#infinitely loopable
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new ridiculous love for the song coffee by supersister. what a perfect pop song
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I think I found tech in the New Zelda Game.
It only seems to work in 2D sections since it requires you to Bind below yourself.
I just wonder if it's loopable, like your able to gain infinite height...I feel like it's timing is somewhat similar to Infinite Bomb Jumping in Metroid Zero Mission but if it was way too strict :P
#legend of zelda#zelda#echoes of wisdom#video#nintendo#nintendo switch#holy shit I think I just got it two in a row?? timing is actually so strict holy shit
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The Buttercup Song
I figure some people may not know what "The Buttercup Song" that Mumbo was referring to in today's video is, so here I present to you: the new theme song for Season Nine's newest war!
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Be careful, it's surprisingly catchy and a bit of an earworm, which may be why Mumbo remembers it even though it was released in 1968. I used to sing it to my kiddo when he was a baby and wouldn't sleep because it's an infinitely loopable song with a rhythm suitable for pacing your entire house for hours. Now all I want is to hear it in goat horn form.
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RenPy: Audio
RenPy has three channels on which to play audio:
1.) Music 2.) Sound 3.) Voice
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Music The Music channel, unsurprisingly, plays music, and loops the track automatically. To play music: stop music ##(stops previous track) play music "audio/filenamehere.ogg" To play part of a music file: stop music play music "<from [start, expressed in seconds] to [end, expressed in seconds]>audio/filenamehere.ogg" Fadein and fadeout basically do what they say on the tin and fade into a song or fade out of it at the specified number of seconds. Players can adjust the volume in Preferences, although you can set default volume settings before initialization in your script:
Bear in mind, however, that setting a default volume to anything other than 1.0 will cause problems if you then attempt to adjust the volume of a clip via code: for instance, playing a clip on the Music channel at 0.5 volume when the default is set to 0.85.
Often what will happen is that RenPy simply refuses to play the clip. ---
Sound
Sound is a versatile channel, somewhere in between Music and Voice. It can be made to play on infinite loop until stopped, repeated a specified number of times, or play only once.
Unless queued to loop, Sound will usually play just once.
This channel is most useful for playing sound effects.
To play a sound:
stop sound ##(stops previous sounds) queue sound "audio/filenamehere.ogg" To play a sound on infinite repeat: stop sound queue sound "audio/filenamehere.ogg" loop
To play a sound a specified number of times (for example, twice):
stop sound queue sound "audio/filenamehere.ogg" loop 2
To play part of a sound file:
stop sound queue sound "<from [start, expressed in seconds] to [end, expressed in seconds]>audio/filenamehere.ogg"
Like Music, Sound also takes fadein and fadeout.
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Voice
Voice is a channel reserved for character barks and voice acting. Like Sound, its default is to play just once unless looped, and takes pretty much the same arguments as the others. The voice channel is called simply via voice.
Personally speaking, I tend to use the Sound channel for noises that repeat, and Voice for sounds and character barks that play only once. For instance:
voice "<from 5.0 to 8.0>audio/submergesfx.ogg" ##plays a drowning sound just once for three seconds, from the 5 second-8 second mark of the clip
If your game features voice acting, the voice channel can also be assigned to characters upon initialization, though I'll leave that particular explanation to the RenPy documentation.
--- A note on music files In my personal experience, I've found that RenPy will not play mp3 files. It will, however, support OGG files. I'd recommend installing Audacity in order to be able to convert files to OGG alongside general audio mixing; making tracks loopable via code is a pain, and Audacity can streamline an otherwise finicky process.
Tinkering with volume settings on various channels via code also tends to cause RenPy to not play the clip, so I'd recommend mixing volume via Audacity as well. I'd also recommend stripping any metadata from an audio clip before exporting it as an OGG file, as metadata can mess with RenPy's ability to read the file.
