#CodeWisely
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#SoftwareDevelopment#ProgrammingMyths#TechFacts#DevLife#SoftwareEngineering#ITIndustry#CodingCommunity#DevelopmentTruths#TechDebunked#CodeWisely
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question, why isn't there a fanfic site medium that allows you to set yourself a name and pronoun and use it on name tags. like i feel like that wouldn't be too painfully hard to do with HTML, maybe i can test smtn like that out when i have the energy to learn a language that isn't good 'ol BBCode-
ex. for BBCode there could be a [setname] and [name] tag that allow for textboxes that fill in any text with the [name] tag, same for pronoun tags.
#fanfic#it'd make reader inserts much more fun#having your actual set name instead of Y/N and less fics with set pronouns for more transsexual fun#finally. afab preg kink fics that are tboy inclusive for all who want them#<- example of fics that can be made more transsexual#i don't actually read or write fic all that much but i'm interested in how this could work codewise#and if it could be used universally and not just on one platform#if it works universally on BBCode i bet there'd be a FR lore industrial revolution
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do u have a lore tag or something? was suddenly super curious about how the clan cats functioned on the ship and how starclan, 9 lives, etc would work while at sea..... did the healers steal herbs from the twolegs? what was their warrior code? high rn so forgive typos/errors/weirdness n whatnot
I've been marinating on this a few days, thinking about all of it...
First of all I will be making a lore tag, at this point the story has enough unique details that I can justify it.
I have a big worry of burying the comic beneath asks, and asks directed to me will all be answered in a weekly lore drop to keep the place tidy.
The tag for lore drops will be #jclore and I will try to post the ask bundles weekly.
That being said if you have lore questions directed to me (or theories!) ask away.
ANYWAYS a lot of that is truly lore dependent. Clans are just the cats that make up each ship -- of course Heron wouldn't understand a Gathering, there's no need for solitary clans traveling the high seas to host a monthly meeting when they're out traveling for months at a time. Some clans they meet they may never see again due to tragedy, trade routes, or whatever other reasons two ships wouldn't always be in the same port.
Due to the lifestyle there's likely a high turnover rate so to speak. Starclan would be vast and be filled with all kinds of cats who passed for whatever reason on the seas. It would be pretty easy to get your 9 lives when ships of cats are dying regularly -- and while the clans are solitary in life I do think they would be more liberal with their mingling in death, and many who died are probably eager to be remembered and help another ship cat, even if they didn't know them.
I think the healers made due with things available to them on the ship and things that come from the ocean. Certain fish, seaweed, maybe some sailors cloth to bind up a wound... and the sailors were likely kind on the cats and would help them with injuries.
Warrior Code may be very much loose as well, since Heron can and will make errors to the Warrior Code out of ignorance. They likely are living like pirates, codewise lol anything goes!
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BECKYYY!! PLEASE SHOW US HOW YOU DID THAT REALLY COOL NAME INPUT AND MY LIFE IS YOURS!!!
HI!!!! i am assuming you mean the login screen thing in episode 01? if so i have tried to explain it as best as i can below!
alright, so let's start with what's in the passage for the login screen:
and compare it to our rendered passage:
the login-screen div has some css going on, to make the text centered. as well as a transparent background to separate it from the other text in the passages and give it that screen sort of look.
there's not much going on codewise really, i've used two listboxes and two textboxes. the listboxes are for easy selection if someone doesn't care about imputing a custom forename and surname. the textboxes are for inputting custom names.
the login button is what's doing the heavy lifting! i used the example code from this thread i found a while back - i don't think it is too hard to follow!
in this case, the login button prevents the player from proceeding to the next passage unless the conditions are met. you don't necessarily have to put this in but it'd be silly not to as the mc wouldn't have a name and be labelled as "Forename Surname" lol.
#cs ask#tutorial#kinda? lmao#i did this like over a year ago and remember tearing my hair out. so much of coding is clawing forums for answers#code stuff
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I'm so interested, but I don't know where to start watching UU. I'm so confused. Could you please advise me how to watch it properly?
