#Mobile Game Development Tools
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sweecute-jamie · 4 months ago
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Do you know which game avatar is this ? Checkout on https://Gamepodcasts.com and play online games
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kpissolution · 9 months ago
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Having more than years of experience in the dynamic game and app development industry has allowed us to become a leading technology company dedicated to pushing the boundaries of quality and innovation. KPIS– a leading mobile game app development company, stands at the forefront of innovation, including online mobile games, AR, and VR game development, ensuring your game is unique and prepared for the future.
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sdkmonetization · 26 days ago
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Rethinking Bandwidth: Why 2025 Is the Breakout Year for Network Sharing and Passive Monetization
For the past decade, developers have monetized through ads, subscriptions, and premium features. But in 2025, a new kind of digital asset is gaining value—one that’s been hiding in plain sight:
Bandwidth.
Every day, millions of user devices are connected to the internet, sitting idle. That unused connection? It's a missed opportunity. But not for long.
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From Utility to Asset: The Shift in How We Value Bandwidth
Bandwidth has traditionally been treated as a cost of doing business—a pipeline for delivering content.
But with the rise of:
decentralized internet infrastructure,
AI edge computing,
censorship-resistant protocols,
and globally distributed applications,
stable, edge-level bandwidth is quickly becoming a monetizable commodity.
We’re entering a phase where connectivity itself can be productized—just like storage was in the early days of the cloud.
The Rise of Network Sharing: A New Revenue Stream for Developers
As ad revenue becomes more volatile and privacy regulations get tighter, a quiet revolution is unfolding: Bandwidth sharing is becoming a new monetization layer for apps.
With tools like CastarSDK, developers can now tap into their users' idle bandwidth—without impacting user experience or violating privacy.
What is CastarSDK? A lightweight, privacy-safe SDK that enables passive bandwidth sharing in the background.
Why Now?
The timing couldn’t be better. We’re at the intersection of four critical trends:
Ad-based monetization is declining due to oversaturation and user fatigue
AI inference at the edge requires low-latency data delivery
Web3 and decentralized networks are scaling globally
Stricter privacy laws are making tracking-based models obsolete
This creates an ideal environment for non-intrusive, infrastructure-based monetization.
What Can Developers Gain?
If you're building:
utility, productivity, or casual content apps
mobile games with high DAU
globally distributed apps
lightweight agents or IoT-connected clients
You’re likely sitting on a valuable but untapped network resource.
By integrating CastarSDK, you can:
Generate passive income in the background
Avoid disrupting user experience
Diversify your revenue beyond ads or in-app purchases
Join a growing global network economy
Final Thoughts: In the Future, Connectivity Is Currency
In 2025, we don’t just consume the internet—we contribute to it. And when users are connected, your app doesn’t need to go silent.
Bandwidth is no longer just the cost of doing business. It’s a distributed asset, and developers are perfectly positioned to harness its value.
Don’t wait until it’s mainstream.Be early. Be efficient. Be part of the next wave of monetization.
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elevancotech · 2 months ago
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Elevanco provides affordable UI/UX design services for startups, helping create intuitive and visually appealing digital products on a budget. Our expert team focuses on improving user engagement, increasing conversions, and building brand trust. Whether it's a website or mobile app, we offer scalable, cost-effective solutions tailored to your startup's needs. Contact us at +91-7388885426 today!
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xceltectechnology · 6 months ago
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Transforming Gaming: How Unity 3D Shapes Modern Game Development
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Unity 3D has become a disruptive force in the ever-evolving game industry, changing the way developers create, implement, and release immersive gaming experiences. Unity 3D's advanced features and adaptable design enable artists, from independent developers to large companies, to realize their ideas.
What is Unity 3D?
Unity 3D is a cross-platform game engine that offers tools for creating interactive 2D and 3D experiences. Known for its user-friendly interface and robust capabilities, Unity has become a cornerstone for game developers worldwide. Its versatility supports diverse genres and platforms, from mobile devices to virtual reality headsets.
Key Features that Revolutionize Game Development
Cross-Platform Compatibility: Unity 3D enables developers to build games once and deploy them across multiple platforms, including iOS, Android, PC, consoles, and VR systems. This capability drastically reduces development time and costs.
Realistic Graphics and Physics: Unity’s advanced rendering engine supports high-quality visuals, realistic lighting, and intricate physics simulations, ensuring immersive gameplay experiences.
Asset Store Ecosystem: The Unity Asset Store offers a rich marketplace of pre-built assets, scripts, animations, and plugins, helping developers speed up the creation process without sacrificing quality.
Powerful Scripting: With support for C#, Unity provides a robust scripting environment that allows developers to implement complex gameplay mechanics and AI behaviors.
Virtual Reality and Augmented Reality: Unity is a leader in VR and AR development, offering tools to build experiences for devices like Oculus, HTC Vive, and Microsoft HoloLens. Real-World Applications of Unity 3D
AAA Titles and Indie Games: Unity has been the backbone of popular games such as Cuphead, Hollow Knight, and Among Us. Its versatility caters to both high-budget productions and indie projects.
Virtual Reality Games: Unity’s seamless integration with VR platforms has enabled groundbreaking titles like Beat Saber, which deliver fully immersive gaming experiences.
Educational and Simulation Games: Beyond entertainment, Unity 3D powers educational games and simulations that provide valuable training tools in industries like healthcare and engineering.
The Future of Gaming with Unity 3D
As technology evolves, Unity continues to stay ahead of the curve with support for cutting-edge advancements such as machine learning, real-time ray tracing, and AI-powered NPCs. Its adaptability ensures that developers can create games that align with future trends, from metaverse experiences to cloud gaming platforms.
Conclusion: The Unity 3D Advantage
Xceltec is leading to Unity 3D App game development, making it accessible to creators of all levels while providing tools to push the boundaries of innovation. Whether you're building a mobile puzzler or a VR epic, Unity 3D equips you with the power to craft unforgettable experiences that captivate players around the globe.
Ready to transform your game ideas into reality?
Partner with Unity 3D experts to bring your vision to life. Contact us today to start building your next gaming masterpiece!
For more information: https://www.xceltec.com/
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dotitioo · 1 year ago
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triplereasonltd · 1 year ago
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Mobile Responsiveness:
Given that most people use their smartphones to browse the internet, having a mobile-friendly website is crucial. Our website design services focus on making sure your site appears and works perfectly on every device, ensuring a smooth experience for users no matter what gadget they’re using.
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Conclusion:
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exeggcute · 2 years ago
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the great reddit API meltdown of '23, or: this was always bound to happen
there's a lot of press about what's going on with reddit right now (app shutdowns, subreddit blackouts, the CEO continually putting his foot in his mouth), but I haven't seen as much stuff talking about how reddit got into this situation to begin with. so as a certified non-expert and Context Enjoyer I thought it might be helpful to lay things out as I understand them—a high-level view, surveying the whole landscape—in the wonderful world of startups, IPOs, and extremely angry users.
disclaimer that I am not a founder or VC (lmao), have yet to work at a company with a successful IPO, and am not a reddit employee or third-party reddit developer or even a subreddit moderator. I do work at a startup, know my way around an API or two, and have spent twelve regrettable years on reddit itself. which is to say that I make no promises of infallibility, but I hope you'll at least find all this interesting.
profit now or profit later
before you can really get into reddit as reddit, it helps to know a bit about startups (of which reddit is one). and before I launch into that, let me share my Three Types Of Websites framework, which is basically just a mental model about financial incentives that's helped me contextualize some of this stuff.
