#implement Update functionality
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graysongarelick · 1 year ago
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Elevate Client Services with Excel: Expert Tips for Financial Consultants by Grayson Garelick
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Financial consultants operate in a dynamic environment where precision, efficiency, and client satisfaction are paramount. Excel, as a versatile tool, offers an array of features that can significantly enhance the services provided by financial consultants. Grayson Garelick, an accomplished financial analyst and consultant, shares invaluable Excel tips to help financial consultants elevate their client services and add tangible value.
The Role of Excel in Financial Consulting
Excel serves as the backbone of financial consulting, enabling consultants to analyze data, create models, and generate insights that drive informed decision-making. As the demands of clients become increasingly complex, mastering Excel becomes essential for financial consultants aiming to deliver exceptional services.
1. Customize Excel Templates
One of the most effective ways to streamline workflows and improve efficiency is by creating customized Excel templates tailored to specific client needs. Grayson suggests developing templates for budgeting, forecasting, and financial reporting that can be easily adapted for different clients, saving time and ensuring consistency.
2. Utilize PivotTables for Data Analysis
PivotTables are powerful tools in Excel that allow financial consultants to analyze large datasets and extract meaningful insights quickly. Grayson emphasizes the importance of mastering PivotTables for segmenting data, identifying trends, and presenting information in a clear and concise manner to clients.
3. Implement Conditional Formatting
Conditional formatting is a valuable feature in Excel that allows consultants to highlight important information and identify outliers effortlessly. By setting up conditional formatting rules, consultants can draw attention to key metrics, discrepancies, or trends, facilitating easier interpretation of data by clients.
4. Leverage Excel Add-ins
Excel offers a variety of add-ins that extend its functionality and provide additional features tailored to financial analysis and reporting. Grayson recommends exploring add-ins such as Power Query, Power Pivot, and Solver to enhance data manipulation, modeling, and optimization capabilities.
5. Automate Repetitive Tasks with Macros
Macros enable financial consultants to automate repetitive tasks and streamline workflows, saving valuable time and reducing the risk of errors. Grayson advises recording and editing macros to automate tasks such as data entry, formatting, and report generation, allowing consultants to focus on value-added activities.
6. Master Advanced Formulas and Functions
Excel's extensive library of formulas and functions offers endless possibilities for financial analysis and modeling. Grayson suggests mastering advanced formulas such as VLOOKUP, INDEX-MATCH, and array formulas to perform complex calculations, manipulate data, and create sophisticated models tailored to client needs.
7. Visualize Data with Charts and Graphs
Visualizing data is essential for conveying complex information in an easily digestible format. Excel offers a variety of chart types and customization options that enable consultants to create compelling visuals that resonate with clients. Grayson recommends experimenting with different chart styles to find the most effective way to present data and insights.
8. Collaborate and Share Workbooks Online
Excel's collaboration features enable financial consultants to work seamlessly with clients, colleagues, and stakeholders in real-time. Grayson highlights the benefits of sharing workbooks via OneDrive or SharePoint, allowing multiple users to collaborate on the same document, track changes, and maintain version control.
9. Protect Sensitive Data with Security Features
Data security is a top priority for financial consultants handling sensitive client information. Excel's built-in security features, such as password protection and encryption, help safeguard confidential data and ensure compliance with regulatory requirements. Grayson advises implementing security protocols to protect client data and maintain trust.
10. Stay Updated with Excel Training and Certification
Excel is a constantly evolving tool, with new features and updates released regularly. Grayson stresses the importance of staying updated with the latest Excel training and certification programs to enhance skills, explore new capabilities, and maintain proficiency in Excel's ever-changing landscape.
Elevating Client Services with Excel Mastery
Excel serves as a catalyst for innovation and excellence in financial consulting, empowering consultants to deliver exceptional services that add tangible value to clients. By implementing Grayson Garelick Excel tips, financial consultants can streamline workflows, enhance data analysis capabilities, and foster collaboration, ultimately driving client satisfaction and success. As financial consulting continues to evolve, mastering Excel remains a cornerstone of excellence, enabling consultants to thrive in a competitive landscape and exceed client expectations.
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innocence-wont-save-you · 1 year ago
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OOC: Just wanted to put up a quick notice. Still here. Things have just been rough lately. Sorry to anyone hoping for updates; I've just not had the right brainspace to write anything at all in the past few weeks.
Will hesitantly say to expect things to be extremely slow on the writing side of things. The website code is slowly chugging along; I got tabs working on the character file page recently, which has some information on current introduced characters. A bunch of backend work is getting sorted out, but the frontend will not be touched for a while. I can't promise anything at this point beyond the fact that IWSY is not getting abandoned. So very, very sorry about this, but I'll be back eventually, I promise.
