEY

WELL I’LL BE DIPPED
BURN THIS SITE TO THE GROUND

piranha2021 I saw some of your suff on there too, sorry to be the bearer of bad news but I thought I should let you know ): 

lmfao destroy this site

Yep found 1 or 2 of mine here too. Please sign.

Sure enough, even my name returned results.

Aaand I’m on here too. Only one piece, a very old commission I did, but still, how dare they steal my work that someone else bought rights to and commissioned me to draw, and sell it for five fucking dollars

Dear EVERYONE on this post.

WALLPART IS A SCAM.

It’s a phishing website. DO NOT FILL OUT ANYTHING ON THE SITE

I Urge you all. READ THIS.

http://peterandcompany.tumblr.com/post/124924181627/phishing-warning-avoid-wallpart-at-all-costs

Hot damn. For a team that’s been dead or off the fandom scene ever since hasbro C&D’d Fighting is Magic, asking for $400,000 for an indie game is pretty ambitious and asking too much imho. Why so much? Sure, Lauren’s had a part in the development but she’s not some high profile person like Miyazaki or del Toro.

bagged-a-bazooka:

aspect-rei:

official-johnny-joestar:

FiM was announced like right when bronies were a thing; I used to follow it back in the day. 400,000 though for distribution (I assume, since the core game looks mostly done) is a lot. Considering too that everyone just assumed the project was vaporware for the longest time

It just seems a little excessive imo

“400,000 though for distribution”
dude, I suggest you actually read the indiegogo page, and not make an assumption.
there’s still a ton they have to do.
here’s the whole “where’s the money going?” section.

Developing games costs money.

You might be asking, “Just where is my money going? Am I buying the developers a golden-plated life-sized ice-reindeer sculpture and a lifetime supply of booze?”, and the answer is: All of the money is going towards the development of the game, and is based on an 18 months dev cycle, from the moment the crowdfund money comes in and we can start paying people.

It will help to pay our staff to work on this game full time over 18 months (the planned dev cycle), as well as our friendly neighbourhood contractors in an as-needed basis during that same time, to license the tools and software that we need to develop the game (it’s not just the engine; In fact, the engine has already been licensed, courtesy of Mike Zaimont and LabZero), and to cover the costs of operating the company, such as taxes, legal checks, and the lawyers to perform those legal checks so that the game can release safely.

Here is a helpful pie chart to show you just how the funds will be allocated.

30.5% – Graphics and design
This covers the budget for the people responsible for the bulk of the game production (90% of the art, and all of the animation, mechanics, scripting, UI, and also of character, world and combat design).

21.1% – Legal/administrative fees & taxes
To cover the costs of trademarking stuff & legal checks, the taxes we’ll have to cover for developing the game and raising funds through IGG, the lawyer & the accountant to handle them and the costs of keeping Mane6 running (website hosting, domain names, mailing list, etc.)

13.4% – Programming
This here is the programming budget. It covers our two programmers, as well as the licensing of anything they need to complete their work, including GGPO, which will power our netplay. Our two programmers are responsible for modifying the Z-Engine to better fit our needs, for handling the Geobox engine that’ll power the graphic lobby, and for the creation of the tools we use in our work pipeline.

13.1% – Audio
This portion of the funds will go towards paying our music team to create all the tracks we need for the game, to our audio designer contractor, the voice talent for the characters, and the software libraries licensing for the dynamic music system.

11% – Crowdfund costs
This is the cost of crowdfunding; Indiegogo & Paypal fees, and the production, shipping and handling of the pledge tier rewards.

9.2% – Quality Assurance and testing
Exactly what it says on the tin. This will cover the hiring of our internal QA & testing team so we can be sure the game releases as balanced, and as bug free as possible.

1.7% – Miscellaneous costs
This just covers the standardization across the board of the graphic tools required to work on the game, as well as the hiring of a contractor for background art concepts & engine implementation of the same.

Of course, should anything in this list end up costing less than expected, we’ll have a small cushion of funding which we’ll be able to redirect to add extra polish to the game, such as dedicating the time to create or polish more animations (unique taunts, match specific intros, etc.)

