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Published: 2010-07-21 04:02:56 +0000 UTC; Views: 153223; Favourites: 1086; Downloads: 320
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Jenny's Really Long Webcomic GuideI have been getting quite a few emails and questions about starting up your own webcomic, so I decided to compile all the articles I'd written before into this one comprehensive guide.
This massive wall of text has several sections:
- How to start
- Getting the story started
- Readership & research
- The Internets!
- Art
- Launching
- Yes!
These are my own guidelines, based on my own experiences, and these are my solutions to the problems and issues I have encountered along the way. This is not necessarily the one true way. There are probably many different solutions to any problem. And a bajillion books on this very subject too. But regardless of what I have to say, do what works for you!
So take your bathroom breaks now, because you'll be here for a bit! Sit tight and enjoy my blathering!
Part One: "How do you start a webcomic?" A Short Question... with a big, long, friggin' answer.
Okay, a lot of people ask me: "How do you start a webcomic?" And I am like... "Okay....you got a few hours?" It's a question with an answer that's...big... as you can see from the text underneath waiting for your eyes to caress it.
Well first off you should decide how into it do you want to get, is it just a fun thing? Or do you want it to be something more?
If you are doing your comic for fun, you don't really have to read this. But if you want to take on a little bit more of a serious endeavor, than continue!
But with that said: I DO NOT recommend getting into webcomics with the belief that you will make gobs money right away. You won't, and some comics never make any money, ever. It took me about three YEARS before I started making a minimal profit.
It's a lot of hard work, time, AND money. If you have a habit of not being able to stick to something or finish a project, THIS IS NOT FOR YOU.
If you want your comic to be something more than just a fun project, I have two basic guidelines that would be good to note before you put it out on the web.
1.Have a plan.
Even if you don't want to make your webcomic into a business, it's always good to have a plan and a set of goals for yourself and the comic. Always write things down. Even if you think you know everything like the back of your hand, having things in writing can help you keep track of all the fine details that you might miss—or it could help conjure up new ideas that you haven't thought of. This is basically a miniature business plan.
When you're just starting out, staying organized is really important. Like.... holy shit important. Get at least two binders or notebooks for your project. Use one notebook for the business aspects: business/technical ideas, strategies, what everyone's jobs are if you are working with other people etc. Then use the other notebook strictly for the webcomic: story, plot, characters, thumbnails etc. If you want to break it down even more, and have one binder for art, one binder for story, one for your comic hosting bills and so forth, that will work too. Remember, the more you can keep track of the little details, the better you can plan for the future.
2. Control Your Outside Involvement
Who will be involved in your webcomic? How many? Are you going to do this all by yourself? Or will there be inkers, colorists, or someone to do the web-work? Having a team may seem like a fantastic idea, but it's always a good idea to control your outside involvement at this early stage. You do not want the drama inherent in teams to impede your ability to make your comic.
This is very, very important to do. I cannot stress this enough.
If there are multiple people involved, you should create a written plan of what everyone's job will be. If there is money involved, you should have written contracts for everyone to lay out how the money will be handled. If you are worried about the plot being given away, get them to sign a non-disclosure
agreement (often referred to as an NDA). I am not a lawyer, but if you are starting a project that is going to be worth money, and you are going to be working with other people, you should have a lawyer help you create a set of legally binding documents for everyone involved.
Be sure to have an exit strategy that you can use if and when something doesn't work out. Because let's face it, drama is never far from webcomics. People will disagree, friendships will wane, people will move, they won't have the time anymore, or they may even just lose interest and outgrow the comic all together. It doesn't matter if you are Best Friends Forever- it CAN happen. That may sound fatalistic, but if you have a plan for these circumstances and an exit strategy for everyone involved, it will definitely reduce the stress associated with your project.
Part Two: Getting the Story Started.
1.Researching your Genre of choice.
See what's already out there. I would say that the idea you initially have will have been done many times before; there are thousands of gamer-college-buddy-dorm comics, autobiography comics, fantasy comics with dark elves and dragons with human forms, furry comics, things with ~wings!~, steampunk comics, HORSES, sci-fi space opera comics, post apocalyptic zombie comics, RAWR WOLVES, vampire comics, and superhero comics.
What will make yours so special? What will make yours stand out from the rest? No one wants to be mediocre, so see what's already out there. If you see what has been done before, you can use this to your advantage to create something unique. I am not saying to avoid all of those listed; I'm saying that you should come up with some way to enhance your particular theme.
It's important to research other webcomics that fall into your genre, basically to research your competition. I do not mean that you should copy them. Now, someone who is doing the same webcomic subject as you may be your competition for readers- but that doesn't make them your enemy. They may be your ally, instead. That's a personal thing, and this isn't really about that.
Basically this research consists of looking at what others are doing with your chosen subject, to see what works, and see what doesn't work. You want to be able to tell which comics seem to do better and then try to figure out why. If a lot of comics seem to have a certain plot hole, you want to make sure to avoid that. If you see a lot of readers that question why something works, you need to have a good reason, if you include it in your own story. Learning from the mistakes or problems that other people have can be a lot less painful than learning from your own.