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coffeeworldsasaki · 1 year ago
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THE MIRACLES OF BEING ABLE TO FOCUS
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its-no-biggie · 1 year ago
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do you guys think i can organize my blog before the new year
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drwhataretheodds · 4 months ago
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toby posted last night on bluesky that chapter 4 is now being professionally bugtested!
in july 2024, he provided a list of things that still had to be finished before the game would release.
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in the december newsletter, he said that the new game_change function had been for the most part successfully implemented, although doing so caused the emergence of both old and new bugs. as of this update, it sounds like this has been fixed well enough to allow for proper bug testing! he also stated in the same newsletter that the japanese translation has had a first pass finished.
i don't think we've gotten any updates on porting to console versions yet, but since things are apparently close enough for them to move to this penultimate bug testing step, id say the game may be finished even sooner than we think!
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we WILL be getting a trailer before the game officially releases, so we know it won't be a complete surprise release! but all that being said i really would feel comfortable predicting a release in the next few months!!
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valiasims · 2 months ago
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WIP#51
Hey everyone!
Sorry for not updating earlier! I've been so busy with work lately that I hardly had any time to make progress on this set.
But I managed to get the wisteria to work—it now changes colors and states with the seasons. In winter, there will only be bare branches, and at the start of spring, it will appear less leafy and full. I’ve created five variations.
Aside from the wisteria, I also tested how the new pack works so I can implement its functionality (if it makes sense). For small businesses, if you want to sell items—in our case, baked goods—you need to place a special display. When you add products to it, they’re automatically put up for sale, and you can set the price directly through the display. I’ve decided to include a display in this set with that functionality, which will require the newest pack, as well as another version that will be base game compatible. The base game version will work with Get to Work, allowing you to set up a store.
The only difference is that the first version will have built-in glass display cases, while the base game version won’t. This is because if you place the small business display and put decor on top of it, the game will treat it as a sellable item, and customers will buy it.
With that in mind, I won’t be making two versions of the glass cases, so they’ll only be usable with Get to Work stores—or, of course, as decor in a small business alongside the new clutter I’m creating for the next set. I’m currently working on the cabinets for the kitchen set, and hopefully, I can finish the swatches next week so I can upload the set by next weekend.
Have a nice day everyone and thank you so much for over 16 000 followers!
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manonamora-if · 12 days ago
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Hi everyone,
This was a long time coming (actually, it's 6 months late... waves at things) but The Trials and Tribulations of Edward Harcourt is FINALLY COMPLETE!
Chapter 5 and 6, along with the 5 different Epilogues have been added to the game. So you can now discover what sordid affair was happening in the depths under Castle Garbuie.
Will you save the day? Will you perish in your trials? Only your choices will tell!
PLAY THE FINAL CHAPTERS!
Along with the additional chapters, there have been changes in the back end code (due partly to the SugarCube update and to the update). There are still a few things I'd like to implement (Achievements, QoL and accessibility, etc...), so while the story is complete, this is technically an OPEN BETA.
The update includes:
a New Game+ function (to unlock a hidden option)
a Character Randomiser (for Chapter 1)
and a Discord (for bugs and feedback)!
For the full breakdown, check the dev log on itch:
Enjoy!
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sleepnoises · 3 months ago
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i get got by "interior design" ai art more than most other ai art (as far as i know) (recent bats not helping my thesis here)—i googled around a little to see how interior designers feel about AI images and found a two-year-old post on r/interiordesign where the subreddit discusses banning it, which they have since implemented. not necessarily because of the slapping bread from artists' mouths angle but because the subreddit is specifically meant to discuss design intention & the human reasoning that improves a space, which, you know, not possible with AI art. the r/interiordesign mod suggests going to r/roomporn (sigh @ this naming trend) if one just wants to look at pretty pictures (tbh closer to the function of my blog sometimes). r/roomporn has no explicit rules about AI, because it has not updated its rules for 12 years, but seems to almost entirely select away from it due to 1) a curated list of approved image sources, the only exceptions to which are human photographers' self-hosted sites 2) they prefer pictures to be good
reddit getting the W here over tumblr alas. i will ponder how to change my behavior to become more redditoresque. although unpaid moderation of my posts (via ask) is quite reddit in its way
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sims3fiend · 7 months ago
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Some dumb sims 3 updates/stuf
Or, how to develop severe brain damage in 10 easy steps.
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Sooo… This is going to be more of a blog post than anything of any real substance, more of a whinge with maybe a few teasers for some stuff I may or may not release (probably not). Feel free to skip if you're after hot tips or coherent writing.
Stutter "fixer"
Sooooo…. The sims 3 has some stutter issueeesss… Incredible discovery, I know! I started looking at remedying them with settings, found some hidden settings that help reduce some of the issues but that can only do so much when the game was made in 2009 for 2009 computers.
