#obviously not html
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hua-fei-hua · 3 months ago
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y'know, i really do appreciate the ability to overload/overwrite operators in c++. absolute 10/10 ability for a coding language to have.
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cepheusgalaxy · 4 months ago
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ayup! for the fantasy worldbuilding ask game, 🗡️ for any work of your choosing?
Ty for the ask! ^^
🗡️Is killing monsters or magical creatures a viable profession in your WIP? Is it lauded work or scorned?
Hmmm, in the Ein wip there is something similar. Sometimes, magic gets tangled into itself and forms anhanguera, little devilish things, and the Patrol (sort of a magic police in Onemia? Their main job is to fix magical problems before they reach the population) takes care of them. So I'd say it technically is! They also accept apprentices, and Arielle is one of them.
——
-> ask game
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orcelito · 3 months ago
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Oh yeah yesterday I went to my C programming professor's office hours to ask about what's being covered in class tomorrow. Since I can't go bc of my PT appointment overlapping with it & I'm apparently the kind of student that cares about attending every single class now.
While I was there, I ended up chatting with him about a few things, including my current standing in the class. He asked what I got on the midterm exam, & I answered it was an 87, and he told me I was one of the top 5 or 6 scores in the Whole Class (this being a like. Maybe 70 or so person class). Top score was a 92 or 93 (idr lol) & the class average was a 72. Apparently there were a few of us in the upper 80s/lower 90s, but most people got 70s or lower. And once he does the curve on the exam, he said I'd probably end up with a 97 or so on the exam. So yay!!!
And then he told me how he's noticed how I come to class every day and am really active with taking notes and answering questions. Bc I also sit up front all the time lmao. Hadn't even realized how much of a damned teacher's pet I've been being, but I've been Trying to be a good student this year. But he said I was the type of student that if I got an 88% or smth in the class, he'd likely bump me up to a 90% so I'd get an A lol. But he also said so long as I keep up with how I have been, I could possibly get a 100% in the class by the end (bc I've been there for all the extra credit questions in class and whatever).
And just. I went there bc I wanted to make sure I didn't miss anything important in class on Wednesday, and I ended up having my ego stroked for Real. Felt good to have my efforts be recognized.
#speculation nation#now if only i could care that much for my web coding class. but oh well im still keeping up even if its a reluctant shamble much of the time#other stuff we talked about was how im graduating this semester & how i plan to stay in indiana to work#bc i have family here & i like the relatively low cost of living. & im not particularly ambitious.#just wanna make enough money to live comfortably. dont need anything fancy beyond that.#& he talked about how that's a good outlook in life. how he's known ppl who went to fuckin silicon valley or whatever#with high paying jobs. but the cost of living is so high that theyre effectively not making much more money than here#he said smth about like. a $70k salary has just as much strength here than a $120k salary there. smth around those#& he praised me on how i seem genuine and hard-working. so he thinks im gonna do just fine in the industry 🥺🥺🥺#i kinda wanted to keep chatting with him but i had to go to bowling class lol. ended up late to it even#bc i checked my phone for the time while chatting and went Oh Fuck bc it wss 1 min after the class started hfkshfks had to rush off then#but yeah makes me feel very nice about that class. i think it rly is my favorite class this semester.#web programming is pretty rewarding and im glad im taking it. but i was basically a complete newbie in html css and javascript#so ive spent quite a lot of time wanting to tear out my fucking HAIR over these labs. b4 it clicks and im like Haha yayy :3#i like C programming bc it's just so much more logical and regimented. it IS the language that got me to give up my engineering degree#since i was thinking about computer engineering. took my first coding class freshman year. and went 'i love this. i want to do CS now'#didnt do that obviously. but im happy where ive ended up. i wouldnt wanna be a programmer lol#and then my quality engineering in IT class. it's certainly engaging. it's the class i constantly have presentations in tho#had Another one this morning. blah! good to keep in practice but i still dont rly enjoy public speaking lmao#probably the most work intensive of my classes. interesting but Blegh#C programming i just keep up with the labs and do the exams and it's wonderful... so logical and comforting...#oh yeah web programming i also have a few presentations. also gotta fucking. code my project pages by next week 😭😭😭#i think it's just the html and css? no javascript yet. thank god. javascript is by far the hardest to learn#but css is so finicky too!!!! ive been struggling with trying to move these fucking input boxes around#i wanna have them on the right!! but they wont go there!!! gotta poke at it more. at least i managed to finish building the form.#still have to finish the lab tho. that was due 2 days ago. lol. also have another one due sunday. AND the project pages. gah!!!#they havent even graded the wireframes yet. i wanted their feedback b4 proceeding to coding >:( oh well#anyways yeah..im keeping busy lol
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gaydryad · 11 months ago
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making slow progress toward a (vaguely) dynamic pokémon custom team template that mimics the Bulbapedia team flyout and after ... a ... While ... of essentially redesigning the element hierarchy from scratch with the help of a friend who is MUCH better at programming than me, it is beginning to Look
(the Absol screenshot was just one I had on hand for a stand-in, my final one will probably look a little different since I want to also add Mega / Partner Pokemon indicators if possible, and to also just tweak the info hierarchy a bit)
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m0e-ru · 2 years ago
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update my damn neocities agian to center the gif on the sidebar FINALLY
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grayseeker · 1 year ago
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Oh dang! This is so cool - who knew you could do any of this stuff?
@Fanfic writers:
My friend send me this link, is a series on a profile on Ao3 (tumblr) that has different tutorials to insert things to fanfics via html code, I thought I would share bc it’s really cool
Lists of tutorials:
How to make images fit in mobile browsers
This is a tutorial/live example on how to make large images fit on mobile browsers but remain normal size on desktop browsers.
How to mimic letters, fliers, and stationery without using images
This is a tutorial/live example on how to mimic the look of letters, fliers, and stationery (as well as other forms of written media) without using images. For all your epistolary fic needs.
How to make a “choose your own adventure” Fic
This is a tutorial/live example on how to create a "Choose Your Own Adventure" fic. While this has been explained before (see here), this particular tutorial shows you how to use a work skin to hide the next parts from the reader until they click through to get to them.
How to make linked footnotes on Ao3
This is a live example of how an author can create linked footnotes in their work with only a little bit of HTML and no workskins required. This is best viewed by clicking "Entire Work". While I've included the actual coding in bold and italic once you click "Hide Creator's Style", there's a more detailed explanation here.
How to change text on Ao3 when the cursor is hovering over it (or clicked on mobile)
This a tutorial/live example on how to have text change or appear once a cursor is hovering over it. Helpful for pop-up spoilers, language translations, quick author's notes, etc.
How to mimic author’s notes and Kudos/Comment buttons
Anonymous on tumblr: do you have a skin that would mimic the author’s notes and review/kudos buttons section from the end of a fic? the desired effect being that the fic could go on after the “end” of the fic, so after the author’s notes and review/kudos buttons
Here's a tutorial/live example to do just that, with some of the buttons actually functioning. I'll explain more inside!
How to wrap text around images
This is a tutorial/live example on how to align images to the left or right of the screen and have text wrap around them.
How to mimic email windows
This is a tutorial/live example on how to mimic email windows on AO3 without the need to use images.
How to make ios text messages on Ao3
This is a tutorial/live example on how to mimic iOS text messages on AO3 without the need to use images. There's also a chapter on how to have emojis displayed on AO3 as well.
How to make Customized page deviders
Bored with the default page dividers? This is a tutorial/live example on how customize your page dividers with no images needed (though I do show you how you could use images if you wanted to do such a thing).
How to make invisible text (That can be highlighted)
This is a live example how to make invisible text that can only be seen by highlighting the text. Tutorial is included in text, and you can always leave comments about questions you may have.
MOBILE USERS: Sadly, this probably won't work for you, since highlighting in a mobile browser is different than web. I've tried correcting this, but have yet to find a solution.