AGAIN,this is not about copying the other comics out there. You should be finding a unique way to tell your OWN story.
2. Writing the Story.
Will it be scripted? Some comics are just random and don't follow a storyline (which is fine) and you don't necessarily need a script (and some people just work better not having things scripted!) But if you DO have a long story, it's good to create a readable and consistent format for yourself and your editors (if any). I personally find it easier to have things scripted because it allows me to have a clear view of where I am going, and how I am going to get there. This makes me less likely to paint myself in a corner, or have the characters wander aimlessly.
I found that not having a script caused me to have plot holes in my story that I could have avoided. If you compare the earliest parts of the comic to the more recent ones, you may see what I'm talking about there. Having the plot written out is also nice because at the beginning of the story I can put in some juicy foreshadowing that will play a role later on.This also creates something to look forward to! If you can't wait to get to 'that part' of the story it can help fuel your drive to keep going. Plus, scripting can also give you something else to do, if you're tired of working on the art, but you still want to get something productive done. When I get bored of drawing, I work on the script or thumbnails.
***Jenny's Suggestion! Keep a mini notebook with you at all times! In the beginning stages of creating a comic I had pages and pages of rough notes in my binder, I wrote EVERYTHING down that popped into my head involving the story, I put things down in that notebook even if, at the time, they sounded SO stupid, because you NEVER KNOW if those plot notes can help you. I always carried a little mini notepad with me; I never knew when something would jump up from my brain and say HELLO, don't think that if it's in your head it's safe, it's not, its not until its down on paper, cause you are human, (unless there is something you're not telling me) and you'll forget things, and sometimes you'll remember it later on, but sometimes it'll be gone forever.
Everyone has their own way of outlining their script. So long as you have a consistent outline that you understand, that's the most important thing. At the beginning, I broke down my notes into point form waypoints in a timeline. The waypoints would then be critical events that I wanted to accomplish. For example:
Chapter 3 Sample waypoints:
Here are some sample point-form waypoints I wanted to show the audience from this part of chapter 3.
- Reminiscing of Milo from Jenny to make the audience more familiar with his character.
- Jasper reveals his face. And is revealing how antagonistic he is.
- Jenny is told that Jasper will be on his team.
- Learn more about Molly & Jaspers motives for helping the TZH team
- Sad Jenny is Sad with Milo's stuff
Then, after I had my waypoints, I would flesh things out and tie it all together!
Here is a sample of the scripting from TZH:
[The girl fastens Milo's dog tags around her neck. She holds them for a moment and frowns sadly. Behind her you see that she has an infected badge on her desk as well as other infected paraphernalia. Here you can see various clippings from old newspapers about the virus tacked to the wall assembled almost in a time line-like fashion. Her hat, shovel, and her bag are also there. You see a shot of her entire room as she adjusts the dog tags on her person.]
[Someone is walking up the stairs towards her chambers]
[Jenny suddenly sits up straight and looks at the door, it has been bolted many times and there is a chair in front of it. She gets up slowly and grabs her shovel beside her desk. She begins to approach the door slowly. There is a pause. Then, a knock]
Jenny: [startled] Who's there?
Male Voice: Zombies, lots of them.
[Jenny rolls her eyes. She opens up the door, the angle is right in front of her, as if you were the person standing in the doorway]
Jenny: Have a lot of guts coming here Jasper.
[A man with sleek black hair pushed to the side enters, he has a gun. He notices her holding the shovel, and mock laughs] Cute. [He lets himself in]
Jenny: What do you want?
Jasper: What? I can't just drop by and say hello? [Jasper waltzes about her room like he owns the place]
Jenny: [Jenny glares] People like you don't 'just drop by,' to say hello... unless they want something.
Jasper: Well then, [Jasper sits on Jenny's bed, and then lies down, arms crossed behind hid head.] perhaps I want to thank you for not having the courage to tell your friends about my transfer to your team. Seeing their faces when I told them myself was priceless.
I created my own script format that mirrors almost that of a movie script, but instead of depicting a scene of a movie, it depicts the panels in the comic. Again, this is my way of doing things; there are probably many different formats to accomplish the same goal. The important thing is to create a clear depiction of the dialogue, scene and mood.
There are tons of tools and recourses about this topic at your library, the internet, or heck, even that English class that you hate so much that can help you with creative writing. I am not the most seasoned writer myself, so I am always researching and reading as well
Part Three: Readership & Research
1. Audience
This can be tricky. What social group of people are you making the comic for? Gamers? College students? Older people? A young audience? Or a more established readership? Knowing this important factor can help you develop a readership quickly and keep them longer because you know how to market for that demographic. It can even help you determine things like the comic mood and website design (But that's another topic later on).
When I first started this comic, I had no idea about what kind of audience I would attract. After I went through my Graphic Design courses, I realized that it was important to analyze the audience and look at the work objectively. This allowed me to better tailor the strip, the site, and my writing style to reach that audience.