So I had a looky at some things I thought could be causing it, mainly WinAPI functions because that's the easier route (h-haha…), and started to try to "optimize" some of the more common ones:
ReadFile: Was the first, and looking at the sheer volume of like 12783972198 calls a milisecond every time you move the camera, I thought surely I can speed it up a little r-right. Not really. I tried all sorts of… interesting things, file caching in memory, implementing the overlapped flag (took ages), etc. Oh and the performance increase? Literally nothing. It's called weirdly from wherever it's called and so we must suffer.
Threads: So, I had a look at other areas that were potential targets for speedup, ran an actual profile and it showed a problem areas namely threads and some other stuff I don't remember. ZwWaitForMultipleObjects and WaitForSingleObject take up a lot of time, so I very poorly attempted to optimize them, adding some timeout optimizations (and a bunch of other failed attempts). Despite being the most insane, this actually worked, and I got like a 40% speed increase in a very very niche metric that did not noticeably effect the game one single bit. I plan to combine all my failures into a single script eventually, maybe once combined they'll do something…
Actual insanity - Memory IPC: Then I had an idea, everyone hates e12, why don't we shove the games memory into another process and that'll fix it. No brain moment. No clue what past me was thinking, for some reason I thought you could like, access another processes memory if it was spawned from it, but uhh.. no, that's not how things work… I tried a few other things in a similar vein but it just crashed and crashed, so for now I'm just gunna work on:
Alloc/free mee - Current insanity: Currently, I'm still working on VirtualAlloc and VirtualFree (which is what I was redirecting to another process), but more from an optimizing memory usage standpoint than a… whatever the IPC thing was. There's a lot of things to try, and I've had some luck in some areas and some abysmal failures in others. There's a few promising functions calling VirtualAlloc/Free that seem to be potentially pointing towards memory leaks (004e54d0), but I'm too dumb to investigate that. At the moment, I'm going mostly just gathering more logs which takes forever and hurts my brain real bad.. On testing there's like 180 allocs that we could probably yeet no problem, which is like 750mb saved… Maybe idk.
I have plenty of ideas for deduplication, memory pool implementations to reduce churn/fragmentation, shoving things aggressively into pagefiles if they're not being used, etc. etc. Basically, there's a lot of avenues to explore, and I feel like there's potential… though I've definitely said that before and been dead wrong so…
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Anyway, rambling over. I plan to release a dumb little renderer settings mod maybe-soon-ish that'll let you do dumb stuff that might be useful for reshade like turn shadows/drop shadows off and post processing off and on. I guess I could add max lots and other settings eventually too since they're static values.... Might also do a mythbusting post for some performance "tweak" stuff I see thrown around that isn't super accurate but I also don't want people to be angry at me so maybe not.
Sorry to whoever read all this, but also thanks :)
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strayheartless · 8 months ago
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Things in Zack’s ADHD apartment that are necessary for him to function (as implemented by Angeal.)
His toothbrush lives on his nightstand. Not in the draw, not in a cabinet over the sink, not in a little pot on the sink. On. His. Nightstand. Because in Zack’s brain, if the first thing he see’s in a morning is his toothbrush he thinks “I need to remember to do that, I’ll do it now” and then gets to the bathroom and thinks “I might as well shower and do my hair too…. Hey I need to pee!”
Everything he needs for meal prep goes in a little container in the fridge and is labeled with the days they are to be consumed by. Even the stuff that doesn’t classically live in the fridge go in to these cubbies. Angeal checks them every week and if there is left over stuff he takes it away, makes small lunch portions, freezes them and leaves a note on Zack’s fridge that says lunches are already there for him.
Speaking of, there is a dry erase whiteboard on Zack’s fridge door. It has a grocery list side and a calendar on it. Cloud tends to be the one who updates it when Zack forgets (which is a lot).
Zack’s game consoles are in a cupboard with his games to stop himself getting distracted while he typed up his reports. This was Zack’s own solution and it works semi well.
His sword hangs on a peg on the back of the door now.
Shoe rack. It’s messy but he can see all of his shoe options.
Files on his shelf that are clearly labeled: “pay checks, bills and taxes”, “letters from home”, “bills part 2”, “commission certificate and graduation paperwork”, “legal thingies”, “passport, birth certificates, and other Identification stuff”. The files were Genesis’ idea. They are written in fun fonts and in colourful felt tips, so he knows where they go.
If he forgets to put things in files they are usually on the coffee table and Sephiroth (the filing fiend) usually does a weekly sweep and sort of his documents.
Laundry basket hoop. Doesn’t always work but sometimes it gives him the dopamine.
A physical letter box on the wall by his front door. He gets a dopamine hit from using a key to check his mail…. Nobodies willing to question it.
The worlds most irritating alarm clock.
Cloud. Just Cloud.
Bottles and kitchen tools all hung at eye level.
Spiny spice rack. He could have had a shelf but the spiny one entertains him.
