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MONKEY MAN (2024)
#augh it was so good i couldn't stop thinking about it#and also i need to rewatch it because i kept getting distracted by dev patel's big beautiful eyes.....#does he have a licence for those#the mythology the politics the sectarian strife the hijra community and outsiders... he wove so many things together so beautifully#and also. he gave us an adorable dog. which is necessary to me.#and also he took his shirt off multiple times.#monkey man#dev patel#vipin sharma#spoilers#long post#transgender#lgbt#lgbtq#lgbtqia
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working this tiny cozy aquarium game that sits at the bottom of your screen while you work, study etc!
it's talled Tiny Aquarium
🐟 fish grow when you're offline 🐠 breed of 70 species of fishy friends 🦀 crabs 🏰 decorate your fish tank 💖 visit your friend's aquariums
we just released our first demo and would love to hear your feedback https://store.steampowered.com/app/2581950/Tiny_Aquarium_Social_Fishkeeping/
#indiegames#indie games#indiedev#indie dev#indie game#indiegamedev#game development#gamedev#wholesome games#wholesome#games#idle games#idle#fish#studying#aquarium#cozy vibes#cozy games#cozy gaming community
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Code Generation Revolution: New Era in App Development
Explore how the code generation revolution is transforming app development, empowering developers with speed and innovation in this new era.
The environment of app development is changing dramatically in the ever-changing field of technology. Code generation tools are becoming increasingly popular, heralding a new era of app development as companies and developers look for more effective ways to produce high-quality applications. This blog explores the idea of code generation, including its advantages, difficulties, and revolutionary…

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#AIinTech#App Development#Automation#Code Generation#Dev Community#DevOps#Low Code#No Code#Software Engineering#Tech Revolution
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The best thing about the new stardew update is you can tell concerned ape got comfortable just being fucking weird. Which is understandable considering most indie devs have to be some level of insane
#stardew valley#sdv#video games#gaming#i do admire concerned ape's commitment and how involved he is in the community#honestly i just like that indie devs actually... Like What They Are Makinh#need to study him like a petrie dish
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Fluid Typography Photo by Ross Findon in Unsplash You can access this article in Portuguese here Você pode acessar este artigo em português aqui A promise is a debt A few days ago, I wrote about some typography tips. We discussed the importance of using the REM unit and how to make our fonts responsive using Media Queries. With that, you can already create impeccable web projects in terms of font size. But I promised to talk about making fonts responsive without using Media Queries, and a promise is a debt. So, here we go! The limits of Media Queries When we adapt font sizes using media queries, our fonts remain the same size until they reach the breakpoint, and only then they change. Open the CodePen below and adjust the screen width to see the sudden change in font size. Open the CodePen in another tab. Using the fluid typography technique, our font will always adjust to the screen size. For every pixel the screen increases, there will be an increment in font size. "Caio, what kind of witchcraft is this? How is that possible?" It's not witchcraft, but a powerful CSS function: clamp(). Getting to know 'clamp()' With clamp(), we can define a minimum value, an ideal value, and a maximum value. Let's say we want our font to be 16px on a screen width of 320px and 32px on a screen width of 1920px. Our clamp() would look something like this: clamp(1rem, valor ideal, 2rem); /* You noticed that we're using REM, right? No PX for fonts, remember? */ What about the ideal value? Well, since we want our font to adapt to the screen size, we'll use one of the viewport units, VW. 100vw is the size of the screen, and 1vw is 1% of the screen width. On a 320px screen, 100vw is 320px, and 1vw equals 3.2px. Let's temporarily use the value of 5vw. clamp(1rem, 5vw, 2rem) With this, our font still has those minimum and maximum limits of 16px and 32px (based on the browser's default font), but with 5vw as the ideal value, it will always try to be 5vw in size. Let's see some examples: On a 300px screen: 5vw would be 15px. 15px is less than 16px - our minimum font size. In this case, the font would be 16px. On a 320px screen: 5vw would be 16px. The font used would be 16px. On a 500px screen: 5vw would be 25px. 25px is greater than 16px, and it's less than the maximum limit of 32px. So, the font used would be 25px. On a 1000px screen: 5vw would be 50px. Since this value is greater than our limit, the font used would be 32px. See this applied in the example below: Open the