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#credit where it's due
sparrow-in-the-field · 3 months
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I decided to venture on Pinterest in my search for boys in the boat content and while there is not much, this was one of the top results and IT'S LIKE A RENAISSANCE PAINTING??
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The closest thing to credit I can give is that it looks like it was from a local Seattle news site but now the article itself seems to be gone (this is why Pinterest is an evil place, I want to give credit!).
Anyway. I feel very normal and am definitely not going to immediately change my profile pic to this. Great frame from the film, good job random Seattle news outlet.
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starchaserdreams · 23 days
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Potential Unpopular Opinion Alert:
I like All The Young Dudes: Sirius' Perspective by Rollercoaster words better than the original
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siyratiin · 6 months
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yeah that's really interesting but did you know that the long grass shimmers in the sunlight, as the wind combs through the fields like gentle waves in a great calm sea of green. But, all of my memories are about the people, George, Donte, and of course my new family. Flowers die, the trees fall. The house can change brick by brick till nothing of the original remains. Everything changes. So, home is not the walls or the gardens, Home is the souls within those walls. Home is the memories made on this spot. "Home" is not a place, "Home" is a feeling.
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I listened to the audio of the video, it's satisfying hearing the paparazzi calling for Chris and no one else. 🤭
Because she's a nobody.
And the fact that somebody credited her shower porn as her work makes it even better 🤣🤣🤣🤣🤣
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hollowboobtheory · 4 months
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haven't seen the pjo series and i probably won't but i do really appreciate that grover is the lovable nonthreatening best friend character who slowly gets more badass over the course of the series and neither adaptation defaulted to casting a white actor. i just think that's nice.
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mcat720 · 1 year
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The Batman deserves so much more love this awards season than it’s been given. This was the best comic book adaptation/ action/ crime/fantasy movie of not only the 2022 year, but the last 10 years. Don’t get it twisted 🖤🦇
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pearl484-blog · 1 year
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On Buddy Simulator 1984's Text Adventure Game
Buddy Simulator 1984 is a video game where you play a series of increasingly complex games with your "Buddy", a "learning" AI, who drops increasingly worrisome red flags that he's not the most stable, and has issues. It is about 90% a top-down rpg horror game, with a few bits of non-rpg elements. It's fun, quirky, but also unsettling at times with a lot of dark comedy.
I'd easily recommend it, especially if you are someone who has gone through at least the basics of programming and video game design. This thing is a labor of love, but you'll recognize the programming exercises at the beginning and the game's satire on poor video game design during the rpg segments.
That being said, I REALLY want to praise the text adventure game. It lasts for about 2% of the game. You'd easily forget it, if it wasn't right at the intro and so different than the later parts.
For those who do not know, a text adventure game a very underrated type of video game genre where you interact with a game by directly typing your responses to various situations directly into the interface. The video game itself is a series of messages sent to you by the computer games as a response as to what you put in. There are no graphics. Just text.
It is cheap, good to learn beginner-level programming in, and allows a lot of creativity since, like novels and other purely written media, it relies solely on the user's imagination and the text.
HOWEVER, it has a lot of cons.
1. a lot of video game users are put off by the lack of graphics. Video games are very different immersion wise from books, and this step between can be very discomforting to modern players.
2. Text adventures are one of the easiest ways to teach new programmers (especially those who want to go into video game design) why limiting what your players can do is a good thing.
This leads into two cons. There is a relatively small hurdle to go over to program one of these things so it's a good intro to programming, but that means that a lot of programmers will be publishing their first work here.
As any artist in ANY medium can tell you, your first work, heck your first few works are going to suck. It's a fact of life. Wanna draw? You'll have to get past your stick people and wobbly circle phase. Wanna sing? You'll be squeaky and pitchy at first. Play an instrument? Those wrong notes are going to be common. And programming is HARD.
So, you'll have problem 3a: it's a lot programmers' first few pieces so issues with writing, creativity, themes, and code will be common. You'll have to wade through a lot of muck to find the gems.
