#Collected Data [Dash Games]
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How adorable are you?
"I'm more intimidating than adorable, if anything..."
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Custody Battle - Harumasa x gn!Reader
Summary -> 750 words. A sweet little moment during the ongoing battle of custody of Agent Gulliver between Harumasa and you, a simple hollow raider Warnings -> None.
You watched from your vantage point, observing as Harumasa collected data from the terminal. He kept looking over his shoulder, like he could sense you. You saw as he gestured to Agent Gulliver to stand closer. This wasn’t going to be easy. This little game between the two of you had only gotten more intense as time had passed. Agent Gulliver looked around, almost… excited for it at this point. When Harumasa turned a corner and Gulliver had lagged behind a bit, you knew this was your moment.
You dash from your hiding spot and scoop up the bangboo and run like the wind, the air of the hollow filling with giggles. You glanced over your shoulder only to see Harumasa running after you, but with his lungs you knew you could outrun him. Once he started slowing down you dash around a few corners to lose him, squeezing Gulliver close.
“Gotcha.” You giggle and lift up the bangboo’s cap and kiss his forehead before setting him down. “Let’s run a quick errand before bringing you back to Harumasa.” Gulliver happily follows you through a dilapidated building. You shove some rubble aside and see the safe you had gotten the commission about. “Alright, Gully. Crack this safe for me?”
Eh-nah! Gulliver hopped over to the safe, interfacing with it and working on breaking it open. You start to mindlessly roam around, seeing ethereals walking outside the window as you circle the room. You were focused on watching them wander mindlessly, your thoughts drifting to the future that awaited Harumasa. The friendship between you two was odd. You were a hollow raider, constantly on the run from the law, and he was…well… the law for a lack of a shorter description.
“You can’t keep doing this.” The voice behind you scares you, instincts acting as your blade clashes against his.
“Shit- Harumasa you can’t just sneak up like that!” You sheath your blade as he puts his bow back together and stows it.
“You stole HSO property.” “I borrowed Agent Gulliver, who happens to enjoy these little excursions, don’t you Gully.” You coo and pet the bangboo who was preoccupied with cracking the safe, but let out a happy noise anyway.
Harumasa smirks and circles around you. “You’re purposefully making my mission so much longer. I’m going to get home late because of you.” He throws himself against your back, knowing you’d catch him. His arms wrapped around your torso, his head on your shoulder so he could look at you with those pouty eyes. “You’re so evil.” “Oh just the worst.” You roll your eyes and straighten your back just so he wouldn’t be uncomfortably slumped. “Taking a whole five minutes of your time.”
“You can make it up to me.” Harumasa looks up at you with hope, squeezing you close.
“How can I, a lowly hollow raider who is so below you, make it up to you?”
“Go out to dinner and then maybe end up below me at the end of the night~?” He laughs as you smack the top of his head.
“Oh get your mind out of the gutter. You’re gross.” You wiggle out of his grasp as he laughs and moves to hug you again, one arm around your waist in a casual manner.
“Okay okay ignore the second half of that sentence. But get dinner with me. Please.” The light tone that was normally in his voice was gone. He was serious.
“Me?”
“You.”
“Like… Romantic style?”
“Preferably.”
“Just us?”
“...Who else would be there?”
You stare at him blankly, registering a small tug at your pant leg. “Gulliver?”
“Why would Gulliver be there?” Harumasa chuckles, amused at your reaction.
“No I meant-” You look down at the bangboo who was pointing at the opened safe. You moved over and grabbed the files you were commissioned to retrieve. You tapped the folder against your hand in thinking before putting it in your bag, picking up Gulliver and holding him out to Harumasa who took him without a second thought. “I uh… He’s yours again. I’m done…”
“Uh huh.” Harumasa smiles widely, watching you shift on your feet awkwardly. “Ramen? Seven tonight?”
“Ah… haha yeah…” You try to fight it, but the smile still cracks across your face. “I’ll uh… See you there.” You step close and kiss his cheek a bit clunkily before walking out of the building you were in.
When you were almost out of earshot you heard Harumasa’s voice. “Yeah yeah, you told me… I had nothing to worry about… Oh shut up and get us out of here, Gulliver.”
A/N -> I had a dream about Harumasa last night. I think I'm in too deep.
#oneshot#asaba harumasa#harumasa x reader#zzz harumasa#asaba harumasa fluff#asaba harumasa x reader#zzz x reader#zzz x you
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It's super exciting to see a character focus week that isn't ship centric or doesn't feel unwelcoming to smaller, usually queen ships, or alternative headcanons that don't fit Canon or main stream fanon.
(If you know you know)
Satine has grown on me entirely because of friends though I'm still learning all the related lore.
The Mandalorian women like Satine, Ursa, Bo, the Armorer and Sabine are some of favorite characters so I'd love to see more about her. (Are there any Satine or even Bo books? Comics? Anything?!)
I wish everyone luck and hope to see more Satine content in Jan!
Hi Revan,
We're happy to see Satine love growing!
The good and bad news regarding Satine Kryze: there isn't much canon content for her out there. It's sad because we would all love to know more about her character, but at the same time, minimal backstory means there is a lot of room for everyone to develop their own complex fanon lore.
To help everyone prepare for Satine Kryze Week, we've put together a collection of official Star Wars content and fan made resources that feature her! The list is quite long, so we've put it under the cut to spare everyone's dash.
OFFICAL PUBLICATIONS (CANON & LEGENDS)
1. The Comprehensive Guide to the Star Wars Galaxy (2024) Contains data entries for almost every character featured in Star Wars. This book will be released on November 19.
2. Star Wars: Timelines (2023) Briefly discusses the Mandalorian Civil Wars, the events of Master & Apprentice, and the Siege of Mandalore.
3. The Clone Wars: Character Encyclopedia (2021) Features multiple pages of Satine and Bo-Katan Kryze.
4. Star Wars: Battles that Changed the Galaxy (2021) Details multiple battles and wars involving the Mandalore system, including those that occurred during Satine's life.
5. The Clone Wars: Stories of Light and Dark (2020) Two short stories briefly mention Satine Kryze. Dark Vengeance: The True Story of Darth Maul and His Revenge Against the Jedi Known as Obi-Wan Kenobi and Kenobi's Shadow.
6. Master & Apprentice (2019) A novel that covers Obi-Wan's time as a padawan under Qui-Gon Jinn, with mentions to their shared time on Mandalore with Satine.
7. Rise of the Separatists (2019) Era sourcebook for Fantasy Flight Games' Star Wars roleplaying game system, covering the first half of the Clone Wars.
8. Collapse of the Republic (2019) Era sourcebook for Fantasy Flight Games' Star Wars roleplaying game system, covering the second half of the Clone Wars.
9. Star Wars: Women of the Galaxy (2018) Art of Satine on her throne is included, and a new version comes out April 2025.
10. Star Wars Propaganda: A History of Persuasive Art in the Galaxy (2016) Includes art related to the Neutral Systems and Mandalore.
11. Star Wars: Galactic Atlas (2016) Multiple pages dedicated to Mandalore's history.
12. Darth Maul - Son of Dathomir 3 (2014) Comic that covers Maul's time on Mandalore, brief references to Satine.
13. The Bounty Hunter Code (2013) Contains the Death Watch Manifesto at the end, which includes Legends/Expanded Universe Mandalorian lore.
FAN MADE RESOURCES
1. @fox-trot They have done an incredible job archiving the best bits of published Mandalorian lore from across all SW media! We highly recommend her mandalorian tag.
2. @supertaliart They put together an amazing guide on Mandalorian language and culture! If you're a visual learner, it's perfect for you.
3. @ranahan This account has poured hours of love and time into compiling every piece of information they can on Mando'a. Check out their masterlist for a complete breakdown on the language.
Thank you for making it to the end of this list! It's far from complete or comprehensive, but we hope it helps. If anyone else has resources they'd like to share or books they would recommend, feel free to share in the comments below 💙
Can't wait for the event (January 27-31 2025) to celebrate Satine with all of you! For anyone who missed it, check out our Rules and About for more information too 🌸 We'll be sharing older fandom works featuring Satine leading up to to the week using #pre event showcase as well!
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Three sims, all judging you. :)
Since the release of the "legacy collection" thing, I've been seeing a lot of TS2 on my dash, and while it doesn't make me want to install and play TS2, it has sort of made me a bit nostalgic for the ways I used to play it. So, I decided to do a (sort of) Prosperity Challenge in TS3. Since how TS2 works is quite different from how TS3 works, this manifests mostly in doing all the random number generation from that challenge to decide the composition of each starting household and what the characteristics of each household member will be. (You're supposed to use a die roll to decide how many families to start with, but I pre-decided that I wanted six households, so I didn't roll for that.)
I finally finished creating the households last night, 24 sims total, so the above is three members of one of them, which consists of twin brothers (because they rolled as the same age, so I just used two iterations of the same sim that I had in my library), each of whom has a wife and a child-age daughter, all living in the same large house, which I'm imagining that the brothers inherited.
I'm gonna stick the rest of my babble behind a cut, so if you want to know more about what I'm doing in this, you know what to do.
I'm using Great Bear for this, a world that I've wanted to use for something for a long time because it sort of reminds me of home, because I didn't want yet another save in Meadow Glen. LOL It seemed like a good choice for this "challenge" since the residential lots are ready-to-go and there are some larger houses, which is good because two of my households have six starting members. I've done some small changes/additions to the world, mostly so that it has all rabbitholes so that all rabbithole careers are available but also things like editing one of the world's many parks to be a seasonal festival lot that also has live performances, which is good because the fairy brother above rolled to be in the Singer career. But mostly, it's just the world as-is.