CodePen in another tab. Not everything is perfect We have two problems here: 1) Our font is growing too quickly in this example. It reached our limit at a screen width of 640px, but we wanted it to vary fluidly up to 1920px. It becomes static for 1280px! 2) Using a font based solely on viewport units poses an accessibility problem. Try going back to the previous CodePen and zoom in on the screen. Users cannot zoom in on the font, which remains frozen since it's based on the screen size. You'll notice that the text in the center of the screen doesn't change in size, while the screen and font size counter in the upper-left corner increases. Using VW + REM A technique that helps with these two problems is to define the ideal value, the one in the middle of the clamp(), not just in VW, but as a sum of VW and REM. Let's use the following values: clamp(1rem, .8rem + 1vw, 2rem) See in the example below that the font starts to grow exactly after 320px and stops just before 1920px! Open the CodePen in another tab. "Caio, you're a genius! How did you come up with that value?" I hate to disappoint you, dear reader, but I didn't do this calculation in my head! There is a formula to calculate this ideal value, and all the explanations for that will be in one of the articles I'll leave in the references. In this example and in my daily work, I use a tool that calculates it for me. You can access this tool here. The Fluid Type Calculator Here, we can define the minimum and maximum screen widths and the minimum and maximum font sizes — let's just ignore the Type Scale option for now. The tool provides the clamp() values for you. Then, just add them to your code, and you're good to go. Dealing with multiple font sizes simultaneously "Caio, I've never worked on a project with just one font size!" I know, I know. The example with only one font size was to make things simple. But there's no catch 22 here. Let's apply this logic to our first example, the one with fonts using Media Queries. There, we had the following font model: Level 1 -> 16px to 18px; Level 2 -> 20px to 24px; Level 3 -> 25px to 32px; Level 4 -> 31px to 42px; Now we just need to use our calculator for each of these ranges! Previously, we had: :root{ --fs-1: 1.125rem; --fs-2: 1.5rem; --fs-3: 2rem; --fs-4: 2.625rem } @media (max-width: 40em){ :root{ --fs-1: 1rem; --fs-2: 1.25rem; --fs-3: 1.5625rem; --fs-4: 1.9375rem } } Now we end up with this: :root{ --fs-1: clamp(1.00rem, calc(0.98rem + 0.13vw), 1.13rem);; --fs-2: clamp(1.25rem, calc(1.20rem + 0.25vw), 1.50rem); --fs-3: clamp(1.56rem, calc(1.48rem + 0.44vw), 2.00rem); --fs-4: clamp(1.95rem, calc(1.81rem + 0.71vw), 2.66rem) } See the example below: Open the CodePen in another tab. Ok, what about the Type Scale Thing? As developers, we often don't take part in the font size selection process. Designers usually lead that decision. "And how do they do that?", you might be wondering. That's a science of its own. There are different systems: the 4-point grid, the 8-point grid, Google's Material Design, and many others. None of these systems can do without the trained eyes of design professionals: systems are not magic and often require adaptations. One of these systems is modular scale typography. In this system, we start with a font size and increase or decrease it based on a multiplication factor. For example, let's say our smallest font is 10px, and the multiplication factor is 2. Our font system could have the following values: 10px, 20px, 40px, 80px, and so on. This example is exaggerated for didactic purposes, of course. This methodology adds objectivity to font size selection and helps make our typography hierarchy more consistent. The Type Scale field in our calculator helps generate fonts using this type of methodology. Let's say I have a project with 4 font levels (4 different sizes), and the smallest font should be 14px on mobile and 20px on monitors. Here, I'm applying a growth rate of 1.25 on 320px screens while applying a growth rate of 1.414 on 1900px screens. The result is as follows: Note that font sizes grow much faster on the 1900px screen because we used a higher rate. I invite you to read the excellent articles on modular typography scales that will be in the references of this article to better understand when to choose which rate for your scale. I also encourage you to generate and test different scales and compare the results. What happens when the scale rate is higher on larger screens than on smaller screens? What happens when the rate is the same? And when it's smaller? Conclusion We've learned how to apply the fluid typography technique using CSS. Fluid typography is an elegant solution that brings visual integrity to your project on various screens. Always remember that accessibility is a priority. To ensure your website is accessible, always test it with a 200% zoom. References Kevin Powell - Simple solutions to responsive typography https://www.youtube.com/watch?v=wARbgs5Fmuw Modern Fluid Typography Using CSS Clamp https://www.smashingmagazine.com/2022/01/modern-fluid-typography-css-clamp/ Generating font-size