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#original mps with extras
attractivemyfoot · 2 years
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Well, just some info not believing smart people a humour is hear you will love it later. 1st time on Tumblr Wattpad failed as before never mind . Will Akuma class graduate or fail with Lilass' lies.? What a way to dirty a pure name lily? seriously shame,so how many can pass except MPS or neutral grounds. Needs going pass or fail i want to laugh on fictional characters that show fucking irritates me to no levels. I feel murderous enough to study and pass exams for plot they literally hack the country system crack it up to crumbles and see who has fucking butterfly sanctuary see where cameras aren't there cause it's odd and Don't fit right and bank accounts are easy to access by banker ask as a hero to the banker can even tell you how a murder or something happened they've more data about people cause when people are bored they talk and because of it people have clues but are lazy or plain dumbass man that show has lot of loop holes then weaver sweater every episode and villian fucking irritates me butterflies see what type of species it is if that dumb can show something right i will spend every dollar in my account in a day. Half true but that stupid has to buy it right see accounts of those sanctuary anyway see big names 1st clue in the show or 2nd rich person 3rd isolated bitch 4th whoever your suspect is keep it there. Only 8 things were needed to be done. Harassment is okay . Emotional manipulation is okay ask that blonde ass which boils my blood. Total stupid encouraging wrong thing is good . Stealing is good. Totally taking someone's blame is good. bribing is good. Every type of crime is good huh. This show just disgust me comparing marinette and that assgreste. She is way too much better than that shity cockroach. There was a scene of literally that gives vibes of sexual intercourse. That's just inviting a disaster. What skin tight atleast see the viewer's. Half of shows shows this type of behavior is okay. That's why criminals have no fear. Stupidity of fucking society he broke few French laws man even though it was for people but do they mean something right. Man i hate kids behaving like creeps the moment i heard miraculous ladybug and chat noir. I wanted to break that kid or writer and most stupid astruck something.that bitch I hope he have 3rd stage cancer while kemo therapy he just die bring a decent writer but no a total percent and low graded human scum of the bag. I wish the moment someone sees that I just finished watching 1st season with my sis in my life i never had so much argue to kill someone than today. I generally read fan fics cause they're more well written than the original cause it corrects the wrong or totally don't show it that's total cool but this is insane my blood ran cold i binge watch it all together i am observer i see errors in everything but they can be brushed off but this god knows i might kill someone today in cold pursuit. Sorry that witch saw and ignored the flaws the golden boy is perfect just because his eyes are green as leaves and hair is blonde and skin is pale doesn't mean he is little good i don't doubt a single percent about a bitch being sentimoth. When i heard sis praising that blonde and cursing the girl i won't touch it cause more you see more problems you see . My favourites Gaslighting, parental abandonment,victim blaming, every abuse and it's type and harm can be seen but half of them are wrong. I won't bitch it but it fucking touched my sister manipulating asshole should be punched till the ground and bones don't become one. I am practically 15 i saw it Were so called' adults 'were cooing over it fools do the goddamn research like i do.
See it yourself don't believe me anyway
Introductions
Akuma class 18 (graduating)
MPS 16 (singers with different degrees)
Bruce46
Dick24 (passing University of business )
Jason 18 (graduated with degrees literature,arts, doctor, mechanics and honours)
Tim 15 (co CEO like Nettie but instead of fashion it's medicine)
Damian 15( making blunt comments with correcting teacher)
Marinette Dupain Cheng/Nettie Martha Haywood Wayne 14( degree holder of fashion,bussiness, technology enjoying the chaos , troublemaker and singer and main artist behind songs and the costumes)Story of Nettie Martha Haywood Wayne
here is a story of a girl of Gotham who was sold by her stepfather known as Willis Todd due to Joker . A mother and boy's misery . A mother who is not true but poured love through heart got addicted to drugs a boy in grief and to care for mother are the basics after some events he is taken as ward of bruce Wayne this time he never got killed because Willis killed Joker because he was dying atleast i will avenge my daughter and take down a monster. Jason learn fighting in alleys as some people were willing to teach a kid self defence but seeing a talent taught every fighting style street has offered and weapons training
you know what Tim has a big role in reunion of two brother and sister by blood solve a case bring justice for 3 countries . that's one only lila Rossi . Ceo of black trades Gris et or technology and enterprises and l'ange des cieux another CEO of Wayne and Drake enterprises a billionaire will they dominate the world or not . A singer named Le labyrinthe . you know what Tim has a big role in reunion of two bro and sis by everything but blood solve a case bring justice for 3 countries . that's one only lila Rossi claims to be NMHW and it's achievements of this one surely gonna kill. Claiming to be her infront of her is dangerous well.
Marinette/Nettie -Ceo of black trades Gris et or technology and enterprises and l'ange des cieux
In English, black ,grey and gold trades and enterprises
The angle of
(scream for the heavens you heathens)
HEAVENS
As fashion company name or pen name
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dravidious · 9 months
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Very wonderful
Went to bed late last night because I got carried away talking to myself about video games for 30 minutes
Anyway
So in 2 digital card games, Hearthstone and Legends of Runeterra, there are single player modes where you go through a series of bot matches against enemies with special powers, and along the way you pick powers and extra cards to build up your deck for the final boss. These are in some ways similar to deckbuilder games like Clank or Slay the Spire.
Hearthstone had multiple modes of this style, the first being Dungeon Run. It's the most basic example; pick one of the game's 9 classes, get a generic starting deck, and fight through increasingly powerful enemies as you try to put together some kind of synergy. The most impactful aspect of this mode are the "passive treasures" that grant very powerful effects, like buffing all your creatures or making your spells cost health instead of mana. You get one near the start and another mid way through, but only get 3 random treasures to choose from each time. You'll typically want to find cards that synergize with your treasures, but card offers are also random. Basically, you don't know how your run is going to turn out; what treasure's you'll get, what cards you'll get, and what kinds of combos you'll find between them. It's uncertain and exciting!
Later, they put out another spin on the mode called Rumble Run. Instead of choosing a class, you pick a special passive treasure called a totem, and your starting deck is built to synergize with it. However, starting with a synergetic deck means that every time you're forced to add cards to your deck, you might dilute the synergy and make the deck WEAKER instead of stronger. You also don't get any other passive treasures, so from the moment you see your totem you already know exactly how the run is going to go and what kind of deck you'll make. Having your deck get worse as the run goes on destroys half the point of a deckbuilder game, and the other half is destroyed by forcing the player into a specific playstyle from the very start. That's why deckbuilders like Clank and Slay the Spire start you will an awful starting deck, with the cards you get along the way frequently being straight upgrades. It makes sure that your deck gets BETTER as you go on, not worse.
In Legends of Runeterra's deckbuilder mode, Path of Champions, you start each run by picking a champion (basically a legendary creature) and getting a starting deck build around their theme. Just like in Rumble Run, your starting deck is already synergetic, and being forced to add cards can dilute the synergy. And starting out with a theme for your deck pushes you toward a specific playstyle. It's Rumble Run all over again.
EXCEPT
There's a bunch of mechanics that beautifully solve these problems. First of all, you get a guaranteed 2 passive powers (powers = treasures) per run, one at the start and one midway through, which can drastically change your run. Second, early on you get a 2nd champion to add to your deck, along with some cards that synergize with its theme. This gives you 2 distinct themes to pursue, or you can try to meld them together; runs with the same starting champion can be completely different because of the 2nd champion. Third, almost all cards you get have items attached that give a buff to the card, ranging from +1/+1 to giving abilities to cost reduction to turning it into a 1-drop 1/1. This means that the cards you get will have more raw strength than your starting deck, so even if you're diluting your synergy, your deck is still getting stronger. You can also get rare items that give bigger buffs, up to stuff like +3/+3, so getting a card with a really good item can have a big impact on your run. Thanks to all these mechanics, Path of Champions maintains the uncertainty and deck improvement that are core to deckbuilders!