The smart watch Lazard had Reeve make him. It reminds him of basically everything.
Stamp the dog hydration app that makes sad puppy noises when he needs to drink water (he was irritated about it but he doesn’t actually like upsetting the dog.)
A roomba with googly eyes on it called George. George is on a timer.
Electric air freshener and automatic air filtration.
Kunsel.
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paluding · 8 months ago
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The Sims 2: 20th anniversary - Gigantic Baby Costume Updated
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This thing is cursed, you say? How dare you.
Since I learned how to add face morphs to meshes, I thought to myself “what better way to celebrate this anniversary than updating this classic, this piece of Sims 2 history, this iconic masterpiece by bootsbrisket?” Of course all credits go to them!
Download here: SFS / GD
Please read all the details under the cut if you want to download this!
Here’s all the changes for my version of this costume, which basically makes it so it’s actually, in fact, a real giant baby, not a costume anymore lol:
-I split this into two pieces: the body, found in fullbody outfits, and the head, found in the custom hairs section. This makes it so you’ll see the baby head on the pie menu, instead of the Sim’s head that’s wearing it underneath.
-Both pieces are available for all categories, unisex and ages range from young adult to elder.
-Added all face morphs using the original toddler face as a reference.
-Replaced the bones assignments on the body, this time using the toddler diaper outfit as a reference. Now they’ll look smoother.
-The body outfit replaces the original cc by bootsbrisket, so delete the original one if you have it. The head is a new piece of cc hair. You’ll probably find the head at the top of your custom unnatural hairs catalog, and the body buried (no pun intended) all the way at the bottom of the outfits catalog, right before the maxis clothing, due to how old the original one is.
If you want to see this thing in motion, here’s this video capture I took of them rapping while testing 🔥
Known issues:
-Due to how the Blender plugin works for the Sims 2, I haven’t been able to avoid making the head look bright in CAS. This is a sorta common issue that’s easily fixable using Milkshape3D, but again, I could only use Blender for the head mesh. Luckily, there’s Lazyduchess Overly Bright CAS fix, which I totally recommend you use to avoid this minor annoyance.
-While the eyes are fully animated and open and close as they should, the direction they look at won’t be animated. Haven’t figured out a way to implement that into a custom mesh yet.
-When the baby head opens their mouth, the nose’s Sim underneath might clip a little bit inside the mouth. Not very noticeable, but if you want to avoid this, you can make the Sim with an invisible skin like this one by MDP.
-This is something the original mesh had too: due to the size of the giant baby, there might be some clipping with itself in certain animations. Nothing too bad though I think.
And last but not least, some small tips to set up this Giant Baby character:
When the Sim wearing this goes to the shower, they’ll change into their naked adult bodies, which might look pretty creepy. Fortunately, there’s a way to make this outfit showerproof: the Never Nude trait and mod by Hexagonal Bypiramid! Change all the Sim’s outfits to the baby body, most importantly their swimwear, and place the Never Nude trait on their inventory.
Same goes for job outfits. If you want this Giant Baby to follow their dreams and pursue their professional career, they might change into something else when they go to work. For this I recommend the Job Outfit Stopinator by episims. Same as the other one, install the mod and place the object in the Sim’s inventory to prevent them from changing into job outfits.
And voila! You now have a fully functional Giant Baby Sim!
Want more screenshots of this majestic baby? Here ya go:
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… Why am I taking this weird thing so seriously, you ask? Well, why wouldn’t I? I may be a little too perfectionist, even for stuff like this 🤓
Anyway, happy birthday Sims 2! 20 years and still going like a champ 🎉
God I love this game.
If you find any issues, please let me know! I have absolute Splatoon brainrot right now playing the Grand Festival 😬
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vendetta-if · 1 year ago
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Chapter 7 + Ash Hangout Early Access is now Live! 🎉
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Hey, guys! First of all, I'm so sorry for not being active here for the past month. I've been really sick and spent the latter half of January recovering and on bedrest. And as soon as I felt better, I decided to solely focus all my free time and energy on catching up on lost progress and finishing the update before the end of the month. And I did it! 😁
The update is now up for early access on both Patreon and Ko-Fi. Finally, we are starting to get into the ROs' first hangout sessions. Of course, to start us off, we'll have Ash's hangout session 😁This update adds around 31K of new words, bringing the total word count so far to around 356,701K words!
I've also implemented the autosave/reload function to each chapter, so you should be able to have some freedom to go back to the beginning of the chapter and try out different options 😉 Also added another skip-chapter point: Chapter 3.
What you can expect in this update:
The set up to the ROs'  first hangout sessions
Ash's first hangout session
Go down the memory lane and see snippets of MC's most cherished memories.
Some more Viktor 😔
A mix of angst, wholesome, and even potential fluff 🤭
🔥🧡😉
For those waiting for the Public Update, it'll be available on 7th March, 12 AM (GMT +8) 🎉 So mark your calendar!