CSS Rules and Creating a Fluid Type Scale https://moderncss.dev/generating-font-size-css-rules-and-creating-a-fluid-type-scale/ Responsive Type and Zoom https://adrianroselli.com/2019/12/responsive-type-and-zoom.html Resize text https://www.w3.org/TR/UNDERSTANDING-WCAG20/visual-audio-contrast-scale.html Should I change the default HTML font-size to 62.5%? https://fedmentor.dev/posts/rem-html-font-size-hack/ 4-Point Grid System for more consistent interface design https://medium.com/@aratidube12lns/4-point-grid-system-for-more-consistent-interface-design-efea81dea3f3 More Meaningful Typography https://alistapart.com/article/more-meaningful-typography/ Um guia prático para criar um tipo de escala modular para suas interfaces https://www.ux-republic.com/pt/guia-pr%C3%A1tico-para-criar-um-tipo-de-escala-modular-para-suas-interfaces/ https://dev.to/marcelluscaio/fluid-typography-1mfl
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On the Ruins of Giants
A small RPG about a big, decaying world
Art by @bedupolker / @bedupolker.bsky.social
Well, I went and got big art for a project I was only fiddling with so far, so I guess I need to make a proper post for it
Well, I went and got big art for a project I was only fiddling with so far, so I guess I need to make a proper post for it
Being small mice exploring the decaying ruins of the human world
Building up your colony so that it can survive
Traversing dangerously decayed and overgrown environments, as well as figuring out how to get your salvage back home
Dealing with all manner of mutants as well as seemingly unremarkable threats magnified by your stature
I have a lot of mechanic ideas that need testing (What dice to use, combat and positioning, character creation, exploration and more), and to do that I need to actually write them down outside of jot notes, so i guess I should get back to that
I have a few other posts about it (check the tags) but that's where I'll leave it for now. Little mutated lab mice in a big, hostile world. Coming whenever my ADHD lets me make progress on it. If you want to keep up, follow me here or on my bsky I basically never post unless it's about a project :V
One final thing, there's actually two versions of that pic, the original and one digitally tweaked, which do people like most?
#on the ruins of giants#rpg#ttrpg#game design#ttrpg community#scifi#game dev#indie rpg#mouse#megadungeon#mouse rpg#mouse ttrpg#mice#mice rpgs#watercolor
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「Lost」
#acnh#animal crossing#vis dev#cute#my art#animal crossing rover#travel#acnh community#acnh art#happy may day
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If any of y'all had tips for aspiring TTRPG creators, what would they be? I'm hosting a "How to Make your own TTRPG" panel at a con this weekend, and anything to show folks from a fellow indie studio would be great!
Yeah a bunch. Each one of these could basically be its own post, but here are the condensed versions.
Social Media
You need social media. No one will ever hear of your game without a strong social media presence. And as much as it sucks, your best bet is probably tumblr. It’s the only populated social media site that allows your posts to be widely circulated without you having to pay, and also long form enough to actually include information. I dedicate one day a week entirely to social media and that’s just about the only reason we make any money at all.
Also, when using tumblr, the first five tags you put on a post are the most important, those are the tags that make it show up on people’s dashboards. The first twenty tags are the ones that make it show up in search results. Don’t put the name of your game in the first five tags generally, because if no one has heard of it yet, no one is following those tags.
Don’t Paywall Your Game
You deserve to be paid for your work if you indeed did any work at all (we’ll get to that), but that just isn’t the world we live in. Unless you have an advertising budget to essentially trick people into buying a game that might end up being crap, you need something to prove that your game is worth spending money on. Without an advertising budget, that proof has to be your game. Setting your game to pay-what-you-want, or providing “community copies,” lets people try your game before they buy. Plenty of people will buy up-front when given the option, and others who can’t afford it at that moment will download it for free then come back and pay later. Some people will never pay, but what that means for you is that they either never experience your game, or they pirate it. People experiencing your game, showing it to their friends, and talking about it is one of the most valuable pieces of advertisement you can ever have. It will ultimately lead to more people who are willing and able to pay learning about your game.
Start Small but Not Too Small
Do not make a one-page game for your first game. Do not be like us and make a 700-page game for your first game. Try to aim for something between 20 and 200 pages, especially if you’re one person or a small team.