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I don't know any of his other music, but this song is so infinitely loopable it's got me through several days that feel basically like beating my head against a wall until it lets me through to survive another one
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these gifs are killing meeeeee you can't just make something like that last one infinitely loopable I'll never look away 😵💫
my apologies, i definitely won't do that again. i swear.♡
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i really want to make this an infinitely loopable thing. will this push me to learn to make bwav files?
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這晚夜沒有吻別
Tonight there was no one to kiss me goodbye
Li Keqin and Zhou Shen perform Li Keqin’s classic “Half-Moon Serenade” 《月半小夜曲》 on episode 2 of Our Song 《我们的歌》
Bonus:
“Will the original singer like how I sing it, there’s that sort of pressure-”
“I like anything you sing :)”
#li keqin#zhou shen#wo men de ge#our song#the first time i heard this performance i swear i ascended to the astral plane#all their songs are so good but this is def one of my faves ;;;;#infinitely loopable#the way zhou shen emerges out of the dry ice like smth otherworldly sfsfaASFSA#u can tell their 'mo qi' isnt refined yet in this performance and its such a delight to watch it develop even more in later eps#on another note#this gifset was watermark hell#i dont have the photoshop skills for this OTL#not the most accurate lyric translation but the more direct phrasing sounded weird to me for some reason#my gifs
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The Stanley Parable iceberg explained in simple short words and not a video because god....
A while ago I made this iceberg and said I would explain it in a video. I lied. Had like 5 major technical fuckups with it and then completely lost access to that hard drive so that plan flew out the window, but hey! I can try to explain it simply and quickly here. At least. It's nothing as in-depth as I think it should be, but it'll do as far as basic rundowns go.
Broom Closet - A very popular part of the game. Head through the left door and just before the stairs there will be a room marked "Broom Closet" that you can enter. Que funny dialogue.
The End Is Never - An infinitely loopable sentence that can sometimes display on the loading screen instead of "Loading Loading Loading".
Go Outside - An achievement acquired by not playing the game for 5 years. I'm never gonna get this one.
Out Of Bounds - "Ending" you can get by climbing on an employee desk, crouching, moving onto the desk right next to it, and jumping out the window. No I don't remember what number the desk is but it's the one with the pulled chair right beside the window in the first room outside Stanley's office.
Baby Game - In the Blue Door Ending, The Narrator has you play a game where you continuously press a button to stop a cardboard cutout of a baby from going up in flames. The Narrator says you should play it for about 4 hours, which you can actually do and get a separate Ending.
8 - Refers to a lot of things. Typically an edited voice clip of I think Davey Wreden saying "EIGHT". First showed up to my knowledge in the demo. The achievement in the full game if I recall correctly is acquired by just pushing "8888" into the keypad behind the desk repeatedly.
Random Rooms - The rooms you travel through in between important game content are randomized. Pretty sure William Pugh says it's to make the player feel like the game's more complicated or smarter than it actually is.
Input Received - An ending you get by finding computers in the office that say "awaiting input", pressing them, restarting, and doing it over and over until you end up in button heaven.
TM - If you check the game's captions, The Line™️ always has that "TM" after every reference to It™️. Weird gender.
The Beginner's Guide - Another game by Davey Wreden. Has some fanbase overlap with TSP. Very very good but doesn't have anything to do with TSP outside of a mention at the start of the game.
Demo - Game's got one. The whole thing's basically a big gag. The Narrator spends the whole demo trying to get the ACTUAL demo to start but it keeps going wrong and he keeps getting upset because without a proper demo, the player has no idea what they're getting into if they buy the game. The joke being that the demo is literally a perfect gateway into the full game.
Unused Dialogue Room - I'm always a whore for the unused dialogue. In the Museum Ending, there's a room you can visit with faint cut bits of narration for you to listen to. Technically a monologue. NOT EDITING THE PICTURE AGAIN
Raphael - An allegedly real man who allegedly really emailed the fictional character of The Narrator to tell him how bad he thought the original game was. Email was read and parodied in a trailer for the HD Remake. You should watch it it's very very funny.