Except
Unlike Hearthstone's deckbulders, Path of Champions has progression. Each champion has a level that goes up with each run, and the benefits of each level up most often involve giving an item to a card in your starting deck. That means that the cards you get mid-run gradually stop being stronger than your starting cards, which goes back to the problem of disrupting your synergy and making your deck weaker instead of stronger. With your starting deck being both powerful and synergetic, there's less reason to pursue other themes, pushing you toward using the same strategy every run. The 2nd champion you get still works though! Except, you also unlock relics as you level up, which are items you can put on your starting champion. You eventually get up to 3, which is far beyond the single item the 2nd champ starts with. But, there's at least still strong passive powers that shape your run. Except. You also unlock a special "star power", which synergizes with your champion and is often stronger that regular powers. Once you get the 2nd star power, regular powers are thoroughly overshadowed. I don't want to know how bad it gets when you get the 3rd star.
Somehow, the designers for Path of Champions made a beautiful system, allowing you to start with a playstyle you're interested in and then branch out into a world of possibilities. And then decided to gradually chip away at all the uncertainty and variety and growth the longer you play. You start each run with everything you need, and all the cards you get along the way are just flaws forced onto your perfect deck. The powers are distractions, weak in the face of the star powers you started with. You play the same cards, with the same items, every run, beating the final boss with the exact same strategy every time.
What a waste of a perfectly good game.
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handweavers · 6 months
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note that they changed the headline between an hour ago (2pm) and now (3pm) because the original headline as shown when i sent a friend the article on whatsapp was "air canada accused of holding up british mp 'because his name is mohammad'" and now the article title is "rules were followed in alleged islamophobic incident" extremely pathetic state-run racial profiling that is just rehashed 9/11 era islamophobia
[article dated oct 25 2023]
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demifiendrsa · 5 months
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Valve has released a 25th anniversary update for Half-Life.
Half-Life is free to own on Steam until November 20, 2023 10AM PT / 1PM ET.
Overview
BRAND NEW INTERVIEWS WITH THE HL1 DEV TEAM!
youtube
We got the band back together to celebrate this anniversary, and we invited the fine people at Secret Tape to film it all happening. Getting together after all this time was the perfect opportunity to revisit the game as it existed in its earliest forms, and to talk about how and why it eventually took shape the way it did. Check out the film to see what it was like to be a part of the team, way back then.
THE 25TH ANNIVERSARY UPDATE FOR HALF-LIFE INCLUDES:
HALF-LIFE UPLINK
Originally released as a CD exclusive for magazines and hardware manufacturers, this mini-campaign was built by the Half-Life team right after the game went gold. As this was many people's first experience with Half-Life, we thought it was finally time to bundle it with the main game—no sound card purchase necessary.
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4 NEW MULTIPLAYER MAPS
Built by Valve level designers, these new maps push the limits of what's possible in the Half-Life engine.
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CONTAMINATION
Two-foot-thick steel doors block off access to this contaminated waste facility, which has questionable scientific goals at best. Strap on a gluon gun and roast all intruders.
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POOL PARTY
Enjoy a relaxing stay at this abandoned Xen outpost built around a cluster of soothing healing pools free-floating in space. How do you breathe here? It doesn't matter!
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DISPOSAL
Processing Area 3, a massive radioactive waste plant gone quiet. Tons of room for you and your colleagues to do experiments with a Tau Cannon or some hand grenades.
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ROCKET FRENZY
The creaking weight of this decaying orbital satellite launch facility somehow feels familiar… If we could switch on the oxygen lines, power, and fuel, we might just be able to light this candle.
UPDATED GRAPHICS SETTINGS
Play the game the way it looked in 1998, but on a modern monitor.
Widescreen field of view!
Option to disable texture smoothing on the GL renderer!
Lighting fixes including the long-lost GL Overbright support!
Software rendering on Linux! Crisp colors, animated water, and unfiltered textures!
CONTROLLER AND STEAM NETWORKING SUPPORT
A proper gamepad config out of the box!
Added support for Steam Networking! Invite your friends or join games instantly with no fuss.
STEAM DECK SUPPORT!
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We finally put our game through our own “Verified” tests, and... we failed super hard. So we fixed it! After re-testing the game, Half-Life gets to officially wear the green checkmark.
Now you can play Half-Life on the best handheld gaming computer in the world in glorious 800p with improved controls and UI.
UI SCALING SUPPORT FOR HIGHER RESOLUTIONS
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The entire UI has been reworked to scale at larger screen sizes. We built most of this stuff for 640x480 CRTs and apparently some of you have upgraded since then.
RESTORED CONTENT
We brought back the classic Valve logo video with its iconic music and reskinned the menu to match the 1998 build.
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IVAN THE SPACE BIKER AND PROTO-BARNEY
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After all this time we finally shipped the original heroes from the alpha builds of Half-Life, available as multiplayer skins!
AS WELL AS THESE RARELY-SEEN EXTRAS!
In 1999, Valve released a CD called Half-Life: Further Data at retail stores, and we're finally including much of that content.
THREE MULTIPLAYER MAPS
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Double Cross
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Rust Mill
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Xen DM
TWO MP PLAYER MODELS
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The Half-Life: Further Data CD also included some multiplayer skins made by the original team; we've brought back this incredible skeleton (now with tintable eyes!) and fan-favorite Too Much Coffee Man.
DOZENS OF SPRAYS
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While playing a bunch of multiplayer matches we kept wanting more sprays... So we grabbed several megabytes of them from the Further Data release!
BUG FIXES AND CHANGE NOTES
New Content
Now Verified on the Steam Deck (and our native Linux runtime has been set as the default).
Half-Life: Uplink — the original standalone Half-Life demo — has been added to the game, and is accessible through the "New Game" menu.
Added four all-new Half-Life Deathmatch maps: contamination, pool_party, disposal, and rocket_frenzy
Added three old Half-Life Deathmatch maps formerly available only on the "Half-Life: Further Data" CD: doublecross, rust_mill, xen_dm.
Added Ivan the Space Biker, Prototype Barney, Skeleton, and Too Much Coffee Man as player models to Half-Life Deathmatch.
Added dozens of new sprays formerly available only on the "Half-Life: Further Data" CD.
Added support for Steam Networking, allowing easy multiplayer via Steam's Join Game and Invite features.
Added support for Steam Friends Rich Presence, allowing your friends to follow your journey through Black Mesa.
Nostalgia
Brought back the original Valve Intro video. Can be skipped with the "-novid" launch command.
Updated main menu to a design inspired by the game's original 1998 main menu.
Changed the default models to the original (non "HD") models.
Gameplay Changes
Improved physics for throwing grenades.
Improved randomness for initial spawn points in multiplayer.
Improved satchel charge controls: primary fire now always throws a new satchel, and secondary fire always detonates.
Fixed push-able entity movement being based on framerate.
Fixed players with high framerates freezing in place on death in multiplayer.
Fixed some cases where the player could get stuck in place on level transitions.
Fixed some cases where characters would interrupt important dialogue with their "greetings" dialogue.
Fixed weapon view-bob angles.
Fixed red barrels at the start of Surface Tension not launching as intended.
Fixed Snarks attacking FL_WORLDBRUSH entities (such as func_walls).
Fixed players sometimes failing to deploy a snark while crouching and looking down.
Fixed certain convars ("pausable" and "sv_maxspeed") being set to incorrect values when entering a singleplayer game after a multiplayer game.
Fixed singleplayer auto-aim setting being changed when entering a multiplayer game that disallows auto-aim.
Fixed the flashlight HUD showing empty after loading a savegame.
Fixed rockets in CONTENTS_SKY not always detonating.
Fixed incorrect bullet impact sounds for NPCs.
Fixed gauss gun making a loud static noise if it was charged across level transitions.
Fixed a crash in mods that display keybinds in their UI.