I've also compiled data for a Tempest preset based on my own hometown for it, which I'll be sharing once the data gets translated into actual preset form. I also still need to create the Story Progression settings profile that will control various aspects of this thing, so that's next on the to-do list for this thing. That'll be fun. LOL
Like I said, I pre-determined that I wanted six households, but other than that I (mostly) followed the challenge's rules for determining the composition of those households, except that I disallowed starting with elders. The reason for that is that I'm NOT going to freeze the other households when I'm playing one of them, and I'm going to play each of them for a season, which for this save will be 18 days long each. So by the time I start playing the last household on the list for the first time, 90 in-game days will have passed. I am playing with very long and realistically-proportioned lifespans -- 12-day "years" so that babies are babies for 12 days and children are children for 108 days, and YAs are YAs for 204 days, etc. -- in this save for this very reason, but still, since I rolled for a starting age for each sim (not a starting lifestage), if I'd included elders, some of them might have started old enough that they'd have died before I got to play them. But, some of the older adult starting sims might become elders before I get to them, so there's that. LOL
For further randomness, I used this random sim generator that I found to generate most of the characteristics of each sim. That sprinkled in a couple fairies (one of the guys above and his daughter), a couple vampires (which I've never done much with, so that'll be interesting, though one is only a toddler), an adult witch, and a young adult merman. Of particular interest was that it generates hobbies to focus on for the sims as well as lifetime rewards to target. I've never really used the lifetime rewards in the game, so I decided to incorporate those for this save, for something different to do, though I didn't end up using all the "targets" that the generator spat out because some of them weren't applicable for the particular sim. I ended up making a numbered list of all the LTAs in the game and then using a random number generator to assign them, rerolling if I got one that wasn't appropriate for the sim in question. I'll have each Sim acquire the LTAs in the order they generated.
Overall, this challenge has always interested me because its set-up method sort of gives you a backstory for each of the households. For instance, the rules say that all members of each starting household must be related to each other, which can cause some interesting things.
One of my households, for instance, consists of a 28-year-old human woman, a 13-year-old human boy, an 8-year-old human boy, and a 3-year-old vampire boy. Since the household members have to be related, I figured that I've got a young single mom with three sons, one of which was the result of a teen pregnancy and one of which is (somehow) a vampire. So, in my head, this is a woman who was forced into marriage as a teen (because of being born into a religion that encourages child marriage) and that she escaped from, and then, post-escape, she had a dalliance with a vampire, resulting in son #3. She's starting off poor (I rolled for starting funds), hampered with younger children, one of them "special needs" in a sense, and with a traumatic background from which she is still deprogramming, and will have some struggles as a result. So, that makes for interesting story-telling (at least in my head) just from the household composition. The other households are interesting, too, though not in the same way.
I don't know if I'll share this gameplay much. Assuming that I stick with it, it will quickly become complicated and hard to portray in blog form. Maybe I'll just make posts about the starting households and see where it goes from there. Maybe I'll end up posting about just one of the households. I dunno. We'll see where it goes, if it goes anywhere. For me, a lot of the fun of this was setting it up. Whether or not actually playing it will be fun remains to be seen. :)
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reading your post about vale and marc mind games bc it came up on my dash and thinking about your point about how athletes like vale must convince themselves of certain things but also know the truth. and i guess with vale’s insistence that marc was never a fan of his, that he tricked him, that everything was a lie, when there are videos from marc at age seven naming vale as his hero, videos from him at age nineteen talking about collecting vale’s bikes, etc, things that would appear as “proof” i wonder if there’s some difference between what vale has convinced himself of and the (apparent) reality/truth that exists. obviously there is no way of knowing and it’s imo harder to figure out the “truth” of an emotional and personal situation that both parties were deeply hurt by than a sporting one. but it’s interesting because in 2015 the personal and sport elements were intertwined too
(x) hm yeah, I love the subjectivity of the whole thing, how it's all founded so much around these 'emotional' truths... there's this kind of fun tension where in late 2015/early 2016 both 'sides' are attempting to prove they're right with data, hrc is promising press conferences to present conclusive evidence, everyone's waving around sheets of paper with telemetry and obsessing around helicopter shots... but you won't actually be able to prove anything one way or the other, because this isn't something that can actually be 'proven'. this is about minds and it's about hearts - you can't find conclusive evidence for what's in either of them. that doesn't mean studying the events is pointless... but it can only ever tell you so much. valentino's initial allegation was couched in the language of facts, he wanted his audience to believe that you could read marc's intentions in a few numbers. but even if marc had wanted to sabotage him, you never would have found that in those numbers... and at the end of the day, valentino was using those numbers to tell a much bigger story
this is the difference to, say, qatar 2004, right? because if you're concerning yourself with what 'really' happened at qatar, then you can find a 'truth' of sorts - it should be possible in theory to know whether sete gibernau was involved in valentino's penalty or not. how that penalty came to exist is knowable. you can still do with this information what you want, argue about what sete was attempting to achieve with his actions, argue about what valentino knew or did not know and what he chose to do with that information - but the central 'conspiracy' is one that is based on real events. what marc wanted of valentino that year, the full spectrum of possibilities from completely innocuous to ragingly malicious, is not knowable in a similar way. even marc and valentino themselves won't completely understand their own intentions that year... nobody is knowable even to themselves, right? they've narrativised this to death and back in their own heads, including what happened in the races themselves... marc and valentino both going over the events again and again, in argentina, in assen, in phillip island, in sepang, in valencia... thinking about what they did, what the other did - the level of reflection that can obscure as much as it reveals. even isolated racing events that should be relatively straightforward are still essentially ambiguous, and continue to be enthusiastically debated to this day. the protagonists hold diametrically opposed views, and even there we can only guess at what they really believe
I'll include the autobiography bit again because it really is a bit of a banger
obviously, the context itself is a different one (and if you want to read more about 2003-05 then. well here you go). but it's such a good description... especially this bit
But then again, we riders always say all sorts of things. Sometimes we believe what we say, even when it sounds crazy, other times we’re just being hopeful and, still at other times, it’s all an exercise in self-delusion. We try to convince ourselves of something, because ultimately, every time you step on the track, words don’t matter, and it’s just you, the bike and your opponents.
"at other times, it's all an exercise in self-delusion". you don't say! "we try to convince ourselves of something"... valentino does have a reasonable understanding of his own working process, I think. it's very true what you say about the intertwining of the personal and the sporting processes, and this post contains some speculation about how valentino may have also changed in how he approached interpersonal relationships to his rivals over time. if you buy into this theory, you have a shift to the purely 'professional' rivalries with casey and jorge, where he was fairly conscious and deliberate in manipulating both that dynamic and how he felt within that dynamic. giving himself a target was all well and good, but it's all part of the game, all about attempting to get a competitive edge over his new challengers... it took a bit of a perfect storm for that friendship with marc to even be possible in the first place. maybe marc and valentino would have always ended up enemies - but not in every universe do they start out as friends
of course, the main story valentino ended up telling himself was that marc was out to destroy him. now, this is very much the topic for another post, but it is broadly reasonable to argue that marc approached his rivalry with valentino differently than he did any of his others. it's also not stretching things too far to suggest that marc was perhaps a little more focused on valentino than was competitively reasonable, that he seemed to take defeats to valentino particularly poorly... further into grey areas, was marc deliberately messing with valentino specifically? did he want to beat valentino at all costs, knowing he was pushing things, knowing it might cost valentino the title? where we get into even murkier territory is the question of what marc's preferred outcome for the title that year was, and whether he was really as disinterested as he said he was. it is just around up until this area where you can still more or less get to in a reasonable way, without too much delusion required - where the theory jumps off the cliff edge is by proposing that marc was deliberately orchestrating the phillip island race in order to hand jorge the title. that bit does not work. in a way, though, it's just the conspiratorial scaffolding for an emotional truth. this 'truth' that valentino felt very strongly is that marc had it out for him. once he was convinced of that, he basically just... arranged the facts to suit this narrative, but really the phillip island thing was a lot about having something a bit more 'solid' to grasp onto. it is where he makes the leap from 'malice' to 'conspiracy'. then, he blows shit up at sepang, and obviously from then on you do have marc essentially strengthening this narrative within valentino's mind. that's where we make the step to self-delusion, right...
that being said - the childhood hero thing. "is it true that he’s been my fan? is it true that he had a poster with me in his bedroom? I would like to check." now, in all honesty, I do think valentino knows marc was a fan. this is just my personal read, but to me that line was meant to twist the knife in, rather than being completely literal. the contentious bit, right, isn't that marc at one stage was a valentino fan, it's what this means. what valentino is asserting here is that this stance of marc's, where marc still claims a particular fondness for valentino as a result of how he's always been a fan of valentino, is fundamentally dishonest. valentino knows for a fact that just having a poster of someone in their room isn't enough to stop a rivalry from eventually going sour. let's bring in another autobiography excerpt:
The funny thing is that a few years earlier, when I was fourteen I had had a poster of Biaggi in my room. It was one of many posters on my bedroom wall and it showed Biaggi on the Honda 250. Nothing strange in that: he was Italian and I supported all the Italian riders. Besides, he was an aggressive rider and I always had a lot of respect for those riders who went on the attack. But, back then, I did not know him personally. It was only when I started to listen to his interviews and read what he said in the papers that my opinion changed. With Biaggi, no matter what happened, it never seemed to be his fault, there was always something wrong with the bike or the tyres. I thought he said a lot of things that I believed simply couldn't be true.