The people who read TZH usually express and interest in RPG's, books, and videogames that pertain to the post apocalyptic genre, and a lot of them are into various 'survivalist' hobbies. Many of them are or have been in the military themselves, or play simulated war games like air soft, paintball, or military re-creations. Those that aren't into modern combat often favor things like medieval reenactments or similar interests.
People who enjoy these sorts of activities are usually into world building- they need to know everything about a subject, and want to know that a storytelling world has all the details mapped out.
Because of all these audience factors TZH has evolved into an expansive, detailed, and elaborate world with a lot of dimension to it. Knowing these factors helped me develop the story to better suit my readers, and myself, and helped build the encyclopedia and the basic skeleton for the TZH world.
2.The Importance of research.
I always hear the term "write what you know" I think that's insanely stupid, because lets face it, most of the things the average joe knows are what EVERYONE else knows, and that's kinda… boring. If I wrote what I knew it would just basically consist of different ways you can align type to images and how negative space is totally awesome. I would much rather make a comic about zombies instead.
So, I have made up a little saying for others and myself:
"Write what you know, research what you don't."
Researching your topic of choice can save you from a lot of embarrassment. Equally as important, it can also help you develop your story and characters.
What you research is up to you, but it's always important to go farther than 'watching a ton of zombie movies' or 'playing a assortment of videogames' or even 'reading a bunch of fantasy books.'
Those things are all well and good, but basically all you are doing there is reading someone ELSE'S work, and they may or may not have done their research either. Basically don't get inspiration and research confused with each other. Doing so can taint your own works leaving them as flat and flavorless as water soup. Basing your research on bad movies, writing, or games will just give you a bad final project.
Now, there are two scales of research. First, you're going to want to do large scale, broad research about the background of your world. For example, if you are writing a fantasy, then you should do some history research. If you are doing a sci-fi story, read some stuff by Stephen Hawking or read stuff on space! I recommend doing a LOT of research for sci-fi audiences, because they tend to be the pickiest.
Look into the background of how the genre you chose started. Examining how it began can give you ideas for the topic of your own works. Whether it might be sci-fi, fantasy, or even just videogames, everything has some sort of history. Also, it doesn't hurt to research outside your subject and bring in additional ideas from other researching adventures, combining them and creating something new. After all, what's the worst that can happen by doing research? You learned something!
For my own research, I didn't watch a lot of zombie films. Most zombie flicks are unrealistic and FILLED with bad acting and fake fear. Instead I looked into natural human history, reading up about natural disasters, plagues, war, and other human survival stories. I looked for real life accounts, real actions told by real people, about real life horror stories. One of the most prominent subjects in my research was the Holocaust from World War 2. It's even visible in the comic itself.
That research also gave me more insight into the human being itself. No human is 'evil for the sake of being evil,' and there is always a reason for doing what they do. Humans will build themselves up to the point of causing great evil because they think what they are doing is right. Once you've gotten a good background for your story, then you'll really want to dig more deeply into the details. This sort of research is especially important with my type of audience, who concentrate on the fine details, such as what kind of fuel the helicopters use.
After really getting into TZH I found myself scrambling to learn and research about survival, politics, agriculture, guns, and various weapons that are portrayed in the comic. I found that I had to learn a little about how to handle weapons and their basic functions. A great example of this is that I found out that a Desert Eagle is merely a 'flash piece', and not really practical for zombie hunting. For starters, the ammo that the thing takes is scarce, it's a HUGE overkill if you are hunting something like unarmed zombies, and its not very accurate as far as aiming goes. There is NO possible way you can fire that thing accurately with one hand. The kickback on that thing alone would cause the weapon to either fly out of your hand or hit you in the face, or you'll just land on your ass.
But I had a character that was carrying one around! So now that I knew more about the weapon, that told me more about the character himself. I had to do some rewriting, but for now I'll let you guys make your own conclusions about why he had one out there, that day
There are different guns for different 'uses' as well, and they are not all the same by any stretch of the imagination. Some guns are better suited for the jungle, desert, the cold, rain, and some are higher maintenance than others. So it goes back to the research again. My characters needed something that was somewhat low maintenance, with plentiful ammo that can be distributed between the other firearms used. Their selection of weapons needed to be simple and straight to the point, because after all, their enemy won't be armored or shooting back. Doing all my research means that in TZH their armor and weapons reflect the enemy they are fighting against.
Basically, you need to be well-informed about what your characters are doing! Your characters don't need to always do the right thing (they shouldn't, either, or where's the fun in the story?) but it is important for you as an author to know when your characters are being dumb.
Part Four: The Interwebs
1.Choosing your website Host and domain name:
Jenny's Domain name guideline:
Choosing a domain can be tricky. I had three rules when making a domain name for my comic: Easy to spell, easy to pronounce, AND easy to remember. This will help when it comes to plugging yourself to potential readers, or if your comic comes up in random conversation. If your domain is hard to pronounce, hard to spell, or too long, you can do yourself a real disservice in the end. Keep it simple! This also goes for the title of your comic- if I can't figure out how to pronounce it or even SPELL it, how can I recommend it to other people?