(1) website/software that does not exist to make money: relatively rare, for a variety of reasons, among them that it costs money to build and maintain a website in the first place. wikipedia is the evergreen example, although even wikipedia's been subject to criticism for how the wikimedia foundation pays out its employees and all that fun nonprofit stuff. what's important here is that even when making money is not the goal, money itself is still a factor, whether it's solicited via donations or it's just one guy paying out of pocket to host a hobby site. but websites in this category do, generally, offer free, no-strings-attached experiences to their users.
(I do want push back against the retrospective nostalgia of "everything on the internet used to be this way" because I don't think that was ever really true—look at AOL, the dotcom boom, the rise of banner ads. I distinctly remember that neopets had multiple corporate sponsors, including a cookie crisp-themed flash game. yahoo bought geocities for $3.6 billion; money's always been trading hands, obvious or not. it's indisputable that the internet is simply different now than it was ten or twenty years ago, and that monetization models themselves have largely changed as well (I have thoughts about this as it relates to web 1.0 vs web 2.0 and their associated costs/scale/etc.), but I think the only time people weren't trying to squeeze the internet for all the dimes it can offer was when the internet was first conceived as a tool for national defense.)
(2) website/software that exists to make money now: the type that requires the least explanation. mostly non-startup apps and services, including any random ecommerce storefront, mobile apps that cost three bucks to download, an MMO with a recurring subscription, or even a news website that runs banner ads and/or offers paid subscriptions. in most (but not all) cases, the "make money now" part is obvious, so these things don't feel free to us as users, even to the extent that they might have watered-down free versions or limited access free trials. no one's shocked when WoW offers another paid expansion packs because WoW's been around for two decades and has explicitly been trying to make money that whole time.
(3) website/software that exists to make money later: this is the fun one, and more common than you'd think. "make money later" is more or less the entire startup business model—I'll get into that in the next section—and is deployed with the expectation that you will make money at some point, but not always by means as obvious as "selling WoW expansions for forty bucks a pop."
companies in this category tend to have two closely entwined characteristics: they prioritize growth above all else, regardless of whether this growth is profitable in any way (now, or sometimes, ever), and they do this by offering users really cool and awesome shit at little to no cost (or, if not for free, then at least at a significant loss to the company).
so from a user perspective, these things either seem free or far cheaper than their competitors. but of course websites and software and apps and [blank]-as-a-service tools cost money to build and maintain, and that money has to come from somewhere, and the people supplying that money, generally, expect to get it back...
just not immediately.
startups, VCs, IPOs, and you
here's the extremely condensed "did NOT go to harvard business school" version of how a startup works:
(1) you have a cool idea.
(2) you convince some venture capitalists (also known as VCs) that your idea is cool. if they see the potential in what you're pitching, they'll give you money in exchange for partial ownership of your company—which means that if/when the company starts trading its stock publicly, these investors will own X numbers of shares that they can sell at any time. in other words, you get free money now (and you'll likely seek multiple "rounds" of investors over the years to sustain your company), but with the explicit expectations that these investors will get their payoff later, assuming you don't crash and burn before that happens.
during this phase, you want to do anything in your power to make your company appealing to investors so you can attract more of them and raise funds as needed. because you are definitely not bringing in the necessary revenue to offset operating costs by yourself.
it's also worth nothing that this is less about projecting the long-term profitability of your company than it's about its perceived profitability—i.e., VCs want to put their money behind a company that other people will also have confidence in, because that's what makes stock valuable, and VCs are in it for stock prices.
(3) there are two non-exclusive win conditions for your startup: you can get acquired, and you can have an IPO (also referred to as "going public"). these are often called "exit scenarios" and they benefit VCs and founders, as well as some employees. it's also possible for a company to get acquired, possibly even more than once, and then later go public.
acquisition: sell the whole damn thing to someone else. there are a million ways this can happen, some better than others, but in many cases this means anyone with ownership of the company (which includes both investors and employees who hold stock options) get their stock bought out by the acquiring company and end up with cash in hand. in varying amounts, of course. sometimes the founders walk away, sometimes the employees get laid off, but not always.
IPO: short for "initial public offering," this is when the company starts trading its stocks publicly, which means anyone who wants to can start buying that company's stock, which really means that VCs (and employees with stock options) can turn that hypothetical money into real money by selling their company stock to interested buyers.
drawing from that, companies don't go for an IPO until they think their stock will actually be worth something (or else what's the point?)—specifically, worth more than the amount of money that investors poured into it. The Powers That Be will speculate about a company's IPO potential way ahead of time, which is where you'll hear stuff about companies who have an estimated IPO evaluation of (to pull a completely random example) $10B. actually I lied, that was not a random example, that was reddit's valuation back in 2021 lol. but a valuation is basically just "how much will people be interested in our stock?"
as such, in the time leading up to an IPO, it's really really important to do everything you can to make your company seem like a good investment (which is how you get stock prices up), usually by making the company's numbers look good. but! if you plan on cashing out, the long-term effects of your decisions aren't top of mind here. remember, the industry lingo is "exit scenario."
if all of this seems like a good short-term strategy for companies and their VCs, but an unsustainable model for anyone who's buying those stocks during the IPO, that's because it often is.
also worth noting that it's possible for a company to be technically unprofitable as a business (meaning their costs outstrip their revenue) and still trade enormously well on the stock market; uber is the perennial example of this. to the people who make money solely off of buying and selling stock, it literally does not matter that the actual rideshare model isn't netting any income—people think the stock is valuable, so it's valuable.
this is also why, for example, elon musk is richer than god: if he were only the CEO of tesla, the money he'd make from selling mediocre cars would be (comparatively, lol) minimal. but he's also one of tesla's angel investors, which means he holds a shitload of tesla stock, and tesla's stock has performed well since their IPO a decade ago (despite recent dips)—even if tesla itself has never been a huge moneymaker, public faith in the company's eventual success has kept them trading at high levels. granted, this also means most of musk's wealth is hypothetical and not liquid; if TSLA dropped to nothing, so would the value of all the stock he holds (and his net work with it).
what's an API, anyway?
to move in an entirely different direction: we can't get into reddit's API debacle without understanding what an API itself is.
an API (short for "application programming interface," not that it really matters) is a series of code instructions that independent developers can use to plug their shit into someone else's shit. like a series of tin cans on strings between two kids' treehouses, but for sending and receiving data.
APIs work by yoinking data directly from a company's servers instead of displaying anything visually to users. so I could use reddit's API to build my own app that takes the day's top r/AITA post and transcribes it into pig latin: my app is a bunch of lines of code, and some of those lines of code fetch data from reddit (and then transcribe that data into pig latin), and then my app displays the content to anyone who wants to see it, not reddit itself. as far as reddit is concerned, no additional human beings laid eyeballs on that r/AITA post, and reddit never had a chance to serve ads alongside the pig-latinized content in my app. (put a pin in this part���it'll be relevant later.)
but at its core, an API is really a type of protocol, which encompasses a broad category of formats and business models and so on. some APIs are completely free to use, like how anyone can build a discord bot (but you still have to host it yourself). some companies offer free APIs to third-party developers can build their own plugins, and then the company and the third-party dev split the profit on those plugins. some APIs have a free tier for hobbyists and a paid tier for big professional projects (like every weather API ever, lol). some APIs are strictly paid services because the API itself is the company's core offering.
reddit's financial foundations
okay thanks for sticking with me. I promise we're almost ready to be almost ready to talk about the current backlash.
reddit has always been a startup's startup from day one: its founders created the site after attending a startup incubator (which is basically a summer camp run by VCs) with the successful goal of creating a financially successful site. backed by that delicious y combinator money, reddit got acquired by conde nast only a year or two after its creation, which netted its founders a couple million each. this was back in like, 2006 by the way. in the time since that acquisition, reddit's gone through a bunch of additional funding rounds, including from big-name investors like a16z, peter thiel (yes, that guy), sam altman (yes, also that guy), sequoia, fidelity, and tencent. crunchbase says that they've raised a total of $1.3B in investor backing.
in all this time, reddit has never been a public company, or, strictly speaking, profitable.