the thing is, almost all of these riders are going to have someone on their bedroom wall - and if you're marc's age, there's a pretty good chance that someone is going to be valentino rossi. it's not even valentino's first experience with a feud starting up with someone who had once been his fan... look at casey, who repeatedly said he was a fan of his, had admired him - yes, obviously, completely different degree to marc, but the point is he still publicly said it before that rivalry turned ugly. and jorge who was both a valentino anti-fan and a fan and was kinda actively weird about the whole thing. valentino made reference to this himself in 2010 when those two and him started sniping at each other when he was out with the leg break, saying that at least they were being honest now. like... in blunt terms, if you're valentino rossi, you do kinda expect most people to be a fan of you. so many of these younger riders have some childhood photo of themselves with valentino floating around. marc wasn't particularly special in that regard. the fact that he was a valentino fan isn't why valentino felt so warmly towards him. it wouldn't have been enough in itself for valentino to treat him in any way differently from his other rivals. valentino's been in this game for too long to get sentimental over that - at the end of the day, you need to ensure you're thinking about your rivals in whatever way you need to in order to give yourself the best possible chance to win. the posters weren't the reason why valentino lowered his guard around marc. so, keeping all that in mind, would it really be thar=t hard for valentino to believe that marc was at one stage a fan of his? seriously?
there's also this from uccio in that infamous 2016 interview:
if even uccio implicitly acknowledges the poster bit isn't fake, is valentino really not going to believe that marc had a poster of him at some stage?
now, this isn't the same thing as arguing that valentino had an accurate understanding of how marc felt towards him. it's entirely plausible to say that, yes, he wasn't being entirely literal about the childhood bedroom stuff... but he also didn't get what that hero worship actually meant to marc. you can be a fan of someone and you can be A Fan, and marc was A Fan. this wasn't just a reference point for marc... this was someone he deeply admired. someone he very much idolised. it's not just 'a poster', right - showing valentino marc's childhood bedroom probably doesn't achieve that much. it's something that valentino just interprets differently... to him, this doesn't mean anything in and of itself. which he's broadly right about - except he wasn't entirely aware of what level of fandom marc was actually operating on
so, why does he say it if he's not literally doubting the existence of any posters? first of all, he's just trying to be cruel here. he knows why it stings, right - he's calling the very foundation of their relationship a lie. marc had this pretence up the whole time, and now valentino is finally forcing him to drop it. marc's being dishonest - and how better to argue his case than by saying not even the posters were real? the second reason is that it's an act of erasure. I talk in the sete post about how he does this with that rivalry... most noticeably by excluding sete almost entirely from his autobiography. here, valentino takes a slightly different approach over the years, but as the other feud with deep interpersonal repercussions it's broadly coming from the same playbook. this is the most radical way you can cut ties, right... you can argue the bond never existed in the first place. if it was all just a lie, then the relationship isn't just over - it was never really there. it's the most brutal and complete way you can burn your bridges. marc isn't just denied valentino's friendship... valentino isn't even allowing him to be his fan. he's attempting to erase the continuity between them entirely, how marc isn't just his successor in literal terms of his results but also in the more abstract sense of how he modelled himself after valentino. it's this bit that indicates the finality in valentino's decision perhaps better than anything else. this is the end, in all the ways that matter most
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The State of Things Present
this post was available for patrons a week early! please consider supporting me over on patreon!
I kept trying to make this post fancier and better and more engaging, and then I realized I was doing that thing where I make myself too overwhelmed to actually finish and post it. The other thing was I kept gunning for a once-a-week posting, and uh… yeah that's not sustainable. So here we go!
The Ghost of Spacefarer Present appears before you He whispers, very quietly, yet in a voice that resonates: "Time to resurrect the Spacefarer"
Ok so the spacefarer (me??) was very tired, but he's awake now and doing things!
Life status
We moved! My wife and kids and I packed up and headed some miles south of our previous house. It was a risk for sure. We didn't know how things would pan out. We really needed to get away from our old environment, our old town, our old house. We loved that house, and we'd said so to each other many times even as we were halfheartedly searching for a new one. But at some point that house had become too burdened with bad memories and traumas, not to mention that after the pandemic, we had no more real roots there. Everyone had moved away, the communities we were involved with had disbanded or changed. And anyway, my wife would be starting a new teaching job down south.
We were fortunate enough to find a new house we loved, and fortunate enough to be in a position where we could actually make the move. I'm aware this is a privilege, given the economy and the market, and so I can only express my thankfulness and consider it a blessing, especially as we healed through our grief.
I have an improved office now! This is where I work on my day job (software/web dev) and my unday job (Studio Spacefarer). With my genetics stacked against me, but also with my desire to be able to keep up with my kids and be there for my family, I collected a standing desk, a walking pad treadmill thing, and an ergonomic keyboard. I'm walking or at least standing most of the day now, which has made a surprising difference already.

I was gonna post a wider view of the office, but my 3yo son ran up while I was taking pictures and started "working" (mashing the keypad), so this is automatically the better pic. Them's the rules.
Anyway, in short, we made it, and it hasn't been a smooth ride the entire time, but it has been well worth it. I've been able to get back into gamedev, which has been a huge boon to my mental health too.
Speaking of… (ghostly drumroll)
Game status!
The good stuff. Here's where I'm at presently with Episode III!
The game is completable from start to end (definitely NOT feature complete)
Jumping, swimming, and dashing all work like a charm and are super fun
Three enemy types have been added, including custom A* pathfinding for the sea monster
Two new collection mechanics (one is heart containers, the other will be a small surprise)
Depth sorting and fake-3D, as mentioned previously, which lets me do lots of fun effects
Day/night are now on a new system, and cave darkness is now a thing (I tried to implement this in PD2 but couldn't figure it out)
Palette swapping for night and lighting effects now uses GameMaker's built in layer effects
Much of the game is now decorated
Updated the game's palette to be more pleasing
Better borderless windowed mode, frame toggling, etc. (I'd made a post about a third party plugin I used to do this previously, but not long after that, GameMaker added an official setting to be toggleable at runtime, so I switched to that… much easier lol)
New audio library which has been a MASSIVE boon (Juju's Vinyl)
New flexible debug/inspector mode which allows me to change values on the fly more easily
State machine rewrite using structs instead of data structures--extremely flexible and less error-prone (in fact the data structures here were the #1 cause of crashes in Episodes I and II)
Save system rewrite, also using structs instead of data structures (thus fixing the #2 cause of crashes in the first two episodes)
Adjusted the way walls get displayed in interiors--will make a post on this later
Lots and lots and lots and lots of bug fixes
Post end status!
I'm not exactly sure how to wrap this up lol, but y'all can be encouraging me, if you have the emotional space to do so! There's still a lot left to do on PD3, and it can be very daunting at times.
Next post up will be looking forward to the future of Studio Spacefarer. I'm very excited about this! Keep an eye out!
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For Sovi for the Hatchling OC Ask Game. 6, 16, & 26.
Ask game if anyone else is curious about Sovi ::]
6. What color are your Hatchling's eyes?


Dandelion yellow 💛🧡 so like, a more orangey yellow. Like egg yolks! Lol
16. Is your Hatchling athletic or nerdy?
Athletic with a dash of nerdy! Sovi likes to move and push their body to its limit, but they're also a really good mathematician to the point others look to them for numbers problems even if they've got nothing to do with the actual problem.
26. Why did your Hatchling join OWV?
Inherited profession! They would've joined as ground control or an engineer (or both) anyway; they were always close with both Hornfels and Slate, and they were interested in the work being done by them.
Sovi saw more valuable things needed doing in space than at home, though, and being in the Wilds sounded like a challenge and a type of freedom wrapped into one. They always liked running the grasslands at home; flying a ship around the solar system and running around on other planets sounded fun! Not to mention they'd be able to collect important data and run numbers in the field. Plus, Gabbro was in training to be an astronaut. If they were one too, they wouldn't have to wait for them to come home and could visit whenever they wanted! Win-win.
#ask game#ow#delete later#(personal tag not to delete lol)#thanks for the ask heeheeeee#outer wilds sovite
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Undercover
Y/N POV: Commander Jude - "Make sure you get the information, don't worry about anything else." Y/N - "Yes sir, also will there be any other agencies attending?" Commander Jude - "Most likely so keep a sharp eye." I am on a mission to collect data from HYDRA about a drop they'll be making in about a weeks time. It's a ball so I have to go undercover. I'm wearing a skin tight black dress that shows a little bit of cleavage but not much and black heels. (obviously you don't have to wear this just a suggestion)
As I'm walking around the room, taking little bits of food and champagne as I go, something, or rather someone catches my eye from across the room; She isn't my target but she's now my number 1 priority. She had piercing green eyes, fiery red hair and a beautiful smile. She seems to feel my stare so she turns and looks my way. I can feel the crimson blush invading my face. She smirks at me and pushes off the wall she was once leaning on and advances towards me. By this point the mission was forgotten, she came face to face with me and took my hand. Nat - "Can I have this dance?" Y/N - "Of course."
We start swaying to the beat of the music and my hands are around her shoulders and her arms are around my waist. Nat - "I'm Natasha, and might I say what's a pretty girl like you doing alone?" I giggle at her compliments Y/N - "I'm y/n and I was waiting for a gorgeous girl to dance with, preferably one with beautiful green eyes, fiery red hair, a dashing smile and most of all, called Natasha." She giggled at my antics. Oh my god her laugh, it was adorable. I could listen to that on repeat all day everyday and not get bored. Oh my god. Am I falling for this stranger I met on a mission?! I begin to trail my arms down to her hips when I feel something under her dress. A knife. My head snaps up to her as she freeze's. Immediately she grabs my hand and drags me into an unoccupied room.