[Patreon] | [Ko-Fi]
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astra-ravana · 3 months ago
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Technomancy: The Fusion Of Magick And Technology
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Technomancy is a modern magickal practice that blends traditional occultism with technology, treating digital and electronic tools as conduits for energy, intent, and manifestation. It views computers, networks, and even AI as extensions of magickal workings, enabling practitioners to weave spells, conduct divination, and manipulate digital reality through intention and programming.
Core Principles of Technomancy
• Energy in Technology – Just as crystals and herbs carry energy, so do electronic devices, circuits, and digital spaces.
• Code as Sigils – Programming languages can function as modern sigils, embedding intent into digital systems.
• Information as Magick – Data, algorithms, and network manipulation serve as powerful tools for shaping reality.
• Cyber-Spiritual Connection – The internet can act as an astral realm, a collective unconscious where digital entities, egregores, and thought-forms exist.
Technomantic Tools & Practices
Here are some methods commonly utilized in technomancy. Keep in mind, however, that like the internet itself, technomancy is full of untapped potential and mystery. Take the time to really explore the possibilities.
Digital Sigil Crafting
• Instead of drawing sigils on paper, create them using design software or ASCII art.
• Hide them in code, encrypt them in images, or upload them onto decentralized networks for long-term energy storage.
• Activate them by sharing online, embedding them in file metadata, or charging them with intention.
Algorithmic Spellcasting
• Use hashtags and search engine manipulation to spread energy and intent.
• Program bots or scripts that perform repetitive, symbolic tasks in alignment with your goals.
• Employ AI as a magickal assistant to generate sigils, divine meaning, or create thought-forms.
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Digital Divination
• Utilize random number generators, AI chatbots, or procedural algorithms for prophecy and guidance.
• Perform digital bibliomancy by using search engines, shuffle functions, or Wikipedia’s “random article” feature.
• Use tarot or rune apps, but enhance them with personal energy by consecrating your device.
Technomantic Servitors & Egregores
• Create digital spirits, also called cyber servitors, to automate tasks, offer guidance, or serve as protectors.
• House them in AI chatbots, coded programs, or persistent internet entities like Twitter bots.
• Feed them with interactions, data input, or periodic updates to keep them strong.
The Internet as an Astral Plane
• Consider forums, wikis, and hidden parts of the web as realms where thought-forms and entities reside.
• Use VR and AR to create sacred spaces, temples, or digital altars.
• Engage in online rituals with other practitioners, synchronizing intent across the world.
Video-game Mechanics & Design
• Use in-game spells, rituals, and sigils that reflect real-world magickal practices.
• Implement a lunar cycle or planetary influences that affect gameplay (e.g., stronger spells during a Full Moon).
• Include divination tools like tarot cards, runes, or pendulums that give randomized yet meaningful responses.
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Narrative & World-Building
• Create lore based on historical and modern magickal traditions, including witches, covens, and spirits.
• Include moral and ethical decisions related to magic use, reinforcing themes of balance and intent.
• Introduce NPCs or AI-guided entities that act as guides, mentors, or deities.
Virtual Rituals & Online Covens
• Design multiplayer or single-player rituals where players can collaborate in spellcasting.
• Implement altars or digital sacred spaces where users can meditate, leave offerings, or interact with spirits.
• Create augmented reality (AR) or virtual reality (VR) experiences that mimic real-world magickal practices.
Advanced Technomancy
The fusion of technology and magick is inevitable because both are fundamentally about shaping reality through will and intent. As humanity advances, our tools evolve alongside our spiritual practices, creating new ways to harness energy, manifest desires, and interact with unseen forces. Technology expands the reach and power of magick, while magick brings intention and meaning to the rapidly evolving digital landscape. As virtual reality, AI, and quantum computing continue to develop, the boundaries between the mystical and the technological will blur even further, proving that magick is not antiquated—it is adaptive, limitless, and inherently woven into human progress.
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Cybersecurity & Warding
• Protect your digital presence as you would your home: use firewalls, encryption, and protective sigils in file metadata.
• Employ mirror spells in code to reflect negative energy or hacking attempts.
• Set up automated alerts as magickal wards, detecting and warning against digital threats.
Quantum & Chaos Magic in Technomancy
• Use quantum randomness (like random.org) in divination for pure chance-based outcomes.
• Implement chaos magick principles by using memes, viral content, or trend manipulation to manifest desired changes.
AI & Machine Learning as Oracles
• Use AI chatbots (eg GPT-based tools) as divination tools, asking for symbolic or metaphorical insights.
��� Train AI models on occult texts to create personalized grimoires or channeled knowledge.
• Invoke "digital deities" formed from collective online energies, memes, or data streams.
Ethical Considerations in Technomancy
• Be mindful of digital karma—what you send out into the internet has a way of coming back.