honestly the best advice i can give you is to just search unstable universe and click on any of the playlists (i recommend diya's since it tends to be the most up-to-date one), if you wanna watch just one pov then feel free to do so but be warned youd be missing a part of the experience by doing so mainly through missing context/part of the story for certain scenes (although tbf that pretty much goes for any lets play but if you dont mind that aspect then go right ahead)
a few warnings before you get started tho:
its a huge time investestment, all but the first 4 episodes are more than 3 hours long with most of them either halfway through or nearing 4 hours
some vids are uploaded later than they actually take place on the timeline, i have a guide here if you wanna know at least from what i can tell the actual order is
theres a few supplementary materials (can be found in the extras part of the sheet i linked, not complete yet cause theres some vids i havent linked yet and im still on the lookout for more since some vids get added retroactively in addition to the ones uploaded explicitly for uu), you dont need to watch them to enjoy the story but theyre a cool bonus
if you wanna watch only one pov heres a guide on each of the povs specialties before doing so
general:
they all shift in style as the eps go on, nothing jarring but if you dont like more scripted storylines you may find the later eps a bit lacking
plot themes get used and reused a lot, for example spoke often goes on quests to destroy important landmarks, parrot often goes on scavenger hunts/get imprisoned/some combination of the two, and wemmbu often does things related to civilizations/kingdoms/factions
certain editing styles also get copied from each other, parrot and wemmbu in particular like to do this with each other
themes and styles can also switch around sometimes which can affect future eps on some level
certain exploits and mechanics dont work as intended so dont bother replicating how certain mechanics work according to actual mc cause chances are youll be disappointed by the results (unless youre into that sorta thing i suppose lol)
the main povs tend to stick to the same set of ppl, most likely due to scheduling reasons, so dont expect a whole lot of crossover casting (tho obv there would still be some esp if theyve got a pre-established role already)
spoke:
redacts some important events from his eps but may recount them later on depending on how the story plays out tho not in detail
not a lot of pvp in his pov and when there is chances are hes trying to run away or someone else is handling it (mainly mapicc)
doesnt upload nearly as consistently as the other two, consequently his shift in style is more obvious comparatively but so is his character development
thematically his eps tend to be about personal growth of some kind
lorewise his eps tend to focus more on server meta, for example his pov is the only one where there is clear confirmation of the server being unstable codewise, his pov is the only one where just how large of a problem duping on the server is can actually be seen and felt, and so far his pov is the only one that shows who ash is and what his goals are. basically if spoke introduces some kind of threat in his ep, chances are it'll be a threat to the server meta and youd have to think of the bigger picture in order to grasp how dangerous they actually are
his pov is also the only one you get the full picture of what a soggy little rat he actually is since in both parrot and wemmbus povs spoke is seen as a serverwide threat, directly for parrot and theoretically for wemmbu
if you like ls s4 zam and/or ls s2 spoke then youll most likely like him as well lol
has a small reoccuring cast and tends to stick to one person when going on quests while also taking note of another one
you will feel the ghost of jamatoP haunting this kid wherever he goes even if he never directly references him
parrot:
tends to get dragged along plot points, not in the sense that he doesnt have agency cause he very much does but more like he takes it upon himself to clean up other ppls messes if that makes sense
tries not to get into pvp but he still does get into them quite often, usually tries to run away but when he doesnt/cant he doesnt really have the best fighting techniques
his character development tends toward introspection which leads to a lot of "quiet" and assumptive character development, you gotta use a lot of psychological analysis when watching a parrot episode basically
thematically his eps tend to be about the willingness to get in danger in pursuit of something (whether it be for something greater, knowledge, or the safety of the other players on the server whether it be their life or memories) vs the predictable and stagnant comfort of safety
lorewise the threats he faces are ones that focuses on the actual players themselves, if one is introduced on his episode then chances are that they specifically target and affect players. an interesting example of this is zam, seen as a threat but never actually treated like an actual problem to be solved unlike the other threats he faces and it just so happens that zam is in a really interesting place antagonism-wise when it comes to wemmbu but is otherwise not a huge threat to unaffiliated players not even parrot who he apparently has beef with
has a large reoccuring cast who come in and out of his life, each of whom are important the same way cogs are important to a machine (applies to parrot himself as well). wifies sticks by him no matter what tho
wemmbu:
literally only one episode of his so far does not heavily feature or center around zam and its the one that takes place before they meet, if you do not like seeing/hearing about zam every 10 minutes or so do not watch wemmbus eps or you Will get pissed off
gets into fights quite often and is the best at pvp among the three main povs but isnt the best in terms of the server at large (hes somewhere more along the lines of average)
his character development is. rocky. and cyclical. be prepared to see him spiral and get better and spiral again over and over again basically lol
thematically his eps tend to be about princezam. i wish i was joking. but besides that, theyre also about retaliatory safety, morality, and sacrificing everything just to try and accomplish a singular goal
lorewise he causes a lot of ripple effects that affect the other two povs to a level that neither of them have ever affected him like for example him terrorizing spoke and parrot is what drove them to their current paths (anti-exploit exploiter for spoke and player protector for parrot)
has. A reoccuring cast. most of them are enemies and/or dont matter to him a whole lot personally tho... that doesnt mean he doesnt have friendly relations or allies of any kind, just that the only two you Really need to take note of are eggchan and princezam
i think thats p much all i can say about uu in terms of how to get into it but if youve got any questions of some kind feel free to ask :D
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also: the bases for greenville (discord bot ive been working on)
i plan on adding rex and hairless variants as well so iโll have to make modifications for those eventually. focusing on patterns rn though
codewise iโm currently stuck on trying to connect the database but i am Not giving up lol
- ๐ฅ
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also, so, okay, so i'm working on a game project right now, right? i generally don't really talk about wips because deeply ingrained into my personality is "hey don't brag about stuff you haven't done yet", b/c i think that's... profoundly self-aggrandizing and i don't like it. and if it's not self-aggrandizing then it's marketing and i also don't like that. and given my track record with finishing projects i feel like anything i work on is likely to never see the light of day.
