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#backwind
churino6 · 1 year
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Today's bot is certainly something
Decided to religate the possible fart jokes to just toxitron's area of expertise
Here's backwind
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hwrt84iztnme · 1 year
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Fudendo a xana molhadinha da ex Brincando com a buceta gozada Pretty brunette Maya Bijou in a steamy sex session Melanie Hicks, Alex Blake In Stepmom Ass on BFs Dic That perfect ass should be exercised Blonde Girl Clit vs Clit Lesbian Tribadism Sex Fight Bokep Cewek Mulus SMA Ngentod Nikmat Marturbando y sometiendo a madura culona Con jovencito y madura AGirlKnows - LESBIAN MILFS LICKING TEENS COMPILATION! Pussy Eating Orgasms - LETSDOEIT
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plusultrach · 1 year
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The most beautiful PPs ever made, cal350: Art & Innovation, see our blog plus-ultra.ch #plusultra_ch #plusultrach #plusultrablog #pp3585 #caliber350 #patek #patek #vintagepatek #beautifulwatch #patek3585 #patek3563 #patek3569 #art #innovation #artwatch #watchart #backwinder #patekbackwinder (at Geneva, Switzerland) https://www.instagram.com/p/Cnr2FZSLKrn/?igshid=NGJjMDIxMWI=
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At least the jury is waiting and not just letting them jump with that much backwind
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friends who know film: any advice on double exposing super 8 (if it’s even possible)? according to the interwebs it seems difficult to backwind (seen the rage of about 10 seconds?) but potentially doable
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helianskies · 2 years
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Breeze
greespa; 875 words; gen; for me! haha!!
The way the air feels is perhaps his favourite thing about islands. The way the air flows, the way it tickles, the way it brushes past his face and fills his lungs—it’s like a reset button, clearing his mind and healing his soul.
A need for that—for a refresh, a cleansing—has brought him here, to one of Greece’s many islands, for a weekend getaway that Herakles has personally offered to accompany him on. It’s a rare opportunity, to get to spend some one-to-one time with another nation, especially one he doesn’t often see despite how close they live. So it was an opportunity that Antonio did not turn down.
Now the two of them sit together on the beach as the sea breeze gently sweeps up the beach, a bottle of wine half-buried in the sand to his left. The sun has almost fully disappeared into the water. Antonio, whose eyes remain closed as he absorbs his surroundings, takes a slow breath, in, then out, and a lazy smile falls onto his face. 
“Do you want something to eat soon?” 
Antonio looks at Herakles and extends his smile to him. He feels droopy, but in a good way. “I’m alright, but if you’re hungry, then don’t wait around for me,” he says. “I’m just enjoying being out here. I never really get to do this back home.”
The other nods and looks back to the sea. “I’ll stay with you,” Herakles replies. “I don’t do this often either, so…”
“It feels good, doesn’t it?"
“Mmmh…”
The Spaniard turns back to the sea, too, and his gaze lands on the remaining strips of sunlight bouncing on the distant waves. The breeze greets him. He relaxes happily into its embrace.
Some nations, he knows, find themselves attached to different elements—different pieces of nature that they struggle to pull themselves away from. He thinks easily of England and Portugal, fellow seafarers whose love of open, endless water has never waned. And while he used to sail out there with them, it was never the sea that called to him. It was always the wind. The wind in the sails, the salty gusts spraying in his face, the rush of a backwind making him feel more alive and unstoppable than anything else had done before…
Centuries on, and he counts himself lucky he can still feel wisps of such things without always having to venture far.
After a few moments of peace, Antonio feels a small urge to lie down on the sand. If he does, he may fall asleep—something he would prefer to not do when he has company, mind you. He considers topping up his glass (will that make him more tired? more desperate to bathe in the twilight?) and then considers the sky overhead. Perhaps they should eat soon. They may both be accustomed to very late nights, but…
A soft sound comes from to his right—a sort of groan, a grunt—as Herakles stretches and does what Antonio has been debating: he lies down on the beach to stare up at the sky. Antonio is momentarily baffled and amazed. But he keeps his eyes averted, flicking between his near-empty glass and the ebbing waves just beyond the rim, not wanting to stare.
His urge has left him.
The sea breeze caresses his cheek.
He closes his eyes again.
“You should lie down, too.”
Antonio reopens his eyes and turns to Herakles, whose gaze remains fixed on the darkening sky. “You think so?”