Once you've got your domain name picked out, you're going to need a host for your site. There are several technical aspects behind your host, and I don't generally manage that here at TZH, so I've had Greg write a brief piece on that:
Greg's choosing a host guideline:
When choosing a hosting solution, you want to do two things:
First, register your domain name independently of your hosting solution. This way, when you eventually change hosts, you don't have to fight with the old host to get your name back.
Second, bear in mind that you WILL change hosts. Don't think that you have to choose one host now that will host you forever and ever.
The host that you pick when you're starting out should be small, cheap, and pretty decently reliable. Prices vary based on features; don't buy features that you don't need, but at the same time, know what you're going to use when you build your website. For example, a site built using only a static page layout won't need a MySQL server, but if you want to use one of the many WordPress templates, you will need MySQL. It doesn't matter how great a host is if they lack a feature that you absolutely have to have- they're still unsuitable. So find a balance, and get the cheapest host that will fit your needs.
Don't sign a contract saying you have to use their services for X years, unless that gets you a price SO cheap that you can bail after a few months and still save money.
Once you get larger, you'll start noticing that fans complain about slow load times, or you may start exceeding your bandwidth allowance. As you grow, you'll want to look at hosts that have better capabilities. You want reliability, and if possible, a host you can develop a good relationship with is nice- though not necessarily required. If you get better service for a better price from a large faceless corporation, go with the large faceless corporation.
TZH is currently hosted through Bookworm Computing; a smaller host, but one we're extremely happy with, because we can always talk to a human when we call in. On the flip side, when we had that data center explosion a couple of years ago, it did take a couple of days to get everything back up completely (though we had the comic itself up pretty quickly), because Bookworm really wasn't so large that they had extra resources in multiple data centers. It's really a question about what you value most- the service, or the capabilities. You are the only one who can make that call for your comic, so it's up to you to decide what is most important.
In the end, remember that your goal is maximum uptime for minimum cost. Get there however you can, and you win (at hosting).
2.Design for the web.
Create an identity, a style, something that people will recognize and associate your product/comic with, any time they see your work or promotional material. Create something so that your audience doesn't even need to see the title to know who you are. BE CONSISTENT, not only for your update schedule, but for your promotional campaign as well. Remain consistent with your font choices and your colours when you start. Your image may take a little time to develop; I know my design has changed throughout the years. Still, I recommend doing a least a few months of concept art for the website design and the overall look of the comic.
Simple is sexy. Simplicity goes a long way. Bogging down your site or promotional material with flash and 'bling' can make things look cluttered and tacky- ESPECIALLY when it comes to web design. Keep the important things and discard the rest, so that your reader can find what they are looking for easily and with as little effort as possible. We learned in graphic design that you have approximately 4 seconds (or less) to capture your reader and hold their interest. If a newcomer is confused about where to read the comic, you have lost them. If you try to 'wow' them too much with your designs by going 'out of the box' you really risk losing potential readers. They'll spend the bulk of their time TRYING to find the comic to read it, instead of reading it.
I dislike comics that cause me to click around to start reading it- I find that annoying. I feel that the comic really should be on the front page. As soon as a reader types in your url, the comic should be the first thing they see. People don't generally care about the news, or your blog, they want to read the comic. If you're Penny Arcade, you can ignore that- but even Penny Arcade has an easily bookmarked url that will lead you straight to the comic, without going past their blog.
3. Stuff in the background. 8|
This may be common knowledge but…
DO NOT PUT MUSIC PLAYING IN THE BACKGROUND ON YOUR WEBSITE. Your readers may be at work, and they're not interested in losing their job for you. Or even worse, they might have some sort of headset on- if someone clicks on your site, and the first thing they get is a terrifying BLAST of sound in their ears, they will immediately close the site, and never return.
4.Type
Stick to three fonts! You can have four at the absolute most.You'll use one for the title, one for the comic word bubbles, and one for the website text. Don't use multiple fonts for different people's speech bubbles. That just looks incredibly tacky, and it will be very confusing if not done right.
Once you have your fonts, it's important to make sure your site is easy to read. White type on a black background BURNS the eyes. Don't do it, and if you do have that sort of format, use it ONLY in small doses. When you close your eyes and you still see the type on the back of your eyelids, that's bad. This rule holds with any other colours with a high contrast, or colours matches against their opposite on the spectrum. This effect is called colour vibration, and it's not pleasant to look at, let alone to read.
Part Five: Art
1.Artistic ability vs Story telling ability
This is purely subjective and really up to the preference of the reader. A lot of people don't really care about art as long as the story is good. For me, story is generally key- if you have a good story it really doesn't matter to me how pretty or how bad the art is. However, there really needs to be SOME sort of effort put into the artwork, and you want to see an improvement both artistically, and throughout overall look of the comic. If the art is bad to start and isn't going to improve, you may just be better off writing some sort of online serial novel.
2.Improving your craft
I never went to art school, and I never took an art class in my life. But, I am planning to. I feel like I have learned all I can on my own and I am now looking for more ways I can improve my craft.
Artists should always strive for improvement. There is no such thing as 'talent' or having a 'gift.' There is no such thing as a magical artistic fairy that blesses special boys and girls with this ability. You get this skill from hard work and dedication to your craft. Practice every day; that is the key. And this comes with everything whether it is writing, music, art, exercise, sports or whatever.