Portal Assets - The game uses some. You can even spawn in companion cubes using the dev console and I think also get a portal gun.
Unachievable - An achievement in the game. You can actually get it but every time someone thinks they've figured out how the devs change how you get it. Sometimes awarded randomly.
Once You Go Secret - You Never Go Becret. A dumb phrase used throughout a few secrets in the game.
Serious Room - A room The Narrator will teleport you to if the game catches you trying to activate server cheats. The Narrator scolds you for trying to break the game. If you do it a second time you get more dialogue but after that it's not much until you restart.
3 Minutes Song - A song by Tim Minchin. There's a corner of the red screen that pops up when you turn on the mind control that has the end of a YouTube URL for this song. Joke is that the Explosion Ending lasts about 3 minutes.
Bark - Command you can enter into the console that changes all button press sounds to barking.
Bathroom Wall Writing - Sometimes the game will let you into the bathroom in the bosses office. The writing on the wall in there is randomized.
Aperture Experiment Theory - A theory that looks at the game through the lens of Portal canon and explains the game as a psychological experiment by Aperture Science.
Explosion Ending Buttons - Some buttons you can find in the Explosion Ending are references to other games.
Facepunch - Type this out at any point during the game (without pausing) and the game will swap most textures out with the Facepunch logo.
Whiteboard Ending - In one of the random rooms, you can open an employee door and enter the "Whiteboard Ending". Not an actual ending, just a room.
Clippy CCTV - On one of the CCTV monitors, Clippy makes a cameo. You can't really see it in game, but you can see it in the game files.
Monolith - For a while the very last part of the Baby Game Ending featured a strange, Kubrickeqsue black monolith. This was a glitch in the way the game displayed a door and has since been patched.
Vinh - Typing this during the credits triggers a weird easter egg that I'm pretty sure is probably an inside joke.
Alt. Escape Pod - A fan-modded alternate escape pod ending. Featuring the real Kevan Brighting!
Chell's Body - A glitch that can occur if you stand juuuust right (er. just wrong?) in a certain doorway. Allows you to see yourself in 3rd person, revealing that the playermodel is actually a glitched model of Chell.
Choice Video Changes - In the Not Stanley Ending, you'll encounter a video presentation about choice. You're introduced to a hypothetical real person named "Steven", and told he could either help or set fire to orphans and citizens of impoverished 3rd world nations. Originally, it featured him lighting an orphan's cigarette and then setting him on fire, but this was changed to be more subtle after a schoolteacher complained that the joke was insensitive and Davey Wreden agreed.
CCTV Room Pit - There is a large pit at the bottom of the CCTV room that you can actually jump into by climbing up on a chair. This is unintentional, so there's nothing down there.
Actual Unused Dialogue - I don't remember what this is referring to.
Second Stanley - Exiting the first part of the office fast enough will sometimes let you see a second Stanley walking his own path through a window. Some people theorize that this is actually another employee.
432 - Said other employee. Has a lot of very mysterious references to them throughout easter eggs and whatnot. Thought to have escaped before Stanley.
Demonstation - A typo the team accidentally made during the making of the demo, but they thought it was so funny that it stuck.
Dallas's Mask - An easter egg you can find in the Confusion Ending.
The Narrator And Stanley Are The Same Person - A theory about the game basically stating that The Narrator only exists as a part of Stanley's imagination, and is therefore Stanley himself.
Dr. Langeskov - A very similar (although shorter) game that William had a part in making. If you play both this and The Beginner's Guide, it'll give you a little insight into what parts of TSP were Davey's writing, and what parts were William's.
Hidden Dev Text - There's hidden dev comments and jokes in the game files. Particularly, there's a cup texture that features a full unseen rant from one of the texture artists.
1947 - Code to the keypad in the original version of the game. Putting it into the keypad in the HD version will trigger the old dialogue to play.