Nat - "Don't you dare tell anyone that I have that, okay? This is for a good reason and a cause that is far too big for you to understand." Y/N - "I understand completely but, I just wanna know.. who are you here under? You know like, MI5, FBI, S.H.I.E.L.D?" Nat - "S.H.I.E.L.D, b- but how did you know?" Y/N - "Im agent y/l/n I'm with the FBI." Nat - "Okay that makes a lot more sense now. Why are you here anyway? Hydra?" Y/N - "Yeah, you trying to get information about the drop too? If you are we could help each other, just a suggestion?" Nat - "Yeah I am and sure, I'd love to work together."
At this point because she had been slowly pulling me in while we were talking, our bodies were pressed against each other. A comfortable silence filled the room, I was staring into her eyes trying to find out what she was feeling but it was near impossible, she was good at her game. After a while her hand makes it's way to my face and cups my cheek. Nat - "You are so beautiful." Then without another word she pulled me in. I know it's cliche but I felt sparks, this woman was the one for me. Her red lips were soft and gentle but demanding all at once. Our lips glided against one another with ease as if we'd don't it a thousand times before.
Once oxygen becomes a problem I pull away. Y/N - "As much as I'm enjoying this, we have a HYDRA agent with information to seduce so, care to join me?" I hold out my hand for her. Nat - "On one condition, you go out on a date with me after this is all over." Y/N - "It's a done deal."
I had a grin plastered across my face the rest of the evening and so did she. Let's just say my transfer to work for S.H.I.E.L.D was handed in rather quickly after that night.
This was originally posted on my Wattpad @MayaBishop_is_myWife
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The Secret Formula To Turn Leads Into Paying Customers 🤫🔥
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Your Most Beautiful Feature
"......" Robocop.EXE has stopped working.
#Collected Data [Dash Games]#((I'M WHEEZING! HELP! XD))#((At least Robo got a good one compared to Simon!))
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Some thoughts and details on my last Gamefly rental, Mega Man Zero/ZX Legacy Collection.(Switch version)
There's a lot I say about the games, so I put it under a readmore.
Mega Man Zero games.
A group of Reploids belonging to a resistance group led by the scientist Ciel are seeking out Zero, who they believe can help them against Neo Arcadia, and are being beaten badly. They finally get a lead on him, but they're being pursued as they look for him. The group slowly dwindles to keep Ciel safe, but eventually find Zero, who is in bad shape and unresponsive. As a last resort, a small being(later revealed to be called a 'Cyber Elf') named Passy that was with Ciel, uses her power and sacrifices herself to revive Zero. Though he doesn't remember anything, he decides to help Ciel against Neo Arcadia, which seems to be lead by X.
Mega Man Zero 1
Zero's basic controls for the 4 games:
A is jump. Like in the Mega Man X games, he can slide down and jump off walls.
B is attack with your equipped main weapon.
Holding R and pressing B will have you attack with your sub weapon. This always felt awkward to use at times, so I usually just switched weapons in the pause menu.
Pressing/holding L is Dash.
Press Up near NPCs to talk to them or to enter doors.
Zero gets 4 weapons in this game:
His Z-Saber
The Z-Buster, which is a gun now instead of an arm cannon
The Triple Rod
The Shield Boomerang
Each weapon has Skill Levels, some more than others. They rise by defeating enemies with them, and possibly in a certain way, such as using charged attacks(which works for all of them). Raising them lets you do a bit more with each weapon, such as charging faster, or doing more attacks at once(like consecutive slashes with the Z-Saber). Once you can freely go back to the intro stage, I strongly encourage taking the time to build up the Skill Levels there to make the game a bit easier. There are 3 Elemental Chips(Electric, Fire and Ice) Zero gets over the course of this and the next game that change his attacks to that element, which most bosses have a weakness to one of. Cyber Elves are small creatures you can find from either defeating enemies/bosses or finding them in boxes around the stages. They can give Zero some help, either by restoring his health, or giving him permanent upgrades, like Heart Tanks used to be, and the game's Sub-Tanks(though later games will let you get Sub-Tanks without using Elves). However, they die after being used. Some can be semi-permanently missed, however(and one is unavailable without getting an A or S Rank), and might need you to replay the game if you're going for all of them. Here's this game's list of Cyber Elves. Before certain Cyber Elves can be used, they need to be fed E-Crystals, which Zero can find around the Stages and/or from defeating enemies, and also need to be equipped first(they aren't used when you do this, you need to manually do so). Many have high E-Crystal requirements for this game, which got toned down in 2 and 3. A good farming spot is in the desert once you can go there freely. At the Resistance Base, you can explore it and talk to several NPCs there. Ciel both saves/loads your data and gives you missions to advance the story(which changes around depending on the game), while other NPCs just tell you about the base, situation, etc., though you can get Energy Crystals or Cyber Elves at certain points. In all the games, you get a Ranking at the end of a stage based on how well you did, such as time, Cyber Elves used, how fast you were, damage taken, etc. Cyber Elves that give Zero permanent upgrades will always be treated as 'used' in Rankings afterwards, and they stack. Any Cyber Elves you've used won't be restored if you do New Game+, so you'll keep both their upgrades, and the hit to your clear score, so not using them or starting from scratch is the only way to get rid of those penalties. Unique to this game, many of the areas/stages are connected, in a way, such as being able to just walk from the Resistance Base to the Factory or the Desert. Missions can't be started this way, though, and need to be done from the Base. Also unique to this game, if you quit a stage after failing a Mission/Stage, it'll have consequences, such as NPCs not coming to the Resistance Base because they died, and you won't be able to get anything you'd normally get from clearing that stage. If this happens enough, you may end up softlocked from being too unprepared to continue, and have to restart. All of the games have an unlockable Hard Mode after finishing the game by holding R when starting a New Game. As if the games aren't hard enough. XP In all 4 games, the health and Energy Crystal pickups that drop from enemies disappear very quickly, annoyingly. In all 6 games, using a sharp weapon to defeat enemies and most bosses will have a different death sprite where they get cut apart in some way. In ZX, defeating enemies with the fully charged Buster will also have this effect.
Mega Man Zero 2
Zero has all but one of the same 4 weapons from the previous game, the Chain Rod replacing the Triple Rod, and all Skill Levels are reset(as well as starting with no upgrades). The Chain Rod can grab onto blocks, enemies and walls/ceilings/floating devices when holding the button. The last two can be used to swing Zero back and forth and reach farther, and enemies/blocks can be pulled by pressing in the opposite direction Zero is facing after latching on. The attack button needs to be held the whole time or you'll drop. The stage selection is set up more like classic Mega Man, being able to pick from Stages in any order, though doing them in a certain order will be easier. They really went overboard with the instant death spikes at times, especially near the end. =/ Thankfully, one of the Cyber Elves makes it so that spikes and lava only do medium damage instead. Zero can get various Forms by doing certain actions in stages, and receives them after clearing the Mission. They all have different stats and give different bonuses. Details on them here. Cyber Elves work the same as in the previous game, though the Energy Crystal requirement to upgrade them is much lower. List of this game's Cyber Elves. If you start a Mission with an A or S Rank and complete it(what Ranking you get for the stage doesn't matter), you'll get an Ex Skill from the boss, similar to Mega Man/X copying their powers. You can cheat this a bit if your Rank gets lower: a few Cyber Elves will force your Rank to A until you get scored again. Ex Skills can be turned on or off in the paused menu. This feature is carried over to the next game.
Mega Man Zero 3
I'm in new territory starting with this game, as I never played it and the rest of the games in this collection past this one. I did know the story from here on out through MMZ4, though. Replacing the Chain Rod is the Recoil Rod, which can be used to launch yourself higher by aiming at the ground after charging, and can also send enemies/bosses back(and cancel attacks) by hitting them with a charged attack. There are no Skill Levels for weapons for the next two games, already being able to use all the 'upgrades' they provided right away. Replacing the Forms from MMZ2 are Chips(different from the element Chips) you can find and analyze which change Zero's armor appearance and give him bonuses. For this game, you can upgrade and use any Cyber Elves you find any time you want from selecting them from the Pause Menu. How they work is also changed. Some can be made into 'Satellite Elves' that'll give Zero their bonuses and fly around him without having to die. Only 2 Satellite Elves can be active at once, though. 'Fusion Elves' work the same as the last two games, dying after being used. An annoying change to this game and the next is that, if you lose all your lives and then Continue, all the Crystals and Chips you collected during the Stage are lost, and have to get them again. I don't know if it's intentional or not, but I found that some boss's mercy invincibility seems to be either shorter than it looks or you can hit them before they stop flashing after getting hit. I think it only works with the Z-Saber's Triple Slash. Starting with this game all the way through ZX Advent, you can find Secret Disks that have short descriptions of enemies and characters to find, though in this game, some contain Cyber Elves. There are bonuses/extras you can get for only this game from unlocking Bonus Cards by doing various achievements across all the games(including the ones after MMZ3). Some will just be cosmetic, while others add a couple NPCs to the Resistance Base that may give you E-Crystals. These were all from e-Reader cards for the game back on the GBA way back when. Here's how to get all of them.
Mega Man Zero 4
There's a few changes to this last MMZ game:
There's only 3 weapons this time, the Z-Saber, Z-Buster and the new Zero Knuckle, which can grab enemies and use them as a weapon.