APIs and third-party apps
reddit has offered free API access for basically as long as it's had a public API—remember, as a "make money later" company, their primary goal is growth, which means attracting as many users as possible to the platform. so letting anyone build an app or widget is (or really, was) in line with that goal.
as such, third-party reddit apps have been around forever. by third-party apps, I mean apps that use the reddit API to display actual reddit content in an unofficial wrapper. iirc reddit didn't even have an official mobile app until semi-recently, so many of these third-party mobile apps in particular just sprung up to meet an unmet need, and they've kept a small but dedicated userbase ever since. some people also prefer the user experience of the unofficial apps, especially since they offer extra settings to customize what you're seeing and few to no ads (and any ads these apps do display are to the benefit of the third-party developers, not reddit itself.)
(let me add this preemptively: one solution I've seen proposed to the paid API backlash is that reddit should have third-party developers display reddit's ads in those third-party apps, but this isn't really possible or advisable due to boring adtech reasons I won't inflict on you here. source: just trust me bro)
in addition to mobile apps, there are also third-party tools that don’t replace the Official Reddit Viewing Experience but do offer auxiliary features like being able to mass-delete your post history, tools that make the site more accessible to people who use screen readers, and tools that help moderators of subreddits moderate more easily. not to mention a small army of reddit bots like u/AutoWikibot or u/RemindMebot (and then the bots that tally the number of people who reply to bot comments with “good bot” or “bad bot).
the number of people who use third-party apps is relatively small, but they arguably comprise some of reddit’s most dedicated users, which means that third-party apps are important to the people who keep reddit running and the people who supply reddit with high-quality content.
unpaid moderators and user-generated content
so reddit is sort of two things: reddit is a platform, but it’s also a community.
the platform is all the unsexy (or, if you like python, sexy) stuff under the hood that actually makes the damn thing work. this is what the company spends money building and maintaining and "owns." the community is all the stuff that happens on the platform: posts, people, petty squabbles. so the platform is where the content lives, but ultimately the content is the reason people use reddit—no one’s like “yeah, I spend time on here because the backend framework really impressed me."
and all of this content is supplied by users, which is not unique among social media platforms, but the content is also managed by users, which is. paid employees do not govern subreddits; unpaid volunteers do. and moderation is the only thing that keeps reddit even remotely tolerable—without someone to remove spam, ban annoying users, and (god willing) enforce rules against abuse and hate speech, a subreddit loses its appeal and therefore its users. not dissimilar to the situation we’re seeing play out at twitter, except at twitter it was the loss of paid moderators;  reddit is arguably in a more precarious position because they could lose this unpaid labor at any moment, and as an already-unprofitable company they absolutely cannot afford to implement paid labor as a substitute.
oh yeah? spell "IPO" backwards
so here we are, June 2023, and reddit is licking its lips in anticipation of a long-fabled IPO. which means it’s time to start fluffing themselves up for investors by cutting costs (yay, layoffs!) and seeking new avenues of profit, however small.
this brings us to the current controversy: reddit announced a new API pricing plan that more or less prevents anyone from using it for free.
from reddit's perspective, the ostensible benefits of charging for API access are twofold: first, there's direct profit to be made off of the developers who (may or may not) pay several thousand dollars a month to use it, and second, cutting off unsanctioned third-party mobile apps (possibly) funnels those apps' users back into the official reddit mobile app. and since users on third-party apps reap the benefit of reddit's site architecture (and hosting, and development, and all the other expenses the site itself incurs) without “earning” money for reddit by generating ad impressions, there’s a financial incentive at work here: even if only a small percentage of people use third-party apps, getting them to use the official app instead translates to increased ad revenue, however marginal.
(also worth mentioning that chatGPT and other LLMs were trained via tools that used reddit's API to scrape post and content data, and now that openAI is reaping the profits of that training without giving reddit any kickbacks, reddit probably wants to prevent repeats of this from happening in the future. if you want to train the next LLM, it's gonna cost you.)
of course, these changes only benefit reddit if they actually increase the company’s revenue and perceived value/growth—which is hard to do when your users (who are also the people who supply the content for other users to engage with, who are also the people who moderate your communities and make them fun to participate in) get really fucking pissed and threaten to walk.
pricing shenanigans
under the new API pricing plan, third-party developers are suddenly facing steep costs to maintain the apps and tools they’ve built.
most paid APIs are priced by volume: basically, the more data you send and receive, the more money it costs. so if your third-party app has a lot of users, you’ll have to make more API requests to fetch content for those users, and your app becomes more expensive to maintain. (this isn’t an issue if the tool you’re building also turns a profit, but most third-party reddit apps make little, if any, money.)
which is why, even though third-party apps capture a relatively small portion of reddit’s users, the developer of a popular third-party app called apollo recently learned that it would cost them about $20 million a year to keep the app running. and apollo actually offers some paid features (for extra in-app features independent of what reddit offers), but nowhere near enough to break even on those API costs.
so apollo, any many apps like it, were suddenly unable to keep their doors open under the new API pricing model and announced that they'd be forced to shut down.
backlash, blackout
plenty has been said already about the current subreddit blackouts—in like, official news outlets and everything—so this might be the least interesting section of my whole post lol. the short version is that enough redditors got pissed enough that they collectively decided to take subreddits “offline” in protest, either by making them read-only or making them completely inaccessible. their goal was to send a message, and that message was "if you piss us off and we bail, here's what reddit's gonna be like: a ghost town."
but, you may ask, if third-party apps only captured a small number of users in the first place, how was the backlash strong enough to result in a near-sitewide blackout? well, two reasons:
first and foremost, since moderators in particular are fond of third-party tools, and since moderators wield outsized power (as both the people who keep your site more or less civil, and as the people who can take a subreddit offline if they feel like it), it’s in your best interests to keep them happy. especially since they don’t get paid to do this job in the first place, won’t keep doing it if it gets too hard, and essentially have nothing to lose by stepping down.
then, to a lesser extent, the non-moderator users on third-party apps tend to be Power Users who’ve been on reddit since its inception, and as such likely supply a disproportionate amount of the high-quality content for other users to see (and for ads to be served alongside). if you drive away those users, you’re effectively kneecapping your overall site traffic (which is bad for Growth) and reducing the number/value of any ad impressions you can serve (which is bad for revenue).
also a secret third reason, which is that even people who use the official apps have no stake in a potential IPO, can smell the general unfairness of this whole situation, and would enjoy the schadenfreude of investors getting fucked over. not to mention that reddit’s current CEO has made a complete ass of himself and now everyone hates him and wants to see him suffer personally.
(granted, it seems like reddit may acquiesce slightly and grant free API access to a select set of moderation/accessibility tools, but at this point it comes across as an empty gesture.)
"later" is now "now"
TL;DR: this whole thing is a combination of many factors, specifically reddit being intensely user-driven and self-governed, but also a high-traffic site that costs a lot of money to run (why they willingly decided to start hosting video a few years back is beyond me...), while also being angled as a public stock market offering in the very near future. to some extent I understand why reddit’s CEO doubled down on the changes—he wants to look strong for investors—but he’s also made a fool of himself and cast a shadow of uncertainty onto reddit’s future, not to mention the PR nightmare surrounding all of this. and since arguably the most important thing in an IPO is how much faith people have in your company, I honestly think reddit would’ve fared better if they hadn’t gone nuclear with the API changes in the first place.
that said, I also think it’s a mistake to assume that reddit care (or needs to care) about its users in any meaningful way, or at least not as more than means to an end. if reddit shuts down in three years, but all of the people sitting on stock options right now cashed out at $120/share and escaped unscathed... that’s a success story! you got your money! VCs want to recoup their investment—they don’t care about longevity (at least not after they’re gone), user experience, or even sustained profit. those were never the forces driving them, because these were never the ultimate metrics of their success.
and to be clear: this isn’t unique to reddit. this is how pretty much all startups operate.