Play and Read a lot of RPGs or Your Game Will Suck
Would you watch a movie by a director who had only ever watched one movie? Would you read a book by an author who had only ever read one book? Hell no, those would suck.
Read many rpg rulebooks, from many different genres and decades, play as many of them as you can (by the rules) to understand how the rules work and why they’re there. This will give you the creative tools you need to make something that isn’t just a weaker version of the last RPG you played. No, listening to "actual plays" does not count.
Most actual plays stray significantly from presenting a regular gameplay experience in favor of an experience that is entertaining for an audience. If you want to learn martial arts, you should be watching martial arts tournaments, not WWE.
If you want an actual play podcast that has my “actually mostly presents a real gameplay experience” approval, try Tiny Table.
If you say you don’t have time to read rulebooks, then you don’t have time to design a good game. Studying is part of the process of creating. If you don't, you won't even know about gleeblor.
This will let you know whether your "innovation" is more like "Cars don't need to run on gasoline!" or "Cars don't need crumple zones and airbags!"
The Rules Matter, So Design with Intent
The rules matter the rules fucking matter holy shit what you actually write down on the page matters I can’t believe this is actually the seemingly most needed piece of advice on this list. The. rules. matter.
Design your game to be played in the way you designed it. The rules affect the tone and genre of your game, they affect the type of people PCs can be and the kind of stories that will result from gameplay. Bonuses encourage PC behaviors, penalties discourage PC behaviors.
Do not fall for the trap of “oh well people will just play it their own way based on vibes anyway so it doesn’t matter what I write the rules to be.” Write that you wrote this game to be played by the rules and that significant changes to the rules mean that players are no-longer playing the game you made. Write like you deserve for your art to be acknowledged by its audience. If you don’t, then there is no point in anyone playing the game you made, because if the person who wrote it doesn’t even care what the rules say, why should anyone? The people whose “playing” of TTRPGs consists of never opening the rulebook and improving based on “vibes” will still do that no matter what, but the people who would have actually tried to engage with your game will find that it sucks if you don’t even care what the rules are yourself.
Playtest
You need to playtest your game if you want it to work as intended. You need multiple sets of eyes on it. If you don’t have the opportunity personally to do so, just release your game anyway with the acknowledgement that it’s unfinished. Call it an alpha or a beta version, and ask for people that do play it to give feedback, then update and fix the game based on that feedback.
Ignore Feedback
Most people do not have any game design credibility, perhaps least of all TTRPG players. You do not, in fact, have to listen to everything people say about your game. Once you ask for feedback, people will come to you with the most deranged, asinine, bad-faith “feedback” you can imagine, and then get really mad at you when you don’t fall to your knees and kiss their feet about it. You do not need to take this feedback at face value, instead you need to learn to read between the lines and find out which parts of the rules text are being misinterpreted by players, and which incorrect assumptions players are making about your game. Then, you update and improve the game by clearing those up. Only like 30% of “feedback” you receive will actually be a directly helpful suggestion in its own right at face value.
You can’t please everyone, and shouldn’t, so appeal to the people who actually like your game for being what it is, not the people who don’t.
Read Eureka: Investigative Urban Fantasy
Yeah this one sounds self-serving but hear me out. Eureka: Investigative Urban Fantasy is as much a treatise on TTRPG game design as it is a game itself. When it presents mechanics and rules, it tells you what they are, why they are, how they are, and what you’re intended to do with them. This makes it an excellent example to read for anyone wanting to get serious about game design and learn how TTRPGs tick under the hood, and an excellent example of a TTRPG that expects players to play it the way it was written to be played, and why that is a good thing. Also you can download it for free.