• Respect privacy and ethical hacking principles; manipulation should align with your moral code.
• Use technomancy responsibly, balancing technological integration with real-world spiritual grounding.
As technology evolves, so will technomancy. With AI, VR, and blockchain shaping new realities, magick continues to find expression in digital spaces. Whether you are coding spells, summoning cyber servitors, or using algorithms to divine the future, technomancy offers limitless possibilities for modern witches, occultists, and digital mystics alike.
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"Magick is technology we have yet to fully understand—why not merge the two?"
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luguangs · 2 years ago
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wait wait, what’s the change tumblr did to the reblog chains ? 🥲🥲🥲 I’m so lost
okay so basically, let's say you see a post on your dash
before the update, if you clicked on a url, you could do 3 things:
view that specific reblog on the blog you follow (A)
view the previous reblog on the blog A reblogged it from (B)
view the original post on op's blog (C)
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however, staff recently implemented an update where clicking on a url no longer takes you to that specific post. now, clicking on a url just takes you to the blog itself.
this means that you now get 5 things:
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view ONLY that specific reblog on the blog you follow (A) -> changed location near header. also, you will now ONLY see that post and nothing else
view ONLY the original post on op's blog (C) -> changed location near header. you will only see that post and nothing else. and ONLY if the op hasn't deleted it, otherwise it just shows an error
view the blog of the person you follow (D)
view the blog of the person D reblogged it from (F) -> option B no longer exists
view the blog of the op (E)
you might be thinking: "cool! i get more options so that's good, right?" well, no.
there are SEVERAL things wrong with this and it goes beyond the prev tags issue
1) first of all, it's counterintuitive that A and C changed locations to the area near the header, especially if your userbase was already used to the previous functions. it just seems like horrible UX design to me but let's put that aside for now.
2) as you can see, option B which allowed you to see the previous reblog of a post no longer exists.
now, if you click on the previous url, you will just be taken to their entire blog. you can no longer view the post itself.
someone asked staff about this, and they replied in this post that the change was INTENTIONAL and if you want to view the previous reblog you would have to "go through the notes view".
to borrow what someone else said:
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basically, this update just killed the prev tags culture in one fell swoop.
(sure, you can still use it to reply directly to the person you're reblogging from, but it's now literally useless to use "prev tags" for everyone else involved. sure, you can choose to copy tags or peer review them, but again, if people will have to copy them then the less people are likely to use them, and not every prev lends itself to peer-reviewing imo)
now, listen. i know not everyone likes the prev tags culture, but it just seems like such a poorly-thought decision to kill a culture that like... half of your entire userbase uses (see this poll as a quick reference) and that's UNIQUE to your site and sets you apart from other social media.
but it's also not even just prev tags. let's say you want to remove an annoying addition on a post's reblog chain? you can no longer do that.
however, i feel like this is the most important point:
regardless of how you may feel about the prev tags culture, the pure UI aspect of it should remain
what i mean by this is: even if you don't like prev tags, simply 1) being able to access the reblog chain, and 2) clicking on a post and actually have it take you to their BLOG (and not just a page with that one single post) is literally essential navigation.
this update threatens to drive down user engagement (which is already critically low) by making it harder to navigate. which is actually another point:
3) even if you click on A and C now to view those specific posts, it's NOT the same as it used to be.
before, you could view the reblog directly on the blog. so you could just scroll down and see the other posts leading up to it. now, you will be taken to a page where you will ONLY see that post and nothing else.
but also, you can no longer easily navigate other people's blogs.
you know how sometimes you would see like 50 notifications of someone going through an entire tag on your blog? that's going to happen a lot less, i'm afraid.
let's suppose you want to go to op's blog because they're an artist and you want to see more of their art. so you click on C and see that the tag they use for posts with their art is "#my art"
cool! before, you could just click on that tag and immediately view ALL of their art as long as the posts have that tag.
but now, if you click on that tag, it will take you to the ENTIRE tumblr tag with literally all the posts that everyone in the history of time has tagged with that specific tag.
now, to do the same thing that just took 2 clicks before, you would have to: click on C to view the post -> look for the tag you want to navigate -> click E to view their whole blog -> scroll and look for a post that just so happens to have that tag (the search function is literally useless) and hope to god that there's a recent one or you'll have to scroll for ages or simply give up -> if you happen to find it, click on that tag to navigate their posts.
you see how this is counterproductive, right? you see how this can literally drive down engagement with content creators, right?
if you make people's blogs harder to navigate, you will literally drive down the number of likes and reblogs on their posts, which have already been steadily declining for years now.