How to make a rounded playlist
Original coding and design is from layouttest. I make no claims for it, just tweaked it so it will work on AO3.
How to create notebook lined paper on Ao3
This is a live example of my AO3 skin that allows the author to recreate the look of lined notebook paper in their work. To learn more about it, you can find the tutorial here.
Sticky notes on Ao3 without using images
This is a live example of my AO3 skin that allows the author to recreate the look of sticky notes (aka Post-Its) in their fic. To learn more about it, you can find the tutorial here.
How to make deadpool’s thinking thinking boxes on Ao3
This is a live example of my AO3 skin that allows the author to recreate the look of Deadpool's thinking boxes in their fic. To learn more about it, you can find the tutorial here.
How to make newspaper articles on Ao3
This is a live example of my AO3 skin that allows the author to recreate the look of a newspaper article in their work. To learn more about it, you can find the tutorial here.
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pitlanepeach · 8 days ago
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The Long Way Home I Interlude
Oscar Piastri x Harper Grace (OFC)
Summary — When Harper, a kind girl with a guarded heart, meets rising karting star Oscar Piastri at their English boarding school, sparks fly.
It only takes one silly moment of teenaged love for their lives to change forever.
Warnings — Teenage love, growing up together, falling in love, teen pregnancy, no explicit scenes when the characters are underaged (obviously??), strong language, manipulative parents, past death of a parent, dyscalculia, hardly any angst, slice-of-life basically!
Notes — Tell a friend to tell a friend… she’s backkkkkk. P.S. We’ll pick up Oscar, Harper and baby Clem in the next chapter which will begin our F2 era (forgive me for skipping F3, but we will revisit that era in the future!)
Wattpad Link | Series Masterlist
They started to call it home before they even had the keys.
It was the kind of flat you only ever saw in a glossy magazine or on a Netflix teen drama — all clean lines and warm wood, soft lighting that dimmed with a voice command, floor-to-ceiling windows that turned the city skyline into wallpaper. Two bedrooms, two bathrooms, a concierge who knew them by name, underground parking, and a leafy park nearby with a duck pond.
It was somewhere in Zone 2 — close enough to the centre for Harper to feel like part of something, far enough out for Oscar to breathe. Within easy driving distance of Silverstone, and surrounded by three coffee shops that all knew Harper's name and her usual: an oat flat white, extra hot, one sugar. Coffee had become a staple since becoming a mum. It was either that or total collapse.
They signed the lease two weeks before Clem's second birthday. Moved in one week after. Harper carried the baby through the door on her hip, while Oscar fumbled with the keys and kept asking, "Are we really doing this?" as though the furniture wouldn't show up in four hours and make it permanent.
Oscar had taken a year out of racing after Clementine was born.
It wasn't a planned decision, and it wasn't one many people understood — least of all the people who'd watched him dominate junior karting and expected him to rise like smoke through the open-wheel ranks. But he'd missed too much school. Missed too many nights, too many hours of Harper crying or trying to make Clementine latch, or just needing someone to keep her upright. And when he was asked — really asked — Are you sure you're not throwing it all away? his answer was always simple.
"She's my baby. Of course I'm sure."
So while others trained and raced and pushed for attention, Oscar Piastri vanished. No interviews, no paddock appearances. Just him, and Harper, and a squishy pink newborn who made the ceiling light look like a disco every time she waved her hands.
They stayed at Haileybury, still just fifteen, turning sixteen. They re-sat their missed GCSEs and passed on the second try. Clementine learned to crawl in the boys' dorm common room. She took her first steps in the school library.
Their friends — Jane and Sam and Matt and Alfie and the rest of that oddball, fiercely loyal circle — became her first family. Clementine had more teenaged godparents than anyone could count. She learned to walk holding onto Oscar's physics notes. She learned to talk sitting in Harper's lap as she typed HTML.
Then came the offer — again. F3. A team ready to take him as soon as he was ready to return. It had been a quiet year in the eyes of the motorsport world — but Oscar came back different. Sharper. More grounded. And far more terrifying behind the wheel.
So they moved into the London flat. Nicole helped decorate — soft colours, baby gates, a kitchen with pale blue cabinets and an American fridge.
Mark handled the other side of Oscar's life. The logistics. Contract offers that just kept getting longer.
Clementine's nursery was a vision board of calm: birchwood cot, pastel cloud decals, a plush rug like walking on cake.
Harper coded the baby monitor app herself — it had the ability to learn and distinguish between Clemmy's cries.
Oscar installed blackout blinds and built a mini bookshelf filled with picture books in three different languages.
They weren't struggling — not the way people expected seventeen-year-old parents to be. Not financially, anyway.
But money never softened the sharp edges of responsibility.
There were still nights where Clementine cried for hours and Harper paced in circles, whispering, 'You're okay, you're okay,' like a mantra she needed to believe herself. There were still moments where Oscar stared at the calendar on the fridge — race dates, interview days, booster shot appointments — and felt panic coil in his chest.
Still, they chose it. Every day. And every day it got a little easier.
In the two years after Clementine was born, the world became a blur of trackside hotel rooms and baby bottles tucked into designer handbags. Harper and Clem travelled with Oscar more often than not — Japan, Italy, Austria, France.
Harper made a rule: in every new country, within three days, she had to learn to order a coffee in the local language.
Oscar made a rule: Clementine got to press the elevator button in every hotel.
They were young. Strange. Wildly out of place sometimes — but a family all the same.
Harper built Oscar's official website from scratch — sleek, scalable, clean UX, dark mode toggle because he was picky. Max Verstappen emailed her after seeing it. (Hey — could you build me something similar?) She said she'd think about it.
She sat her A-levels online. She was already starting to specialise in full-stack development. Her dyscalculia made things hell sometimes — numbers swam on the screen — but she learned how to code by pattern and logic, by rhythm and recursion. She learned how to work with her brain, not against it.
Oscar kept racing. And winning. F4 became F3. Then whispers of F2 began. He got sharper in interviews, more polished for sponsors, more careful around cameras. But at night — when it was just them, limbs tangled on a hotel bed, or Clem snoring softly between them in the cot — he was still that awkward, soft-eyed boy.
They celebrated Clementine's second birthday in a hotel suite in Barcelona with balloons Oscar had blown up and a lopsided cake. They FaceTimed the Haileybury crew. Jane cried. Sam tried to teach Clementine to say fuck.
Later that month, they hung a print in the entryway of their flat. Just one word, in soft gold foil.
Our Home.
Because for all the flights and chaos and podiums and late-night feeds — that's what they were building. Slowly. Quietly. Against every odd and every doubt.
They were seventeen and a half. Young. Exhausted. Occasionally terrified.
But they were a family.
And it was messy, and real, and theirs.
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phantomrose96 · 6 months ago
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Honestly I recommend everyone learn just a littttle bit of CSS because it really is powerful and just makes bits and pieces of your internet experience more convenient.
Right now I'm cataloguing recipes I've really enjoyed, just trying to get them all in one place. Many of these are instagram recipes and, because I don't trust link rot (aka the possibility that the instagram link goes dead one day), I'm including a screenshot of the recipe along with the link.
But instagram on desktop... looks like this
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(Link, for credit. It's a good recipe)
I obviously could just copy-paste the recipe out of there. But a screenshot would be cleaner for how I'm cataloguing these.
And as-is, I'd have to scroll the whole height of that small right-side window about 4 times to fit it all.