I talked about the difference between “make money now” companies and “make money later” companies, and what we’re experiencing is the painful transition from “later” to “now.” as users, this change is almost invisible until it’s already happened—it’s like a rug we didn’t even know existed gets pulled out from under us.
the pre-IPO honeymoon phase is awesome as a user, because companies have no expectation of profit, only growth. if you can rely on VC money to stay afloat, your only concern is building a user base, not squeezing a profit out of them. and to do that, you offer cool shit at a loss: everything’s chocolate and flowers and quarterly reports about the number of signups you’re getting!
...until you reach a critical mass of users, VCs want to cash in, and to prepare for that IPO leadership starts thinking of ways to make the website (appear) profitable and implements a bunch of shit that makes users go “wait, what?”
I also touched on this earlier, but I want to reiterate a bit here: I think the myth of the benign non-monetized internet of yore is exactly that—a myth. what has changed are the specific market factors behind these websites, and their scale, and the means by which they attempt to monetize their services and/or make their services look attractive to investors, and so from a user perspective things feel worse because the specific ways we’re getting squeezed have evolved. maybe they are even worse, at least in the ways that matter. but I’m also increasingly less surprised when this occurs, because making money is and has always been the goal for all of these ventures, regardless of how they try to do so.
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tainbocuailnge · 1 year ago
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I think there is a difference between the comic as a sequence of images with text and the comic as a comic. it's a subtle difference that an untrained eye might not see but the more one as artist draws comics the clearer this difference becomes, because one who first aspires to draw comics will soon find they are merely drawing sequences of images with text.
when people say an artist is clearly inspired by anime they often use "anime" to refer to japanese pop culture in general, but if you look more closely you can often tell it really is specifically anime rather than manga that inspired them, because the paneling and camera angles in their comics will read like a series of anime screenshots rather than a manga page. similarly, when I was a teenager really popular manga that had anime adaptions would sometimes get "animanga" reprints where they replaced the panels with the equivalent anime screenshots of the scene, and they often looked like dogshit because the very premise showed blatant disregard for why the original comic worked in the first place. these two examples are both about anime because i am a weeb but it applies outside that context too. a cartoon storyboard can be read as if it were a comic, but what it really is is a sequence of images with text that has yet to be refined into its actual intended format.
there are many artists who only employ the medium of comic because what they actually want to draw is a video, or a video game cutscene, but the only tool actually at their disposal is the ability to draw a series of images and add text to them so that is what they use. there is no shame or mistake in doing this, you have to make your art with the tools that you have available, and if the sequence of images with text is enough to convey the idea then it was the right tool for the job. but these are different mediums with different visual languages, languages which have a lot of overlap and can occasionally be used in each other's stead to achieve similar results (especially when drawing a fanart comic of a video game for example), but which are still ultimately different. the comic and the video and the cutscene are all different forms that a sequence of images with text can take but they are far from completely interchangeable.
there is a key difference in approach to the comic as a series of images roughly interchangeable with other forms of series of images like the video and the cutscene, and the comic as specifically the comic. this difference in approach is not always necessary to achieve results, an artist who wants to convey a scenario they came up with needs only the sequence of images with text to achieve this. but the difference between a comic with good writing and art, and a comic that is a good comic, is in whether it was treated as a comic rather than a sequence of images with text. I say this as an artist whose nearly every comic has been simply a sequence of images, because I just don't have the patience to refine it into a comic when I merely want to convey my idea rather than draw a comic. it takes a particular skill and insight that have to be developed and practised separately from the ability to draw well and the ability to write well in order to become good at making "the comic" as synthesis of the two.
it's hard to specifically point out the essence of this difference between the sequence of images and the comic because it's kind of a vibes thing honestly, and it depends on where and how the comic was meant to be published too. comics meant to have paper print editions have different constraints and requirements and frameworks to work with than webtoons meant to be read on slim mobile screens in a continuous scrolling format. a good traditional comic will consider not just how each individual panel looks but also the way each page as a whole looks, and how the pages look next to each other in a spread, and how it feels to turn the page towards the next spread. a good webtoon will consider the movement of scrolling down and how this affects the transition from one moment to another in its composition. time is time in videos and cutscenes but space is time in comics, and the space your have available determines how you can divide time across it. when you make a webcomic on your own website you have no constraints but the ones you set for yourself, and sometimes this leads to things like homestuck, which would not work in any other format than the one it created for itself.
the best comics are good because they tell their story and present their images specifically in the form of a comic, in a way that would not be possible if it were not specifically a comic. I think this is true for basically every medium, I'm just thinking about comics specifically lately, because even though I don't really consider myself a comic artist - because I usually draw sequences of images rather than comics - the thing my clients want to pay for is often still "a comic", and they don't know or care to tell the difference. it's a difference that, as established, is often fairly moot anyway, because as long as it successfully conveys your idea it's good enough. but it's precisely because the sequence of images is often good enough that the specific skill of the comic artist is often overlooked.
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0sbrain · 2 years ago
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here's a list of mozilla add-ons for all of you tumblrinas out there to have a better internet experience
also, if you like my post, please reblog it. Tumblr hates links but i had to put them so you adhd bitches actually download them <3 i know because i am also adhd bitches
BASIC STUFF:
AdGuard AdBlocker / uBlock Origin : adguard is a basic adblock and with origin you can also block any other element you want. for example i got rid of the shop menu on tumblr
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Privacy Badger : this add on will block trackers. if an element contains a tracker it will give you the option to use it or not
Shinigami Eyes: this will highlight transphobic and trans friendly users and sites using different colors by using a moderated database. perfect to avoid terfs on any social media. i will explain how to use this and other add-ons on android as well under the read more cut
THINGS YOU TUMBLINAS WANT:
Xkit: the best tumblr related add on. with many customizable options, xkit not only enhances your experience from a visual standpoint, but provides some much needed accessibility tools
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bonus: if you are into tf2 and wanna be a cool cat, you can also get the old version to add cool reblog icons
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AO3 enhancer: some basic enhancements including reading time and the ability to block authors and tags
YOUTUBE
Return of the YouTube Dislike : pretty self explanatory
Youtube non-stop: gets rid of the annoying "Video paused. Continue watching?" popup when you have a video in the background
SponsorBlock: gives you options to skip either automatically or manually sponsors, videoclip non music sectors and discloses other type of sponsorships/paid partnerships
Enhancer for YouTube: adds some useful options such as custom play speed, let's you play videos in a window and most important of all, it allows you to make the youtube interface as ugly as your heart desires. I can't show a full image of what it looks like because i've been told its eye strainy and i want this post to be accessible but look at this <3
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PocketTube: allows you to organize your subscriptions into groups
YouTube Comment Search: what it says
FINDING STUFF
WayBack Machine: you probably know about this site and definitely should get the add on. this allows you to save pages and access older versions with the click of a button. while you can search wayback using web archives, please get this one as well as it allows you to easily save pages and contribute to the archive.
Web Archives: it allows you to search through multiple archives and search engines including WayBack Machine, Google, Yandex and more.