Fixed singleplayer weapons not auto-switching away when exhausted (grenades / snarks / satchels / etc)
Fixed interpolation artifacts when animated models are moved by other entities.
Fixed some buffer overflow exploits.
UI Changes
Main-menu background and buttons have been reskinned, and now scale based upon screen resolution without stretching, supporting background image layouts up to 3840x1600.
In-Game HUD now uses double or triple sized sprites when playing at higher resolutions.
UI dialogs and in-game fonts now scale to improve readability at high screen resolutions.
In-Game HUD HEV suit display has been shifted to the left of the screen, and no longer changes position at larger screen resolutions.
Added an "Enable texture filtering" setting.
Added an "Allow widescreen Field of View" setting to correct non-anamorphic FOVs, for widescreen and ultrawide displays.
Re-organized all the Settings screens to improve legibility, and support controller navigation.
Updated the Pause menu to be aware of the current gameplay mode.
The default server name and multiplayer player name are now based on the player's Steam Persona.
The Steam platform menu has been removed, now that all its features are in Steam itself.
Fixed application icon rendering incorrectly when using the software renderer.
Fixed player and spray images not updating their coloring on the settings screen.
Removed the now very unnecessary "Low video quality. Helps with slower video cards." setting.
Input Changes
Improved support for keyboard and controller navigation everywhere.
Added "Lower Input Latency" option: Synchronizes the CPU and GPU to reduce the time between input and display output.
Fixed issues that caused jerky mouse / joystick input.
(We basically rewrote it all - if you've got a custom Steam Input controller configuration, you should rebuild it from our newly published Official Configuration).
Multiplayer Balancing
Increased the 357 damage from 40 → 50.
Hive Hand reload time has been reduced from 0.5s → 0.3s per shot, and it will be selected at higher priority than the pistol on pickup.
MP5 now always starts it with full ammo when picked up.
Players no longer drop empty weapons, and any that are dropped are reloaded by what's in the dying player's backpack.
Improved client-side prediction to reduce "ghost shots". Like Counter-Strike, consider hitboxes and not just bounding boxes for hits on the client.
Fixed network predicted crowbar swing damage being incorrect.
Rendering
Added supported for UI Sprites and Texture files larger than 256x256.
Added support for UI Font special render modes: "blur" and "additive".
Added setting to turn off texture filtering when using the OpenGL renderer.
Default resolution is now based on the resolution of the desktop, instead of a 640x480 window.
Default gamma has been decreased from 2.5 → 2.2, now that we aren't all playing on CRTs.
Software renderer will now correctly filter out incompatible resolutions, unless there is only 1 resolution available on the display.
Restored OpenGL overbright support.
Fixed fullscreen software renderer crashing on systems that don't support 16-bit color.
Fixed software renderer being stretched when using widescreen resolutions.
Fixed skyboxes and sky color incorrectly carrying over when transitioning maps in multiplayer.
Fixed the game appearing too dark after modifying video settings.
Fixed MSAA in windowed mode.
Fixed mipmap rendering on studio models.
Fixed gluon gun sprite rendering in multiplayer.
Fixed gluon gun sinusoidal noise being incorrect.
Various optimizations to support the newly increased engine limits.
OpenGL optimizations for the Steam Deck.
Engine Improvements for Mod Makers
Increased maximum limit of dynamic sound channels from 8 → 32.
Increased maximum limit of sentences in the sentences.txt file from 1536 → 2048.
Increased maximum number of entities (MAX_EDICTS) from 900 → 1200.
Increased MAX_PACKET_ENTITIES increased from 256 → 1024.
Increased MAX_GLTEXTURES from 4800 → 10000.
Increased software renderer geometry limits: max spans 3000 → 6000, max surfaces 2000 → 4000, and max edges 7200 → 14400.
Cycler and func_button entities can now be the entity target for scripted_sentence entities, and are allowed to speak in multiplayer.
Incorporated func_vehicle entity support from Counter-Strike, for mod-makers to use. Full SDK update will come later, but level designers can use it now.
Native Linux Build
Added support for the software renderer.
Improved font rendering.
Many stability and behavior fixes.
Other
Localization files updated.
Miscellaneous security fixes.
Notes
The previous version of the game has been archived to a publicly visible Beta branch named "steam_legacy", with the description "Pre-25th Anniversary Build." If a mod or feature is behaving in an unexpected way, you may need to run this archived build until the issue is resolved in the default build.
We now consider this anniversary version of Half Life to be the definitive version, and the one we'll continue to support going forward. Therefore, we'll be reducing the visibility of Half Life: Source on the Steam Store. We know Half-Life: Source's assets are still being used by the Source engine community, so it'll remain available, but we'll be encouraging new Half-Life players to play this version instead.
WALLPAPERS
Celebrate 25 years of Half-life by decorating your desktop and mobile phone.
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felassan · 2 years
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Starting on October 11 2022, EA is retiring BioWare Points and they will no longer be available as a form of currency on the Origin Store. Other currencies like Crystals and Platinum in other BioWare titles will be unaffected. Due to this, most BioWare DLCs that were previously only purchasable with BioWare Points are now available free of charge, on PC at least. This applies to Dragon Age: Origins, Dragon Age II, Mass Effect 2 and Mass Effect 3 (for this last title, with the exception of multiplayer packs). 
They advise that for the next 90 days you can use your BioWare Points to buy multiplayer packs for ME3. After Oct 11th, MP packs will only be redeemable using Credits earned in-game. They also say that we will still have access to any content previously purchased with BioWare Points. 
The email that was sent out can be read here. The link to EA help is here. The link to the place to download DLC for PC is here for Dragon Age, here for Mass Effect, and here for other/all. not sure what/if is happening wrt consoles.
GamesRadar coverage explains:
EA is making much of the Mass Effect and Dragon Age DLC catalog free for PC players as it retires the draconian BioWare Points system.
BioWare Points were part of a currency system the studio used to sell DLC for games like Dragon Age and Mass Effect on PC. While console players were able to buy bits of content piecemeal through the relevant Sony and Microsoft storefronts, PC players have been forced for years to purchase BioWare points at awkward exchange values.
EA eventually rectified the situation in part with a series of DLC bundles on Origin and Steam that pulled major content together into a single package at a reasonable price. Some content was made available for free on EA's support site. And, of course, Mass Effect: Legendary Edition is a modern all-in-one package for the sci-fi trilogy. [source]
PC Gamer adds:
In an email EA seems to be sending people with BioWare Points still in their account, the publisher has announced the system is finally ending.
Some of the add-ons for classic BioWare RPGs that could previously only be bought with BioWare points are now available for free. You can log into Origin and grab DLC for Dragon Age: Origins, Dragon Age 2, Mass Effect 2, and Mass Effect 3 by selecting the games in your library, clicking on Extra Content, then selecting Get it Free for each one. [source]
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sylveonwip · 5 months
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All James Bond actors rated by how much I want to see them get pegged:
(specifically in a 007 movie, preferably by the 'sex interest')
- Sean Connery: A teir. One of his girlfriends thought he was repulsive until she saw him in a kilt, was investigated multiple times for tax fraud and supports Scottish independence, which earns him extra points, but the misogyny and abuse knocks him down a lot.
- David Niven: C tier. Acted the original casino royal and... Nothing else. Mid.
- George Robert Lazenby: B tier. Acted in only one film, but is Australian and I'm not entirely unpatriotic. Married twice, divorced twice, six kids, one of which was a bastard. It's his turn.
- Roger Moore: A tier. Most films excluding the modern ones. Likes older women; 6 and 12 years older to be specific; acted with one of his sons in a film of the very exciting and not at all derivative name 'Sherlock Holmes Goes to New York.' Conservative who liked unions, which is a little baffling. Kind of just a salad of random shit, but you KNOW he's been pegged before, I want to see those skills at work.
- Timothy Dalton: B tier. 'Licence to Kill', 'Hot Fuzz' and 'Dr Who' on his IMDb. Briefly dated Whoopie Goldberg, but never married anyone, doesn't do much else. Chills out.