There's only one Cyber Elf to raise, who can't die, has a max level which increases as you beat bosses, and can get 1 boost to Zero per level in 3 categories, up to 8(9 with an certain Body Armor Part, 15 on Scenario Mode). You actually can boost them past the level limit, but that'll give you a Ranking penalty like in the previous games.
Before selecting a stage, you can change the weather in the area to make it easier or harder. If the Operator mentions the weather before entering the stage, you'll know its set to the easier option.
You don't need to be at A/S Rank when beating a Boss to get their ExSkill, but you do need to have the Stage's weather not be set to make it easier.
There's no Elemental Chips, instead certain ExSkills now have an Element to them, which is kind of a pain.
New to this game is being able to make Head/Body/Foot armor for Zero with various effects by using Parts from enemies. Here's a list of the Parts and Recipes to make them. Some recommended ones are the head part(s) that recover HP when standing still and the foot part that lets you double jump. You can hang from rope lines/bars by holding up as you jump at them. There's also some platforms near the end you'll need to drop through with Down+A, then hold up right away to hang on. While you don't need to keep holding it to stay on, you also can't move left/right except to switch the way you're facing like you could in some MMX games, meaning you'll need to jump to move from that position. I used to think that MMZ was a split timeline from MMX5 for some reason(I forget why, though), but nope, it's set long after MMX8. Which still needs it's cliffhanger resolved, Capcom.
Mega Man ZX games
Taking place ~200 years after the end of Mega Man Zero 4, humans and Reploids have finally found some peace after all the wars and destruction, even with Maverick attacks still occurring on occasion. One day, Vent/Aile who are working as couriers, are transporting a package with their superior Giro when they are attacked by Mavericks, knocking the former off a cliff and the package getting ripped open. They meet members of the Guardians, led by an older yet familiar looking girl named Prairie, eventually coming to join them and take down the leader of Slither Co., Serpent, who is trying to find Model W.
Mega Man ZX
You can choose to play as either Vent or Aile at the start of the game. Aside from dialogue, the story is mostly the same no matter who you choose, though Vent has less recoil from weapons and Aile crawls faster in Humanoid form. Basic Controls for these games:
B is for jumping now, and Y is for attacking.
L is still for Dashing, and pressing Up near NPCs still talks to them and enters doors(some of which in this game are slightly hidden in the background at a few parts). For the latter, many NPCs will say something different if you're wearing a Biometal.
X pauses the action and lets you switch between whatever Biometals you have, or you can pick to have none equipped.
The game's structure is pretty different from the previous ones. There's a large map to explore now, with some parts being locked off until you progress further in the story, and gaining kind of a Metroidvania feel, moreso the sequel. The main feature of these games in the power from Biometals gained from the bosses that seemed to have been made from either the spirits of past heroes, or in their image. You only start with Model X, which gets automatically changed to Model ZX(which plays like Zero from the previous games), with each main boss giving you a new one, each with their own unique skills. As there's no usable Cyber Elves in either ZX game, you'll need to find Life Up and Sub-tanks out in the stages like other MM games, some of course requiring certain abilities to find. Some areas have a miniboss to beat as well(which can respawn after a while), possibly with no close save point nearby(losing all your lives sends you back to your last save if you aren't on a Mission; you can't just Retry and pop back where you were, but if you are, you can pick Retry, and it sends you back to the Terminal you used to start the current Mission with everything you collected before dying). You select Missions from the Yellow/Red Terminals around the map, the former of which you can also transport to/from other Yellow Terminals. Instead of going directly to where a Mission takes place, you need to walk there yourself after accepting the Mission, and then the events will start. Aside from the main story Missions, there are also sidequests to complete. They can become available by talking to NPCs as the game progresses, and you'll hear a small jingle when an NPC gives you the mission. Vent and Aile have one exclusive sidequest that the other doesn't. Energy Crystals are only really needed to repair Biometals if they take damage before you get them from a boss. Fully repairing them raises their max Weapon Energy(each has their own WE bar) New to these games is being able to slash at the larger Life/Weapon Energy pickups, which splits them into several smaller pickups. Here's the game's map. It's easy to get lost/confused with the ingame one. The usual 'refight the eight main bosses' in this game is made more difficult because, unlike in most other Mega Man games, you don't get the health pickups after each fight, and can only freely farm enemies to get health/Biometal energy back after each 4. Both ZX games have some animated cutscenes that change depending on the selected protagonist, the sequel having more. There are minigames in both ZX games, the building with the 'GAME' sign above it in this one and after clearing the game in the sequel. There are optional boss battles you can do in this against the bosses from Zero 3/4, and an important story boss from Zero 3. The former needs you to load save data from either of those games by using Link Mode(Press X when highlighting Start in the main menu), but the latter is there already in Area N after finishing the game(if you load the file, you'll be right before fighting the final boss). Beating either those bosses or the latter boss will let you get Model O/Ox, which is very OP.
Mega Man ZX Advent
This one takes place four years after the end of Mega Man ZX, and follows two new playable characters, Grey and Ashe. Unlike Vent and Aile, they aren't mostly the same character but a different gender and slight dialogue changes, but are more their own character, with completely different backstories. Only one still seems to exist in place of the other, though. The game plays out the same, minus the opposite's Intro Stage, though. Unlike the previous games this one has full English voice acting. It's a mix of okay and kinda cheesy, though. ^^; Like in ZX, Grey/Ashe gets a Biometal to fight with, though only one this time, which copies the powers to transform into the bosses after beating them and using their abilities instead, similar to Axl's abilities. Also like in ZX, there are Transceivers to fast travel, but this game adds Warp Points you can activate with 100 Energy Crystals to make one-way spots you can warp to. In addition to collectable Life Ups and Subtanks, there's also Biometal Upgrades to find, which raise your Weapon Energy, as unlike the previous game, there's only 1 Biometal and the energy is shared across all transformations. Weapon Energy will also slowly restore on it's own, as well. Sidequests return but are made easier to find/do, as ones who have an available sidequest will have an ! above their head after you've talked to them once. and are recorded in the pause menu. Using a guide is still recommended, though. Without getting into details, there's a secret ending that only plays if you beat the game on Hard Mode or higher that seems to be a cliffhanger. Like Mega Man X8 and Mega Man Legends 2, this is another MM game that ends that way but is long overdue for a resolution, especially since some plot details from ZX aren't expanded on here, and only 1 character from it shows up(who it is depending on whether you're playing as Grey or Ashe).
All the games can be brutally difficult, maybe a bit too much at times(moresoe the Zero games, ZX/ZX Advent are a bit more forgiving, usually). There is an optional 'Casual Scenario Mode' for each game that makes it easier. There's also 'Save-Assist' which can be turned on and off whenever you want that adds a checkpoint that saves your current status and reloads that each time you die instead of sending you back to a normal checkpoint but with spent resources(like Sub-Tanks). I only felt I needed to use this for ZX Advent's final boss, since the last stage was a pain to get through, as they go overboard with spikes again, imo, and there's no easy way to refill Sub-Tanks if you die(and I found out you can get telefragged by reappearing blocks in this game).
Each of the games has a mode called Z-Chaser, which is basically a Boss Rush where you get ranked on how quickly you clear all of them.
This site I used frequently for help for all the games, and it was really useful. There's unmarked spoilers, though.
I'm glad I got to finally finish all the Zero games and play the ZX games. Overall, I like the Zero games and it's story more, but I liked the exploration in ZX/Advent, too, the latter moreso because it was easier to navigate, and it felt better to play.
Next game being sent is: No More Heroes(Switch version).
#Mega Man Zero ZX Legacy Collection#Mega Man Zero#Mega Man ZX#Mega Man#Thoughts on my rentals#Again the next game wasn't the first in my queue but oh well.
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I wanted to wait until I got my new hard drive to start Lunar 2, since I didn't know if the save data for the remastered collection was in the cloud or not... turns out it was and I needn't have worried.
Some thoughts on Lunar 2 so far.
The lack of control settings for the autobattle make it much worse, characters will needlessly use skills and there's no way to stop it, meaning I won't be using the autobattle for most of the game.
The game is much harder, in the beginning at least, I actually died in the first combat area. There was an enemy who could deal just under half my health in a single blow (though they had weaker attacks too) and they took more than a single round to kill (even with a skill)... I entered a battle at lower than max health and... yeah.
There are both agility and speed stats, I'm guessing Agility is accuracy and evasion, while speed is turn order.
Calm Litany is cheaper, while the cost of Heal Litany remains the same. In Lunar 1 you needed to heal 4 people for heal litany to be cost efficient, in Lunar 2 you just need to heal 3.
The game starts you out immediately with two attacks, I guess just to let you know that number of attacks is a thing. (Technically Hiro just has 1 attack but his starting weapon gives +1)
The movement in combat zones is awful, the base movement speed has been lowered, but to compensate you get a dash... that lasts for literally one second, with a cooldown of one second. The speed averages out but it feels unfun to have to spam the dash to move the same speed as Lunar 1.
The inventory is much better, instead of 'Herb Herb Herb' it's now 'Herb, 3' which is nice.
Multiple attacks work slightly differently. In Lunar 1, if you had two attacks and an enemy was out of range you'd lose one attack then move again, in Lunar 2 if you can't reach the enemy in one range increment you get no attacks at all.
Heal Litany wasn't automatically targeting the ally with the lowest HP.
Boats are new, though limited so far.
You can walk through NPCs now, very nice
The shop UI no longer gives stat previews, just a vague arrow.