#ttrpg tumblr#ttrpg design#indie ttrpg#ttrpg community#ttrpg#ttrpgs#ttrpg dev#game design#game development#indie dev#indie games#game dev#content creator#indie ttrpgs#actual play podcast#tiny table#ttrpg podcast#actual play#dnd#d&d 5e#rpg
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spiritkeep is an upcoming multiplayer campaign-length ttrpg that helps players heal from trauma through play
spiritkeep is a community restoration game where the player characters comprise a special taskforce who undertake missions such as diplomacy, intelligence gathering, rescuing potential allies, seeking boons from powerful spirits, stopping ecological damage, and more in order to heal their dying town ... whether they're trying to be helpful, running from legal consequences, seeking stability, or grasping at belonging, this group of lost souls are on this journey together. there is no giving up until this place can be a home
players collaboratively craft a region and a town together in a world full of nature, diverse peoples, and spirits. then, the game master guides them on journeys into the world designed to help players heal from complex trauma during long-term play
a sunfolk knight and naturefolk/wisp shepherd by @paladinbaby
player characters in spiritkeep are based on storybook tropes. their archetype and paragon define the role they fit into in the story. are you a knight or a shepherd? a revolutionary or a ghost? a damsel or a trickster? your choice out of 18 total options gives you abilities called keywords that shape how you interact with the mechanics and the world around you
more about playbooks
sneak peek at the lonesome and the minder
though almost everyone in spiritkeep is human, humans in this world are diverse and often magical. you probably come from one of several lineages that has been bound to the magic of the world by the many kinds of spirits that live around you. sunfolk burn bright, but have to be careful not to hurt others. animalfolk have been blessed - or cursed - with the traits of predators and prey. you may even come from a mixed lineage, meaning there are many hundreds of possible combinations to start your character with
more about lineages
sneak peek at dreamfolk, wisps, and mixed lineages
in spiritkeep, players work collaboratively to flesh out the world and its local cultures and societies as well as the town they're trying to restore. but in this game, the world is always animist, full of nature, and full of many kinds of spirits. you may seek help from the great spirit of the mountain ... or the meek house spirit who lives in your fireplace. a human-like spirit may accompany you to aid you on a journey ... or you may struggle past the nightmare of a violent spirit beyond your comprehension
through it all, you must take care of your own personal spirit, through which you can unlock memories, heal from harm, gain advancements and boons, and even change your role in the story
more about worldbuilding
a dreamfolk wayfarer by @astrophysician
players interact with the mechanics through a full set of dice, rolled in pairs. choosing which dice to roll indicates the level of effort your PC is putting into their action. larger dice are a limited resource gained through rolling the smaller ones, meaning you have to pace yourself and learn from failure in order to have a better chance to succeed later. however, consistently putting all your effort into actions can lead to burnout, which leads to conditions, which leads to breakdowns ... potentially harming yourself or the mission
your stats indicate various strategies you can take to overcome a challenge rather than concrete skills, and are also added in pairs. they represent how you think, how you embody yourself in the world, and what you value. there are no good or bad stats to have, only different strategies helpful in different contexts. will you roll Gentle + Tactful to sway the nervous princess to your side? will you need to roll Grounded + Hardy to safely weather the sudden storm?
more about mechanics
game masters are supported in spiritkeep with varying levels of NPC creation, lists of prompts, roll tables for missions and complications, and a great amount of advice. GMs will have a lot of agency over the story without pre-defining the narrative or character arcs, guided by the players' collaborative worldbuilding as well as prompts and questions built into the PC's playbooks
the game is designed based on scholarship from therapeutically applied ttrpg, trauma, play therapy, and disability experts. the creator, Luka Brave (that's me!), has a masters degree in writing studies and psychology with a focus in game studies, and a work history in neurodivergent-focused social work, disability advocacy, and community service. spiritkeep is the subject of my thesis
an animalfolk alchemist by @bbonbonss
if you want to support the project, you can help fundraise by buying my games (currently very on sale!):
fundraiser for art and promo materials
fundraiser for therapeutic gm training
and if you like my work, you can follow along with me:
here on tumblr
on my itch
on my website
on my bluesky
questions, feedback, or offers of collaboration or sponsorship can be sent to psychhoundgames (at) gmail (dot) com
#indie ttrpg#ttrpg design#ttrpg community#indie game#indie dev#trauma recovery#therapy#mental health#actually disabled#spiritkeep ttrpg
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Do other ttrpg designers do historical research when making historical games?
I have to assume the GURPS splat books had some behind them but I'm just wondering if its weird that I plan to have a bibliography for my cute little Fate hack? I just want it to be accurate as much as possible.
#ttrpg#ttrpg community#ttrpg tumblr#ttrpg design#roleplaying games#ttrpg stuff#indie ttrpg#tabletop roleplaying#ttrpg homebrew#indie games#game development#indie dev#game design
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Our game “Love Angel Syndrome” is finally out on itch.io !!