The funding for the game will come through the moment we reach our initial funding goal. The sooner we get the money, the sooner we can begin paying people, working on the game and showing you more things, so if you’d like to contribute to our campaign please do so as early as possible!

Yeah, I literally knew nothing about the campaign, but this is much better info and makes more sense

I will admit that I don’t really follow crowdfunded projects, so it’s something I’m not very well knowledgeable on

Thanks for the info tho

Hey, it’s cool. I was a little short in my response (long night at work)
But I do agree with you that they could have gone a bit lower, it’s a huge amount to ask for, but my guess is that they’d rather get the money they need for their expenses up front than have to rely on sales through stream early access or the like, as many other devs tend to.
This is really just a guess though

Hot damn. For a team that’s been dead or off the fandom scene ever since hasbro C&D’d Fighting is Magic, asking for $400,000 for an indie game is pretty ambitious and asking too much imho. Why so much? Sure, Lauren’s had a part in the development but she’s not some high profile person like Miyazaki or del Toro.

official-johnny-joestar:

FiM was announced like right when bronies were a thing; I used to follow it back in the day. 400,000 though for distribution (I assume, since the core game looks mostly done) is a lot. Considering too that everyone just assumed the project was vaporware for the longest time

It just seems a little excessive imo

“400,000 though for distribution”
dude, I suggest you actually read the indiegogo page, and not make an assumption.
there’s still a ton they have to do.
here’s the whole “where’s the money going?” section.

Developing games costs money.

You might be asking, “Just where is my money going? Am I buying the developers a golden-plated life-sized ice-reindeer sculpture and a lifetime supply of booze?”, and the answer is: All of the money is going towards the development of the game, and is based on an 18 months dev cycle, from the moment the crowdfund money comes in and we can start paying people.

It will help to pay our staff to work on this game full time over 18 months (the planned dev cycle), as well as our friendly neighbourhood contractors in an as-needed basis during that same time, to license the tools and software that we need to develop the game (it’s not just the engine; In fact, the engine has already been licensed, courtesy of Mike Zaimont and LabZero), and to cover the costs of operating the company, such as taxes, legal checks, and the lawyers to perform those legal checks so that the game can release safely.

Here is a helpful pie chart to show you just how the funds will be allocated.

30.5% – Graphics and design
This covers the budget for the people responsible for the bulk of the game production (90% of the art, and all of the animation, mechanics, scripting, UI, and also of character, world and combat design).

21.1% – Legal/administrative fees & taxes
To cover the costs of trademarking stuff & legal checks, the taxes we’ll have to cover for developing the game and raising funds through IGG, the lawyer & the accountant to handle them and the costs of keeping Mane6 running (website hosting, domain names, mailing list, etc.)

13.4% – Programming
This here is the programming budget. It covers our two programmers, as well as the licensing of anything they need to complete their work, including GGPO, which will power our netplay. Our two programmers are responsible for modifying the Z-Engine to better fit our needs, for handling the Geobox engine that’ll power the graphic lobby, and for the creation of the tools we use in our work pipeline.

13.1% – Audio
This portion of the funds will go towards paying our music team to create all the tracks we need for the game, to our audio designer contractor, the voice talent for the characters, and the software libraries licensing for the dynamic music system.

11% – Crowdfund costs
This is the cost of crowdfunding; Indiegogo & Paypal fees, and the production, shipping and handling of the pledge tier rewards.

9.2% – Quality Assurance and testing
Exactly what it says on the tin. This will cover the hiring of our internal QA & testing team so we can be sure the game releases as balanced, and as bug free as possible.

1.7% – Miscellaneous costs
This just covers the standardization across the board of the graphic tools required to work on the game, as well as the hiring of a contractor for background art concepts & engine implementation of the same.

Of course, should anything in this list end up costing less than expected, we’ll have a small cushion of funding which we’ll be able to redirect to add extra polish to the game, such as dedicating the time to create or polish more animations (unique taunts, match specific intros, etc.)

The funding for the game will come through the moment we reach our initial funding goal. The sooner we get the money, the sooner we can begin paying people, working on the game and showing you more things, so if you’d like to contribute to our campaign please do so as early as possible!