Search by Image: allows you to reverse image search using multiple search engines (in my experience yandex tends to yield the best results)
Image Search Options: similar to the last one
this next section is pretty niche but... STEAM AND STEAM TRADING
SteamDB: adds some interesting and useful statistics
Augmented Steam: useful info specially for browsing and buying games
TF2 Trade Helper: an absolute godsend, lets you add items in bundles, keeps track of your keys and metal and your recent trades, displays links to the backpack tf page next to users profiles and more. look it tells me how much moneys i have and adds metal to trades without clicking one by one oh may god
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IN CONCLUSION: oooooh you want to change to firefox so badly, you want to delete chrome and all the chrome clones that are actually just spyware and use firefox
HOW TO USE MOZILLA ADD-ONS ON YOUR PHONE
if you already use firefox on android, you'll know there are certain add-ons compatible with the app, some of them even being made just for the mobile version such as Video Background Play FIx. while most of them are pretty useful, some more specific ones aren't available on this version of the browser, but there's a way of getting some of them to work
you need to download the firefox nightly app, which is basically the same as the regular firefox browser but with the ability of activating developer mode. you can find how to do that here. once you've enabled it, you need to create a collection with all the add ons you want. i wouldn't recommend adding extensions if the creators haven't talked about phone compatibility, but XKit and Shinigami Eyes should work
also, don't tell the government this secret skater move, but you can try using both the regular firefox browser and nightly so you can have youtube videos in a floating box while you browse social media.
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see? i can block this terf while Rick Rolling the people following this tutorial. isn't that tubular?
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ranchstoryblog · 2 months ago
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Another "lost" feature phone Story of Seasons/Harvest Moon game is re-surfacing thanks to G-MODE! Last year they released Life & Love, and now Minori no Shima, or, "Harvest Island!" As with Life & Love, this game was originally released for Japanese feature phones, pre-Smart Phones, and had been pretty much lost to time with sparsely available information. Unfortunately, the game is still exclusively available in Japanese, but it’s still amazing that this game, and its original cast of characters, is finally becoming available again thanks to G-MODE and Marvelous.
Below is the description from the Steam page, as well as some screenshots:
While developing a fertile island, aim to grow your own soothing farm! Game Features This title is a port of a title released in 2008 for feature phones in the popular series, which has been developed for numerous hardware platforms. It simultaneously includes “for Boy,” in which a boy is the main character, and “for Girl,” in which a girl is the main character. Once called "The Island of Bounty," this island was blessed with abundant harvests. However, after a conflict broke out, the gods, sorrowful over the island's withered nature, sealed the island away using their own power. The story begins shortly after you move to this island. You can grow crops, raise pigs and cows, cultivate beautiful flowers, and even explore the developed island! Enjoy a life on your very own farm while building deeper connections with the villagers! Island Facilities ◆Your Home You live with an apprentice sent by the gods. Here, you can check the villagers' preferences and feelings, as well as your own status. ◆Farm/Ranch You can raise livestock such as cows, sheep, and chickens, and collect eggs, milk, and wool. ◆Farm/Field You can plow the fields, sow seeds, water them, grow crops, and harvest your produce. ◆Flower Garden Just like crops, you can grow flowers by cultivating them. ◆Village You can purchase crop seeds, animals, cooking recipes, and more. There is also a blacksmith where you can forge tools. Most importantly, the village is home to potential future marriage partners. ◆Exploration Explore the developed island, where you can harvest wild crops and mine ores. ◆Visit the God You can unlock the sealed island, change the land, and temporarily enhance the land. --- ■Harvest Moon Mobile: Minori no Shima Japanese mobile application games. 2008 Distribution Marvelous titles.
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sofia-d-asb · 3 months ago
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Hello. I noticed that you said you were using Ren'py for your new game. What made you come to the conclusion that this was the best option, if you don't mind my asking? I am looking into developing something, but I'm unsure which program to use. I thought the point of Ren'py was more for visual novels. I am interested in making something that isn't as visual heavy. Do you think that's possible with Ren'py? Sorry for the randomness. Thank you for taking the time to read. Have a wonderful day!
Hello!
It depends on what you're looking to achieve.
If you want the bare minimum of functionality and the bare minimum of coding to learn, you can go with ChoiceScript. Which, fair warning, is a proprietary language, so if you want to monetize/publish your work without having to adhere to their opaque content rules/cede 75% of your sales, I'd suggest you steer clear, but YMMV.
Twine is a little less easy to use, but comes with higher customization. It supports HTML/CSS/JavaScript, so what you can do is much broader than ChoiceScript. Plus, monetizing your game is fine. I find that Twine is more meant for short-form IF than long-form, but it remains usable. Deploying your game in any other form than HTML (a web game) is a hassle though, and not supported by Twine directly.
Ren'Py comes next; here you must make your own user interface (or you could just use native NVL-mode with no edits, which... it'll work for sure, but the presentation will be questionable), but I find it much more flexible than the other two options. And it comes with the added bonus of making it much easier to deploy your game to multiple OS and platforms including web and mobile.
There are other tools (Ink?) so my advice would be to try them all and settle for the one that suits your needs.
Good luck with your project! And have a wonderful day as well.
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cleolinda · 4 months ago
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I never actually explained why I started playing the Silent Hill 2 remake. As many people have pointed out, it is an absolutely wild choice (complex, difficult, scary, LONG) for my first video game. (I’m a mobile gamer, I wasn’t allowed to play video games as a kid, etc.) 
Since Jacksepticeye has come back to Tumblr, I’ll be a dork and say that I became a big fan of his channel over the last couple of years, and I started watching game playthroughs generally to wind down at night. I’ll basically watch anything he plays, and in October, he played the new remake. I was maybe 20 when the original came out, but I didn’t know shit about Silent Hill. Something about Pyramid Head, The Scariest Games Ever, not really my thing, but sure. I started watching and... didn’t really get into it. Planets weren’t aligned that day, idk. I let it keep running, went on to the second video, and then we hit THIS scene:
youtube
That music comes in out of NOWHERE like strong perfume and I was like, what the fuck is this game, why is the acting so good, what is HAPPENING, I love it. 
For several weeks, I was obsessed with the Akira Yamaoka soundtrack (both versions) and the story. The Actual Autism fully kicked in, and it was better than dealing with the rest of November 2024. I watched multiple people play the game, learned everything about it, didn’t care about the combat, never thought I’d play it myself. 
And then, two months into this... I kinda... I kinda wanted to fight a leg monster. A mannequin. THEY ARE SO SASSY AND THEY’RE SMART despite having no heads. I wanted to engage in noble fisticuffs (anklicuffs?) with these things. I am proud to say that I have gone from getting stuck in the parking lot on day one to actually being really good at fighting mannequins. (It’s the lying figures that get me. Fucking splash-damage motherfuckers.) Over ten hours of practice play in the first three levels of the game, I’ve only died twice so far (and both times were when the game BOXED ME IN and swarmed me with vomit monsters. Rude).
So anyway, I decided to play the game, and @idoherty451 and I started discussing it in excessive depth, and now I want to do a text commentary for sure, and a video gameplay (voice) commentary if I can get that up and running; I already have some rough reaction audio that I've been posting. I just want all this (and the software I’m learning) to be a new set of tools in my “having fun discussing media” box, really. That said, I don’t know how far I’ll actually take the practice run, now that it’s fulfilled its purpose and I’ve diagnosed that my hapless ass needs to be on light combat. I’ve even played South Vale 2-3 times to develop basic skills! I’m doing so good! So it’s helped to do a first run, get through “I’m lost for half an hour” snarls, and practice moving the camera more smoothly. I may leave off with playing ahead before I get to the last two bosses years from now at this rate and let y’all see that happen, for better or worse, without any prep. 