Part Six: Setting Sail
1.Launching
So you've finally got everything set up, and you're ready to launch! Now we just want to make sure that the launch is as hassle-free as possible. I always say to people, if you are serious about the comic you are doing, you should have at least 10 pages up for the launch, and have a two to three MONTH buffer on top of that. Most new comics don't really last the three-month period- the first few months are going to be the most stressful because you are getting into a new routine. If you already have your buffer set up, your updates can keep going even if you have another job and other responsibilities to attend to on top of your new comic.
Once you've been updating for a while, and you have more updates in the queue, you might want to think about advertising. This leads to one of my biggest pet peeves: People who advertise or announce their comic when they only have 1 or 2 comics up.
If you take away anything from this writeup, I hope that it is to be prepared when you start your comic. I hope that when you start a comic, you're not going to advertise it when you just have only one or two pages up. It doesn't matter if you claim to have a big buffer- if you are serious, you will have at LEAST 10 pages up before you announce your comic's 'grand opening.'
With only one or two pages, I guarantee you that you are not giving people enough reason to stay. You don't have anything there to read to hook them in, and keep them. They also don't know if you are a reliable updater, or if you are going to continue with the project even when it gets boring. Having at least ten pages and a steady update schedule will let your readers know that you're here to stay, and that they'll be rewarded for continuing to invest their time in reading your comic.
2. Your first few pages.
This is also a kind of writing pro-tip: Never ever start your comic with a wordy intro. If I go to a page and there is a big wall-o-text briefing about the world, the religion, the characters, or what-have-you, I really don't stick around. The info dump, where everything gets explained at the beginning, is the one of the biggest clichés in writing. And don't try to start with the conference scene or "As you know…," either- those are just as overused. Any exposition you deliver should be sparing and only when needed- don't try to cram it all in at the beginning. After all, if any of that info really matters to the story, it will become apparent in its own time.
3. Updating
Update consistently, and on time. In 4 years, I have not missed a single update. I went through college, graduated, had a job, I have been to funerals, I have been very sick, there was a major health incident in my family, I have been on trips, weddings, I have been married myself and went on a honeymoon, and I'm currently running around trying to get my immigration papers in order… and I haven't missed a scheduled update. Buffer, buffer buffer. You cannot predict the future, stuff will happen.
You'll have plenty of fans who are okay with you not updating because of a life thing, but the rest of them will not care, or will not know, which brings me to another topic.
4. Don't leave your readers in the dark.
I have read comics where the writer has literally disappeared off the face of the planet, and didn't have the courtesy of giving their readers the heads up. I have seen this happen where money was involved as well.
Do. Not. Ever. Do. This.
You cannot do that sort of thing if you ever hope to have a presence ever again on the internet. People JUST don't forget these things. It will follow you for a very long time, and you really don't want that sort of reputation. Remember, nothing is ever truly lost on the internet- if people get curious about your project, they'll google you or check the wayback machine and find out if you dropped your last project without an explanation.
Part Seven: There is no part seven!
There is no part seven- You've seen all I have to say so far about making comics. Now it's time to go and make yours
Related content
Comments: 163
ilovefio In reply to ??? [2010-07-23 14:57:54 +0000 UTC]
Thank you for your guide, this will be very helpful for us
👍: 0 ⏩: 0
namemissing In reply to ??? [2010-07-23 04:38:40 +0000 UTC]
this is very good advice to have, thankyou
👍: 0 ⏩: 0
shibuya-keechi [2010-07-23 04:17:11 +0000 UTC]
I often wonder how many of those disappeared writers have actually been severely injured or died IRL. I mean, having a webcomic isn't something you tell your folks. I'd put up a notice: "If I stop updating, it means that I am dead. Just so you know."
👍: 0 ⏩: 0
ArabianNinja [2010-07-22 13:16:03 +0000 UTC]
Thanks a lot for telling all of us! Because I had the idea of starting a web comic quite a while ago, but with what I just read here I guess I should wait with that, until I'm a better and more reliable artist.
👍: 0 ⏩: 0
Aquin7777 In reply to ??? [2010-07-22 04:47:11 +0000 UTC]
Like many here I too hope to start a comic, and these insights are very helpful. Thank you for writing this.
👍: 0 ⏩: 0
JTC209 [2010-07-22 02:53:29 +0000 UTC]
So...many...words...
I really appreciate you smashing your face and breaking your hands to type this up for us. It's really informative and I can tell you it's going to help me when I try to get a comic started. ...Emphasis on try...
This is actually very well timed, I was about to send an email asking this. Now you don't have to to type it more than once (:
👍: 0 ⏩: 1
Ashwings In reply to JTC209 [2010-07-22 03:31:24 +0000 UTC]
Bwahahaah! I am Psychic!
Glad it's going to be of some use!
👍: 0 ⏩: 1
JTC209 In reply to Ashwings [2010-07-22 14:32:05 +0000 UTC]
If your such a Psychic predict something else.