But actually... I can just resize that div holding that whole right-side content
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Basically I
hit f12 to open the dev tools
clicked the element finder
clicked on an element inside the recipe side
followed it up the tree until I found the element holding the whole recipe side (do this by hovering the div in the dev tools panel way on the right, then hovering upward and up until I find the element which is the highest up that still only contains the recipe-side content)
in the element.style part, set "width: 1000px" and "height: 1500px"
(I notice the width seems to still be less than 1000px, even though it got bigger)
likely suggests there's an element above it with a max-width set
go up the tree higher until I find the element with the max-width and uncheck that style
screenshot ready
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Maybe that sounded complicated but it took me probably 20-30 seconds
And this isn't just about screenshotting recipes like.
website with an annoying gif? select gif, delete gif
do you want a clean screenshot of a digital receipt for record-keeping without a large company banner or irrelevant information? delete unnecessary elements, adjust widths, screenshot
SOMETIMES, you can bypass paywalls if they're relying on something like overflow: hidden, or an overlay in the way, or some JS that runs (you can disable JS in the dev tools)
lost the jpg/png file you used for your profile picture and size doesn't totally matter? grab it from the img src while logged in. (you might even be able to find it in a bigger size by changing the url query parameters)
color contrast on an article really bad? find and change background color. find and change font color
want to make a funny fake screenshot without learning photoshop? just edit the page content in the dev tools
This isn't about like being good enough to write scripts or browser extensions. Really if you just have some basic HTML/CSS understanding a hat worth of tricks, you can make so many little adjustments in your favor.
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hua-fei-hua · 8 months ago
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at this point i realize i just really like coding very specific text file converters. it's kind of only a matter of time before i bite the bullet and write an .rtf to .html converter to make my scrivener --> ao3/shrine of cringe posting process more streamlined
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plaidos · 15 days ago
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So you really might not want to come into the US for your own fucking safety or until some murders both Trump and his mini me Vance.
https://www.independent.co.uk/news/world/americas/us-politics/trump-immigrants-guantanamo-bay-prison-b2767628.html
it’s always so funny when people say this shit to immigrants/prospective immigrants. like it’s like Yanks literally cannot comprehend the possibility that somebody is less privileged than them and that it might be a positive change for somebody’s individual situation to move to their country.
Imagine being so privileged that your entire concept of immigration is “this person just wants to live somewhere else and obviously doesn’t know how to google other countries other than the US and thus just picked us without being aware of the political situation”.
Do you think the rest of the world is just puppies and sunshine? Are you even aware that some places in the US have some of the safest/strongest trans protections in the English speaking world? No, all you care about is jerking off over how your situation is intrinsically worse than everybody else’s. Eat shit.
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all-the-fish · 1 year ago
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Oh, you know, just the usual internet browsing experience in the year of 2024
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Some links and explanations since I figured it might be useful to some people, and writing down stuff is nice.
First of all, get Firefox. Yes, it has apps for Android/iOS too. It allows more extensions and customization (except the iOS version), it tracks less, the company has a less shitty attitude about things. Currently all the other alternatives are variations of Chromium, which means no matter how degoogled they supposedly are, Google has almost a monopoly on web browsing and that's not great. Basically they can introduce extremely user unfriendly updates and there's nothing forcing them to not do it, and nowhere for people to escape to. Current examples of their suggested updates are disabling/severly limiting adblocks in June 2024, and this great suggestion to force sites to verify "web environment integrity" ("oh you don't run a version of chromium we approve, such as the one that runs working adblocks? no web for you.").
uBlockOrigin - barely needs any explanation but yes, it works. You can whitelist whatever you want to support through displaying ads. You can also easily "adblock" site elements that annoy you. "Please log in" notice that won't go away? Important news tm sidebar that gives you sensory overload? Bye.
Dark Reader - a site you use has no dark mode? Now it has. Fairly customizable, also has some basic options for visually impaired people.
SponsorBlock for YouTube - highlights/skips (you choose) sponsored bits in the videos based on user submissions, and a few other things people often skip ("pls like and subscribe!"). A bit more controversial than normal adblock since the creators get some decent money from this, but also a lot of the big sponsors are kinda scummy and offer inferior product for superior price (or try to sell you a star jpg land ownership in Scotland to become a lord), so hearing an ad for that for the 20th time is kinda annoying. But also some creators make their sponsored segments hilarious.
Privacy Badger (and Ghostery I suppose) - I'm not actually sure how needed these are with uBlock and Firefox set to block any tracking it can, but that's basically what it does. Find someone more educated on this topic than me for more info.
Https Everywhere - I... can't actually find the extension anymore, also Firefox has this as an option in its settings now, so this is probably obsolete, whoops.
Facebook Container - also comes with Firefox by default I think. Keeps FB from snooping around outside of FB. It does that a lot, even if you don't have an account.
WebP / Avif image converter - have you ever saved an image and then discovered you can't view it, because it's WebP/Avif? You can now save it as a jpg.
YouTube Search Fixer - have you noticed that youtube search has been even worse than usual lately, with inserting all those unrelated videos into your search results? This fixes that. Also has an option to force shorts to play in the normal video window.
Consent-O-Matic - automatically rejects cookies/gdpr consent forms. While automated, you might still get a second or two of flashing popups being yeeted.
XKit Rewritten - current most up to date "variation "fork" of XKit I think? Has settings in extension settings instead of an extra tumblr button. As long as you get over the new dash layout current tumblr is kinda fine tbh, so this isn't as important as in the past, but still nice. I mostly use it to hide some visual bloat and mark posts on the dash I've already seen.
YouTube NonStop - do you want to punch youtube every time it pauses a video to check if you're still there? This saves your fists.
uBlacklist - blacklists sites from your search results. Obviously has a lot of different uses, but I use it to hide ai generated stuff from image search results. Here's a site list for that.
Redirect AMP to HTML - redirects links from their amp version to the normal version. Amp link is a version of a site made faster and more accessible for phones by Bing/Google. Good in theory, but lets search engines prefer some pages to others (that don't have an amp version), and afaik takes traffic from the original page too. Here's some more reading about why it's an issue, I don't think I can make a good tl;dr on this.
Also since I used this in the tags, here's some reading about enshittification and why the current mainstream internet/services kinda suck.
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hiveswap · 5 months ago
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who wants to come playtest my "chatbot" before i start working on the deeper level? (no actual ai involved trust me it's beginner html magic)
Not a lot changed since i last posted about it, but the next thing i put into it will be where shit goes down so i want some opinions first! :) You can exlore everything in like 5 minutes.
I will be changing some names around, like Szatmári Reményke is obviously just a reference to Rem Saverem and meant to be only temporary.
I appriciate any feedback! (even constructive negative! but don't insult naomi's face because that is me)
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zvaigzdelasas · 1 year ago
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Hello, not sure if you saw what happened, but in Kanaky (New Caledonia) the indigenous Kanaks started protesting against a French law that just passed in France where it would become easier for French settlers there to vote in elections - meaning pro-independence parties would lose even more support as obviously most of its votes come from Kanaks themselves and not French people. A young Kanak was murdered by a French settler and now the government claimed it was "self defence". Kanaky has military checkpoints that indigenous Kanaks have to go through everyday..
The article (in French): https(:)//la1ere.francetvinfo.fr/nouvellecaledonie/violences-en-nouvelle-caledonie-un-mort-lors-des-affrontements-sur-un-barrage-1488275(.)html?Version=mobile
Article on The Guardian: https(:)//www(.)theguardian(.)com/world/article/2024/may/15/new-caledonia-protests-law-constitution-changes
15 May 24
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freezerbnuuy · 2 months ago
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I wrote a guide on my main blog on writing SimLit a while back, but I figured I'd amend it to make it more suitable to Tumblr and post it here as well.
Please note, that there is no one way to write SimLit; creative work is always subjective. You do not have to do everything in this guide, obviously- just focus on the bits that apply to you and what you want to write. This is a gathering of my own ideas, the way I do things, and other options as well. Depending on your writing style, some of this will be more relevant to you than other bits will. This is both for the challenge players and the people who write stories with little basis off anything going on in the game.
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I have made a story / challenge-planning document that you can read about here that will give you a place to put all your ideas!
The fun part...sort of...is coming up with all your rough ideas. Things to think about are:
. Where you'll put your story: The most popular place for SimLit these days seems to be Wordpress, but there is always Blogger and LiveJournal as another option for a place to put your story. Tumblr is a great place for stories that are more picture-based and less textual, or if you plan to only have dialogue for your story text. Have a look at what different platforms have to offer to see what suits you.