Check it out and follow us on @LilyByteStudios on twt for more info. 🎀
#love angel syndrome#indie game dev#game dev#jirai kei#jirai community#jirai blogging#jiraiblr#jirai onna#yuri#doomed yuri#toxic yuri#needy streamer overload#denpa#visual novel#game jam#renpy#renpy visual novel#yuri game jam#yuri game jam 2024#yuri visual novel#psychological horror#horror#j-fashion#nursecore#cutecore#love angel syndrome yuuna#love angel syndrome ai#yuunai#aiyuuna
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In addition to my Monkey Man post from earlier, the always kind & sweet Aparna Verma (author of The Phoenix King, check it out) asked that I do a thread on Hijras, & more of the history around them, South Asia, mythology (because that's my thing), & the positive inclusion of them in Monkey Man which I brought up in my gushing review.
Hijra: They are the transgender, eunuch, or intersex people in India who are officially recognized as the third sex throughout most countries in the Indian subcontinent. The trans community and history in India goes back a long way as being documented and officially recognized - far back as 12th century under the Delhi Sultanate in government records, and further back in our stories in Hinduism. The word itself is a Hindi word that's been roughly translated into English as "eunuch" commonly but it's not exactly accurate.
Hijras have been considered the third sex back in our ancient stories, and by 2014 got official recognition to identify as the third gender (neither male or female) legally. Pakistan, Nepal, Bangladesh, and India have accepted: eunuch, trans, intersex people & granted them the proper identification options on passports and other government official documents.
But let's get into some of the history surrounding the Hijra community (which for the longest time has been nomadic, and a part of India's long, rich, and sometimes, sadly, troubled history of nomadic tribes/people who have suffered a lot over the ages. Hijras and intersex people are mentioned as far back as in the Kama Sutra, as well as in the early writings of Manu Smriti in the 1st century CE (Common Era), specifically said that a third sex can exist if possessing equal male and female seed.
This concept of balancing male/female energies, seed, and halves is seen in two places in South Asian mythos/culture and connected to the Hijra history.
First, we have Aravan/Iravan (romanized) - who is also the patron deity of the transgender community. He is most commonly seen as a minor/village deity and is depicted in the Indian epic Mahabharata. Aravan is portrayed as having a heroic in the story and his self-sacrifice to the goddess Kali earns him a boon.
He requests to be married before his death. But because he is doomed to die so shortly after marriage, no one wants to marry him.
No one except Krishna, who adopts his female form Mohini (one of the legendary temptresses in mythology I've written about before) and marries him. It is through this union of male, and male presenting as female in the female form of Mohini that the seed of the Hijras is said to begun, and why the transgender community often worships Aravan and, another name for the community is Aravani - of/from Aravan.
But that's not the only place where a gender non conforming divine representation can be seen. Ardhanarishvara is the half female form of lord Shiva, the destroyer god.
Shiva combines with his consort Parvarti and creates a form that represents the balancing/union between male/female energies and physically as a perfectly split down the middle half-male half-female being. This duality in nature has long been part of South Asian culture, spiritual and philosophical beliefs, and it must be noted the sexuality/gender has often been displayed as fluid in South Asian epics and the stories. It's nothing new.
Many celestial or cosmic level beings have expressed this, and defied modern western limiting beliefs on the ideas of these themes/possibilities/forms of existence.
Ardhanarishvara signifies "totality that lies beyond duality", "bi-unity of male and female in God" and "the bisexuality and therefore the non-duality" of the Supreme Being.
Back to the Hijra community.
They have a complex and long history. Throughout time, and as commented on in the movie, Monkey Man, the Hijra community has faced ostracization, but also been incorporated into mainstream society there. During the time of the Dehli Sultanate and then later the Mughal Empire, Hijras actually served in the military and as military commanders in some records, they were also servants for wealthy households, manual laborers, political guardians, and it was seen as wise to put women under the protection of Hijras -- they often specifically served as the bodyguards and overseers of harems. A princess might be appointed a Hijra warrior to guard her.
But by the time of British colonialism, anti-Hijra laws began to come in place folded into laws against the many nomadic tribes of India (also shown in part in Monkey Man with Kid (portrayed by Dev Patel) and his family, who are possibly
one of those nomadic tribes that participated in early theater - sadly by caste often treated horribly and relegated to only the performing arts to make money (this is a guess based on the village play they were performing as no other details were given about his family).