- Pierce Brosnan: A tier. 'Goldfinger', 'Mrs Doubtfire' and 'Percy Jackson and the Lightning Thief' on his IMDb. Appeared in a movie about Eurovision as well. Never divorced anyone, had his Aston Martin burnt in a fire, and HASN'T got an OBE but IS allowed to put it next to his name (just because he's Irish). Attends Catholic mass but follows Buddhist philosophy. Just like a really cool guy.
Daniel Craig: S tier. You saw this one coming. Said "politicians are shitheads..." and has personal vendettas for a handful of British MPs. Brought back James Bond, is Benoit Blanc, is going to run James Bond into the ground again, the straightest, buffest fucking twink you've ever laid eyes on, and the best bet for best silicone head a Bond villain/sex interest will have in her entire life.
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rxttenslutcemeterysys · 6 months
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── 🦴 "Decaying Hounds Collective" ⚰️ ──
Collective name~ 🕸️; Graves, Decay Collective pronoun set~ 🌙 ; he | it | thing Collective labels~ 🌕 ; omnisexual(male lean/pref) | transgender(masc) | ambiamorous
🔪 system headcount~ ; 600+ 🪦 system origin~ ; Traumagenic 🫀 hosts~ ; Mr. Plant | Gutz | Hound | Bane/Mayuko
☁︎ ╮"but without the dark, we'd never see the stars"╭ ☁︎
🧠 diagnosed with,, ~ ; MDD, ADHD, C-PTSD, and Bipolar
👻 suspecting of,, ~ ; DID, BPD, ED, OCD, Insomnia, and Autism
🫁 self diagnosed with,, ~ ; HPD
"in the depths of darkness, love shines the brightest." ☁︎‎‎‧₊˚‎‎‧₊˚‎‎‧₊˚‧₊˚‎‎‧₊˚‎‎‧₊˚‧₊˚‎‎‧₊˚‎‎‧₊˚☁︎
🌑 system partners name ~ ; Rjabion, RJ
🌕 system partners pronouns ~ ; he | fang | vamp| they
< 12/24/2023 3 "take me back,, to,, the night we met,," 🌙
🌑 system partners name ~ ; The Crowz Library/Crowz
🌕 system partners pronouns ~ they | faye | it | sie | hem
< 11/11/2023 3 "take me back,, to,, the night we met,," 🌙
🌑 system partners name ~ ; The Merlin Society, Merlin, Marlo
🌕 system partners pronouns ~ ; he | they
< 11/25/2023 3 "take me back,, to,, the night we met,," 🌙
🌑 system partners name ~ ; A Collection Of Stardust , Ace , Oliver
🌕 system partners pronouns ~ ; he | they
< 12/15/2023 3 "take me back,, to,, the night we met,," 🌙
🕷️ ── "love will have its sacrifices…" ── 🦷 Freq. Fronters/hosts Mr Plant |,,| Ageless Adult |,,| He/It/Thing |,,| Host , Warden Alter
Gutz |,,| Ageless Adult |,,| He/It/Thing |,,| Host , Protector
Ghost |,,| 17 |,,| He/They/It/Wing/Cloud/Thing |,,| Persecutor , Mood Swings Holder
Will Solace |,,| 16 |,,| He/It |,,| Trauma Holder , Mood Booster
👁️ Extras,, 🫁
╭ DNI
if you are lgbtq+ phobic(includes aroa and aces)
if you fakeclaim or reality check
if you are a very strict Christian/Catholic and you try to push it onto others.
╭BYI
We cuss a lot and use slurs we CAN reclaim. (Ex, faggot, retard, tranny)
We collectively are a nonthiestic satanist
We are neutral on the topic on non-traumagenic systems. Don't bring up or ask about it unless you are going to be polite.
identities bc yes?
emotion wheel bc its helpful
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!! socials
please make sure to tell us either on the app or in dms here that you followed/etc on these :)
X ( twitter ) - @/decayinghounds
tiktok ; @/decayinghoundscoll
instagram ; @/slutforfictionalkillers
pinterest ; @/decayinghoundssys
snapchat ; @/localhorrorshow
simplyplural ; @/decayinghoundscoll (<- still doing heavy work on it, restarted on a new account)
discord; ask for it
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general blogs owned by us..
@tiny-remains - syskid/agere/petre/agedre/petdre blog
@decayingintros - our intros
@ghostixart - collective, but mainly ghosts art blog
@horrificinformation - collective writing blog. (quick warning, this account will have 'problemmatic' fandoms/media on it. a lot of our writing is more-so our thoughts/notes on research on our special interests, so far we've wrote more movie reviews and informational posts than fanfiction and actual stories)
@abnormalcultureis - abnormal culture :]
@rottingventbook - vent blog
personal sysmate blogs...
@strzit - stardust / ⭐'s blog
@mrsunshineboy - will solace / 🔆's blog
@voidless-thoughts - Mr. Plant / MP's blog
@paranoidkittycat - virgil's blog
@exotic-kalle - kalle's blog
@snowicangel - angel dust / ❄️'s blog
@y3ll0wgutziii - yellow's blog
salix / 🎃's blog , ask for it
salem's blog , ask for it
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cutebutalsostabby · 6 months
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Voice Referendum P2
Some very weird anon just sent me a very weird anonymous essay about my post on the Voice referendum (link). I'm not going to give the essay itself any airtime, but I am happy to share some extra info for education purposes.
Terminology
The term "settler" refers to anyone non-Indigenous, regardless of ethnic background. Sometimes it is useful to be more specific, e.g. white, Asian, African and so on, but the Voice was a proposal created for the sake of Aboriginal and Torres Strait Islander people (aka Indigenous, First Nations or Blak), therefore settler is a useful term to describe the non-Indigenous population - who were, unfortunately, invited to have an opinion on this matter.
The above is not to say that whiteness is totally irrelevant here: while I couldn't find any data on how different racial demographics voted, the survey conducted by Octopus Group and Accent Research (link) shows a telling correlation between those that voted No in the referendum and those that believed (falsely) that white people face more discrimination than Aboriginal and Torres Strait Islander people.
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I also note ABC's analysis (link) that those living in inner city locations were more likely to vote yes than those in rural areas. There are a few ways you could interpret that; one of them is that inner city areas tend to be more multicultural.
Do White People Experience More Discrimination than Aboriginal and Torres Strait Islander People?
No.
Given the above graph, it's not hard to interpret how the anon that messaged me about "shitting on white people" voted, but it's really not hard to fact check this claim: even beyond the catastrophic breaches of human rights during the original invasion of so-called Australia - from murder to disease to destruction of land and property to forced evacuation to the death of several Indigenous languages - the effects of genocide continue today. Indigenous people are about 15 times more likely to be in prison and have a roughly 10-year lower life-expectancy than non-Indigenous people (source). Even before the Voice "debate" arrived, The Guardian reported that discrimination against Indigenous Australians had risen rapidly in 2021 (link). It only really takes a few minutes of independent research for any claims that the Voice would provide "special privilege" to fall apart.
I'm Queer and Have Racial Opinions, Hear Me Roar
Queer settlers are still settlers. Queer white people are still white. Specifically in regards to this part of the message I received:
im a queer woman in a relationship that is not heteronormative and i agree with almost everything the left wing says. i just think
I don't think this lovely lady did think so I'mma cut her off right there. Thanks for your very exciting opinion :) please dispose of it responsibly.
...So Now What?
Well, the vote has already happened, and unfortunately it was a No. Honestly, I'm a bit confused about receiving this ask now? Ah well.