Whilst I would say Blogger is a bit harder to properly customise than Wordpress and you have to rely on custom templates made by other people and some HTML editing if you want a nice blog template, it is very generous in terms of picture limit. To my knowledge, any image under 2048 on the longer width won't count toward your Photo space (as of 2025).
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. Narrative or Gameplay-Driven: Some writers will write commentaries to go alongside images of challenges they're doing. Some write commentary for their general gameplay. Others use Sims solely as a way to 'direct' a story they've come up with themselves instead. Others make comics. Some do a mix of various things... Have a think about what kind of story you want to do. It might even change halfway through writing, you never know!
. Genre: You won't always have an easily-defined genre for your story, but you might have some ideas. Romance, Fantasy, Sci-Fi, Horror, Family...the options are more or less endless. 
. Custom Content: If you use CC, it can help to look for CC you might need for your story- whether that's poses, CAS items or Build/Buy items. 
. How you will plan your story: Some SimLit authors write entirely around the game and don't pre-plan anything (brave people you are going by the seat of your pants, I used to do this but now I could never), but others like to plan story points and character notes beforehand. There are plenty of ways to plan your story, whether that's jotting ideas in a notebook or on a word processing document. There is one I already made linked at the beginning of this section.
There are also programs like Scrivener designed for writers to plan stories (it's not free, though). It depends how in-depth you need to plan things out before you write. With me, it really depends. Some story ideas, I have most of the plot planned in my head from the get-go. Other times, I only have a rough idea and have to go from there.  
. What challenge you will do: If you want to write a commentary/story around a challenge, look for one you'll find fun first. Long or short? What rules will you change or omit? How much will you let the challenge and game drive the story? Will you be writing commentary, or will you be writing in a narrrative-type style inspired by what happens in the challenge?
. Rough plot / character ideas: Write down any plot or character notes that immediately come to mind, even if you don't know if you will use them. Anything that comes to you straight away is a good place to build on later and should be jotted down whilst it's still fresh in your mind.
. How you will write your story: - Commentary VS. Narrative: Will you write a commentary around your screenshots/gameplay, or will you write it in the style of a prose-like story? You can also mix both of these approaches in various ways.
Or do you want to go about it in a different way? Maybe you could use your screenshots to make a comic-style story. Another option is to possibly have something like an epistolary novel (written almost entirely in letters) or even a 'scrapbook story' (a story told in multiple ways with multiple artifacts- letters, newspaper clippings, phone calls, almost anything).
- Tense and Viewpoint: Will you write in past tense or present tense? Will you write in third person, or first person? How many different characters' viewpoints will you have if you write in first person? (...Or are you like me, and will accidentally switch between tenses throughout the whole story?)
. Themes: It's good to think more in-depth of what themes will appear in your story. Family bonds, friendships, relationships in general, dealing with various aspects of life, prejudices, overcoming fear...the list goes on forever. Whilst I personally don't like reducing stories to tropes, tropes are always a place to start if it works for you.
. General length: Do you want to ideally write a short story, or something longer? This won't always be something you'll have in mind straight away, but that's fine. 
. How much to plan and when to start: It's up to you how much you need to pre-plan and when to start writing, but I don't start writing until I'm at a point where I know that the story can be resolved. I don't start writing straight away, in case I end up with a story I somehow can't finish. 
. Upload frequency: You won't always stick to this, since most of us are busy, sad and tired adults- but it's good to try and think about how often you want to upload chapters. Are you aiming for weekly, monthly, or just whenever you manage to get a chapter out? What I will say is please TRY NOT TO STRESS about schedules. If your readers are impatient that's their problem and they can wait until you're ready!
. Gather inspiration: Whether it's authors, shows, films, art, music...anything that gets you in the right mood and frame of mind for what you want to do. Moodboards are sometimes a good idea as well for collecting inspiring pictures. Make inspiring playlists of songs that get you in the mood for the story or characters.
. The sliding scale of 'Utopia' and 'Dystopia': On a scale of 'Paradise' to 'Hell-hole world', what's the rough state of the world in your story like? Maybe it isn't that simple, but it helps to have an idea if it's thematically relevant somehow.
. Any messages or lessons: Are there any messages you hope to get across in your story, or anything that a reader may be able to learn from it at all? Not always the case with every story, and this is not the sort of thing that you'll do intentionally. For my own story, it's very much just a snapshot of history so there isn't really much of a defined moral to the story.
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This is geared more towards people who are writing mostly story-driven SimLit, since commentary and gameplay-driven stories often don't require any sort of major world-building. That, and the challenge you are doing might already have the worldbuilding situation laid out for you, like the Apocalypse Challenge or the Alien Adoption challenge, but I'll build on this a bit too.
As someone who has been Game Master for DnD and Pathfinder, I'm used to fleshing out worlds, building on lore and the like- and being a Game Master often requires you to do it on the spot sometimes. For me, it's good to have some level of lore and world-building written out. I like having a certain set of 'rules' to stick with, mainly to help keep consistency of the universe's 'rules'. This is especially important with my Magic Universe since the magic system needs a level of consistency I have to try and stick to. (That said, I have occasionally changed tiny less-significant bits of lore as I go...shh...don't tell anyone!)
But where do you start with such a thing? First off, this isn't something you have to do in massive levels of detail (unless you want to!).
Here's the general way of how I do things. Feel free to pick and choose which bits will apply to your story; you don't have to pre-plan every little last detail about your world if you don't need/want to.
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--Starting with the already-established relevant worlds and lore--
I almost always start out with the 'official' stuff first. You can find this in-game, in item and world descriptions, in trailers, and on Sims Wikis. Sims isn't the most lore-heavy game for obvious reasons, but now and again you've got something to work with. It all depends on exactly what you're writing about, and how much your story will revolve around the actual Sims universe. 
--Seeing what I want to keep from the already-established worlds and lore, and what to get rid of--
I don't keep everything all of the time, and it's unlikely you will either. Sometimes your idea is better, or fits better with what you've already got in mind. Or perhaps the Sims 'lore' behind the thing is too comical and wouldn't fit a slightly more serious story.
--Start stealing ideas! (Go careful though)--
Writers worry way too much about originality, but everyone takes little bits of ideas off each other all of the time- everything is inspired by something. That, and in my opinion there’s absolutely nothing wrong with doing a story that’s a ‘love letter’ to a genre with all the tropes and cliches you can think of. 
So gather up some inspiration and see what ideas others have; have a quick read of SimLits that are similar to your idea. Look at the lore behind shows or video games that are the same genre as you are writing. Think about your favourite shows, films and video games as well. Or even look at the official Sims forum or Tumblr to see what people have done with worlds, premade characters and the like. On the official forum, there are a lot of ‘What have you done with…’ threads where people discuss what they have done with premades and in-game places.
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One thing I tend to focus on the most when worldbuilding, is the sort of socio-political aspect of the world. 'But why does everything have to be political?', you say, but everyone's life is governed by social and political ideas - some more than others, so for me it's what makes up a big chunk of the worldbuilding because of how much it influences the characters living in that world. That, and a few big historical events I tend to think of as well to flesh the world out. If this sounds like something you feel like delving into, then here's some ideas:
NOTE: Some of this won't apply to your world or focus, so just ignore the stuff that isn't relevant to your story.
--Events in history leading up to your story--
This will depend entirely on what you story is about, but events to think about are:
. Inspiring figures from the past: For example, if you're writing about vampires, are there any in history who are still iconic to this day? What made them iconic?
. Any miscellaneous important events? My more specific ones are geared more towards conflict, but there's always going to be important events that happened that stay with people that happen in the world and they aren't always going to be bad. (Yes, the author of Divided really did just say that.)
.Changes in laws and/or major attitudes towards groups: Were there any rules or legislations that came into play that completely shook the world of your story?