but i probably should try to, you know. talk about what i'm actually doing to some extent b/c that helps me get my thoughts in order
so i have this whole rendering & worldgen system that i'm mostly satisfied with, & i was thinking about the primary Mechanical Loop in the game being basically identical to 'the new hive': yr in a desert town, you go out to scavenge parts from various ruins, you return to town to fix stuff up. sometimes this is from people's requests and sometimes it's for stuff for your own use. sometimes, when you return to town some stuff is happening and there's plot & story developments. sometimes, you go out in the desert with other people and there's stuff to do when you camp for the day.
mostly what i am thinking about is a game that is deeply involved in, like, the day-to-day. in 'the new hive' the camping thing was mostly just the place to put your daily tfs and your sex scenes, but in this i think it'd be really neat to have a little cooking minigame, or like, various card games, and while you're doing either of those you're also talking to whoever you're with to get character interaction stuff. i really liked breath of fire 3 & 4 and a game that's all about the campfire scenes would be great.
maybe there's even system-driven stuff, like, there were sandstorms in 'the new hive' and for this i've been thinking about like, sandstorms and acid rain (there's an equatorial ocean of acid so along the coasts there's genuine highly-acidic rainfall) and how that would influence camping. you gotta set up the tent all the time, but now you also gotta set up some sand screens or a waxed & oiled tarp overhead to limit the weather effects! maybe you have to bunker down at camp for a few days due to weather problems and that kinda introduces other things. stuff like that.
i have a loose design for an overly-complicated "crafting system" that's kinda block-based, in that things have recipes like 'needs 1x sturdy element, 1x sharp element, & 1x binding element' and then you have items like "cord: binding/-50% repair cost" and "glue: binding/+10 durability", and so a crafted item is kind of the composite of all the various modifiers involved in crafting it, but then also each item is actually some kinda tetramino-shaped chunk and you get some 6x6 crafting grid or w/e and you have to physically fit all the ingredients together, and that would also determine which materials could be used together. this would probably also how the cooking system would work. codewise, not that difficult to make, but in terms of "thinking up plenty of different resources that have novel variations" design, it's kinda more difficult. also that might be too fiddly? i don't exactly want to drown the player in mechanics.
anyway you would still be able to fuck weird monsters but it might be more towards the 'fade to black' end of the spectrum than '8k word sex scene about taking a giant monster knot'. but it's all barely more than concepting at this point
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Working on expanding the 'cave layer' structure to things like: buildings. I actually need to do a lot of little tweaks to the collision code to support things like fences or thin walls, which would go a long way towards being able to make buildings look more building-like. That also means drawing roughly 50 new sprites to actually use in or on buildings.
Codewise, the biggest thing is adding a ceiling (and maybe stairs up to a floor roof so you can stand on top of that), but that would also require also finally fixing the cutaway effect so that you can properly see what's happening in a building you're inside. None of that should be particularly complicated, it's just a little fiddly to get everything working right between the collision code and the rendering code and the culling code.
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Longevity and persistence
Outside of general content unlocks, the number one thing I've heard and seen both for my game and the genre in general are persistent upgrades for the player to spend resources on to add some payoff to otherwise separate runs. While I need to do the art and actual menu, I now have all the implementation done codewise to actually have an upgrade system in place. You will very soon be able to upgrade 10 different areas universally across your unlocked vessels. I'll have to balance costs and the game itself around this, but I think the system will go a long way to adding a sense of reward, especially on failed runs. Luckily it was easy to implement, with most of the time spent ensuring the upgrades are compatible with special ship properties (like temporary armor or speed boosts) and ensuring individual properties are maintained.