Herakles hums. “It’s soft enough,” he says. “Try it.”
So, he does. He sets his glass carefully into the sand next to the wine, and blinks a few times. Stars begin to slowly appear. And, true to Herakles’ word, the sand is soft. Or at least, softer than he expected, though… a bed would still be preferable.
“I could lie here all night…"
“Oh?”
“The sound of the water, the silence of the island…” the other muses. “That's all you need.”
“Well,” Antonio says, “I wouldn’t mind a pillow, or blanket.” Even though it’s summer, nights are far from warm enough for Antonio’s tastes; he much prefers to sleep as though he’s preparing to hibernate. “But I know what you mean. It’s peaceful out here.”
“If you want a pillow, you can always lie on me. I’ve been told I’m comfy.”
The offer is unusual. It’s surely not the first time he’s heard such a thing in his lifetime (is it…?) but it still catches him off-guard. Herakles continues watching the sky. Antonio looks at him and spends a good ten seconds weighing up his two options. 
In the end, he scoots closer—close enough so that he can rest his head on the other’s chest, while also turning himself at an angle, not… not wanting to invade the other's space too much. But he's right again: he is comfy, and Antonio feels better for it. 
A light wind rolls up the sand and tickles his side, the blanket he is missing. He smiles. He settles.
"Hey, uh," the Spaniard begins to say, "if you did want to sleep out here, even for twenty minutes, you can. I'll stay with you. And then we can think about dinner."
"You know, I quite like that plan…"
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jcmarchi · 5 months
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The Challenging Climb To Make Jusant
New Post has been published on https://thedigitalinsider.com/the-challenging-climb-to-make-jusant/
The Challenging Climb To Make Jusant
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Jusant is all about climbing a mountain, and Don’t Nod’s superb execution of this premise has propelled this small, meditative adventure to stand among the year’s finest titles. In my review, I wrote that the game’s “ingenious climbing system, beautiful art direction, and intriguing world-building, inching toward the top is worth the effort.” That effort can be attributed to Don’t Nod honing in on the game’s central mechanic, climbing, and building a fascinating world and lore around it. I spoke to the game’s lead designer, Sofiane Saheb, and art director, Edouard Caplain, to better understand how Don’t Nod spent over three years bringing Jusant to life. 
Caplain statesJusant’s development began after Don’t Nod finished work on Life is Strange 2. After releasing another narrative-heavy experience with heavy, often depressing themes, the small team was eager to tackle something more lighthearted, smaller, and, most of all, different from the studio’s usual output. Don’t Nod turned to a few games for inspiration, the primary title being Journey. The 2012 adventure’s whimsical, enigmatic vibe and singular focus – walking to a mountain – provided a great example of the atmosphere and scope the studio aimed to achieve.
“Journey…it’s kind of a dreamy kind of game, it’s not reality,” says Caplain. “Everything is kind of chill…and it’s very positive. And next to the idea of climbing a big tower, we also wanted to make a game which [has] a good positive vibe. [Life is Strange] has some very heavy, heavy subjects which are hard to treat, and which are kind of heavy to even play. I wanted to make something much more lighter, much more positive.” 
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Don’t Nod drew atmospheric and mechanical inspiration from games such as Shadow of Colossus and Grow Up, but it also turned to literature. Saheb tells me Jusant’s premise is partly inspired by La Horde du Contrevent (The Backwind Horde), a French book written by author Alain Damasio, who also happens to be one of Don’t Nod’s founders. The book centers on a group of specialized explorers who embark on a search for the origin of the wind in an unforgiving landscape. Jusant centers on the protagonist’s search for water in a world that has mysteriously lost it, so the parallel is clear.
Saheb and Caplain state that Don’tNod developed Jusant’s climbing mechanics first, then formed the simple pitch of having players scale a tall tower. Everything else, such as the narrative, lore, and art direction, spun out of this core idea. Even though the mechanics lean towards realism, no one on the team had any real climbing experience at the start of development. It wasn’t until the game was in production that some designers began learning how to climb, which provided helpful insight into best/worst practices. But beyond this, Don’t Nod didn’t consult professional climbers because the goal was never to make Jusant a fully realistic simulation of mountain climbing. “We tried to have [a] balance between some arcade-y feels and something more involved,” says Saheb. He cites Getting Over It With Bennett Foddy as an example the team examined to achieve the right balance of simplicity and complexity in its climbing mechanics. 