.Conflicts: Wars and other major conflicts in history will linger around for years and years in various ways
Modern society 
This is looking at your present day in the story in more depth. This can help you with characterisation as well- how has modern society affected your character and their development and current attitudes? 
. Attitudes towards certain groups: Who or what is celebrated in society? Who has to deal with negative attitudes and why? How are people choosing to fight back, positively or negatively, against positive or negative change? Is there any prejudice at all, or is your world almost entirely accepting of different types of people?
. General morale: How happy are the different groups of people in your world? Is there still need for change, or are people more or less okay with the way things are? Is there an imbalance in the welfare of different groups and why?
. What's/who's popular: From people to events relevant to the story you're trying to tell, what's popular and well-known? Are there any events or people that are causing change or debate that might be addressed later?
. Fashions: It helps to think about what's fashionable in your universe sometimes, but maybe that will all depend on what kind of CC you can get a hold of.
. What the future holds: What ideas do people have for the way things may change as time passes?
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Magic, superpowers, or other power systems
If your story has some kind of system of 'special' power- magic, or superhero powers, certain chemicals, powers granted from deities or the like- it's good to have some rough idea for how they work:
. Is this power innate? Can it be learned? Is it within the person, or is it an outside source of some kind?
. Is this power a finite or infinite source? Is it a physical object, is it ethereal/energy, a chemical, etc?
. What limits are there to the use of this power? When can it/can't it be used? What downsides are there to using this power (illnesses, magical overcharge, death, etc)? What consequences are there for overuse of the power?
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Beliefs and belief systems
Your story might have some sort of 'collective' belief systems- common superstitions, or religions like Sims Medieval’s Jacoban or Peteran faiths, or maybe even cults. If so, it's good to outline those, though the amount of detail you'll need for it will depend on the kinds of beliefs and the story you're telling.
. What are the core / defining rules / lessons /ways of living of this belief?
. What actions/attitudes etc are rewarded, and what attitudes are frowned upon? What rewards and punishments are there for such things, if any?
. How has this belief system affected other people outside of that belief system? What do 'outsiders' think of the belief and the people that practice it?
. Are there any key figures in this belief system? Are they real objects/people, metaphysical beings, or are they not real at all? 
. Are there any specific meetings or practices etc. associated with this belief? 
. Do people of this belief own specific special clothes or objects? What significance do they have?
IMPORTANT SIDE NOTE: When it comes to world-building, ALWAYS go careful when using any real-life cultures, beliefs or events outside of your own culture etc- especially those of marginalised groups. Try to do your research as thoroughly as possible.
To avoid potential upset or misrepresentation, I either rely on fictional creations or keep things vague. For example, I'm using the lore behind the Sims Medieval's Jacoban and Peteran religions in an upcoming story to avoid making a fictional religion that people might mistake as a parody of an existing one.
Do any research you need to do
Once again, how in-depth you go depends on how far you want to go- how realistic you want it to be, how historically-accurate you want it to be...Sometimes it's good to just have enough to get a rough idea of something to add on to. For example, if you're doing a historical story, it might be worth just seeing what big events happened, social taboos, etiquette etc. just to get a feel for the rough world of your story. For anything that isn't an important topic, I'm not bothered if it's inaccurate. For example: if it turns out the soft background science of something in my work is a bit wonky, I don't entirely care. However, for serious subjects like mental health etc, I always make sure to get a good idea of what I'm doing before I write it. If I get it wrong, I could end up spreading massive misconceptions and that's the last thing I want to do. -
World-building towns and cities
Not everyone's story is going to have a huge deal of focus on this sort of thing, and additionally to the top you might want to go even further with building onto what's already given to us. So here's some other things that might be worth thinking about if you want to do a bit of extra fleshing-out for the game worlds. When I say 'individual world' I mean the actual playable worlds on their own as opposed to the ts4 worlds altogether at once. If you're doing a challenge and the challenge has worldbuilding aspects, like Alien Adoption Challenge or the Apocalypse Challenge then that is a brilliant thing to give you some level of a framework for some aspects of your story's world.
. Rough population of the individual world etc.
.Landmarks and their significance
.Tourism, what do other people like to do whilst they're there
.What sorts of people tend to live there
. What the individual world is known for the most, what puts them 'on the map', so to speak
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Characters are my main focus as both a writer and a reader. I can have a good story with great characters and a thin plot, but a story with a great plot and boring characters is never going to interest me. They can also be difficult to come up with ideas for. Here is a rough idea of how I come up with characters, and how I build on pre-made characters.
Some people have written 'character interviews' - these can sometimes be helpful. You fill them out from the characters' point of view, or from a third-person perspective but about the character. The 'Marcel Proust' character interview is a great one to use, since it asks questions that will no doubt be relevant to both the character and the plot later on. Some of them have questions about favourite food, colours etc. but for me, this is more often extraneous than not. Then again, knowing too much about your character for some people is better than not knowing enough.
My own character 'interview' is here. It's technically not an interview and is just a list of things to consider about your character. You may get some use out of it.
First off, before anything: think of what to base your character on, roughly. Think of the traits of people you know or have known, think of aspects about yourself. Of course, we can't forget basing characters off of your favourite fictional characters! 
If you are writing a premade character, and you're unsure on what to expand on, first off look at their in-game traits, any information provided in trailers/promotional material, and then look at fan theories and ideas about the character. Those are good places to start if you're using a premade Sim.
As well as specific characters, think of your favourite traits, archetypes, and development types as well. One of my favourites is the downfall of a character, a tragic character whose constant screw-ups land them in a deeper and deeper mess. Even better when they start going off the rails a bit as well. I also love characters who struggle with others' kindness, who learn to let themselves be loved over time.  
Then you can get to outlining them.
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The basics about your character
. Name: Is there any meaning behind this name in-story? Did the character choose it themselves or is it their birth name? What nicknames do they have, if any? Which do they like, and which do they hate? (Names don't have to have meaning. I only use meaningful names in certain contexts- most names are just names I like, names that just fit for some reason, or that a character's parents thought sounded nice). 
NOTE ON NAMES: If you want an authentic name for a character from a specific time period, look at census records for the country if they're available or see if you can find articles on people from that country and time period. You can also Google naming conventions, as they can change within a country over time as well. I also recommend avoiding baby name websites or baby-related websites when you want authentic names for characters that aren't English or American. It's best to find blogs written by people from that country. Sometimes travel blogs for the country will sometimes talk about names, authenticity and such. Sometimes Wikipedia has lists of names as well, but it's worth double-checking any info found there.
. Rough description: Height, rough weight, colours of skin/hair/eyes, the general 'vibe' of their attire or a more in-depth description. Anything notable about them, like specific jewellery, clothes, tattoos or scars/other injuries?
. Identity: This could be anything from where they grew up, gender, race, sexual orientation, or if they are an occult sim or some other made-up species or race. How has their identity affected their life? Do they face any prejudice or mistreatment for any of it at all, or does it give them more of an advantage over others?
. Family: People in a character's family, whether blood family or found family.
.Beliefs: What they do (and maybe don't) believe in.
. Protagonist or antagonist: Not always this black and white for every character, but good to think about your character's rough place in the story. Of course, one can become the other as the story progresses.
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Character-defining aspects 
. General personality traits: You can use in-game traits and Randomise to give you ideas, or you can think of your own personality traits for the character.
. Upbringing: What it was like growing up for them. Who was good to them? Who wasn't? How have these people and experiences shaped who they are today? How was the world different growing up to what it's like now? Does the character mourn the old ways of the world or do they like the change?
. Social class: How has this affected their life?
. Education: Might also connect with upbringing here- how was school/university etc. for them?4
. Goals/dreams: Almost everyone has a goal, even if they never achieve it. Even if it's just getting out of bed to make breakfast and then getting back in again.
. Social life: Extrovert, introvert or somewhere in the middlle? What do they do when they hang out with friends etc?