#broadside renegades#game dev#indie dev#game development#progress#upgrades#now I have to do menus gag
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Other Animations
These animations are for stationary objects that don't have any others so I can apply it here and I don't need to do anything codewise for the animations as they only have one that doesn't change
This is for the shell pickup and my Sea Urchin enemy
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Affiliate Tracking Software Market Outlook: World Approaching Demand & Growth Prospect 2023-2028
Latest study released by AMA Research on Global Affiliate Tracking Software Market research focuses on latest market trend, opportunities and various future aspects so you can get a variety of ways to maximize your profits. Affiliate Tracking Software Market predicted until 2028*. Affiliate tracking is the process of managing and tracking marketing activities, frequently through the use of special software and different plugins installed in affiliate websites. It is mostly used by businesses that own affiliate networks in order to manage its affiliates and gain insight into the performance of each affiliate and the network as a whole. This software is to allow the owner of affiliate networks to track the performance of their affiliates in order to measure which ones are driving traffic and revenue and to be able to give proper compensation. There are various aspects of affiliate tracking including CPC (Cost per click), CPA (Cost per acquisition), CPM (Cost per impression), CPS (Cost per sale), CPI (Cost per install) and others. Some of Key Players included in Affiliate Tracking Software Market are:
QualityUnit (Slovakia)
Tipalti (United States)
Offerslook (United States)
Scaleo (United Kingdom)
Tapfiliate (The Netherlands)
Affise Technologies (Vilnius)
TrackingDesk (Israel)
iDevDirect (United States)
Codewise (Poland)
Cellxpert (Israel)
Market Trends: Real-Time Tracking and Reporting
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Drivers: Increasing Demand Due To Easy Account Management
High Adoption Due To Features Such That in Depth Reporting
Opportunities: Huge Demand in Various Business
The titled segments and Market Data are Break Down 659
Presented By
AMA Research & Media LLP
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this is a fantastic answer and sort of the sphere I was leaning to for it but you put it very eloquently. i personally feel that the characters are pretty vivid and thereโs a fair amount of room for extrapolation and so on in the setting. i contest that every loose end is tied up (I could name a few hooks that went unresolved - like, stuff that codewise was literally called a DLCHook - as well as plot stuff about certain characters) but that said this does seem fairly accurate on the whole. thank you, this really does alleviate some of the headscratching to have it put this way.
i'll admit i don't understand something about the fan presence arkane has as a member thereof: the disparity in fanworks and cultural presence compared to their other releases. compared to prey, and deathloop (i'm not going to even bother with the other one), it puzzles me a whole lot.
dishonored is almost 11 years old as I'm writing this, and while dh2 is newer they're both a bit aged in terms of fandom lifetimes. this is not a criticism, to be clear โ age and quality are not causative, and many of my favorite things are older than i am. that said, it's odd to me that it still gets regular art, fics, posts about it, etc when the stuff for prey and deathloop seem to have dried up (save a few intrepid souls persisting, some of whom i am lucky enough to be personal friends with, whose work i adore, y'all know who you are). to me, prey in particular has just as much to chew on, just as much impact, and just as much of... all the things that make arkane games special as dishonored does, and yet there's a marked difference in how much presence each has in the present in discussion and creative works. for deathloop it's even starker, though i suspect the more linear, pared-down world and experience in that game plays a role.
again this is not a condemnation or complaint, i love dishonored and i am very glad there seems to be a steady stream of people discovering and falling in love with it, or returning to it, or having never left it. it's nice that it keeps space in the mind like that, and it holds a place in my heart and has since i visited its display at PAX 12 prior to release. however with that said, it leaves me wondering: why don't its younger siblings, and why is the disparity so apparent? what is it about dishonored (and its fanbase) that differs so greatly in impact? i'm aware there's some overlap - i love DH, Prey, and DL all at once myself - but it's a real headscratcher regardless.
thoughts and comments welcome, perhaps someone sees what i've missed. ultimately i just wish they all got about as much continual love as dishonored does, not that dishonored got less.
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itโs that time of the year again: Fighting The Code On A Tumblr Theme
#venus ambassador give us a post#idk how old the blog is but i just gave up for prob the sixth time tryin 2 fix the issue w photosets on petalblast#it's so stupid bc it's like...such a simple theme from the looks of it codewise. like there's not a lot going on it's v straightforward#but no matter what i've tried to fix this it. never works gjkdfhd#idk where the person that made the theme is bc the credit links back to a dead blog#and the last posts on the blog are like. mutuals can message me for my new url#and i'm like bro come back i need ur help with ur theme
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The Sim Reaper is very relatable
#the sims#sims 3#the grim reaper#also apparently he's trans in ts2 (i.e. despite being intended as a male sim he is technically female codewise) due to a glitch#even more relatable#this may have been patched in the expansion packs though
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i was m0re wondering what it w0uld even lo0k like codewise. are all y0ur thoughts and mem0ries just in a directory s0mewhere? what happens if i jam a usbstick in there with music lessons 0r something 0nce you're b0uncy again?
fuck it i can run a diagnostic if y0u're bored. a strange way t0 catch up.
fucking claire jumpscare.
and i prefer flesh f0r the record, h0t as a bot might be
((Good to see you again!
I appear and dissappear at will! I don't know how I feel about the robot thing myself!
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Is there anything "wrong" with Debian or is he a pretty normal addison codewise
im sorry but this ask is so fucking funny
anyways no hes ''"normal"" lol
#quotations. we know hes notnormal he chews wires for fucks sake#but code wise. yes. normal.#mod pink
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