The whole premise here is that I want to walk through the game and talk about all the lore and easter eggs and theories I’ve learned about. It will be the opposite of spoiler-free (minus That One Big Thing I won’t give away). If you would like to watch spoiler-free playthroughs of this long-ass game, I also recommend Marz (new to the franchise) and Gab Smolders (huge OG fan). 
Anyway, this is what I’ll be doing tomorrow while actively ignoring U.S. politics. James Sunderland has some very specific problems, and unlike mine, he can hit most of them with a steel pipe. Wish me luck with Pyramid Head. 
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girlactionfigure · 9 months ago
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1 Nobel Prize in Chemistry - The Development of Multiscale Models for Complex Chemical Systems
2 Nobel Prize in Chemistry - Quasiperiodic Crystals
3 Nobel Prize in Chemistry - Decoding the Structure and The Function of The Ribosome
4 Nobel Prize in Economic Sciences - Repeated Games
5 Nobel Prize in Chemistry – Ubiquitin, Deciding the Fate of Defective Proteins in Living Cells
6 Nobel Prize in Economics - Human Judgment and Decision-Making Under Uncertainty
7 Fields Medal Award in Mathematics
8 Turing Award - Machine Reasoning Under Uncertainty
9 Turing Award - Nondeterministic Decision-Making
10 Turing Award - The Development of Interactive Zero-Knowledge Proofs
11 Turing Award - Developing New Tools for Systems Verification
12 Vine Seeds Discovered from The Byzantine Period
13 The World’s Most Ancient Hebrew Inscription
14 Ancient Golden Treasure Found at Foot of Temple Mount
15 Sniffphone - Mobile Disease Diagnostics
16 Discovering the Gene Responsible for Fingerprints Formation
17 Pillcam - For Diagnosing and Monitoring Diseases in The Digestive System
18 Technological Application of The Molecular Recognition and Assembly Mechanisms Behind Degenerative Disorders
19 Exelon – A Drug for The Treatment of Dementia
20 Azilect - Drug for Parkinson’s Disease
21 Nano Ghosts - A “Magic Bullet” For Fighting Cancer
22 Doxil (Caelyx) For Cancer Treatment
23 The Genetics of Hearing
24 Copaxone - Drug for The Treatment of Multiple Sclerosis
25 Preserving the Dead Sea Scrolls
26 Developing the Biotechnologies of Valuable Products from Red Marine Microalgae
27 A New Method for Recruiting Immune Cells to Fight Cancer
28 Study of Bacterial Mechanisms for Coping with Temperature Change
29 Steering with The Bats 30 Transmitting Voice Conversations Via the Internet
31 Rewalk – An Exoskeleton That Enables Paraplegics to Walk Again
32 Intelligent Computer Systems
33 Muon Detectors in The World's Largest Scientific Experiment
34 Renaissance Robot for Spine and Brain Surgery
35 Mobileye Accident Prevention System
36 Firewall for Computer Network Security
37 Waze – Outsmarting Traffic, Together
38 Diskonkey - USB Flash Drive
39 Venμs Environmental Research Satellite
40 Iron Dome – Rocket and Mortar Air Defense System
41 Gridon - Preventing Power Outages in High Voltage Grids
42 The First Israeli Nanosatellite
43 Intel's New Generation Processors
44 Electroink - The World’s First Electronic Ink for Commercial Printing
45 Development of A Commercial Membrane for Desalination
46 Developing Modern Wine from Vines of The Bible
47 New Varieties of Seedless Grapes
48 Long-Keeping Regular and Cherry Tomatoes
49 Adapting Citrus Cultivation to Desert Conditions
50 Rhopalaea Idoneta - A New Ascidian Species from The Gulf of Eilat
51 Life in The Dead Sea - Various Fungi Discovered in The Brine
52 Drip Technology - The Irrigation Method That Revolutionized Agriculture
53 Repair of Heart Tissues from Algae
54 Proof of The Existence of Imaginary Particles, Which Could Be Used in Quantum Computers
55 Flying in Peace with The Birds
56 Self-Organization of Bacteria Colonies Sheds Light on The Behaviour of Cancer Cells
57 The First Israeli Astronaut, Colonel Ilan Ramon
58 Dr. Chaim Weizmann - Scientist and Statesman, The First President of Israel, One of The Founders of The Modern Field of Biotechnology
59 Aaron Aaronsohn Botanist, Agronomist, Entrepreneur, Zionist Leader, and Head of The Nili Underground Organization
60 Albert Einstein - Founding Father of The Theory of Relativity, Co-Founder of the Hebrew University in Jerusalem
61 Maimonides - Doctor and Philosopher
Source
@TheMossadIL
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thebleedingwoodland · 10 months ago
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THE SIMS 3 TUTORIAL
HOW TO CREATE DEFAULT REPLACEMENT MOD USING CUSTOM MESH & TEXTURE FOR SIMPLE OBJECT
⚠️ Tumblr has 30 pictures limit, so I cannot include too many pictures. If you want to zoom in the pictures, click the pictures to enlarge, or save the pictures into your PC, zoom the pictures on picture viewer or zoom in the pictures on your mobile phone. ⚠️
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I create this tutorial to make easier to follow because there are older tutorials available before but scattered on internet and usually only say "Export to replace s3asc" without explaining how to export the edited object properly.
My method is using TSR Workshop instead of exporting the object using Sims 3 Object Export/Import plug in because exporting to replace the s3asc using that plug in always giving error notification "ERR: Model has 1 groups; original had 0" and cannot be exported.
For beginners who are very new using s3pe and haven't created default replacement mod before, better start from simple object first.
Simple objects I mean in-game object that has single MODL and single texture with no morphs, no GeoStates, no presets, no CAS colour channels, and easily cloned from OBJD on catalogue. Usually as utensils that Sims holding in their hand, not buy/build objects. For example: Pencil, pan, fork, spoon.
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Tools to prepare:
s3oc
s3pe
Milkshape 3D for bone assignment (Version I use 1.8.5 beta, discontinued by its developer, therefore feel free to download the full version with its license key provided).
Sims 3 Object Export/Import 1.01 by Wesley Howe (Milkshape plug-in. Download msS3ObjPluginsV101.rar ) 
TSR Workshop (Older version for TS3 only version 2.0.88)
TSR Workshop plug-ins for export.import TSRW Object.
3D Program (Blender/Maya/3dsMax)
Editing images software (Photoshop, make sure you have to install .dds plugin by Nvidia. For free software alternative, you can use GIMP with its .dds plugin)
This tutorial will not teach you how to:
Meshing object ❌
Create alpha texture ❌
Change thumbnails in-game ❌
Install programs and plug-ins ❌
This is how I created Chinese chopsticks replacement mod using custom mesh and texture.
In summary, this tutorial has 10 steps:
Step 1. Clone the Object using s3oc
Step 2. Open S3PE to Copy the Original Resource Code and Export the Files
Step 3. Export the Original Mesh as Base Mesh to .obj format
Step 4. Create Your Custom Mesh
Step 5. Bone Assignment & Create Group
Step 6. Create custom Texture
Step 7. Import the .wso of Edited Mesh on TSR Workshop & Export the package
Step 8. Export MODL file from Package saved from TSR Workshop
Step 9. Finalizing in s3pe & Replacing the Original file with Edited File & Correcting the Code As Same As Default Code
Step 10. Test the CC in your game.
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✳️ Step 1. Clone the Object using s3oc
Before cloning the object, check the Game Folder for in-game object file location. Settings > Game Folders...
Take a look if the Base Game or Expansion Pack for object file you want to clone is in the right folder. For example, my The Sims 3 game are all bought from Steam, so the location is D:\SteamLibrary\steamapps\common\The Sims 3
If you want to clone object from Expansion Pack, make sure input the folder location. For example, the location for World Adventures EP is D:\SteamLibrary\steamapps\common\The Sims 3\EP1
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If you are done, close the pop-up box. You can continue click Cloning then choose Normal Object...