And 4 years without missing an update? Holy cow WTFBBQ that's really impressive. Keep up the amazing work.
Love TZH
👍: 0 ⏩: 0
wandering-dreamer [2010-07-22 00:07:54 +0000 UTC]
Very nice, I'm thinking of starting a comic (well, already wrote it during NaNo, trying to figure out how to tackle the drawing) and there were some things here I hadn't thought of (like the 10 page start). Thank you very much!
👍: 0 ⏩: 0
ZombieDecoy In reply to ??? [2010-07-21 21:38:44 +0000 UTC]
This explains why my comic I was working on was never very good....lol. This has been very helpful and enlightening for me. Time to start over again, this time I need to find a general audience.....crap XD
👍: 0 ⏩: 0
Chrysshart [2010-07-21 20:56:57 +0000 UTC]
Thank you so much. I'm currently working on getting things in order to start a comic and this answers *every* question I've had. I especially appreciate your mention of having a big pile of comics before you launch (which was my plan) and not "grand opening" until you've really got something to show.
Excellently written, pertinent, funny, and even though it is long, it's a short read. Thank you again.
👍: 0 ⏩: 0
FellowshipOfTheNerds [2010-07-21 20:24:33 +0000 UTC]
I've been wanting to do a comic as soon as I think my drawings are good enough, but I have no idea what to do for the webhosting part...
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kay-auss-sama In reply to ??? [2010-07-21 20:05:08 +0000 UTC]
not bad, very helpful. though do you have any tips for people with no money and who are using hosts like smackjeeves.com?
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Ashwings In reply to kay-auss-sama [2010-07-26 13:04:58 +0000 UTC]
I have never used free hosting sites before, so, I don't really have any advice for how to use it, sorry as for the shortage of money, I got a job to solve that problem haha, I held up a part-time job for a while while working on the comic, while at school, there is no easy answer for that I'm afraid. It's a lot of hard work.
I do suggest getting your own hosting so you can control your own advertising to make your own money. You have to spend money to make money, especially in this line of work I found, but advertising and donations from fans help a lot
I hope that helped!
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kay-auss-sama In reply to Ashwings [2010-07-26 16:33:17 +0000 UTC]
the nice part about smackjeeves is you can completely remove all the ads in the actual webcomic and completely customize the layout, only the URL ends up a little long cuz its yourdomain.smackjeeves.com they also give you pretty much unlimited extra pages.
but yah. this is a big help
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Vargyl [2010-07-21 18:59:25 +0000 UTC]
0.0 This deserves a DD.
I did a thing like this, (very much less in size than this, but yes, a bit like it). I know why there is a wall of text there. ^^
I would have found this more useful if I haden't started my webcomic by researching this kind of documents and reading those for a few weeks, but this is a very good summary that brings up most things unlike what i read that only touched one or two subjects.
So... I have a question for you. I know you are well into the comic world, so i hope you can answer.
My comic is a werewolf-"wolf fight wolf"-biography-horses-"dark conspiracy"-highschool-love-"secret organisation"-comic.
I'd love to research how this type of comic started. I just don't think there is much like it out there. I don't want to say "Hey, I'm the first to do this" 'cause I seriously doubt it, but still, it's not one of the usual genres, or is it? Short version; what type of comic beginning should I research? If the category thing was hard to understand this is a substitute:
Elaine (main character) is a werewolf who has a brother in a secret werewolf organisation and they are both part of the secret werewolf society. She likes horses and goes to a equestrian themes bording school where she has to be with humans, and at the same time find a killer on the loose. She falls in love with the killer's best friend. It ends in a big wolf war. I'm blending categories, aren't I. -.-
Last but not least (I hope you like long comments, if not So so so sorry);
I was at a horse convention/show in Sweden and one of the riders showed of his art talent when his sponsors tent hung up an painting he had drawn at the age of four. It was very tiny but extreamly deetailed picturing four jokeys in different shirts ridingt four horses, and a hedge in the foreground, done in acryllics on a 2x5 inch canvas. I know that I could not draw something that good today, and it looked really professional, so I accually do think some people are born with the talent, but they are very few indeed.
Have a nice day!
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Ashwings In reply to Vargyl [2010-07-30 16:55:04 +0000 UTC]
Heya, thanks! Sorry for the late response, I really needed to go over it a few times and I wanted to make sure my response was good enough to negate the wait Hopefully it's not too too harsh, but maybe you will glean something from it. I know I have had my fare share of crits before that seemed harsh, but they really spoke volumes and I carry it with me and I am glad for it because I improved my craft.
Now, to answer your question: In my opinion, there are a LOT of secret organization conspiracy murder stories out there. Ones that deal with urban fantasy elements and supernaturals, wolves, vampires, demons, etc that include high-school-like themes. Some of the big ones are that you may already know of: Twilight, Harry Potter, the Kelly Armstrong series, etc. So it's really not that unique of a theme, and you really gotta read around when it comes to urban fantasy stuff because there is a LOT out there. Adding murder and equestrian themes doesn't really make it stand out as unique, sorry.