As I said in my last post, I don't think settlers should have been voting on this in the first place, but since we were, I believe it was our duty to vote Yes. All past opinion polls showed that as the majority Indigenous opinion. I do respect that some Indigenous people voted No themselves, whether due to Jacinta Price's perspective on the "Voice of Division" or Lidia Thorpe's as representative for the Blak Sovereign Movement. Indigenous people are not a monolith, nor should they be expected to behave that way. In the case of settlers voting No however: I don't believe there is a good excuse for this. I think it was a racist result. I'm not overly surprised, but I am disappointed. Even so, the Voice was never going to be the end of it.
A few years ago, I made a commitment that at least 1% of my income would go towards paying the rent to Indigenous people (further info here). I've kept this commitment and would encourage others with an income to do the same. I've also written to my local MP to remind him of the unactioned recommendations from the Royal Commission into Aboriginal Deaths in Custody as well as the Bringing them Home Report.
I'd really encourage all settlers, in Australia or elsewhere, to find some way to get involved. Let's make use of our privilege and make the world a better and more equal place for all.
Thanks for reading.
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diabolus1exmachina · 2 years
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Aston Martin Lagonda (Series 1) 
The Lagonda brand had been dormant for a decade when Aston Martin revived it in 1974 as the model name for a new sensational four-door saloon based on the existing two-door V8. A prototype (‘MP/230/1’) had been used by AML chairman David Brown in 1969 but the project would not come to fruition until after his departure and Aston Martin’s acquisition by Company Developments. Launched at the London Motor Show in October 1974, the new Lagonda was 305mm (12”) longer in the wheelbase than the two-door V8 whose engine and running gear it shared and to which it bore an understandably strong resemblance.  An exclusive model even by Aston Martin standards, it was catalogued until June 1976, by which time a mere seven had been made. Chassis numbers ranged from ‘12001’ to ‘12007’, while a further example - chassis ‘12008’ - was built independently at a later date. Of the seven factory cars built in period, only two were completed with the ZF five-speed manual gearbox. Already a powerful car, the Lagonda has been endowed with even greater urge courtesy of an R S Williams 7-litre conversion, enabling it to more than hold its own when pitted against modern rivals. The Williams conversion places particular emphasis on torque, producing a substantial 550lb/ft and useful 480bhp against the estimated 350lb/ft and 320bhp of the 5.3-litre original, increases that more than offset the weight gain associated with all the Lagonda’s extra equipment. This in turn necessitated up-rating the Chrysler Torqueflite automatic transmission, which has replaced the original ZF manual ’box, and strengthening the differential mountings to prevent twisting under load. Engine cooling has been improved by increasing water flow around the engine and paying special attention to under-bonnet ducting. Add to that levels of ride, handling and general comfort which will be more than acceptable to all who might conduct business within, and you have a prestige car that makes a subtle but singularly significant statement.’
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cozyaliensuperstar7 · 3 months
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Weathers was born January 14, 1948, in New Orleans, Louisiana. His father was a day laborer. As an eighth-grade student, he earned an athletic scholarship to St. Augustine High School, a private school. He was an all-around athlete, involved in boxing, football, gymnastics, judo, soccer, and wrestling. He played football and graduated from Long Beach Poly High School in 1966.
Weathers played football as a defensive end in college. He started his college career in 1966 at Long Beach City College, where he did not play in 1966 due to an ankle injury suffered when he tripped over a curb surrounding the running track while warming up for practice with another linebacker. He then transferred and played for San Diego State University, becoming a letterman for the San Diego State Aztecs in 1968 and 1969, helping the Aztecs win the 1969 Pasadena Bowl, finishing with an 11–0 record, and a No. 18 ranking in the Final UPI Poll, playing for head coach Don Coryell. At San Diego State, Weathers received a master in theatre arts.
Weathers signed with the Oakland Raiders of the National Football League (NFL) as an undrafted free agent in 1970. Now playing as a linebacker, Weathers played in seven games for the Raiders in 1970, helping them win the AFC West Division title, on their way to the first-ever AFC Championship Game. Before the 1971 season, Weathers converted into a strong safety. He only played in one game in 1971, before the Raiders released him in September 1971.
Later that month, Weathers signed with the BC Lions of the Canadian Football League. He played for the Lions until 1973, playing 13 games in total. During the off-seasons, Weathers attended San Francisco State University and earned a bachelor's degree in drama in 1974.
Weathers began working as an extra while still playing football. He had his first significant roles in two blaxploitation films directed by his longtime friend Arthur Marks: Bucktown (1975) and Friday Foster (1975). Weathers also appeared in an early 1975 episode of the sitcom Good Times titled "The Nude", portraying an angry husband who suspected his wife of cheating on him with J.J. He also guest-starred in a 1975 episode of Kung Fu titled "The Brothers Caine", and in an episode of Cannon titled "The Hero". In 1976, he appeared as a loan shark in an episode of the crime-drama Starsky & Hutch, and in the Barnaby Jones episode "The Bounty Hunter" as escaped convict Jack Hopper.
Weathers retired from football in 1974, and began pursuing an acting career. In his NFL career he appeared in 8 games in two seasons, but did not record any stats. The only stat he recorded in his CFL career was a single fumble recovery. In later years, Weathers narrated NFL Films' season recap of the 1999, 2000 and 2001 seasons.During the 2017 NFL Draft, he appeared on NFL Network's pre-draft coverage.
Weathers briefly appears as an Army MP in one of the three released versions of Close Encounters of the Third Kind (originally released in 1977). In 1978, Weathers portrayed Vince Sullivan in a TV movie, Not This Time. In the late 1970s and 1980s, Weathers starred in a number of action films for the small and big screen, including Force 10 from Navarone (1978), Predator (1987), Action Jackson (1988), and Hurricane Smith (1992). As a member of the cast of Predator, Weathers worked with future California governor Arnold Schwarzenegger and future Minnesota governor Jesse Ventura. Many years later he appeared in a spoof segment on Saturday Night Live, announcing that he was running for political office and urging viewers to vote for him on the basis that "he was the black guy in Predator".
He also appeared in Michael Jackson's "Liberian Girl" music video and co-starred in the 1996 Adam Sandler comedy Happy Gilmore, as Chubbs, a golf legend teaching Happy how to play golf. He reprised the role nearly four years later in the Sandler comedy Little Nicky. Filming a fall stunt in Happy Gilmore, Weathers fractured two vertebrae and his osteophytes grew out and connected and self-fused badly. He says he was in excruciating pain for three to four years.
Another notable television role was Sgt. Adam Beaudreaux on the cop show Street Justice. Afterwards, during the final two seasons of In the Heat of the Night (1992–1994), his character, Hampton Forbes, replaced Bill Gillespie as the chief of police. He also played MACV-SOG Colonel Brewster in the CBS series Tour of Duty.
In 2004, Weathers received a career revival as a comedic actor beginning with appearances in three episodes of the comedy series Arrested Development as a cheapskate caricature of himself, who serves as Tobias Fünke's acting coach. He was then cast in the comedies The Sasquatch Gang and The Comebacks. Weathers had a guest role in two episodes of The Shield as the former training officer of main character Vic Mackey.
Weathers provided the voice for Colonel Samuel Garrett in the Pandemic Studios video game Mercenaries: Playground of Destruction. In 2005, he was a narrator on Conquest! The Price of Victory — Witness the Journey of the Trojans!, an 18-part television show about USC athletics. Weathers is a principal of Red Tight Media, a film and video production company that specializes in tactical training films made for the United States armed forces. He also appeared in one episode of ER as the father of an injured boxer during their 2008 finale season.
For the sixth film in the Rocky series, Rocky Balboa (2006), Stallone asked Weathers, Mr. T, and Dolph Lundgren for permission to use footage from their appearances in the earlier Rocky films. Mr. T and Lundgren agreed, but Weathers wanted an actual part in the movie, even though his character had died in Rocky IV. Stallone refused, and Weathers decided not to allow Stallone to use his image for flashbacks from the previous films. They instead used footage of a fighter who looks similar to Weathers. Weathers and Stallone patched up their differences and Weathers agreed to allow footage of him from previous films to be used throughout Creed (2015).