Purgatory Theory - Theory that Stanley is trapped in purgatory after having died.
The Narrator Hums In The Elevator - In the bosses office, there's a room that will sometimes open that features an elevator you can really walk into, though it doesn't go anywhere. If you stay here long enough, you can hear The Narrator hum along to the music and comment that he's getting bored.
Narrator Letter - A letter from The Narrator in the Collectors Edition guide book. Features his signature! I really recommend finding the book online and giving it a quick read it's great. Everything about this game is lovely.
Canceled Mobile Game - The Stanley Parable had a mobile game in the works that got canned because Davey Wreden didn't sense any passion or love for the project from the team working on it.
DOTA 2 - There's a Narrator announcer pack for this game. You can find the full pack on YouTube and it's very charming and funny.
Broken Short Start - A glitch that can occur at any time but is known to occur on fresh installs of the game. Activated by getting the shortest randomized office, (the one that's just a hallway) standing in the doorway just before the two doors room and just kind of moving wrong. It'll lock you inside the office until you restart. As you could maybe tell, the game doesn't load doorways very gracefully.
Octodad - If you look up at the ceiling during that part of the demo where everything's going to hell in a handbasket, you can see Octodad. I don't know why!
Maladaptive Daydream Theory - Maladaptive Daydreaming is a psychological condition wherein the sufferer daydreams so often and for such incredible periods of time that it becomes detrimental to their daily life. This can escalate to the point that the person starts to have trouble distinguishing memories of daydreams with memories of things that happened in reality. This is explored a little bit in the game, where in one ending, the game is revealed to be an elaborate daydream Stanley is having that is bleeding into his home and work life so much that it's ruining him.
Narrator Loudspeaker - All Narrator dialogue is actually coming from a loudspeaker aways just out of bounds in each map. This likely has nothing to do with game canon and is just the easy way to get dialogue to play with the engine the devs used.
Collectors Edition - A limited edition physical copy of the game distributed by Indiebox. Came with a lot of limited merch.
Soundtrack Titles - Refering to the idea that all of the titles for the game's soundtrack are from The Narrator's perspective.
Franz - A guy who existed? Who maybe died? It's very weird. You can find more info about it on the TSP Wiki.
Demo Surveys - Though hard to see, there are papers lying about in the demo waiting room that feature surveys filled out by Davey and William.
Workplace Harassment In Menu Audio - There's audio of a busy office workplace constantly playing on the main menu. A few people noticed that you can hear a guy being scolded by his boss in the background and some people say it sounds like he's being let off the hook for workplace harassment. There was an Oddheader video that featured this discovery and he pulled a classic YouTuber move and asked "why on earth they'd put this in the game" but I think it was probably stock audio thrown in last minute that nobody cared to check and the guy who made it just recorded his office for a while to sell for a quick buck.
Reddit AMA - Held by Davey, William, and Kevan one day. You can still find the full post. Has a lot of funny moments.
Hi Timmy! - A weird text file you can find in the game.
4 Jokes - Okay so during a talk William Pugh did on stealing ideas and masking uncleverness he told the story of a game called "4 Jokes". It's a ridiculous, hilarious, and very obviously fictional story, but I have no idea if the game it was based on actually existed. As far as I know, it didn't.
NA NA N AN ANA NA - A strange bit of unused/placeholder text for the Baby Game Ending.
Lost Mobile Content - By way of the game being canceled, we have no idea what a lot of the content looked like, but when the cancelation announcement was made on the now defunct blog for Galactic Cafe, Davey released some interesting clips of Narrator lines that would never see the light of day. Because these were never archived by the wayback machine, unless someone has them archived personally, these previews are lost to time.
ui\office_soundscape.wav - A "glitch" in the game that causes the whole game to lock up and not start if it detects a problem with the file "ui\office_soundscape.wav". This is actually caused by the game failing a Steam validity check. Though Davey claims that he has no idea how this happened, it's thought by many to be an attempt at DRM. It doesn't work very well, if that's the case, because it's known to trigger on legitimate copies of the game. It happened on my copy just by me not being on the internet for a bit too long (about a year).