What you have to watch out for is mixing genres but not making them fit, and it just seems that a bunch of genres got smooshed together really...confusingly. Something that you would want to try and avoid is attempting to put everything 'that's cool' into a story, or else it just becomes convoluted. When your story doesn't have a clear focus, that's usually the downfall of a lot of genre mixes. You have to be really careful with this.
I know you didn't ask, but, when you said you already started the comic without researching, I cringed. I had a look at your comic that you posted on DA....and I really recommend not doing the wall of text thing. 10+ pages of text is WAY too much, in-fact I think every person in the comic industry will tell you that that's a REALLY BAD thing. Most people really don't read what it says, and it's just all explanatory. I found myself just skipping it all to get to the comic. You are trying to tell a story visually, so you really should show not tell. That is the golden rule of everything with comics and any visual media. If the information that was listed in those first pages is important enough, it will show itself IN the story. If you put it all at the beginning people will either skip it, not read anything at all and go somewhere else, or not retain everything.
For research, I recommend reading a lot of urban fantasy stuff, and old supernatural lore, the really old-school-stuff, so you are aware of where it originated from. I would really recommend you look at some books on how to write and tell stories, not just visually but in the literary sense. This podcast here: [link] is the only podcast I listen to. It has a handful of published and successful horror, fantasy, and web-comic writers, editors and publishers on there that discuss and give you tips. I like it a lot because they are only 15 minutes long so you actually get right into the information.
Lastly, the had person you mentioned had to work at it to paint that even at a young age (Although, they could be lying). I have drawn things, and played things (flute), when I was little at a level that kinda makes me do a double take. But I still remember practicing to get there. Children tend to pick up on things a little quicker than adults, but they still need to practice. So you're really not born with it you still gotta work at it!
I hope that helps!
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Vargyl In reply to Ashwings [2010-07-31 14:13:52 +0000 UTC]
Thank you for replying.
I never really thought of the likeness to Twilight and Harry Potter (I should have, since I know I always draw inspiration from everything around me), kinda silly, now that you think about it, probably cause this is thoroughly based on my two year blog to begin with, and the extra (things I added) was the organisation and the werewolf parts. Basically the characters all exist except the two evil guys (lol, couldn't sink that low, even though some friends applied for the evil posts). The deaths in the story follow the deaths that happened in my life between '07 and '08.
And the wall of text... I hate it too, and when you click the next button, you are asked if you want to skip the prologue. Then why write it? Because there are always some people (in my case; teachers and parents) who wanted everything spelled out. I didn't have time to explain Hunters and Basilisks (like you. Also, this is an example) on a webpage, so I put it in pages, also it was a nice was for me to be lazy, cause, face it, text is faster than frames to produce. If I ever publish this or move it outside dA, the prologue will not exist in the alternate version. Cause it's fracking long.
I'm sorry if I say I didn't research. I meant one thing and wrote another. I have been reading everything I've gotten my hands on that is werewolf related since I was twelve. I've written a major essay about the wolves’ part in society (which I of course researched even more for). I read a lot and like to listen to stories and research facts. I'm a fact freak ^^.
Also I am well aware of the common pitfalls in stories like mine since my hobbies surround themselves with different kinds of storytelling.
Thank you for taking time to reply to me. I hope you don't see me as this immature and annoying person (I'm getting those vibes), I can probably be both immature and annoying at times, but I’m really not that bad, and I really don't want to be a bother.
Thanks again for replying.
Elaine.
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HELLISH-Werewolf In reply to ??? [2010-07-21 14:39:59 +0000 UTC]
sadly even though i have a great idea and all that you detailed above my asperger's syndrome makes it hard for me to express my ideas on paper or expressed oraly and lack of atention span i have restarted it about 15 time sense 2006 the characters have been redesined 30 something times and my attention span has run out
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Ashwings In reply to HELLISH-Werewolf [2010-07-21 15:31:51 +0000 UTC]
I wouldn't let that stop you! There are many successful people who have that syndrome who able to still accomplish what they really wanted to do. Here is an entire website of famous and VERY creative people who had this syndrome and were able to accomplish their dreams: [link]
I have restarted and have done probably over 100 different unfinished projects before starting with this comic, so don't be discouraged! xD
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HELLISH-Werewolf In reply to Ashwings [2010-07-22 00:18:48 +0000 UTC]
thanks your right it might take awhile but i know ill get it done i just need to find an artist to put my idea to paper thats my only problem i have the storyboards but the drawings need to be put on them
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booper101 In reply to ??? [2010-07-21 13:49:40 +0000 UTC]
Excellent job on this Jenny! This will be very useful when I plan to start my webcomic up. One question though (or maybe two): What is a buffer? Does it post the comic while you`re gone?
Oh, and is there any good quality hosts that are free? thanks for putting this up, as I said before, it will be very useful.
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Ashwings In reply to booper101 [2010-07-21 14:01:33 +0000 UTC]
A buffer is basically a bunch of un-uploaded webcomics on hand to update with, so your shedule doesn't get interupted if something happens
As for free hosting, we don't use that, but there is an array of free webcomic hosts that you can dig through, you'll have to look at what they offer and see whats best for you [link]
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booper101 In reply to Ashwings [2010-07-21 18:42:00 +0000 UTC]
Oh, so that`s what a buffer is. I see. Well, I guess I`ll just have to paw through google when the time comes.