Hijras were criminalized in 1861 by the Indian Penal Code enforced by the British and were labeled specifically as "The Hijra Problem" -- leading to an anti-Hijra campaign across the subcontinent with following laws being enacted: punishing the practices of the Hijra community, and outlawing castration (something many Hijra did to themselves). Though, it should be noted many of the laws were rarely enforced by local Indian officials/officers. But, the British made a point to further the laws against them by later adding the Criminal Tribes Act in 1871, which targeted the Hijra community along with the other nomadic Indian tribes - it subjected them to registration, tracking/monitoring, stripping them of children, and their ability to sequester themselves in their nomadic lifestyle away from the British Colonial Rule.
Today, things have changed and Hijras are being seen once again in a more positive light (though not always and this is something Monkey Man balances by what's happened to the community in a few scenes, and the heroic return/scene with Dev and his warriors). All-hijra communities exist and sort of mirror the western concept of "found families" where they are safe haven/welcoming place trans folks and those identifying as intersex.
These communities also have their own secret language known as Hijra Farsi, which is loosely based on Hindi, but consists of a unique vocabulary of at least 1,000 words.
As noted above, in 2014, the trans community received more legal rights.
Specifically: In April 2014, Justice K. S. Radhakrishnan declared transgender to be the third gender in Indian law in National Legal Services Authority v. Union of India.
Hijras, Eunuchs, apart from binary gender, be treated as "third gender" for the purpose of safeguarding their rights under Part III of our Constitution and the laws made by the Parliament and the State Legislature. Transgender persons' right to decide their self-identified gender is also upheld and the Centre and State Governments are directed to grant legal recognition of their gender identity such as male, female or as third gender.
I've included some screenshots of (some, not all, and certainly not the only/definitive reads) books people can check out about SOME of the history. Not all again. This goes back ages and even our celestial beings/creatures have/do display gender non conforming ways.
There are also films that touch on Hijra history and life. But in regards to Monkey Man, which is what started this thread particularly and being asked to comment - it is a film that positively portrayed India's third sex and normalized it in its depiction. Kid the protagonist encounters a found family of Hijras at one point in the story (no spoilers for plot) and his interactions/acceptance, living with them is just normal. There's no explaining, justifying, anything to/for the audience. It simply is. And, it's a beautiful arc of the story of Kid finding himself in their care/company.
#hijra#trans representation#monkey man#dev patel#transgender#trans rights#trans rights are human rights#third sex#indian history#indian culture#colonialism#imperialism#south Asian mythos#South Asian myths#Aravan#Iravan#Mahabharata#hindu mythology#hindu gods#kali goddess#krishna#hindu mythology art#Ardhanarishvara#Shiva#Parvarti#sexuality#gender fluid#fluid sexuality#trans community#transgender rights
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Fun fact, I've been working on a game with some friends for a really long time now. Our demo just released today, so if the game interests you, please check it out! We put a lot of hard work, sweat, and tears into it! :D
Steam link: https://store.steampowered.com/app/3198890/Scale_the_Depths/
#gamedev#indiegamedev#game development#indiedev#indie game#gaming#pixel art#pixelart#fishing#relaxing#cozy#cozy games#cozy gaming community#cozy gaming#pc games#video game#indie games#indie dev#game dev#game dev stuff#steam#steam games#game demo#fishing game#fish scales#Glass Gecko Games#Scale the Depths
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Reading @anim-ttrpgs's Death Bed and an evil smile slowly grows across my face as each of the mechanics click into place. I can't quite explain, but I have never had an experience like reading an ANIM game. As a chronic GM my mind instantly fills with ways to push these mechanics in fun ways to challenge players. The games really justify themselves in such a way that you feel your own comprehension of TTRPGS as a medium expanding with each turn of the page. It's an absolute TREAT to read!
If you're interested, Eureka is the place to start, it's the most finished, and is sort of required reading for the other less finished games.
#eureka#eureka ttrpg#tabletop rpg#indie ttrpg#eureka investigative urban fantasy#eureka moment#TTRPG#ttrpg community#roleplaying games#tabletop#ttrpg design#ttrpg dev#dnd#5e
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btw monkey man was a blast, but specifically there's a scene where mr dev patel is working out and a group of hijra women are watching him and i was thinking "no, they'd be cheering and hollering, this is unrealistic" and then he takes his shirt off and the cheering and hollering begins and i was satisfied
#monkey man#dev patel understood the assignment#although i do wish i could find more on whether the extras in those scenes were actually hijra and whether they got properly paid#i know the main pov character for those scenes is Not#but i hope some thought was put into how to include the community
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