And that's it! There's probably gonna be more when Ultra Deluxe comes out, but that's for another time. Thanks for reading
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If the whole world was watching I’d still dance with you Drive highways and byways to be there with you Over and over the only truth Everything comes back to you
#今日の気分は#thanks to kisekigamaniau for introducing me to more infinitely loopable music#ANYWAY I gotta read a lot today so this is good background music#gotta find out what everyone in gender in religion is writing about#music#Niall Horan
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On In The Background
Ambient music has always been there. Piped into elevators and grocery stores through tinny speakers, the radio on the receptionist desk of the doctor's office, the soundtrack to a movie you can't get out of your head.
Came across this story in the times "Ambient Music Isn't A Backdrop, It's an Invitation to Suspend Time." Even for just a headline, I'm not sure there is a better way to describe the value of music that wasn't meant to be consciously listened to.
And yet, the dominant vision of ambient music today is a cartoonish inversion of these aspirations. In a multibillion-dollar wellness industry, streaming platforms and meditation apps frame ambient as background music — something for detached listening and consumption. It is spa and yoga music, or field recordings for undisturbed, restful sleep. Instead of embracing ambient’s potential — its capacity to soften barriers and loosen ideas of sound, politics, temporality and space — the music has become instrumentalized, diminished into sound-as-backdrop.
I used to take the BX every morning between Denver and Boulder for my job. Depending on the day and the season, the commute was anywhere from 40 minutes to two hours and sometimes started before dawn. In those days I would sleep of the last of my hangover on the bus with the headphones on, a barricade between me and the people on the phone with their New York office or the grind of the bus or the sickening diesel fumes.
No matter who you are, your life can change with the right pair of headphones. Usually, it takes something other than pop music to get you there. Those mornings on the BX were an introduction to music without lyrics, something I didn't have to pay attention to or get tired of.
I left the job in Boulder for one that was closer to home, but I took ambient music with me. The new job was at a desk in an office inside of a warehouse. A warehouse, in any regard, is a bleak environment. The music passed the time - hours condensed into minutes. Eventually they laid me off because it was apparent that I did not give a shit about the company goals.
Years later I would be sitting at a little desk in the back of the house in Denver with a used laptop trying to get a new endeavor off the ground. I was looking for a new job and trying to supplement unemployment checks with income on the side. Working at home during the day leaves you open to every distraction and noise you can imagine. Ambient music kept me on point. I discovered El Ten Eleven around this time, infinitely loopable and listenable.
"It's an invitation to Suspend Time."
The thing about writing is how long it can take. Ambient music gives something for your conscious mind to do so your automatic mind can take over - the subconscious, The Abyss, the region of our psyche that we are perpetually distracted from because of the interruptions of the world around us.
Ambient music is the fodder that your brain can use to tie together things from the other end of the spectrum. It is the new lens, the new backdrop or filter or soundtrack to whatever it is your observing.
When it comes to writing, I couldn't do it without a regular ambient soundtrack.
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smash your ass on that mother fuckin like button for sweet pickle grandma
“This town is big, this castle is big, why does everything have to be so big!?”
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Danganronpa V3: The Truth (In Theory)
I have also posted this on the Danganronpa subreddit at https://www.reddit.com/r/danganronpa/comments/77dgk6/drv3_spoilers_all_modes_huge_spoilers_what_is/ . Or you can read it here!
After an extremely detailed review of every mode of Danganronpa V3, I have come to a conclusion about the truth of Danganronpa V3, and it "having no end":
The talented versions of the kids are the real ones, but their backstories in Killing Harmony are fictional where they diverge from data presented in Talent Development Project
Tsumugi is, in fact, 'cosplaying' a fiction -- Danganronpa -- which involves the names and likenesses of her schoolmates, with her own classmates involved. She commits a 'cosplaycat crime' by acting out something comparable to the fictional crime
Killing Harmony and Salmon Team take place on what we'll call the Cosplay Layer, while Talent Development Project and Monokuma's Test take place on what we'll call the Real Layer.