#lunar 2#lunar 2 eternal blue#lunar remastered collection#video games#videogames#jrpgs#gaming#pumaloafing
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Connected Toys Market Report 2032: Key Drivers, Challenges & Growth Analysis
The Connected Toys Market Size was valued at USD 9.67 Billion in 2023, and is expected to reach USD 53.37 Billion by 2032, and grow at a CAGR of 20.09% over the forecast period 2024-2032
The connected toys market is experiencing unprecedented growth as technology reshapes the toy industry. The increasing integration of AI, IoT, and interactive digital experiences is fueling demand for smart and connected playthings.
The connected toys market continues to expand as parents and children embrace interactive, educational, and engaging play experiences. With advancements in voice recognition, machine learning, and augmented reality (AR), connected toys are transforming traditional playtime into a digitally enriched experience that fosters learning, creativity, and entertainment.
Get Sample Copy of This Report: https://www.snsinsider.com/sample-request/3353
Market Keyplayers:
Hasbro (CONNECT 4)
Mattel (Magical Mermaid Connector Set)
Sony Corporation (PlayStation Shapes Collection)
Sphero, Inc. (Sphero Mini)
Spin Master (Kinetic Sand)
The LEGO Group (LEGO Technic)
UBTECH ROBOTICS CORP LTD (Jimu Robot)
VTech Electronics North America, LLC (Switch & Go Dinos)
Wonder Workshop, Inc. (Dash Robot)
WowWee Group Limited (MiP Robot)
Fisher-Price (Bright Beats Dance & Move BeatBo)
Educational Insights (Design & Drill Activity Center)
K'NEX (K'NEX Thrill Rides Roller Coaster Building Set)
Playmobil (Playmobil 1.2.3 Connector Sets)
GoldieBlox (GoldieBlox and the Builder’s Survival Kit)
ZURU (Bunch O Balloons)
Tinkercad (Tinkercad Connectors)
GUND (Disney x GUND Plush Toys)
Playmates Toys Limited (POWER RANGERS Connector Figures)
LittleBits (LittleBits Electronics Kits)
Key Market Trends Driving Growth
1. Integration of AI and IoT in Smart Toys
Artificial intelligence (AI) and the Internet of Things (IoT) are enabling connected toys to offer interactive conversations, personalized learning experiences, and real-time adaptability to children's preferences.
2. Rising Demand for STEM and Educational Toys
With a growing emphasis on early childhood development, educational institutions and parents are turning to STEM-focused connected toys that teach programming, robotics, problem-solving, and logical thinking.
3. Enhanced Connectivity Through Cloud-Based Platforms
Many smart toys are now connected to cloud-based systems, enabling continuous software updates, content customization, and seamless integration with other digital devices.
4. Emphasis on Child Safety and Privacy Protections
As connected toys gather data to personalize experiences, data security and privacy concerns are gaining attention. Manufacturers are implementing stricter encryption protocols and compliance with data protection laws such as COPPA (Children's Online Privacy Protection Act) and GDPR.
5. Growing Popularity of Augmented Reality (AR) and Virtual Reality (VR) Toys
AR and VR technologies are revolutionizing play experiences by creating immersive storytelling, digital interaction, and hands-on engagement, making learning and gaming more exciting for children.
Enquiry of This Report: https://www.snsinsider.com/enquiry/3353
Market Segmentation:
By Age Group
1-5 years
6-8 years
9-12 years
13-19 years
By Interfacing Device
Smartphones
Tablet
PCs
Laptop
By Application
Education
Entertainment
Fitness & Health
Security Monitoring
By Distribution Channel
Online Stores
Supermarket
Hypermarket
Specialty Toy Shops
Other Shops
Market Analysis and Growth Potential
Key Drivers and Challenges
Drivers:
Increasing digital literacy among children
Growing demand for interactive and educational toys
Advancements in AI, IoT, and voice recognition
Challenges:
Data security and privacy concerns
High production costs for advanced technology-based toys
Parental concerns regarding excessive screen time and digital addiction
Future Prospects and Opportunities
1. Expansion in Emerging Markets
The adoption of connected toys is expected to surge in Asia-Pacific and Latin America, driven by urbanization, rising disposable income, and increasing awareness of educational technology.
2. Integration with Smart Home Devices and Virtual Assistants
Connected toys are expected to integrate with smart home ecosystems, allowing interaction with digital assistants like Alexa and Google Assistant, offering a seamless play-and-learn experience.
3. Increased Focus on Ethical AI and Privacy-First Toys
Toy manufacturers will focus on developing privacy-conscious AI models that ensure ethical and safe interactions while complying with global data protection laws.
4. Advancements in Adaptive Learning Technologies
The future of connected toys lies in adaptive learning algorithms that tailor content and activities based on a child’s cognitive development and learning pace.
5. Emergence of Sustainable and Eco-Friendly Smart Toys
With increasing consumer awareness about environmental sustainability, manufacturers are innovating eco-friendly, biodegradable, and recyclable connected toys to reduce carbon footprints.
Access Complete Report: https://www.snsinsider.com/reports/connected-toys-market-3353
Conclusion
The connected toys market is on a rapid growth trajectory, fueled by technological advancements and evolving consumer preferences. As AI, IoT, and AR/VR continue to shape the industry, connected toys are set to revolutionize learning, engagement, and interactive play experiences. The future of connected toys will be driven by smart innovation, privacy-conscious solutions, and educational enhancements, ensuring a dynamic and engaging digital play environment for children worldwide.
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#Connected Toys Market#Connected Toys Market Analysis#Connected Toys Market Growth#Connected Toys Market Share#Connected Toys Market Scope
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One of Those “Onboarding” UIs, With Anchor Positioning
New Post has been published on https://thedigitalinsider.com/one-of-those-onboarding-uis-with-anchor-positioning/
One of Those “Onboarding” UIs, With Anchor Positioning
Welcome to “Anchor Positioning 101” where we will be exploring this interesting new CSS feature. Our textbook for this class will be the extensive “Anchor Positioning Guide” that Juan Diego Rodriguez published here on CSS-Tricks.
I’m excited for this one. Some of you may remember when CSS-Tricks released the “Flexbox Layout Guide” or the “Grid Layout Guide” — I certainly do and still have them both bookmarked! I spend a lot of time flipping between tabs to make sure I have the right syntax in my “experimental” CodePens.
I’ve been experimenting with CSS anchor positioning like the “good old days” since Juan published his guide, so I figured it’d be fun to share some of the excitement, learn a bit, experiment, and of course: build stuff!
CSS Anchor Positioning introduction
Anchor positioning lets us attach — or “anchor” — one element to one or more other elements. More than that, it allows us to define how a “target” element (that’s what we call the element we’re attaching to an anchor element) is positioned next to the anchor-positioned element, including fallback positioning in the form of a new @position-try at-rule.
The most hand-wavy way to explain the benefits of anchor positioning is to think of it as a powerful enhancement to position: absolute; as it helps absolutely-positioned elements do what you expect. Don’t worry, we’ll see how this works as we go.
Anchor positioning is currently a W3C draft spec, so you know it’s fresh. It’s marked as “limited availability” in Baseline which at the time of writing means it is limited to Chromium-based browsers (versions 125+). That said, the considerate folks over at Oddbird have a polyfill available that’ll help out other browsers until they ship support.
This browser support data is from Caniuse, which has more detail. A number indicates that browser supports the feature at that version and up.
Desktop
Chrome Firefox IE Edge Safari 125 No No 125 No
Mobile / Tablet
Android Chrome Android Firefox Android iOS Safari 131 No 131 No
Oddbird contributes polyfills for many new CSS features and you (yes, you!) can support their work on Github or Open Collective!
Tab Atkins-Bittner, contributing author to the W3C draft spec on anchor positioning, spoke on the topic at CSS Day 2024. The full conference talk is available on YouTube:
Here at CSS-Tricks, Juan demonstrated how to mix and match anchor positioning with view-driven animations for an awesome floating notes effect:
Front-end friend Kevin Powell recently released a video demonstrating how “CSS Popover + Anchor Positioning is Magical”.
And finally, in the tradition of “making fun games to learn CSS,” Thomas Park released Anchoreum (a “Flexbox Froggy“-type game) to learn about CSS anchor positioning. Highly recommend checking this out to get the hang of the position-area property!
The homework
OK, now that we’re caught up on what CSS anchor positioning is and the excitement surrounding it, let’s talk about what it does. Tethering an element to another element? That has a lot of potential. Quite a few instances I can remember where I’ve had to fight with absolute positioning and z-index in order to get something positioned just right.
Let’s take a quick look at the basic syntax. First, we need two elements, an anchor-positioned element and the target element that will be tethered to it.
<!-- Anchor element --> <div id="anchor"> Anchor </div> <!-- Target element --> <div id="target"> Target </div>
We set an element as an anchor-positioned element by providing it with an anchor-name. This is a unique name of our choosing, however it needs the double-dash prefix, like CSS custom properties.
#anchor anchor-name: --anchor;
As for our target element, we’ll need to set position: absolute; on it as well as tell the element what anchor to tether to. We do that with a new CSS property, position-anchor using a value that matches the anchor-name of our anchor-positioned element.
#anchor anchor-name: --anchor; #target position: absolute; position-anchor: --anchor;
May not look like it yet, but now our two elements are attached. We can set the actual positioning on the target element by providing a position-area. To position our target element, position-area creates an invisible 3×3 grid over the anchor-positioned element. Using positioning keywords, we can designate where the target element appears near the anchor-positioned element.