Weathers portrayed the father of Michael Strahan and Daryl "Chill" Mitchell's characters on the short-lived 2009 Fox sitcom Brothers. Weathers acted as Brian "Gebo" Fitzgerald in advertising for Old Spice's sponsorship of NASCAR driver Tony Stewart. He also appeared in an ongoing series of web-only advertisements for Credit Union of Washington, dispensing flowers and the advice that "change is beautiful" to puzzled-looking bystanders. He also starred in a series of commercials for Bud Light, in which he introduced plays from the "Bud Light Playbook." At the conclusion of each commercial, Weathers could be seen bursting through the Bud Light Playbook and shouting "Here we go!"
In 2019, Weathers appeared as Greef Karga in several episodes of the first season of the Star Wars series, The Mandalorian. He returned for the second season and also directed the episode "Chapter 12: The Siege". He returned for season 3 and directed the episode "Chapter 20: The Foundling". His performance earned him an Emmy nomination for Outstanding Guest Actor.
Weathers died at his home in Los Angeles on February 1, 2024, at the age of 76. His family issued a statement saying he died "peacefully in his sleep.
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natlacentral · 2 months
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MEET THE COSTUME DESIGNER BEHIND THE FANTASTICAL LIVE-ACTION ‘AVATAR: THE LAST AIRBENDER’
Farnaz Khaki-Sadigh is a builder of worlds as much as she submerges herself in the woven fabrics that contrive some of television’s most quirky characters and unusual universes. Known for her past costume design work in Prime Video’s Upload (2020), Khaki-Sadigh can make detached, dystopian realities appear real.
Most recently, the Vancouver-based costume designer built the lushly decorated universe of Netflix’s live-action take on Avatar: The Last Airbender, diving deep into 19th Century lore across Asian history to reference the four different elemental tribes' wardrobe. Seen mostly in the water tribe protagonists Sokka (Ian Ousley) and Katara (Kiawentiio Tarbell), their multi-shade blue protective attire was crafted to appear authentic and feel functional. Each Avatarperformer has their fair share of scenes that include choreographed wire-work and martial art action stunt sequences. Before filming in 2021, the cast participated in a week-long “bending camp” where they trained and strictly reviewed their character’s bending movements and scene choreography in Vancouver, Canada.
“I really wanted to be a warrior and tough kid like Sokka when I was a little guy,” says Ian Ousley about playing Sokka over Zoom. “He masks his vulnerabilities with humor and he tries to protect the people around him.” This courageous and comical character is often draped in protective teal-strapped clothing equipped with a wide warrior waist belt, boomerang, and Indigenous designs—he can’t bend, unlike novice water-bender Katara.
“When I was growing up watching Avatar, what stuck out to me was to be able to see myself in a character on TV and especially as a little Native girl, you know, that representation wasn’t as prevalent. [Katara] is like kicking ass and she is the coolest person,” Kiawentiio Tarbell recalls to me, beaming from Netflix’s Los Angeles headquarters.
The new Avatar iteration accentuates Asian culture not only through onscreen characters, casting, and cuisine but also through the garb that the principal cast and background extras wear. Khaki-Sadigh gave these characters life, even though the characters are set in a fantasy world that defies physics, the interwoven fabric of Asian American identity lives within the seams in every scene. Here, she discusses her costume design mastery work and how being a fan of the show helped her approach design with care and a critical eye.
Malik Peay: As a costume designer, you really are the first line of defense of making these characters feel real and familiar to the Avatar: The Last Airbender franchise that has existed in other iterations before now. What felt like the biggest challenge when creating a wardrobe for all Four Elements? Farnaz Khaki-Sadigh: When it came to designing for the live-action Avatar: The Last Airbender and creating the looks for the four nations represented by the elements, the biggest challenge was blending the cultural and historical accuracy while staying true to the original animation. The animation pulled so much inspiration from so many different cultures, and I really wanted to represent and showcase the cultural authenticity and historical accuracy of the real nations, cultures and regions that were the inspirations behind the Four Elements. It was important to me to make sure that i blended the two worlds, the real and the animation, in a way that honored both and stayed true to the fanbase. As a costume designer, our job is to be able to help tell the a story by helping visually build the characters and bring their world and personalities to life. It is important to help create a world that the viewers can fully immerse in and relate to. In this case it was really about making sure that everything was still relatable to the fans and did justice to the original show and still was respectful culturally and historically accurate.
MP: I felt the Indigenous influences in the water tribe’s costumes and throughout the other tribes. What was your research process like for this series? FKS: The original animation takes inspiration from many different cultures during mid- to late 19th Century. I had to not only educate myself about the specific cultures that are referenced by the original lore but also the history of those cultures and the influences their history had on what, how, and why people wore what they wore in those time periods. I spent a lot of time doing research for this project before I started on the show and continuously trying to learn as we worked through the project. I was reading books, articles, watching documentaries and reading historical papers and basically any medium I could use to learn from. I was also very fortunate to speak with some Inuit elders and learn from them first-hand about their culture and history. As well as getting to work with many incredible Inuit artists that contributed to creating some of the trims, accessories, headdresses that were used in both the southern and northern water tribe. This was an incredible collaboration and an amazing learning experience for me.
MP: When it comes to creating a fantasy world for the audience to believe through costuming, what is your main goal in terms of enforcing believability through wardrobe? FKS: I feel the more the character and the costume and the surrounding world blend in together, the more relatable and believable it is, especially in a fantasy world. Costumes are usually the silent storytellers, you want them to be noticed but you don’t want them to stand out and overpower the scene. They need to seamlessly blend in with the character and the background, to create authenticity to the world and the story they are a part of. The more organic and authentic they feel to the story the more they enforce the believability of the fantasy world you are trying to portray.
MP: Knowing the cast has to have a lot of room for movement in their costumes, how were you sourcing fabric materials for the performers’ wardrobe that would feel functional and practical? FKS: This was a very important part of the process for us as there are lots of action sequences in the show, and for the most part the cast has the same look. Not only did we have to look at the comfort, flexibility, weight, and mobility for action sequences, but also making sure that the garments flowed and moved organically with the actions. We tested a lot of fabrics, did a lot of mock ups that we tested with cast and stunt actors to ensure that the costume did not infringe on their performance and actions. Changing some of the designs around to make sure we accommodated for the movement and comfort. There is a lot of trial and error to the process. I believe that when you put a costume on a performer it should be comfortable enough that it becomes a part of them, it should be something they put on and not have to fuss with or feel cumbersome by it. The costumes should feel like a second skin and an extension of that character.
MP: Do you look for practicality when curating the cast’s costumes or more so rely on movie magic? FKS: I think you need both. Practicality is important, but so is authenticity and that takes movie magic. You need both and you need to know how to perfectly blend the two as to not take away from the visual appeal and the viewer experience. For me it has never been one for the other to be honest. It is a balancing act and you have to figure out when to use one or the other and when you need both as things go along. 
MP: The fire, air, earth, and water nation costumes are enhanced by the mixed martial arts acts and occasional moments of projectile natural elements. What costume in this series felt like your magnum opus because they all immersed me into the world of Avatar? FKS: I would have to say the entire show would be my magnum opus. I have been a big fan of the original show, I wanted to work on this project since they announced it, and to have gotten the opportunity to design and create the costumes for the live action and bring the world of Avatar to life is truly a dream come true. This show has been the biggest project, the biggest challenge, and the most gratifying project I have had the honor of designing in my career thus far. I set out wanting to do the show justice, and I am really proud of what me and my team were able to achieve.
MP: Why do you believe the costumes in this series are so integral to each’s character’s background? FKS: We use clothing to portray many silent messages in daily life. We tell our mood, where we come from, where we are going, and how we feel. We use clothing as a mask to hide our true self, a shield to protect and hide behind or as a badge of honor to show who we are. Just like real life, the costumes on each character tell a bit of their story and their journey, where they come from, where they belong, where they are going, if they are hiding behind a mask or who they truly are and what they may be holding on to. As each character’s journey progresses and their story arch changes, their costumes tell a bit of that journey. Their costumes are a representation of themselves, their nation and their growth as they move along their story arch.