. Fears: What are they afraid of? What do they do to avoid that fear, if anything?
. Any conditions, illnesses, or neurodivergence: (ONCE AGAIN, go careful when writing things like this and do research where it's needed.) How have they affected the character's life and their outlook in general? How does it affect how others percieve them, if it does at all? If applicable, what caused them?
. If not that, then general physical/mental health: How well (or not) does the character look after themselves in these ways? What do they do for self-care and distraction?
. Likes and dislikes: People, things, events, hobbies...What makes them happy and what makes them want to punch a wall? 
. Character 'flaws': Flaws don't necessarily have to be absolutely-horrible things, it can be just things that can hold the character back in some way. Some things that characters may overcome in a story might not necessarily be flaws as well- for example, introversion isn't a flaw (I wish writers would stop treating it as one), but possibly some characters may seek to try and 'come out of their shell' socially a little. Most characters have some kind of flaw or personality 'aspect' to overcome or learn to deal with, but the best kind of character flaws are the ones that actually get in the character's way in the story. The joy is in seeing how the character overcomes these flaws...or even how the character gives into them more and more as the story goes on. Wretched excess is fun sometimes!
. What they're good/bad at: Where do they excel, where do they need a little practice, and what are they absolutely terrible at?
. Any special ablities or powers: What can this character do? What are the limits of this power? How do they feel about this power? 
. Things they are known for: Whether by friends, family, colleagues or the world. What are they known for? What do people like and dislike about them?
. Ideas for development: How do you (at the moment) see the character changing? If you have any ideas for it, who or what will help to influence that change?
. Relationships with other characters: How they do (and don't) get along with other established characters, and maybe why. -
Things to think about character-wise when writing your story
Once you get to writing your character, here's a couple of things that it helps to think about- though some of it is more relevant if writing in the first person.
. What your character does and doesn't notice: How do they approach the world around them? What sort of things do they notice first in their surroundings?
. Manner of speech: Formal, or informal? Do they have any mottos, catchphrases or words they use often? Do they speak about feelings a lot? Do they lie, and how often? Sometimes what isn't spoken can say as much as what is spoken.
. How they socialise and deal with others: Do they overthink things in discussion? Do they pick up on social cues? Do they often over-analyse the actions of others, or do they let everything go over their head? Are they confident in socialising, or not? Maybe their out-of-dialogue musings are complex, but they keep to not revealing much in their speech.
. How they cope with negative emotions: Do they break down, or blame others? Or do they power through it?
. In connection to some of the above points, think about your character both from the outside and inside: How do others see them? How do they think they come across to others? How do they come across to themselves? And finally, who are they really on the inside?
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An important aspect to think about especially is character motivation. I've written this one separately from the bullet points since I think it's especially important given character motivation will play a major part in driving the plot along, as well as relationships with the other characters. This might not be something you'll have a solid answer to until you start writing, but it's good to have some starting ideas.
. In the broadest and simplest sense, what does your character want? Money, fame, honour, redemption, happiness, revenge...Have a think about what it is that they strive for deep down. (If you're struggling for ideas, maybe it might help to look at the in-game Aspirations, or maybe even the Traits will give you some ideas).
. How far are they willing to go to get it? Are there limits they won't go to in order to get what they want? Or are they willing to step on whoever's toes? This might be a change that occurs over the story, that's always an interesting concept. Seeing the well-behaved character slowly and gradually challenge what is acceptable...
. Who, or what 'kickstarted' this motivation? Some people just naturally come to want something, maybe as they grow up and/or their general interests, hobbies etc. change. Some motivations are brought on by events, though. Maybe harm done to a loved one motivates them to seek revenge, or something they did in their past motivates them to seek forgiveness or redemption for their actions. 
For challenge players, you can always define your characters through funny commentary, I always like seeing that. One story had one generation founder constantly break the fourth wall and be the only one who realised they were in a game and it made them stand out in a comical way.
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 Let me start off by saying: Plot is my weak point. I struggle to organise ideas when both reading and writing, I always have done. As usual, for plots it's best to think of your favourite plots from stories or a 'stock plot' like The Hero's Journey, Wretched Excess etc. It's also good to think about any potential plot points that come to mind straight away, so then you have starting points and can fill in the gaps- this is generally what I do. And honestly, I don't think it's that bad to re-use themes and plot pieces sometimes. Sometimes it works better to stick with what you're familiar with, than it is to try a thousand things at once that are new or different to you.
Do you see yourself as a 'plotter' or a 'pantser'? I'm a bit of both, though I'm leaning towards more of a plotter now. I wish I could write everything by the seat of my pants, but sadly I can't. 
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The way I initially began planning for a longer, more in-depth story is by making a table in a word processing document that is one column wide, with loads of rows. Just one giant row of loads of columns. Each box in this table will be for specific notes, and the order of these notes in the planning table goes like this:
. Title ideas/preliminary ideas: What it says on the tin, and the very, very first ideas for the story.
. Rough story ideas: Any ideas that come to me in the pre-planning stage go here. Ideas for anything at all- screenshots, scenes, lines of dialogue, anything!
.Background information to be aware of: Any relevant lore or research goes here. Sometimes I keep story research in a separate document.
. Previous story points to be aware of: Any previous characters or events to be aware of to aid in consistency.
. Current plot threads: Keeping track of plot threads that need to be resolved in some way, to help prevent plot holes.
. Character info: Character information in varying levels of depth. At this point, this usually only covers main characters.
. Character Development:  This almost always changes halfway through, but this is my plan for how characters will change as the story goes on, and the events and characters that will be catalysts for that change.
. Backstory: Character backstory goes here instead, to keep things organised.
. Ideas for future chapters: Any ideas at all for upcoming chapters, no matter how vague. This also includes things that absolutely have to happen later on.
. Story ideas: Various boxes, all of which have more detailed story ideas. At the moment these are defined by specific events, and these are just for the direction of the story.
. Chapter (X): The main story planning, with one box for every chapter. This is where the story starts to be sorted by chapters as opposed to just events. Things always get swapped around during the writing process: Some things get moved until later, moved to happen earlier, or omitted/changed entirely.
The general idea as I'm going, is that each chapter has to move at least something forward. We learn something new about someone, a character's actions have changed something or caused a consequence, a character has learned something, etc. Somehow things have to be different from the beginning of the chapter to the end of the chapter and that is generally how I go about it. Whilst a lot of people frown on whole chapters that 'info-dump', for some stories it might be necessary- especially for futuristic or alternate history stories where the author will need some filling-in on the general state of this unfamiliar world.
Again, how much you want to/need to plan depends on what you're doing. Nowadays I write narratively, and the game has little bearing on the actual story.
If you're going with a gameplay or challenge-driven story you probably won't need much planning, if any at all.If it helps, it's worth doing what you can to create associations of some type within your planning- whether it's symbols, bold/italic, colour-coding, anything. That might aid you in keeping important bits of the notes tied together somehow, whether it's done by scene, character, important plot points etc.
It may help to highlight important bits as well in your word processor, so you can easily find things you know you have to go back to soon. I sometimes do this since I easily get lost in my own notes...
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Other Planning Ideas
. Starting from the end: It might be easier to go backwards if you come up with your ending before your intro. You can always start with your end point, and then figure out how you got there. 
. Mind-maps: If a massive list of boxes doesn't sound ideal, it might help do a sort of mind-map or flowchart. This is better if you are the sort of person who'd rather take in small bite-sized pieces at a time. You could have one mind-map for the beginning, middle and end, and then do little branches off for different events. And then from those branches, possibly add more for other details surrounding that specific story event, or things to remember for later on down the line. 