Wait until you get the whole catalogue. Click Search...
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For example, I clone object from World Adventures Expansion Pack. You can clone object from Base Game or other Expansion Packs as long it is considered as "utensil" that Sim holding on hand. For example: "Pencil" or "Pan"
Search for text: chopsticks
or if you want to clone object from Base Game, search: utensil
Tick check marks for Resource Name, Object Name, Object Desc then click "Search button"
Search result gives you results with name "chopsticks". Here is the object we are looking for: UtensilChopsticks
We need the OBJD file to clone. OBJD = Object Data.
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Click "Clone or Fix" at the right bottom. Then you see the next page to determine if you want to clone with renumber or not. If you want to make default replacement, then do not check the Renumber box. Keep it blank.
Tick check box means the s3oc will generate new resource code for new item. Not tick the check means the s3oc will overwrite the same resource code, it is to replace object you cloned in-game.
I am personally a detailed person, so I usually tick as many as I want: tick "Deep clone" "Missing String Tables" and "Include Thumbnail" to include more details. Then click "Start" to proceed.
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It will give you file name [CreatorName]_ObjectName_Number
Then save your package file in "DBPF Package" format in your project folder. Always make folder for any file to make everything organized.
✳️ Step 2. Open S3PE to Copy the Original Resource Code and Export the Files
Open S3pe, locate your package file you cloned from s3oc. Find the MODL of Utensil Chopsticks, Right-Click, "Details..."
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On Resource Details, click "Copy TGI" to copy the Resource Code. Type, Group, and Instance will automatically be copied on clipboard. Then open Notepad, Right-Click to "Paste".
Click GRID on bottom of the s3pe (I mark it red on picture), it will give you pop-up box with Data Grid. Click "Resources", it will be highlight blue and there's 3 dots button appeared on the right side. Click the 3 dots button. It will give you TGI Block List Editor.
Inside MODL's TGI Block List Editor only has IMG. You may wondering why, but that's how the game coded. Type, Group, Instance of _IMG inside TGI Block List Editor should be the same as _IMG on the package.
Copy the TGI, Group, Instance to your Notepad.
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After you copied code of MODL, do the same for the texture image (_IMG), but only copy the code from Resource Details. You cannot edit TGI Block List Editor for _IMG as the Grid button for _IMG is greyed out.
The main task is the code of your edited mesh and texture should be the same as the code you copied now from original package you cloned with s3oc.
Keep the code on notepad. You will need this code later.
Export the MODL file. Right-Click, "Export to s3asc". The file appears in long string such with name for example: S3_01661233_08000001_B619DB2238C3430B%%+MODL_filebase
Do not rename the file. Save.
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Export the texture file. Right-Click "Export > To File..." The file will be saved in .dds format. Do not rename the file. Save.
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✳️ Step 3. Export the Original Mesh as Base Mesh to .obj format
Open Milkshape. Import the s3asc file you saved before.
More steps click spoiler tag "Read More / Keep Reading" below
File > Import > Sims 3 Object Import v 1.01 by Wesley Howe
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Locate the s3asc file, then the original chopsticks mesh appears.
Click the "Joints" tab. It has 4 codes. Check box "Draw vertices with bone colors" It will show Bone Assignment colors on the original mesh. Yellow on top chopstick and light blue on bottom chopstick. The colours are to make the object has rig and movement following the Sim's interaction.
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Take a look at the 4 codes on Joints Tab. You can play around to see which colour of the code will appear, after that copy paste the code to Notepad to make it easier to comprehend.
Click Select from Tools menu, Select Options: Face. On "Right/Left/Top/Bottom 2D View", Left-click make selection of one part of chopsticks. While the part of object being selected (Red), click Joints then Choose "Assign".
0x96239247 --> Yellow 0xFEAE6981 --> Purple 0xCD68F001 --> Light Blue 0xD0DECA8E --> Red
Your edited mesh must have the exact same Bone Assignment colour later. Check again if the code and colour are correct.
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You can save object mesh as .obj to other 3D software such as Blender or any other 3D software.
✳️ Step 4. Create Your Custom Mesh
Use the original .obj as base model. While you can create longer mesh or any edited version as you wish.
Make sure the scale and position of the edited mesh is same as base original mesh, because the edited mesh will be used on Sim's hand.
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If you are done editing the mesh, export the UVmap.
You can export the uvmap in higher resolution, as long as it is Power of 2. 64x64, 128x128, 256x256, 512x512, 1024x1024, 2048x2048, 4096x4096. I export in 1024x1024 pixels to make the size of texture larger and have more details.
Then export the mesh object in .obj format.
✳️ Step 5. Bone Assignment & Create Group
Open Milkshape. Import the original mesh.
Check the Groups Tab. Original mesh has 1 group, "group 00". Group 00 means it is the main mesh. There is no shadow beneath the object.
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Import the edited mesh as .obj file.
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My edited mesh has one single name "default" name on the Group Tab. While edited mesh may have a lot of file name scattered on Group Tab. Regroup the file name to simplify your edited mesh into one single name. Select > Regroup.
The main task is replacing the EA's original mesh with your edited mesh.
Before you delete anything, you must do Bone Assignment first to the edited mesh you created.
Your edited mesh does not have Bone Assignment, so it appears white.
Remember the 4 codes you copied earlier in Notepad.
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Copy Bone Assignment from original mesh to your edited mesh.
This case, your want to Bone Assign Yellow colour.
Select > Face to select one part of chopsticks of your edited mesh. On Joints Tab, double click the appropriate code 0x96239247 in blue highlight then the code box on the right side of "Rename" will appear 0x96239247. Make sure the code is correct. Then you can click "Assign".
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Your edited mesh will appear in Yellow colour. Then do the same for another part of chopsticks.
Select another part of chopsticks of your edited mesh. On Joints Tab, double click the appropriate code 0xCD68F001 in blue highlight then the code box on the right side of "Rename" will appear 0xCD68F001. Click "Assign".
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Your edited mesh will appear in Light Blue colour.
Then what's the other code for? With colour purple and red?
Leave them. Let the codes have the same exact codes as appear in original mesh and let the colours only assigned Yellow and Light Blue. The colours are to determine rig for interaction in-game, which only use Yellow as upper part of chopstick and Light Blue as bottom part of chopstick.
You can safely delete the original mesh with name group00 until it remains your only your edited mesh.
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Rename your edited mesh to group00. Type group00 on the box then click "Rename" on the left side.
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Export to TSRW Object in .wso format. .wso is format with bone assignment on object attached.
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Save your .wso in your project folder.
✳️ Step 6. Create custom Texture
Import original texture you exported from s3pe to your editing image software.
Look at the original texture made by EA. 32x64 pixels. It is very low resolution, blurry and stretched, because the texture should be compressed as low as possible by game designer. As player you want it has higher detail to look realistic as possible and your PC of course can handle high resolution content, sure you can make the resolution much higher than EA's.
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Import the UVMap you saved from 3D software. For example, UVmap I imported has 1024x1024 resolution. Add your custom texture. Then save it to .dds format in the same name as original texture. Save in separate folder, name it "Edited Texture" to keep it separated from original texture.
✳️ Step 7. Import the .wso of Edited Mesh on TSR Workshop & Export the package
Open your TSR Workshop.
Create New Project > New Import >Next...
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Then Browse original mesh by EA in package format in your project folder.
On Open file box, you cannot see .package file because the filter is .wrk (TSR Workshop Project). Choose the .package dropdown.