This theory unifies several incidental pieces of evidence from across all modes, ranging from conclusive to circumstantial. With all that in mind, let's begin!
Step 1: Establishing the Truth
In Talent Development Plan, Tsumugi and Monokuma have an interaction at the end of year 3 (it's the 3rd option for this choice set) in which they talk about their plans for the future. Monokuma mentions that the factory is in full swing (pointing explicitly to Monokuma's Test), while Tsumugi says that the 'world [she's] going to cosplay has already been picked out,' and that it's a world '[she] can cosplay 1,000 times. That way, the fun will go on longer.' While there's often a modest degree of cross-referentiality in Danganronpa post-game modes, this is the most explicit it's ever been outside of Sayaka and Monokuma-who-has-just-freshly-tampered-with-Sayaka's-memories making references to DR1's main game. We'll get back to this cross-referential maneuver later because it comes up again later.
It's at this point that Team Junko and Team Tsumugi diverge, with Tsumugi pointing herself toward Cosplay Layer, and Team Junko setting off Monokuma's Test. Tsumugi chooses to cosplay the world of death-games, while Junko follows through on her weird, consistent fetish for Dragon Quest.
Step 2: Cosplay Layer
Cosplay Layer has two distinct 'modes': Killing Harmony and Salmon Team. One, Killing Harmony, is a self-contained, coherent story which allows Tsumugi (who in this instance is ironically closest to the player, despite not ever being a player character in Killing Harmony) to emotionally invest in her classmates as fiction. The other, Salmon Team, is an infinitely-loopable world focused on love -- the cathartic, emotionally fulfilling counterpart that cleanses the pain and pays off the investment of Killing Harmony.
This is most likely accomplished with the use of a virtual world similar to the Neo World Project's; the 'video gamey' puzzles used to access new zones and the extreme downsampling of the 'Neo World Project' of DRV3 compared to that of DR2's 'essentially real' Neo World Project indicate, respectively, 'a simulation' and 'a simulation within a simulation' (which needs to be downsampled to "fit"). Some other things also allude to the simulation status of Killing Harmony; Danganronpa 2 purposefully used less detailed gift images to point to the simulation, and DRV3's -- despite all other assets being extremely HD -- are much closer to the ultra-stylized DR2 pixel art than the semi-realistic pixel art of DR1 gifts.
At the beginning of the game, she uses the simulation to create false memories and personas, and a fictional ‘world’ which she can later cosplay, and has her captives play-act these roles once. This, then, creates a fiction that she can later cosplay.
Because the talented iterations of the students are the 'real' ones, Cospox occurs when Tsumugi tries to cosplay them. (This seems to present a logical problem when we get to Trial 6, but we'll get there in a second.)
Tsumugi, eager to be a passive observer, most likely did intend Ouma to be the mastermind rather than herself; Ouma, however, is too much of a damn baller for this to work out. This is the point at which Tsumugi's plan starts to fall apart and the only way the narrative can remain coherent, as K1-B0 cuts her off from steadily more of her game management tools during Chapter 6, is for her to eat the mastermind designation herself.
The 'false start' serves a purpose in this case; this gives us the civilian-clothes versions of the students. These, unlike the talented versions, are fictional; by committing the fiction to a medium, Tsumugi is able to cosplay them. This is the source of the videos we see in Trial 6; Tsumugi, cosplaying the 'fictional' Sxxxxxx xxxxxxa, Kxxxx xxxxxxxu, and Kxxxx xxxxxa, is able to create convincing lie videos. (In case 5, we are encouraged to doubt the veracity of even seemingly unfalsifiable video evidence, which comes back into play here. Tsumugi's lab, of course, has a set that is perfect for the lie videos.) (The bleeped names dodge the last possible issue, of cosplaying 'Shuichi Saihara' -- she's cosplaying, say, Shunichiro Saitama, As Played By Shuichi Saihara, and thus it's totally fine.) The first false start has the talented students playing their alternate, talentless selves, in order to ‘commit the fiction’ so Tsumugi can cosplay it later. She records the videos at some point during Chapter 5.