4) options D and E to view the blogs and not the posts are literally useless because you could already access other people's blogs before. you just had to click on their url to view their blogs starting from that specific post AND you could choose to just refresh it to view their newest posts.
either way, the change just seems completely unnecessary. and again, it's not just about the prev tags culture but about basic UI.
so what can we do about it?
i normally don't advocate for flooding staff with messages but i do feel like this is one of the worst updates staff has ever done (and that's saying something) and something needs to change.
even if they don't retcon the entire update, that's fine, but staff could at least add the option to view the reblog chain as a different feature (maybe even opt-in) for example. there are better ways to go about this than just axing an entire existing feature.
also, this same issue that makes it harder to navigate blogs needs to change. i feel like content creators will be especially affected by this unless this changes because you can no longer easily navigate their tags, so it will inevitably drive down engagement.
so please, contact staff and let them know we want a change.
you can contact support here!
here's a template for a possible message you could send, but feel free to edit it. (under category you can choose "Feedback")
Hi, I would like to politely request a change to the recent update that affects the reblog chain of posts. Regardless of the "prev tags" culture itself, the UI aspect of being able to view the reblog chain of a post is essential for navigation on this website. Even adding it as a separate, opt-in feature would be a huge help. Additionally, clicking on a post and then on one of the tags now takes you to the entire tumblr tag instead of the tag on that blog, which makes it harder to navigate blogs. Both of these issues have the potential to drive down user engagement by actively making it harder to navigate Tumblr, but especially for content creators. I hope you can do something to address these issues as soon as possible. Thanks in advance and have a nice day.
also, if you can and/or want, reblogs are appreciated to help spread the word!
that's pretty much the gist of the issue from what i've seen, but if anyone else has anything to add or a different way we could contact staff to make ourselves heard, please feel free to let me know!
TLDR: it's not just about prev tags, this update affects basic functionality and content creators as well
Update Sept 07, 2024: this issue was "fixed" a few months back, although with some caveats / downgrades. You can check out this post for how to view the reblog chain, but all the other issues addressed in this post still remain.
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drwhataretheodds · 2 months ago
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so i've been gradually updating this post with context and my opinion on time frames every time toby gives us an update, but i figured it'd be better to condense all the information we know into one single post that i can edit whenever needed. so this will be a summary of everything we know so far about how far in deltarune ch3&4 are to release!
MAJOR EDIT 4/2: the trailer is out. the game has a release date. but i have to update this anyway
ch3 gameplay: totally complete as of february 2024 ch4 gameplay: finished soon after july 2024 ch3 translation and PC bug testing: finished december 2024 game_change function: implemented december 2024 ch4 japanese translation: finished february 2, 2025 ch4 PC testing: finished feb 2 (took about one month to finish in total) console testing (switch, ps4, ps5): presumably finished as of april 2 getting ratings boards reviews: presumably finished or close to it as of april 2 trailer: OUT standalone soundtrack release: ready to release april 2
now we just wait. deltarune is waiting. two months
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mythauragame · 4 months ago
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Development Update - December 2024
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Happy New Year, everyone! We're so excited to be able to start off 2025 with our biggest news yet: we have a planned closed beta launch window of Q1 2026 for Mythaura!
Read on for a recap of 2024, more information about our closed beta period, Ryu expressions, January astrology, and Ko-fi Winter Quarter reward concepts!
2024 Year in Review
Creative
This year, the creative team worked on adding new features, introducing imaginative designs, and refining lore/worldbuilding to enrich the overall experience.
New Beasts and Expressions: All 9 beast expression bases completed for both young and adult with finalized specials for Dragons, Unicorns, Griffins, Hippogriffs, and Ryu.
Mutations, Supers and Specials: Introduced the Celestial mutation as well as new Specials Banding & Merle, and the Super Prismatic.
New Artist: Welcomed Sourdeer to the creative team.
Collaboration and Sponsorship: Sponsored several new companions from our Ko-Fi sponsors—Amaru, Inkminks, Somnowl, Torchlight Python, Belligerent Capygora, and the Fruit-Footeded Gecko.
New Colors: Revealed two eye-catching colors, Canyon (a contest winner) and Porphyry (a surprise bonus), giving players even more variety for their Beasts.
Classes and Gear: Unveiled distinct classes, each with its own themed equipment and companions, to provide deeper roleplay and strategic depth.
Items and Worldbuilding: Created a range of new items—from soulshift coins to potions, rations, and over a dozen fishable species—enriching Mythaura’s economy and interactions.
Star Signs & Astrology: Continued to elaborate on the zodiac-like system, connecting each Beast’s fate to celestial alignments.
Questing & Story Outline: Laid the groundwork for the intro quest pipeline and overarching narrative, ensuring that players’ journey unfolds with purposeful progression.
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Code
This year, the development team worked diligently on refining and expanding the codebase to support new features, enhance performance, and improve gameplay experiences. A total 429,000 lines of code changed across both the backend and frontend, reflecting:
New Features: Implementation of systems like skill trees, inventory management, community forums, elite enemies, npc & quest systems, and advanced customization options for Beasts.