#target position: absolute; position-anchor: --anchor; position-area: top center;
Now we see that our target element is anchored to the top-center of our anchor-positioned element!
Anchoring pseudo-elements
While playing with anchor positioning, I noticed you can anchor pseudo-elements, just the same as any other element.
#anchor anchor-name: --anchor; &::before content: "Target"; position: absolute; position-anchor: --anchor; left: anchor(center); bottom: anchor(center);
Might be useful for adding design flourishes to elements or adding functionality as some sort of indicator.
Moving anchors
Another quick experiment was to see if we can move anchors. And it turns out this is possible!
Notice the use of anchor() functions instead of position-area to position the target element.
#target position: absolute; position-anchor: --anchor-one; top: anchor(bottom); left: anchor(left);
CSS anchor functions are an alternate way to position target elements based on the computed values of the anchor-positioned element itself. Here we are setting the target element’s top property value to match the anchor-positioned element’s bottom value. Similarly, we can set the target’s left property value to match the anchor-positioned element’s left value.
Hovering over the container element swaps the position-anchor from --anchor-one to --anchor-two.
.container:hover #target position-anchor: --anchor-two;
We are also able to set a transition as we position the target using top and left, which makes it swap smoothly between anchors.
Extra experimental
Along with being the first to release CSS anchor-positioning, the Chrome dev team recently released new pseudo-selectors related to the <details> and <summary> elements. The ::details-content pseudo-selector allows you to style the “hidden” part of the <details> element.
With this information, I thought: “can I anchor it?” and sure enough, you can!
Again, this is definitely not ready for prime-time, but it’s always fun to experiment!
Practical examinations
Let’s take this a bit further and tackle more practical challenges using CSS anchor positioning. Please keep in mind that all these examples are Chrome-only at the time of writing!
Tooltips
One of the most straightforward use cases for CSS anchor positioning is possibly a tooltip. Makes a lot of sense: hover over an icon and a label floats nearby to explain what the icon does. I didn’t quite want to make yet another tutorial on how to make a tooltip and luckily for me, Zell Liew recently wrote an article on tooltip best practices, so we can focus purely on anchor positioning and refer to Zell’s work for the semantics.
Now, let’s check out one of these tooltips:
<!-- ... -->; <li class="toolbar-item">; <button type="button" id="inbox-tool" aria-labelledby="inbox-label" class="tool"> <svg id="inbox-tool-icon"> <!-- SVG icon code ... --> </svg> </button> <div id="inbox-label" role="tooltip"> <p>Inbox</p> </div> </li> <!-- ... -->
The HTML is structured in a way where the tooltip element is a sibling of our anchor-positioned <button>, notice how it has the [aria-labelledby] attribute set to match the tooltip’s [id]. The tooltip itself is a generic <div>, semantically enhanced to become a tooltip with the [role="tooltip"] attribute. We can also use [role="tooltip"] as a semantic selector to add common styles to tooltips, including the tooltip’s positioning relative to its anchor.
First, let’s turn our button into an anchored element by giving it an anchor-name. Next, we can set the target element’s position-anchor to match the anchor-name of the anchored element. By default, we can set the tooltip’s visibility to hidden, then using CSS sibling selectors, if the target element receives hover or focus-visible, we can then swap the visibility to visible.
/* Anchor-positioned Element */ #inbox-tool anchor-name: --inbox-tool; /* Target element */ [role="tooltip"]#inbox-label position-anchor: --inbox-tool /* Target positioning */ [role="tooltip"] position: absolute; position-area: end center; /* Hidden by default */ visibility: hidden; /* Visible when tool is hovered or receives focus */ .tool:hover + [role="tooltip"], .tool:focus-visible + [role="tooltip"] visibility: visible;
Ta-da! Here we have a working, CSS anchor-positioned tooltip!
As users of touch devices aren’t able to hover over elements, you may want to explore toggletips instead!
Floating disclosures
Disclosures are another common component pattern that might be a perfect use case for anchor positioning. Disclosures are typically a component where interacting with a toggle will open and close a corresponding element. Think of the good ol’ <detail>/<summary> HTML element duo, for example.
Currently, if you are looking to create a disclosure-like component which floats over other portions of your user interface, you might be in for some JavaScript, absolute positioning, and z-index related troubles. Soon enough though, we’ll be able to combine CSS anchor positioning with another newer platform feature [popover] to create some incredibly straightforward (and semantically accurate) floating disclosure elements.
The Popover API provides a non-modal way to elevate elements to the top-layer, while also baking in some great functionality, such as light dismissals.
Zell also has more information on popovers, dialogs, and modality!
One of the more common patterns you might consider as a “floating disclosure”-type component is a dropdown menu. Here is the HTML we’ll work with:
<nav> <button id="anchor">Toggle</button> <ul id="target"> <li><a href="#">Link 1</a></li> <li><a href="#">Link 2</a></li> <li><a href="#">Link 3</a></li> </ul> </nav>
We can set our target element, in this case the <ul>, to be our popover element by adding the [popover] attribute.
To control the popover, let’s add the attribute [popoveraction="toggle"] to enable the button as a toggle, and point the [popovertarget] attribute to the [id] of our target element.
<nav> <button id="anchor" popoveraction="toggle" popovertarget="target"> Toggle </button> <ul id="target" popover> <li><a href="#">Link 1</a></li> <li><a href="#">Link 2</a></li> <li><a href="#">Link 3</a></li> </ul> </nav>
No JavaScript is necessary, and now we have a toggle-able [popover] disclosure element! The problem is that it’s still not tethered to the anchor-positioned element, let’s fix that in our CSS.
First, as this is a popover, let’s add a small bit of styling to remove the intrinsic margin popovers receive by default from browsers.
ul[popover] margin: 0;
Let’s turn our button into an anchor-positioned element by providing it with an anchor-name:
ul[popover] margin: 0; #anchor anchor-name: --toggle;
As for our target element, we can attach it to the anchor-positioned element by setting its position to absolute and the position-anchor to our anchor-positioned element’s anchor-name:
ul[popover] margin: 0; #anchor anchor-name: --toggle; #target position: absolute; position-anchor: --toggle;
We can also adjust the target’s positioning near the anchor-positioned element with the position-area property, similar to what we did with our tooltip.
ul[popover] margin: 0; #anchor anchor-name: --toggle; #target position: absolute; position-anchor: --toggle; position-area: bottom; width: anchor-size(width);
You may notice another CSS anchor function in here, anchor-size()! We can set the target’s width to match the width of the anchor-positioned element by using anchor-size(width).
There is one more neat thing we can apply here, fallback positioning! Let’s consider that maybe this dropdown menu might sometimes be located at the bottom of the viewport, either from scrolling or some other reason. We don’t really want it to overflow or cause any extra scrolling, but instead, swap to an alternate location that is visible to the user.
Anchor positioning makes this possible with the postion-try-fallbacks property, a way to provide an alternate location for the target element to display near an anchor-positioned element.
#target position: absolute; position-anchor: --toggle; position-area: bottom; postion-try-fallbacks: top; width: anchor-size(width);
To keep things simple for our demo, we can add the opposite value of the value of the postion-area property: top.
Shopping cart component
We know how to make a tooltip and a disclosure element, now let’s build upon what we’ve learned so far and create a neat, interactive shopping cart component.
Let’s think about how we want to mark this up. First, we’ll need a button with a shopping cart icon:
<button id="shopping-cart-toggle"> <svg id="shopping-cart-icon" /> <!-- SVG icon code ... --> </svg> </button>
We can already reuse what we learned with our tooltip styles to provide a functioning label for this toggle. Let’s add the class .tool to the button, then include a tooltip as our label.
<!-- Toggle --> <button id="shopping-cart-toggle" aria-labelledby="shopping-cart-label" class="tool"> <svg id="shopping-cart-icon" /> <!-- SVG icon code ... --> </svg> </button> <!-- Tooltip --> <div id="shopping-cart-label" role="tooltip" class="tooltip"> <p>Shopping Cart</p> </div>
We’ll need to specify our <button> is an anchor-positioned element in CSS with an anchor-name, which we can also set as the tooltip’s position-anchor value to match.
button#shopping-cart-toggle anchor-name: --shopping-cart-toggle; [role="tooltip"]#shopping-cart-label position-anchor: --shopping-cart-toggle;
Now we should have a nice-looking tooltip labeling our shopping cart button!
But wait, we want this thing to do more than that! Let’s turn it into a disclosure component that reveals a list of items inside the user’s cart. As we are looking to have a floating user-interface with a few actions included, we should consider a <dialog> element. However, we don’t necessarily want to be blocking background content, so we can opt for a non-modal dialog using the[popover] attribute again!
<!-- Toggle --> <button id="shopping-cart-toggle" aria-labelledby="shopping-cart-label" class="tool" popovertarget="shopping-cart" popoveraction="toggle"> <svg id="shopping-cart-icon" /> <!-- SVG icon code ... --> </svg> </button> <!-- Tooltip --> <div id="shopping-cart-label" role="tooltip" class="tooltip"> <p>Shopping Cart</p> </div> <!-- Shopping Cart --> <dialog id="shopping-cart" popover> <!-- Shopping cart template... --> <button popovertarget="shopping-cart" popoveraction="close"> Dismiss Cart </button> </dialog>
To control the popover, we’ve added [popovertarget="shopping-cart"] and [popoveraction="toggle"] to our anchor-positioned element and included a second button within the <dialog> that can also be used to close the dialog with [popoveraction="close"].