Thanks!
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Demonizer68 In reply to ??? [2010-07-21 12:59:24 +0000 UTC]
Wow! My brain hurts from reading all that and as much as I would like to make a web comic, I can't draw very well. Also I do have the habit of starting some projects and then never finishing them. Oh well have to try something else then!
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Corbie In reply to ??? [2010-07-21 11:46:03 +0000 UTC]
Very well written guide! I cannot agree with you more when it comes to buffer. I don't know how many times I've given up on a comic because of its erratic updating schedule; it makes it impossible to follow the story if there are too many gaps. I spent a year working on my comic before I launched so that I knew I had a comfortable buffer in case something goes hideously wrong.
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Ashwings In reply to Corbie [2010-07-21 12:34:08 +0000 UTC]
Yes! Because you just never know o___o
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The-Cakeman In reply to ??? [2010-07-21 09:56:31 +0000 UTC]
Wow, this is VERY informative. I'm gonna hold onto this for future reference. The three-month buffer rule is a new one for me...
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Ashwings In reply to The-Cakeman [2010-07-21 12:37:15 +0000 UTC]
Not necessarily a 'rule' but that usually the breaking point of most new comics because they're still getting onto the swing of things. Having that large of a buffer will really ease up the stress and you'll be fully prepared for any life crazy upsets! o_o
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bendzz In reply to ??? [2010-07-21 09:14:43 +0000 UTC]
I remember this on your site, squirrelled away as an obscure comment on a single comic. It's very comprehensive and offers a kind of template for someone with that next great idea, I'm glad you refined and reposted it.
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DodgerThirteen In reply to ??? [2010-07-21 08:59:48 +0000 UTC]
h'okayomgoshifinished
*flops in chair, dies, revives, is not a zombie*
Thank you, again, for posting this. I honestly learned a lot and had a few of my initial, preconceived notions banished to the fiery depths of the seven hells, which is a good thing. I'm ecstatic that you caved agreed and decided to post this for all us webbie!ickles to read and learn from. I've favourited it and will likely refer back to it multiple times.
Thankyousomuch
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ParanoidRabbit [2010-07-21 08:37:43 +0000 UTC]
There's one thing I'd like to add to the 'Your first few pages' part.
There's a WRITERS term that is: 'Show, don't tell' and if writers say that, it really should be the heart of a webcomic. I mean, compare writing a long list of blaharg about the world being miserable compared to simply show a rundown town, with zombies wandering around? Sure, it's more work for the artist, but it's a HECK of a lot better storytelling.
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Ashwings In reply to ParanoidRabbit [2010-07-21 12:41:30 +0000 UTC]
Exactly! "Show, don't tell" is a general rule when it comes to telling a story, especially with visuals!
I was considering putting that in actually, but I was afraid of beating a dead horse with it hahah
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ParanoidRabbit In reply to Ashwings [2010-07-21 12:58:12 +0000 UTC]
Haha XD I guess you got me doing the beating then!
Well written, btw. I currently have an ongoing project and has witlessly followed many of the advice already \o/ Woo. It feels good to know that someone else have thought of the same things. (but since I was sorta thrown into it all I got about a week to build up a buffert, which isn't really enough...)
Anywhooo, keep up the good work!
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blackjeopardy [2010-07-21 07:12:12 +0000 UTC]
Am convinced to NEVER start a webcomic(haha). Still a big fan though, really appreciate the effort you put into TZH.
Love from the fans.
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VenaCide In reply to ??? [2010-07-21 06:57:27 +0000 UTC]
Wow, I just got here from stalking the new deviations, but wowthatsreallylongyetinformative. Holy crap. I've never thought to make a webcomic, but now I want to
Or maybe I'll just go and read yours instead!
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VenaCide In reply to Ashwings [2010-07-21 15:33:24 +0000 UTC]
I actually did, lols. I read 210 pages last night, and WOW. This stuff is uh, pretty good.
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Ashwings In reply to VenaCide [2010-07-21 17:00:15 +0000 UTC]
Hahaha oh thank you xD I'm glad you are enjoying it
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mewgal In reply to ??? [2010-07-21 06:32:18 +0000 UTC]
Hi holy jesus I love you.
I'm about halfway done with this list already but it's so refreshing to see it in print as "Seriously, you should do this" instead of "That sounds like a horrible idea, stop wasting your time."
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Ashwings In reply to mewgal [2010-07-21 12:44:05 +0000 UTC]
Hahaha! Oh dear. I never really cared for the idea of 'don't even try you are wasting your time' because, that was something people told me actually, AND with my art. But like, if you don't try or even start.... how do you ever hope to get better? xD
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The-BenT-One In reply to ??? [2010-07-21 06:23:47 +0000 UTC]
THANKYOUSOMUCH!!! I am creating a fully illustrated webcomic for my thesis in college and this will help me more than anything! (except that I have to finish writing/creating characters/worldbuilding... actually everything)
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