Optimizations and Refactoring: Significant cleanup and streamlining of backend systems, such as game state management, passive effects, damage algorithms, and map data structures, ensuring better performance and maintainability.
Map Builder: a tool that allows us to build bespoke maps
Regular updates to ensure compatibility with modern tools and frameworks.
It’s worth noting that line changes alone don’t capture the complexity of programming work. For example:
A single line of efficient code can replace multiple lines of legacy logic.
Optimizing backend systems often involves removing redundant or outdated code without adding new functionality.
Things like added dependencies can add many lines of code without adding much bespoke functionality.
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Mythaura Closed Beta
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We are so beyond excited to share this information with you here first: Mythaura closed beta is targeted for Q1 2026!
On behalf of the whole team, thank you all so, so much for all of the support for Mythaura over the years. Whether you’ve been around since the Patreon days or joined us after Koa and Sark took over…it’s your support that has gotten this project to where it is. We are so grateful for the faith and trust placed in us, and the opportunity to create something we hope people will truly love and enjoy. This has truly been a collaborative effort with you and we are constantly humbled by all of the thoughtful insights, engaging discussions, and great ideas to come out of this amazing community of supporters.
So: thank you again, it’s been an emotional and amazing journey for the dev team and we’re delighted to join you on your journeys through Mythaura.
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Miyazaki Full-Time
Hey everyone, Koa here!
We’re thrilled to share some news about Mythaura’s development! Starting in 2025, Miya will be officially dedicating herself full-time to Mythaura. Her focus will be on bringing even more depth and wonder to the world of Mythaura through content creation, worldbuilding, and building up the brand. It’s a huge step forward, and we’re so excited for the impact her passion and creativity will have on the project!
In addition, I’ve secured 4-day weeks and will be working full-time each Friday to dive deeper into development. This extra push is going to allow us to keep moving steadily forward on both the art and code fronts, and with Miya’s expanded role, the next year of development is looking really promising.
Thank you all for being here and supporting Mythaura every step of the way. We can’t wait to share more as things progress!
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Closed Beta FAQ
In the interest of keeping all of the information about our Closed Beta in one place and update as needed, we have added as much information as possible to the FAQ page.
If you have any questions that you can think of, please feel free to reach out to us through our contact form or on Discord!
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Winter Quarter (2025) Concepts
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It’s the first day of Winter Quarter 2025, which means we’ve got new Quarterly Rewards for Sponsors to vote on on our Ko-fi page!
Which concepts would you like to see made into official site items? Sponsors of Bronze level or higher have a vote in deciding. Please check out the Companion post and the Glamour post on Ko-fi to cast your vote for the winning concepts!
Votes must be posted by January 29, 2025 at 11:59pm PDT in order to be considered.
All Fall 2024 Rewards are now listed in our Ko-fi Shop for individual purchase for all Sponsor levels at $5 USD flat rate per unit. As a reminder, please remember that no more than 3 units of any given item can be purchased. If you purchase more than 3 units of any given item, your entire purchase will be refunded and you will need to place your order again, this time with no more than 3 units of any given item.
Fall 2024 Glamour: Diaphonized Ryu
Fall 2024 Companion: Inhabited Skull
Fall 2024 Solid Gold Glamour: Hippogriff (Young)
NOTE: As covered in the FAQ, the Ko-fi shop will be closing at the end of the year. These will be the last Winter Quarter rewards for Mythaura!
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New Super: Zebra
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We've added our first new Super to the site since last year's Prismatic: Zebra, which has a chance to occur when parents have the Wildebeest and Banding Specials!
Zebra is now live in our Beast Creator--we're excited to see what you all create with it!
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New Expressions: Ryu
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The Water-element Ryu has had expressions completed for both the adult and young models. Expressions have been a huge, time-intensive project for the art team to undertake, but the result is always worth it!
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Mythauran Astrology: January
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The month of January is referred to as Hearth's Embrace, representing the fireplaces kept lit for the entirety of the coldest month of the year. This month is also associated with the constellation of the Glassblower and the carnelian stone.
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Mythaura v0.35
Refactored "Beast Parties" into "User Parties," allowing non-beast entities like NPCs to be added to your party. NPCs added to your party will follow you in the overworld, cannot be made your leader, and will make their own decisions in combat.
Checkpoint floor functionality ironed out, allowing pre-built maps to appear at specific floor intervals.
The ability to set spawn and end coordinates in the map builder was added to allow staff to build checkpoint floors.
Various cleanups and refactors to improve performance and reduce the number of queries needed to run certain operations.
Added location events, which power interactable objects in the overworld, such as a lootable chest or a pickable bush.
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Thank You!
Thanks for sticking through to the end of the post, we always look forward to sharing our month's work with all of you--thank you for taking the time to read. We'll see you around the Discord.
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