This focus resulted in Don’t Nod cutting ideas that, while cool on paper, proved too mechanically cumbersome. Saheb tells me that at one point, players could ride and control the beetle that appears after players reach the giant solar dial at the end of chapter three. The creature would whisk players to the caves in chapter four, but introducing totally new mechanics to facilitate this interrupted the game’s delicate pacing. Your watery companion Ballast, whose echo pulse transforms organic elements to players’ advantage, once had an ability that let players aim and fire a ball of its energy to trigger distant objects. After toying with this feature, the team concluded that climbing and shooting was too complicated and abandoned the idea. Saheb, in particular, took nailing the pacing and balancing very seriously, and as a result, it’s one of the elements he’s most proud of in the final product. 
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Jusant’s warm, flat, colorful palette and smooth geometry were another inspiration spurred by Journey, and Caplain refers to it as “simplified reality.” Landing on the look was a mission to ensure the environment clearly communicated climbing points such as ledges and handholds without pointing them out too obviously, which would take away the problem-solving process. Don’t Nod avoided the usual eye-catching platforming tricks, such as highlighting climbing points with something artificial like paint, and instead utilized more natural color shades to make important elements pop. Interestingly, despite the colorful look and stylized yet simplified graphics, Caplain states the team was adamant the game not look like a cartoon. 
“Usually, when you simplify things, you can stylize it so it looks for kids and everything,” Caplain says “And we didn’t want to do a game that looks [like it’s] for kids.”
Setting Jusant in a fictional world allowed the team to get creative when it came to designing its desert environment, a biome that has the potential to be very one note from a presentational standpoint. It could use a variety of colors instead of the expected yellows, oranges, and reds while also populating areas with playful elements such as cute furry critters or bubble-like grass that float away when players step on them. The game is technically post-apocalyptic, which typically equates to a more dreary presentation, so Caplain says this is why the presence of nature, from the strange flora to the wildlife, was an important element of maintaining a sense of uplifting whimsy.  
From the beginning, Don’t Nod wanted Jusant’s story to be open to interpretation. Much of its storytelling is told indirectly through diaries and lore notes players must largely seek out for themselves. The protagonist doesn’t emote beyond grunts; all you know about them is they’re a traveler, a clearly skilled climber, and, somehow, have a strange magical pet. 
That leaves a lot of room for players’ imaginations to run wild, and because of this, Caplain says the team doesn’t have the answers to those questions either. “It’s just a traveler,” says Caplain. “The main point was a character you can easily relate to. Like, he had to be very bland so you can imagine it’s you and that you could be this protagonist.” Despite that somewhat disappointing answer, Caplain and Sahed are visibly amused when I share my theories about the protagonist’s origins and purpose. They’re just glad that people care enough to theorize in the first place.
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Jusant has been well-received since its launch, garnering an 83 critical response on Metacritic. That’s an impressive feat for a more experimental title released in a year stacked with so many big triple-A hits, and it arrived at the end of a very crowded October, no less. For Saheb and Caplain, who have worked at Don’t Nod for a decade, the response has clearly moved them
“We are so happy,” says Caplain. “It’s overwhelming for us. It is very hard to release your game with all those studios releasing huge games. We were so happy.”
Don’t Nod recently released an update that added new approachability and accessibility options. That includes playing without the stamina meter and climbing using only the joysticks instead of gripping with the triggers. These helpful tools make an already chill experience even easier to grasp for those who need or desire it, which means more people are able to try their hand at reaching Jusant’s summit. 
Saheb and Caplain say they’ve learned a lot of lessons making Jusant, but whether or not they’ve walked away with a newfound desire to scale a real mountain themselves remains to be seen. 
“I had a little son in between, so no time for that,” Saheb laughs.