. 'Snowflake method': Put simply, it's writing down a simple plot point or idea and then continually expanding on it until it's at the level of detail you need for your plan- the way a typical snowflake's points branch out. As a random example: - Dave goes to get some cheese. - Dave has discovered a monster in his kitchen, and it demands a block of cheese or Dave's life. Terrified, Dave goes out to get some cheese to appease the monster. - A monster that can only live off of cheese is used to eating the bits of dropped cheese off Dave's kitchen floor, but Dave has decided to do more cleaning now his girlfriend is moving in. Desperate for survival, the monster has escaped its hiding place, demanding a block of cheese from Dave for its survival. If Dave does not supply cheese, he will be killed by the monster.
. 'Five-part narrative'/Pyramid: Breaking down your story into the five main parts of most stories: - Exposition: This is mainly setting up the world of your story - the setting, the main goings-on in the area, the characters we will be following throughout the story, and also the driving point which sets the main characters ahead doing plot stuff. - Rising action: The rising action is generally the part where the characters' antics, or possibly something caused by the world around them, sets stakes higher and puts more pressure on them. Perhaps the character has made a grave mistake. People could be after them. Or perhaps some kind of natural disaster has caused massive issues for the character. How will they come to navigate all of this? - Climax: The rise up to the 'turning point' or the height of the drama in your story. Maybe your character finally has some kind of breakdown, their actions have led them into the worst situation possible, but good can arise from this...or your character can just keep going down the slippery slope. - Falling Action: This is generally the process of gradually resolving all that has happened during the story. Maybe the main characters have realised their mistakes and aim to solve them, or perhaps your characters have overcome the main antagonist, or possibly made peace with them somehow. - Denouement: The resolution to the story, or at least where the characters end up. Then again, who's to say that everything will be resolved by the end if you want to make a series rather than a one-off? And who's to say the resolution will be a clean pretty one?
. For the challenge/game-driven writers: It helps to make notes of anything that happens in-game that could become a plot idea. Whether it's something from a mod, Lifestyles, Sentiments, or other autonomous actions- anything that gives you idea for a potential relationship change, conflict or story point, jot it down and maybe you can build on it later. If your Sims end up with positive or negative Sentiments for each other, then maybe it could be fun to come up with a reason why they feel that way.
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My biggest piece of advice is: If you are stuck with what to do next in a story, let the game do some of the storytelling for you if you need to. Look at what happens autonomously, Likes/Dislikes, traits, anything caused by mods that add story depth to the game, Sentiments that people have for others etc. You probably even have mods that actually add some real depth to the game that you can go off of. It's a great way to help you get new ideas. It's gotten me through a lot of brick walls in the plot.
. Do not use ChatGPT or any generative AI! The whole point of creative writing is the CREATIVE part and neither of these are at all creative. Don't bother writing a story if you can't be bothered to do the writing.
. Be sure to try and use content warnings for aspects of the story that may need it. You can use the trigger tags and can warn in chapter headers. You can't catch everything, of course you can't, but it's a helpful way to help a reader decide whether or not it's worth getting into a story, or whether they may want to skip a page or chapter. My own story has a lot of potential triggers so I warn about them as much as possible.
. Portrayal is not automatically endorsement. Your story does not have to be entirely morally-pure and neither do your characters. Not every story is about the perfect people who do no wrong and somehow manage to tick every box on how to be the perfect Leftist. You also don't have to provide disclaimers on the fact you are not okay with what's being portrayed, but you can do so if you want to save your own skin.
. Do not worry too much about word counts. Some people like to keep an eye on word counts, but make sure you're not letting it dictate your entire workflow. It's great to have goals to keep you going, but to let them define your work entirely can get stressful. If you miss your goals, don't beat yourself up about it. 
. Use online generators if necessary! Names, plot points, rough plot outlines, there are generators for everything online. They are there both for fun and to help you get a starting point, and you are NOT cheating for using them! No other writer ever does absolutely everything themselves. We all get ideas from somewhere, so there's absolutely zero shame in using generators for ideas and such. 
. Do not get hung up on looking for writing advice. I know, I just gave my advice and yet I'm saying this! Over the years I've looked at so many writing advice blogs, and almost all of it has been useless to me in the long run. Most of my learning has been from reading others' writing, and I have also learned from other kinds of art as well- films, pictures, etc. Do not rely too much on one person's style or advice. It's no good wanting to be someone else, and take that from someone who's been super jealous of loads of creators over the years. Whether it's art or writing, I've learned more from looking at others' art than I ever have from people who've told me how to do it.  On top of that, don't let others' advice dictate what you do too much. After all, people are so quick to label absolutely anything as 'bad writing' these days. Continuing on from this point...
. Do not let others' writing advice become super-strict rules. Including my own! The problem with some people and their advice, is that they tend to think their way is the only way, for everyone. And as I mentioned earlier, people are quick to slap the latest cool 'smart writer's term on anything. Remember when Mary-Sue/Marty-Stu started off as an overpowered character who never faces consequences, but then seemingly became any character with supernatural powers and/or unnatural hair and eye colours? Remember when we got taught 'said is dead' in primary school, and then authors and Internet writers suddenly became obsessed with it to the point where you were terrible for using 'said' at all?
All of those writing blogs demanding complete originality when every conceivable story is inspired by something, subconsciously or otherwise? Getting thrown overboard for using clichés? The same three authors being used as a style model? It's great to take inspiration from other people, but don't think that others' writing advice is always 100% going to improve your writing because as I have said ad nauseum throughout this whole thing- art is subjective. Even if the advice-giver is an excellent author that's been published 1205 times, that doesn't necessarily mean their way is the only way for everyone. My likes and dislikes are not ultimate. Neither are theirs, and neither are yours. Write the clichéd character, add the cool thing because it's fun, use 'said' all of the time, enjoy yourself.
. Also worth adding that just because someone writes their writing 'advice' in an incredibly harsh or 'my way is the only way' manner, it doesn't mean they're 100% right and that you should change how you do things because a bored stranger on the Internet thinks they're the last word on how to create things. You are not going to please everyone, and that's fine. And let's face it- some people are never pleased. Ever. Don’t write to please these types of people, it’s not worth it. I've come across them plenty of times in the past on creative websites, and I've fallen into the trap of trying to do what they say because they must be right, right? And really, why should I? Why should anyone?
Don't fall into the trap of feeling like you have to do what the angry man on Wordpress told everyone to do. Maybe these types occasionally have something good to share, but you should only use writing advice you find genuinely helpful to you.
. When it comes to doing research on things like stereotypes or tired archetypes / plotlines for certain marginalised groups, be aware that everyone has a different opinion on what is harmful and what isn't. You cannot write a character of any experience that every single person will agree with or consider to be a sympathetic portrayal. One man's good representation is another man's problematic.
You are also occasionally going to find some people writing these portrayal guides who will consider every experience out of their own individual one to be wrong (I've come across plenty of 'how to write autistic characters' guides where the autistic writer is convinced their experiences are the only kind of 'proper' autistic experience... and we are all very different people in reality!). Try to get a rough idea from multiple sources and go from there.
. In addition to the above: Go careful where you get your research/advice from. I will happily admit when I don't know what I'm talking about sometimes. Other people, not so much. Go careful who you choose to do any research from. On top of that, when you are looking for advice specific to a culture or identity, most of the time it's best to find things written by people who are actually a part of the group. It's good to be as thorough as you can.
. Be imperfect. No-one is a perfect writer, though some certainly think they are! Perfectionism is common, but in my opinion it holds people back a lot of the time. Don't stress too much- SimLit is meant to be a fun hobby.
. Always aim to finish your work. Even if you have to pull a plot point out of your backside to do it, try to finish everything where you can. I have only ever discontinued one story, and that was only five chapters into it. If you're having trouble, don't be afraid to leave a project for a while. I find in the meantime, I come up with new ideas. Sometimes a necessary distance to a project is needed to see it in a different light, and then any issues can be (hopefully) figured out.
. Don't get caught up in the 'reboot loop'. It's a dangerous game, to constantly want to re-do your work. I'd know - I have a personal project that's been rebooted over 10 times and still not completed that's been a work-in-progress since almost 2014. Don't get caught up in it otherwise you'll never finish anything. If there's something you don't like, assess first if it's best to just move on with the story despite it. In connection to my above point, I'd rather a story be finished badly, personally, than not finished at all.