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ladyirisreviews · 2 months
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Deedlit in Wonder Labyrinth - Review
This is the second Team Ladybug game on Steam, it came after Touhou Luna Nights, which I reviewed.
Despite being interested in it only because it was a Team Ladybug Metroidvania, it did a great job of making me interested in the source material, which I will be reading into very soon.
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To explain the plot of the game, first I need to give some context.
The setting is based on a series of light novels called Record of Lodoss War, they date back to the 80s, and another novel was released not too long ago, 12 years after the last one, and this game serves kind of like an introduction to this new series of novels in a way.
The game does give you some backstory, enough to establish its own, coherent narrative, and even without reading the novels, I feel this game can be enjoyed, along with its themes.
Though I would imagine reading the novels and then playing this game would be nice for the fans since you would know all the characters and their backstories.
The plot of the game is pretty simple, you are told there was once a group of heroes who brought peace to the land of Lodoss, and that the only girl in the group, Deedlit the elf, fell in love with a human.
She wakes up in an unknown place, with her memories feeling hazy, she must travel the labyrinth she finds herself into and discover what she is truly doing there.
As I mentioned, you will find several characters from the original series, from protagonists to major antagonists, but despite the game not explaining each character, you can see a theme in Deedlit's journey, and it's one of sorrow and loss.
The game doesn't have that much dialogue, but in the little it has it's able to convey those emotions at the end of the game, there is not much else to talk about in terms of plot, so it's time to talk about the gameplay.
The gameplay is just a bit similar to Castlevania Symphony of the Night, but there are big differences, for one, you can aim in 8 directions for your attack, and you also have a bow you can freely aim.
Magic works similarly as it does in Touhou Luna Nights, but there is one more mechanic that mixes things up, very early on in the game, you get wind and fire spirits, and you can switch between which one is active.
This changes the element of your attacks, and when you have any of them active, you can level up the other one by defeating enemies, by reaching the max level, you automatically regain health while having that spirit active, getting hit removes a whole level though.
Another property the spirits have is that you completely absorb the damage of the same element, which replenishes your MP, which reminds me of Ikaruga in a way.
I like this system very much, at the start I thought it would make things too easy, but you die pretty fast if you are not careful, and the HP recovery rate is not that high to feel like it removes danger completely.
I especially like this system in bosses that use both of the elements, it's very satisfying for me to learn their patterns to optimally defeat them.
The level design is also alright, it's the typical "unlocking an ability or key to progress" kind of design, but it also takes the spirit changing into account, including obstacles that need it to be surpassed.
While the level design isn't as great as in Touhou Luna Nights, it's still pretty good.
Enemies are also pretty standard, what stands out are the bosses, as I mentioned before, they put the spirit changing to the test, and they all have at least one tricky attack that might need some figuring out.
The boss rush has the same issue it had on Touhou Luna Nights though, they have the original health, making it so the first few die in just a couple of hits.
The game has some extra features though, after you complete the game once you can pick a number of modifiers to the game, like always staying on level 1, 1 HP, spirit levels being always 1, or retaining all of your learned spells.
For me, that increases replayability quite a lot, I kind of wish these types of settings were retroactively added into Touhou Luna Nights, these challenge runs in Metroidvanias are very fun to try, and giving you the choice to pick exactly what you want makes me more willing to try one.
And that is pretty much all there is to the gameplay, it's pretty solid overall.
The only stuff left to mention is the graphics and music, and they are both fantastic.
Team Ladybug did a great job yet again, the sprite work is incredible, just like with Touhou Luna Nights, visually the game is eye-candy, though the afterimage of the Deedlit can be bothersome sometimes, you can turn it off if you want.
And that's pretty much it, I heavily recommend this game, even if you never heard of Record of Lodoss war or haven't read the novels yet, I think this game holds up on its own, And if you are a fan of the series already, it will be a very cool experience.
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tamaradoubraomonibeke · 2 months
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MP - 3D Tutorials (LO3)
Below are some considerations and I obtained after doing 3d tutorials.
Instead of the mouse down action (clicking the mouse) to see information about the object, hovering will be a better action. Or creating little 3D plaques with the information could allow users to see it. This is because I realized from volunteering at the museum that some users will only look at the image or object without doing extra-work to learn about it's history or origin.
Interactions won't be limited to clicking and seeing pop-ups but I will use spline's drag and drop feature. Also, from my experience in volunteering at Russell Cotes, I realized that many are tempted to touch objects. Obviously, I cannot provide that feature in person but want to allude it to as a fun little feature. (Users also like to be in control so seeing that you can move around objects, is a definitive feature)
In the below tutorial, I modelled and animated this room to show some features I'm planning to implement.
The features I used are;
Transition - Changes features
Hover - Combined with the transition feature, this creates an animation e.g drawing board
Mouse down/up - This is used to incite an action e.g transitions when users click on the object e.g the button.
This is just a quick overview of what I've learnt last week. The style is cutesy but I will learn to model more and develop it to be refined (unfortunately, it can't be too detailed due to the time constraint).
I am still exploring but I'm confident in this idea. Unfortunately, the tutors don't understand my vision so for the next tutorial, I aim to show them rough sketches of wireframes so they can comprehend that I'm considering how the content will fit into my idea.
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cynicalrainbows · 2 years
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Ghosts AU where it’s just a really chaotic house share:
Lady Button is the recently-divorced matriarch who is burning with resentment at having to rent out her huge family home for the extra income.
The Captain is ex-military, still burning with resentment after being outed and forced to resign his post in the mid 90s. Won’t return to the armed forces out of shame, but also unable to find anything else to give meaning to his life, so sort of....stuck.
Pat is the recently-divorced guy who is still in the denial stage. Insists he and Carol are ‘on a break’, despite the fact it’s been three years, which is why he refuses to move out of his ‘temporary’ accommodation.
Julian is the disgraced MP, attempting to avoid both the press and his wife’s lawyers. Honestly, you don’t even need to change Julian’s story much.
Mary is the recent escapee of a cult (you can even keep the witch accusations and the burning) and ended up at the house share because her housing benefit won’t pay for anything better. She’s happy to be out in the real world but also mildly distrustful of it all.
Kitty is a woefully-unprepared-for-life teenager, who was convinced by her sister that it was best for her to move out of the family home after the death of their father while her sister ‘sorts out their father’s will’. No one is quite sure how to bring up to Kitty that it’s been over a year since she last heard from her family.
Thomas is the English Lit/Creative Writing student who makes their whole personality about the fact that one of their poems once got published in the university magazine. (He hasn’t disclosed to anyone that the single poem of his that’s ever been published was a smutty limerick.)
Robin is this guy who’s been living at the house forever. Lady Button has the vague idea that he was originally employed at a handyman but admits to not actually remembering when. Eventually it turns out that Robin just turned up one day to ask directions, Lady Button’s parents asked if he was there to fix the boiler, he said yes and then just....never left.
The Plague Pit ghosts are students who rent out the basement and are thus rarely seen during daylight hours.
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cerosin-bis · 1 year
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Can i ask what are your favorite operators from both 2019MW and MWII? Both campaign and MP is fine :D
also just a quick question, are the MP ops related to campaign story anyway or are they just there for MP?
Of course! in MW19 mp oh boy help I love them ALL. If I had to choose I'd say Krueger, Nikto, Rodion, Golem, Syd, Azur and Yegor. In MWII mp so far my faves are König, Nova, Aksel, and the Kortac milsim (yes, the default soldier!). From the games' campaigns, if I had to pick one, Gaz stands out the most to me. Special mention to Farah and Alex who are very lovable characters, and in MWII I absolutely love how they wrote Ghost, it's exactly how I imagined him - effortlessly funny and w a very dry sense of humour lol.