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eunoiareview · 1 year
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The Panorama
Green vegetation around a park and in this drama a packet of tutorials… * One friend goes in all alone, comes out married. He was looking for ideology. * You were taught to love it, dressed down into cantankerous with TV static glowing. What comeliness, what shard of wealth. A new brand of shade? * Values morph off into their roundness as sure as it’s hiding. * Called backwinds, between moment…
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brettbowden · 2 years
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Sail Controls And Their Effects
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Sail Controls And Their Effects - Sail Controls are the things that you can adjust once afloat to take advantage as the conditions change. I have set these out below in no order of importance. Be aware that some controls on different types of boats will have a varying degree of importance. Use a practice day to experiment with each control. Initially set up two boats of the same class identically. Then with each boat making a single adjustment, it will very quickly teach you what makes you faster and what doesn't. FREE SAILING GLOVES Boom Vang When sailing upwind, the vang controls the leech of the mainsail. An over tight leech is indicated by stalled leech telltales. By easing the vang until the telltales start to flow indicates the right setting for the wind. A secondary effect of pulling the vang on is to push the mast forward and with the bend it introduces, flattening the mainsail. The vang also helps with pointing and in a situation where you need height, the vang is one of the controls that you would employ. Offwind and on a reach, use the vang to control the leech but remember when reaching that the leech telltales should never be stalled. The Outhaul The outhaul is used to power and de-power the mainsail. In light air, pull it on to flatten the bottom part of the mainsail. As the wind increases into the medium range, ease the outhaul to put more power into the sail. As the breeze increase above the medium range, pull on the outhaul to flatten the bottom of the sail and depower. The Cunningham - Sail Controls And Their Effects This control affects the draft position in the sail and pulling it on moves the draft forward and loosens the leech. Pulling on the Cunningham, bends the mast and opens the top of the sail to assist with depowering. In light air there should be no Cunningham tension. As the wind increases and you start to get overpowered, pull it on to flatten the head of the sail and free the upper leech. Traveller The traveller or bridle is used to position the boom in relation to the centreline of the boat. If you are sailing a boat with a jib, and you are underpowered, the traveller will need to be above the centreline so the boom will be in the middle or thereabouts. As the breeze increases, the traveller will be lowered and the sheet tension increased. In heavy air, the traveller can be lowered further and the vang and sheet worked harder to keep the boat balanced. In the case of a single sailed boat the boom will be over the side deck for power. To get the leech tension you need, use a combination of traveller, vang and mainsheet. Mainsheet The mainsheet controls the sails angle of attack and also powers up the leech. Jib Halyard - Sail Controls And Their Effects The effect of pulling on the jib halyard is to give less sag which gives the jib a flatter entry which is good for heavier wind. In light air ease the halyard to give more luff round and a fuller entry and thus more power. FREE SAILING GLOVES Jib Cunningham Similar to the mainsail in that pulling on the jib Cunningham moves the draft of the sail forward. Easing moves the draft progressively aft as the wind decreases. Jib sheet angle The changes in angle of the sheet to the clew changes the shape of the jib. With the sheet more horizontal, or lead back, the foot is tighter and the leech freer. Having the lead back is a great set up for light air or heavy air and gives a freer leech. If the sheet lead is in the middle position, this gives a fuller more powerful sail and suitable for medium winds. With the sheet lead way forward, this gives a tighter leech which is good for pointing. When the sheet is forward it works well for lighter air and flat water. The luff telltales will break evenly if you have the setting right. Inboard - Outboard Sheet Lead Angles This position controls the slot between the Main and Jib which affects pointing. To get an indication of the correct slot, move the lead inboard until the mainsail is almost backwinding. It is important to make sure that the main is not too full or flat for the conditions when setting the angle. The closer you can sheet means that you can point higher Jib Sheet Tension - Sail Controls And Their Effects The leech telltale is the best indicator of whether the tension on the sheet is correct for the conditions. In light air it should be streaming most of the time and the same goes for heavy air. In medium wind, the leech telltale should be breaking about 50% of the time. If the telltale is streaming all the time, the leech is too open. FREE SAILING GLOVES
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norsuie · 5 years
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Hátszelet! #mik #oldposter #bp #budapest #streetart #hungary #bike #biker #backwind #rider #paint #shotonz2force #shootonmoto #tbt (helyszín: Budapest, Hungary) https://www.instagram.com/p/BtBr4vjnIJE/?utm_source=ig_tumblr_share&igshid=c6rcqto9yov7
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cyanocoraxx · 2 years
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HHEY PROTIP DONT CYCLE IN 60MPH WINDS YOULL KILL MILLIONS <333
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ryoyuftw · 2 years
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What?? People with much better conditions than Yukiya and yet Japan is in the lead?? Didn’t expect that
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bronzebluemind · 2 years
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joooooooo
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adore-gregor · 4 years
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shiroolynn · 3 years
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Well this is fun
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skiijumpinng · 5 years
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why are they starting with gate 12
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