. Do not get put off by low reader numbers or lack of comments. It's part of the creative process- either you'll get feedback or you won't. People nowadays tend to go for shorter stories either due to not having time, language barriers are also a thing that can put people off a longer prose-based story, or due to the modern age trying to make everything as succinct as possible - and like I said earlier, a lot of people are tired busy adults and likely won't have time.
Some things are also typically more niche than others.
Do not publicly whine or guilt-trip people over lack of feedback or attention. There are always going to be times where lack of attention to your work will get you down, and in my eyes, that's a good sign to take a break from it until the passion for creation comes back to you. Otherwise the story will likely suffer for it as will your wellbeing.
. Do not get put off by negative critique. Critique can be helpful, but let's face it, many people often don't know how to write a good or useful critique and a lot of people nowadays want to be a edgy, feisty caustic critic, might as well say it. Even if someone is nice about it, your first reaction might be ‘owch’.
Keep the useful critique in mind, bin the rest. You don't need to change anything about your story, at the end of the day nobody can force you to do that - but it's also not healthy to ignore absolutely all critique completely. Sometimes others' ideas can be helpful. Sometimes.
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. Jarte - A free fancier version of Wordpad that I use for note-taking and plot-planning.
. My planning document and character questions linked earlier.
. MyNoise - If you like background noise to focus but music isn't for you, these are various noise machines. It includes chanting, white noise, natural sounds (thunder, rain etc), bar ambience and much more. There's an amazing selection.
. Writing Plot Prompts and Generators - A bunch of generators for plot-related events. Rough plots, possible things that could go wrong, ideas for how characters meet and general writing prompts. 
. Character Generator - A bunch of character-related generators that will generate all sorts of ideas- from rough descriptions, to in-detail outlines, to causes of death, and a separate generator for ideas for LGBT+ characters as well.
. Evernote- a free (with paid options) note-taking app for mobile and for PC. It allows you to create to-do lists, clip whole web pages, screenshots, articles PDFs and bookmarks - great for storing research or other important things! You can also sync your PC notes with your mobile ones so you always have a space to dump your ideas wherever you come up with them.
. Random Town Name Generator - with some fun tidbits about town naming in general.
. Fantasy Map Generator - for the super-world-builders!
I hope this has given you something of a starting point, or has otherwise given you something else to think about. Happy writing!
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strangetomato · 3 months ago
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So it seems that Livejournal has now completely removed most of my story images (as of yesterday). The only remaining images are from Chapter Thirty-Five (Part Four) onward. At least Chapter Thirty-Six onward is there, as that's the most significant arc, but all the same, I'll need to fix it. Luckily my LJ image folders are still accessible and the html confirms which image goes where.
I was planning to repost the images for Dreamwidth anyway, as the LJ links didn't work for a lot of them. I had imported my chapters there a long time ago, so that makes reposting the story a bit easier. I've also updated the chapter list there, and I will be adding images a bit at a time:
Obviously, many images are missing. The (go to chapter --) links haven't been updated yet, so those mostly take you back to LJ for now.
Now I just need to summon the courage and attention span to get through the job (plus find the time). Encouragement is very welcome. Say a prayer to the ADHD gods for me.
On a positive note, I'm also chipping away at images for the next update. It's getting there, slow and steady.
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toskarin · 10 months ago
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going on the twine rant again, lads. fair warning.
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the twine editor is theoretically great software
which is to say, twine editor is far and away the best execution of "a text game maker for people who mostly make text and not games" that presently exists. it's notable for making wholly self-contained (read: does not require interpreter software) text games with functioning mechanics at about the level of code literacy you could feasibly ask from people who brushed off of other more complicated software
this is in large part because the text adventure and IF ecosystem has the same problem as the (similarly insular and incestuous) scorewriting ecosystem: all of the software is made to be used by a group of like 50 people who don't use anything else, so they just settle for whatever exists
twine solves a lot of these problems by simply existing as an html game maker that can automate all of the functions of a gamebook out of the box. the editor has features which (to me) seem to be inspired by scrivener, which is my favourite WYSIWYG writing software for longform fiction on the market (I prefer writing in LaTeX but I can acknowledge that's a habit I picked up and not an endorsement of LaTeX)
that being said, even though there's an obvious utility to being able to prototype out rpgs and such in twine incredibly quickly, I can't really recommend people... use twine for that. because of the problems.
the twine editor is also kind of beautiful for all the ways in which it issoftware designed to torture the user
twine exists with one foot in "games" and one foot in "writing" and this overlap is the totality of its intended use. this space of compromise is still the best that's been made for this specific scene, but it means that edge cases are (at absolute best) operating twine in much the way that someone being hanging onto the edge of a shattered cockpit is operating an airliner
I could go on and on about the specific elements of twine's design that drive me insane, and in how it punishes you both for making too much of a book and for making too much of a game, but there's one problem that kind of sticks out as a simulacrum of this whole issue
by design, twine organises its projects as a story map. this is kind of like the middle point between scrivener's storyboard and a whiteboard, but specialised for use in making text games. this means that each node on it is one screen, called a card, that you can open and edit
doing this opens a window for text input, and the exact contents of this window kind of depend on which format you're writing your story in, but as a rule, you write everything into these sub-windows and that's the game
because twine runs in one window, these cards open more like menus than true windows. you can have one open at a time, and when you need to test something, you close the window and press the button to test the game. simple as
now, for making software, it's helpful to have a versioning function of some sort in case, among other reasons, you fuck something up in a way you don't immediately notice
for writing, you usually want some sort of undo function, in case you accidentally delete something or edit over it
at the intersection of these two, twine does have an undo function. which works differently depending on which version of the editor you're using. in the web version, you get multiple layers of undo. that makes sense.
in the downloaded version, which is the version you have to use if you don't want to use your browser's local storage (?? you shouldn't be doing this) you get
one layer of undo.
in a modern text editor.
that you are expected to write in.
this is on top of the browser-hosted version of twine editor being significantly more stable than the desktop version, so that's obviously the version you're meant to use, which runs in stark contrast to like... how that should work. this should already be raising your blood pressure a little bit if you remember that the browser version of twine saves your project files to your browser's local storage
now, common to both versions is another important feature which seemingly exists to prevent data loss: twine automatically saves your changes when you exit out of a card
this means that, the moment you close a card to go test the changes you just made to your game, they are saved over the previous version of the game with no way to undo them
but there IS a way to get around this without having to write in an entirely separate word processor! several ways even. you can even use the downloaded version if you do this
duplicate the full project every single time you make changes that could necessitate an undo function
make a copy of every card you edit in case you need to revert to it after testing, then remember to delete it afterwards
if you're editing the cards themselves, see option 1, because there is no way to undo deletion of cards in the story map
and like... that's not good. it's kind of the hell machine for killing all human beings, actually
it's also not a problem remotely unique to twine, because this is the kind of thing you see in most niche-specialised software where there isn't really a distinction made between "this is an expected frustration of working on any artistic project" and "this is something completely insane that absolutely should not be the case and isn't tolerated in immediately adjacent comparable creative fields"
twine can be used to make longer projects, but at the point where you're recommending two layers of supporting software that overlap so hard with the editor that they should be redundancies, it becomes clear that the only thing it's really fit-for-purpose to do is non-linear fiction consisting of two or three paragraphs per card
and that's generally not what it's used for! because that sort of thing is almost universally understood as a stepping stone towards using twine for making either longform non-linear fiction or full-featured rpgs
twine could be really useful software, and in fairness it's generally better than the alternatives it supplanted in its niche (people making little interactive poems probably shouldn't be trying to use Inform or TADS), but it really seems like it was designed with as a cursed amulet meant to cause as much grief as possible while being difficult to justify throwing away
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