Then, problem 3b: An inexperienced programmer almost never realizes just how many different ideas a player is going to have. In order to play the game, you have to have a response to each one. But if you're inexperienced, you may not realize that an interaction that seems obvious to you may not work for a player. Or a player might use synonyms to the action you want or misspell or just not know their options. Depending on the system they're using, they might even use different capitalizations and cause errors that way.
Watching a new programmer watch a player playtest his game is like watching someone slowly implode as they realize how differently this player will think and how many different ways this user will screw over hours and hours of work. Most video game genres avoid this by limiting what a player can do, but a text adventure can't, and if there's no help screen for a list of commands and interactable objects, your player will be furious, your programmer (if they see the player/playtest/get feedback) will be frustrated, and the game is going to be hard, just because of the interface.
It's a lesson any programmer worth their salt needs to learn, but it's a hard one. It'll break some programmers if they have no guidance or reassurance that this is normal. This is expected.
And all of this leads up to my argument that the text adventure in Buddy simulator is AWESOME.
A lot of people think the first 4 games (5 if you count Buddy's "game" of looking at a piece of text he found in his files) suck and are boring. And yes, the first 3 games are simplistic child's games, but clearly have much more effort than they needed to in them.
For example, rock, paper, scissors is an easy game that is commonly used to teach young progammers how to use a very basic random number generator and evaluate values. Typically, the programmer would just write rock/paper/scissors for each person (or have the user use a 1: rock/2: paper/3:scissors menu to prevent the risk of misspellings) and write you win/lose/tie to show the results. The creator went the extra mile and used ASCII art (where you make images out of the characters on the keyboard) to animate the hand gestures you'd use in a real life game.
The text adventure though was made by someone who was EXPERIENCED and a pro. It has a fully functioning help menu which lists all available commands. All interactable items are in all-caps so they are easily visible. The hint system isn't so obvious it's condescending, and because it's "your buddy" it had a personality I genuinely enjoyed and added a new layer to your game. All of the solutions made sense in a video game way, and I really only had trouble with one puzzle (interface wise) which I could easily brute force since the interface was so user-friendly. It was creative, quirky, and very playable.
It avoided all the common pitfalls of a text adventure game, and I would EASILY recommend Buddy Simulator 1984 to any beginner programmer learning text adventure programming (a vital step in many video game programmers' education) just for that text adventure alone. The programmer of that section knew their text adventures and ACED it. The fact that it's dismissed for being "boring" and not "video-game"-y enough saddens me, and so I'm giving it kudos here.
Congrats Buddy Simulator 1984, for giving a fine example of a text adventure, and your later rpg elements ain't half bad either. I'll give you the best of kudos. This game was a product of love and passion, and you deserve love for your underrated text game.
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nautilusopus · 1 year
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watching people realise how awful the dialogue and story in crisis core is in real time now that rick gomez is no longer around to sell some of the more egregious moments and STILL not realising this is not a problem unique to ccr
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babysgarage · 8 months
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lord knows i'm not jumping at chances to give bbc sherlock any praise for anything but damn that soundtrack really is recognizable
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angryhideouthideout · 2 years
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Cheers!
gif credit to @bunhead4life, @younger-tvland, and @tvlandgirl
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Thank you, Tumblr, for putting my followed tags back in the search page. <3
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louhinks · 3 months
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i've taken to drawing AW2 culinary crimes whilst i am beaten unconscious by art block. bon appetit
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bookshelfdreams · 6 months
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ppl acting like izzy didn't get to experience true happiness when he got to look the british empire in the face and call it a rancid, syphilitic cunt, what more could you possibly want
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mipexch · 9 months
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comic about v2 and the goal they'll never fully reach alongside a dissatisfying conclusion. intimate rivalry and all (alternative ending comic. V1 dies instead of V2 during 4-4. V2 is narrating. V1 is dead.)
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marypsue · 1 year
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The thing is, it’s impossible to not have themes in your writing. The damn things pop up like mushrooms anywhere they detect the slightest hint of Story, even if you actively try to avoid them. And if you don’t thoughtfully choose which ones to cultivate and which ones to prune, that’s when the dry rot sets in and your whole house collapses. 
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kamenwriter · 1 month
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