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Then you can see .package file.
Open the .package. After the file is located, then Next. On Project Details I usually skip without giving name of Project Name and Title. Next.
You must have seen green land with white blank sky.
Where's the mesh? It is actually there... just being zoomed in too close. You need to zoom out by scrolling down mouse.
You can see the original chopsticks mesh by EA. You can save the project file in .wrk format. After you save the file, import the .wso of your edited mesh. Mesh tab > High Level detail. Click green arrow folder icon to import. Then your edited mesh will appear replacing the original EA mesh.
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As you see, the texture is messed up because the texture is still using original EA's texture. But then you check Textures tab and it has blank dropdown...
I cannot change the texture on this TSR Workshop!
Don't worry, we can replace the texture on s3pe later.
No need to change anything other than importing mesh. Click Edit > Project Contents to save as package.
You will see pop up box with number or files DDS, FTPT, LITE, MODL, OBJD, OBJK, etc. Export > To. package. Give name such as "EditedChopsticks_TSRW"
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✳️ Step 8. Export MODL file from Package saved from TSR Workshop
Open S3PE, File > Open package "EditedChopticks_TSRW" that you saved from TSR Workshop.
Export MODL. Right-Click, export. It gives you file name with [StringOfNumber] .model .
Save it on project folder. Keep it organized and separated from original MODL. Name the folder "Edited MODL". Do not rename the file.
✳️ Step 9. Finalizing in s3pe & Replacing the Original file with Edited File & Correcting the Code As Same As Default Code
Open s3pe, File > Open original package that you cloned from s3oc. [CreatorName]_ObjectName_Number
Find the MODL. Right-Click > Replace...
Locate to your edited MODL with filename .model .
Then click Open.
The original MODL of the package should be replaced with your edited mesh.
Do the same for the texture.
Locate to your edited texture with filename .dds
Then click Open.
The original texture of the package should be replaced with your edited texture.
Take a look at MODL's Type, Group, Instance. It has the same code as original MODL in the original package cloned with s3oc (because it has been replaced)
Don't forget to see the code inside TGI Block List Editor.
Repeat step 2 how to check the code. Right-Click on MODL/IMG > Details... and click GRID > Resources > TGI Block List Editor.
The Type, Group, Instance of the _IMG are different compared from IMG from original package clone, which means that is the evidence of edited mesh replaced the original.
Rename the Instance with default/original Instance you copied on notepad from Step 2. Type, Group, Instance should be the same as default/original Type, Group, Instance.
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Open notepad with resource code you copied from Step 2. Make sure the Type, Group, and Instance are all the same.
If the codes are the same, then your edited mesh and texture will overwrite the default mesh and texture with the same code in the game. Save, Commit, Save the package.
Check again if the texture is replaced properly. Right-Click on _IMG > ViewDDS.
ALTERNATIVES!
Yes, you can delete unwanted files in your edited package, to keep the package clean. Simply Right-Click>Deleted.
The only files needed in package are: MODL, _IMG, _KEY
They are the only files with your edited mesh/texture including codes to overwrite the default codes.
You can Start new fresh blank s3pe. Right-Click>Import from file...
Locate your edited MODL and _IMG (texture) file.
On Resource Details box, tick mark "Use resource name" > OK.
Make sure all the Type, Group, and Instance of MODL and _IMG including in the TGI Block List Editor are all the same as the code in original package.
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Save the package.
✳️ Step 10. Test the CC in your game.
Put the package to your CC folder in your The Sims 3 document folder to see if the CC is working or not.
If the CC is working as your intended, with your custom mesh and texture, then test the animation. Are the chopsticks animation working as the same as original EA's? If the animation are working well too, then congratulations!
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Your default replacement are working. Give applause to yourself. 👏
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QUESTIONS!
Q:
Can I use this tutorial for making default replacement for buy/build object?
A: This tutorial covers basic method of using TSR Workshop and replacing the default codes (Type, Group, Instance), so you will understand the basic principle of doing default replacement mod.
Keep in mind that different object has different case. Buy / build object has MLOD (not just MODL) more than one, texture images more than one, has presets, and CAStable colour channels.
The TGI Block List Editor for buy/build object has a lot of codes, so have to spend a lot of time to do trial-and-error to make the default replacement working properly, because a lot of times the texture doesn't work (still using default EA's texture), or when the object appears right with your edited mesh and texture, after you choose the presets, the object reverts back to your edited mesh with default EA's texture.
Q:
Help! The texture is black! / still using same EA's texture when tested in the game!
A: The texture codes must be not the same. Check the Type, Group, Instance of _IMG. Do the codes are the same like codes in original package? Check the TGI Block List Editor for MODL, is the _IMG inside has the same Type, Group, Instance as in original package.
Q:
Help! The object disappears when tested in the game!
A: You must be replacing OBJD in your package. Do not replace OBJD. Just MODL and texture only.
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yodawgiheardyoulikemecha · 3 months ago
Text
“Gundam Assemble is a tabletop strategy game where players use miniature Gunpla figures to create armies and engage in tactical battles,” said Tatsuro Kawashima, who built the mechanical system that the game is based on. “The core gameplay is focusing on the strategic unit placement, actually playing these objective-based missions. So it is designed to appeal to both hardcore miniatures gamers and the casual fan of the Gundam franchises. The game draws inspiration from miniature wargames — from 40K, to BattleTech, to Star Wars: Shatterpoint. Bandai is aiming to create an experience that’s accessible for new players while allowing strategic depth for the seasoned gamer.” Bandai explained that players will be in control of a Gundam team. They will then use that team to play through a story-driven campaign with objectives linking individual missions. “I think it’s most similar to BattleTech [...] but so far it’s a little bit difficult to [share] the details,” said Kawashima. “The basic concept is to play a big team featuring your favorite mobile suits. However, since this is a game based on Gundam IP, we also want to offer special scenarios, limited battles that evoke the original storyline to help the player to feel connected to the source material.” As far as terrain or other accessories, Bandai has not yet finalized what will come with Gundam Assemble The final product will likely include the game board, dice, and cards that show the details of each unit in-game — and in-fiction, including details like Gundam height. While hex-based movement is integral to the game at this time, Bandai said that it hasn’t ruled out other gameplay modes that use rulers or other tools to allow units to move more freely. That means massed battles of Gunpla could be on the horizon — but for now, at least, the company is laser-focused on this smaller footprint game. For the designers at Bandai, it was particularly important to translate the intricate detail of their large, elaborate models to the smaller size of a tabletop miniature. That meant actually making them a bit bigger than traditional 28 mm- or 32 mm-scale models. At 5 centimeters (roughly 2 inches) tall, each Gunpla miniature will tower over a traditional 40K Assault Intercessor, and will even have a bit of reach on a Captain in Gravis armor. They’re also very highly detailed. “Many of the models in this Assemble kit are based on existing High Grade Gunpla [kits],” said Jun Someya, a member of the Gundam Assemble planning and development staff. “In order to efficiently create cool poses with a small number of parts, the angle of the arms has been carefully adjusted. For parts that would not otherwise be visible, they were purposefully omitted or molded [in place].” Of course, most model-makers don’t paint their Gunpla. Tabletop gamers often do paint their miniatures, though, and Bandai is hoping its design will cater to their unique needs — especially folks who are looking to build up their “shelf army.” “We thought the size would satisfy customers who display their individual miniatures,” Someya said. “Also, the size would be perfect for painting Gundams, which have very small faces and armor plates. Maybe it would be bigger than other products, but we felt that 5 centimeters would be perfect for both these purposes.” Expect more information on Gundam Assemble soon. Early figures will be sold in special bundles with the Gundam Card Game — which Bandai confirmed is a completely separate product.
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