As for the multiplayer/campaign connections - OK so this is a tricky subject LOL I'll try my best to be as concise as possible:
In MW19, the multiplayer narrative is linked to the campaign: after the events of the campaign, the terrorist org you fought against invades a fictional country called Kastovia, which leads to the creation of a temporary military alliance in late 2019. A few months later (March 2020), with the events of Warzone, the Armistice splits into two opposite factions that you play with in mp: Coalition and Allegiance. The mp ops are somewhat part of this story because they are part of these two alliances' sub-factions: for example the Chimera faction is led by Nikolai (yes, the Nikolai from the campaign!) and consists of Krueger, Yegor, Syd, Farah & Iskra; and all of them have a line of bio about meeting Nikolai. You even briefly see Yegor in the campaign. Nikolai's Chimera faction is part of the Allegiance faction (led by Kamarov - you also see him in the campaign) and you hear both Nikolai and Kamarov as announcers when you play multiplayer. So yeah. The narrative is a bit loose (bc technically Nikolai & Kamarov, who are both Price's buddies, fight against Price's and Laswell's teams so??) but it's still there.
In MWII, there is virtually no multiplayer narrative. Frankly it doesn't make any sense, the two factions (SpecGru and KorTac) are just a weird melting pot of PMCs and we don't exactly know who or why they fight each other, let alone why the hell is the SAS/TF141 part of a PMC org - and the characters have no connection between them or extra lore like it was the case in MW19. They just exist individually and are part of two teams you don't really know the purpose or origin of. If you ask me it's quite lacking in that aspect lol 🥲
I hope I could make any sense of it! I know it can be a bit confusing.
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theskylarkin · 9 months
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KH OC Week Day 5 - Abilities
As all my OCs are keyblade wielders apprenticed to Scalan masters who aren’t Xehanort, I think the answer to today’s original prompt is a little too obvious. (Some characters are more susceptible to darkness than others, but that’s spoiler territory…) So here’s my OCs’ keyblades finally illustrated as well as their associated formchanges and shotlocks instead.
Detailed info on individual keyblades
More info on individual fighting styles
Ferrum
Weapon Illustrations Here
Keyblade: Taenite
Primary Formchange: Hammerscale
The most common formchange of Ferrum’s keyblade is a war hammer. It’s about as large as his normal keyblade length-wise, but the smaller impact surface of the weapon allows for more precise hits and greater damage against armored foes. Just like the normal keyblade form, the “window” in the center of the hammerhead can be lit up in dark spaces and glows when he’s charging an attack.
(Hammerscale - the byproduct of the process in which iron ore is refined and forged.)
Unique Shotlock: Ironside
This shotlock lets Ferrum become immune to all physical and magical damage for a period of time (which lasts for ten additional seconds after the shotlock ends) and rush targets repeatedly for non-elemental damage. (Bonus - Extra input causes the last target to be flung into the air, potentially setting up an aerial combo.)
The most useful aspect of this move is the brief damage immunity/I-frames it grants.
(Ironside - A person of “great strength or bravery” according to Merriam-Webster)
Sophia
Weapon Illustrations Here
Keyblade: Paradigm Shift
Primary Formchange: Episteme
The most common formchange of Sophia’s keyblade is a double-ended naginata. This form gives her more melee attack power and range than the normal, magic-focused keyblade. However, due to the differences between wielding a keyblade and a polearm, it took Sophia quite some time to learn how to use it effectively.
(Episteme - refers to a principal system of understanding/knowledge in Ancient Greek philosophy)
Unique Shotlock: Demiurge
This shotlock allows Sophia to lock on to a single enemy and fire crystal-shaped projectiles at them. These crystals surround the target, growing in size as they leach HP/MP/Focus from them before violently exploding into tiny shards. The resulting blast hits not only the initial target but any other enemy in their vicinity with non-elemental damage while Sophia harvests the rewards. (Bonus - Extra input speeds up the crystals’ growth.)
The most useful aspect of this move is the leaching effect, as that is unblockable whereas the final explosion is (by the initial target only, the splash damage can’t be blocked).
Brandr
Weapon Illustrations Here
Keyblade: Firebrand
Primary Formchange: Crossfire
Form 1: The most common formchange of Brandr’s keyblade has two stages of transformation. The initial form is a pair of double-barrel wheellock pistols. To continue with the Bloodborne reference, these guns don’t use traditional ammunition (and therefore don’t need gunpowder or reloading) but every shot fired takes away a bit of Brandr’s health. So he can’t just start blasting away indiscriminately, or there will be consequences:
Brandr, weakly: “R… for… r-resuscitation—” *flatlines*
Form 2: In the second stage of the transformation, the two double-barrel pistols combine to form a single four-barrel blunderbuss. This gun is impractical, unwieldy, and can only be fired once before a very long cooldown period (as it still has the same life-leaching effect, but doubled). However, that one shot is very powerful. Brandr only uses this form in dire emergencies because of the Gazing Eye embedded into the weapon is whole in this state, rather than split like it is between the two pistols.
(Crossfire - “Firing… from two or more points so the lines of fire cross” or a “rapid or heated exchange of words” according to Merriam-Webster. *coughIjustwantedapun*)
Unique Shotlock: Muspell
This shotlock allows Brandr to launch several salvos of tracking fireballs all at once, which deal additional damage over time after the initial hit (like the status effect Ignite) even when the target is otherwise immune to fire damage. (Bonus - Extra input causes projectiles to explode on impact for extra damage.)
The most useful aspect of the move is as a source of non-elemental damage since most of Brandr’s other attacks are fire-based.
(Muspell - another name for Muspelheim, the realm of fire in Norse mythology.)
Nemus
Weapon Illustrations Here
Keyblade: Rootstock
Primary Formchange: Severed Scion
The most common formchange of Nemus’ keyblade is a pair of hand claws. They give him an extra edge in close-quarters combat, which he doesn’t see very often and needs all the help he can get in those situations. They also allow him to finally have the one cat-like trait he never got from Dr. Moto and her team, but he does dislike how even this form of his weapon is still branded by the Morpho Biotech logo.
(Scion - Can be either the part of the plant that is attached to the rootstock during the grafting process or an heir to a powerful family, which Nemus pretends he is.)
Unique Shotlock: Heart Rot
This shotlock allows Nemus to lock on to a single enemy and summon roots up out of the ground to temporarily bind them, causing non-elemental damage. When the roots finally loosen their grip, the victim will be left with at least two of these status ailments: Confuse, Poison, Blind, Silence, Sleep, and Slow. (Bonus - Extra input will add a rare chance to also inflict Doom on the target.)
The most useful aspect of the move is temporarily freezing the enemy in place, giving Nemus a chance to reposition himself if needed.
(Heart Rot - A fungal disease that targets the center of a tree trunk, known as the heartwood, causing it to decay internally.)
Virdandi
Weapon Illustrations Here
Keyblade: Norna Dómr
Primary Formchange: Ýdalir
The most common formchange of Virdandi’s keyblade is a bow that shoots arrows made of pure energy. This form was brought about by her accepting that *sigh* fine, she really needs some form of ranged attack in her arsenal. However, her opinion on the bow changed dramatically once she got the hang of sliding past attacking enemies and shooting arrows into their backs before they could turn around.
(Ýdalir - in Norse mythology, this is the realm of Ullr, a god associated with yew trees and bows.)
Unique Shotlock: Bifröst
This shotlock lets Virdandi cloak herself in dazzling, iridescent light and then rush at targets repeatedly, dealing non-elemental damage on contact. (Something like a fusion of Prism Rain and Lightning Ray. Bonus - Extra input causes tracking light orbs to stream off of her, further damaging their targets.)
Despite the light show, the most useful aspect of this move is the I-frames it grants.
(Bifröst - in Norse mythology, this is the burning rainbow bridge connecting Earth with the realm of the gods.)
@khoc-week
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