To anchor the shopping cart <dialog> to the toggle, we can set position-anchor and position-area:
#shopping-cart position-anchor: --shopping-cart; position-area: end center;
At this point, we should take a moment to realize that we have tethered two elements to the same anchor!
We won’t stop there, though. There is one more enhancement we can make to really show how helpful anchor positioning can be: Let’s add a notification badge to the element to describe how many items are inside the cart.
Let’s place the badge inside of our anchor-positioned element this time.
<!-- Toggle --> <button id="shopping-cart-toggle" aria-labelledby="shopping-cart-label" class="tool" popovertarget="shopping-cart" popoveraction="toggle"> <svg id="shopping-cart-icon" /> <!-- SVG icon code ... --> </svg> <!-- Notification Badge --> <div id="shopping-cart-badge" class="notification-badge"> 1 </div> </button> <!-- ... -->
We can improve our tooltip to include verbiage about how many items are in the cart:
<!-- Tooltip --> <div id="shopping-cart-label" role="tooltip"> <p>Shopping Cart</p> <p>(1 item in cart)</p> </div>
Now the accessible name of our anchor-positioned element will be read as Shopping Cart (1 item in cart), which helps provide context to assistive technologies like screen readers.
Let’s tether this notification badge to the same anchor as our tooltip and shopping cart <dialog>, we can do this by setting the position-anchor property of the badge to --shopping-cart-toggle:
#shopping-cart-badge position: absolute; position-anchor: --shopping-cart-toggle;
Let’s look at positioning. We don’t want it below or next to the anchor, we want it overlapping, so we can use CSS anchor functions to position it based on the anchor-positioned element’s dimensions.
#shopping-cart-badge position: absolute; position-anchor: --shopping-cart-toggle; bottom: anchor(center); left: anchor(center);
Here we are setting the bottom and left of the target element to match the anchor’s center. This places it in the upper-right corner of the SVG icon!
Folks, this means we have three elements anchored now. Isn’t that fantastic?
Combining things
To put these anchor-positioned elements into perspective, I’ve combined all the techniques we’ve learned so far into a more familiar setting:
Disclosure components, dropdown menus, tooltips (and toggletips!), as well as notification badges all made much simpler using CSS anchor positioning!
Final project
As a final project for myself (and to bring this whole thing around full-circle), I decided to try to build a CSS anchor-positioned-based onboarding tool. I’ve previously attempted to build a tool like this at work, which I called “HandHoldJS” and it… well, it didn’t go so great. I managed to have a lot of the core functionality working using JavaScript, but it meant keeping track of quite a lot of positions and lots of weird things kept happening!
Let’s see if we can do better with CSS anchor positioning.
Feel free to check out the code on CodePen! I went down quite a rabbit hole on this one, so I’ll provide a bit of a high-level overview here.
<hand-hold> is a native custom element that works entirely in the light DOM. It sort of falls into the category of an HTML web component, as it is mostly based on enabling its inner HTML. You can specify tour stops to any element on the page by adding [data-tour-stop] attributes with values in the order you want the tour to occur.
Inside the <hand-hold> element contains a <button> to start the tour, a <dialog> element to contain the tour information, <section> elements to separate content between tour stops, a fieldset[data-handhold-navigation] element which holds navigation radio buttons, as well as another <button> to end the tour.
Each <section> element corresponds to a tour stop with a matching [data-handhold-content] attribute applied. Using JavaScript, <hand-hold> dynamically updates tour stops to be anchor-positioned elements, which the <dialog> can attach itself (there is a sneaky pseudo-element attached to the anchor to highlight the tour stop element!).
Although the <dialog> element is attached via CSS anchor positioning, it also moves within the DOM to appear next to the anchor-position element in the accessibility tree. The (well-meaning) intention here is to help provide more context to those who may be navigating via assistive devices by figuring out which element the dialog is referring to. Believe me, though, this thing is far from perfect as an accessible user experience.
Also, since the <dialog> moves throughout the DOM, unfortunately, a simple CSS transition would not suffice. Another modern browser feature to the rescue yet again, as we can pass a DOM manipulation function into a View Transition, making the transitions feel smoother!
There is still quite a lot to test with this, so I would not recommend using <hand-hold> in a production setting. If for no other reason than browser support is quite limited at the moment!
This is just an experiment to see what I could cook up using CSS anchor positioning, I’m excited for the potential!
Class dismissed!
After seeing what CSS anchor positioning is capable of, I have suspicions that it may change a lot of the ways we write CSS, similar to the introduction of flexbox or grid.
I’m excited to see what other user interface patterns can be accomplished with anchor positioning, and I’m even more excited to see what the community will do with it once it’s more broadly available!
#2024#Accessibility#ADD#amp#anchor positioning#animations#API#aria#Article#Articles#attributes#author#background#badge#badges#browser#buttons#change#chrome#chromium#code#Collective#Community#conference#container#content#course#CSS#css-tricks#custom properties
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Exploring Advanced Python Projects for Experienced Developers
For seasoned Python developers, continuously challenging oneself with complex projects is crucial for growth and skill enhancement. Here are some advanced Python project ideas that can significantly boost your expertise and broaden your programming horizons. Considering the kind support of Learn Python Course in Pune, Whatever your level of experience or reason for switching from another programming language, learning Python gets much more fun.
1. Machine Learning Innovations
Recommendation Engines
Dive into building a recommendation system using collaborative filtering or content-based filtering. This can be applied to various domains like movie suggestions, product recommendations, or even personalized content curation.
Advanced Natural Language Processing (NLP)
Engage in projects involving sentiment analysis, text summarization, or language translation using libraries such as NLTK, SpaCy, or TensorFlow. These projects will deepen your understanding of NLP and its applications.
Predictive Analytics
Develop predictive models using scikit-learn or TensorFlow to forecast stock prices, weather patterns, or sports results. These projects can help you master the art of predictive analytics and data handling.
2. Web Development Mastery with Django or Flask
Comprehensive E-commerce Platforms
Design and implement a robust e-commerce website featuring user authentication, product listings, shopping cart functionality, and payment processing. This will provide you with invaluable experience in web development and management.
Social Networking Applications
Create a social media platform complete with user profiles, posts, comments, and likes. Incorporate real-time updates using WebSockets to enhance user interaction and engagement.
3. Data Science and Analytical Projects
Big Data Handling
Utilize PySpark or Dask to manage and analyze large datasets. Potential projects include processing log files, analyzing social media data, or performing large-scale data aggregation to draw meaningful insights.
Interactive Data Visualization
Develop interactive dashboards using Plotly Dash or Bokeh to visualize complex datasets. These could include financial data, demographic information, or scientific research, providing insightful and engaging visual representations.
4. Automation and Scripting Challenges
Advanced Web Scraping
Create sophisticated web scrapers using BeautifulSoup, Scrapy, or Selenium to extract data from complex websites. Projects could include a price tracker, job aggregator, or research data collection tool.
Workflow Automation
Design scripts to automate repetitive tasks like file organization, email automation, or system monitoring and reporting. This can significantly enhance productivity and efficiency. Enrolling in the Best Python Certification Online can help people realise Python’s full potential and gain a deeper understanding of its complexities.
5. Blockchain and Cryptographic Projects
Blockchain Fundamentals
Implement a basic blockchain and simulate transactions, mining, and peer-to-peer networking. Explore creating smart contracts using Ethereum and Solidity to grasp the essentials of blockchain technology.
Cryptographic Systems
Develop and implement cryptographic algorithms like RSA, AES, or hashing techniques. Create secure messaging applications or file encryption tools to delve into cybersecurity.
6. Game Development Ventures
Game AI Development
Develop AI that can play classic games like Chess, Go, or Poker using algorithms such as Minimax, Alpha-Beta Pruning, or Monte Carlo Tree Search. This project will challenge your strategic thinking and AI programming skills.
3D Game Creation
Use a game engine like Pygame or Godot to build a 3D game. Integrate complex physics, graphics, and AI behaviors to create a rich and immersive gaming experience.
7. Internet of Things (IoT) Projects
Smart Home Automation
Construct an IoT-based home automation system using Raspberry Pi or Arduino. Integrate sensors and actuators, and create a web or mobile interface to control home appliances, enhancing convenience and efficiency.
Health Monitoring Systems
Develop a health monitoring system that collects data from wearable devices, processes it, and provides health insights and alerts. This project can have a significant impact on health and wellness.
8. Cybersecurity Development
Penetration Testing Tools
Create tools for network scanning, vulnerability assessment, or exploit development. Projects could include building a custom port scanner, brute-force attack tool, or network traffic analyzer.
Intrusion Detection Systems
Develop an intrusion detection system using machine learning to analyze network traffic and detect suspicious activities or anomalies. This will help you understand and implement advanced network security measures.
Conclusion
Engaging in advanced Python projects can push the boundaries of your programming abilities and introduce you to new technological domains. Each project offers an opportunity to deepen your understanding of complex concepts, experiment with new libraries and frameworks, and build a robust portfolio showcasing your skills. Whether you focus on machine learning, web development, data science, or cybersecurity, these projects provide valuable experience and pave the way for new career opportunities.
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Gaming Log for May 9 2024
Nintendo Switch Lite
1. Harvest Moon Mad Dash- did level 10 with three gold stars
2. Pokemon Legends Arceus- beat Rei and Mai, leveled up to rank 1 star member, and caught a Kriketot for the first time
3. Pokemon Violet- caught a Buizel and added data for Buizel to the Pokedex
Physical Games
1. Pokemon trainer catch- caught a Pidgey and added it to my electronic collection
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