Now, I know what you're thinking: 'If all this is true, how is Tsumugi able to cosplay the DR1/2 characters, who are real people?'
Shuichi's lab. The first two illustrated books document a fictional, illustrated killing game between each of the other Hope's Peak classes. This, coupled with the 'V - 3' eyes, indicates that Tsumugi is specifically cosplaying the fictionalized versions; the illustrated books, much like the false start, give us 'fictional' characters for Tsumugi to cosplay. Junko is the only one whose name she states, and even then, it's "Junko Enoshima the 53rd," who is a falsehood, unlike Junko Enoshima, first of her line.
The use of loopholes like this is explored in Talent Development Plan, when Celeste asks Tsumugi about the possibility of her designing vampire butler costumes; Tsumugi explains that she couldn't, but if they were to conscript Hifumi to design a fictional vampire butler, Tsumugi could then make cosplays of that character and give them to Celeste for use by her real vampire butlers. This kind of lateral cosplay thinking is already within Tsumugi's toolbox within the text of the game.
Now we move on to Salmon Team! In this "mode," the goal is to find love -- an admission that Tsumugi has lost control of the narrative, but also doesn't want to let this world go. She wants to fulfill her desire to 'cosplay this world 1,000 times,' and so, we have an endlessly loopable, resource-sufficient (you can get presents and casino coins in this mode without going back to Killing Harmony, unlike in previous games) mode that pays off the emotional investment in our 'characters.'
Monokuma openly calls it a "mode," because it is in fact just that -- an alternate set of, well, mode settings for the same type of simulation that generates Killing Harmony. It is also on the Cosplay Layer, just, different.
Just as is the case with Danganronpa 2, no one is really dying. Salmon Team most likely comes after Killing Harmony.
Step 3: Real Layer
In the Real Layer, Junko and Mukuro engage their own plan -- the creation of the Despair Dungeon. Honestly, there isn't a lot to analyze here, because this shit is all just stated in Junko, Monokuma, and Mukuro's talent dev modes (and to a lesser extent, Usami, Monomi, and Nagito's). This follows directly after Talent Development Plan.
One thing that subtly but notably separates Real Layer from Cosplay Layer is the currency in use. Despite having introduced two currencies already, the game gives TDP/MonoTest a third, unrelated currency. Unlike Monocoins and Casino Coins, G doesn't touch the other two; it only interfaces with things on the Real Layer.
Step 4: Danganronpa V3 Has No End
If this is all true, Kodaka's tweet -- that Danganronpa V3 has no end -- is an accurate one; the end of Killing Harmony opens up content both before and after it, and gives us several modes with which to play essentially infinitely. In this sense, the game both loops in on itself (Finishing Killing Harmony gives us Talent Development Plan which feeds directly back into Killing Harmony and Salmon Team) and stretches outward into infinity (with Salmon Team and Monokuma's Test both being doable ad infinitum).
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2022 Winter Games - Beijing China - After Effects from Antony Parker on Vimeo.
✔️ Download here: templatesbravo.com/lm/2022-winter-games-beijing-china-VSFETBQ ✔️✔️ Unlimited Downloads 900,000+ Design Items: templatesbravo.com/elements With more than 40 winter games elements, the 2022 Beijing Olympic Games Package v1 contains everything you need to build a great looking, dynamic winter sports package. 2022 Beijing Winter Games Package’s modular construction makes the template INFINITELY EXPANDABLE! Simply duplicate the pre-built compositions as many times as you [information on project page] GAMES v1 OLYMPICS PACKAGE HIGHLIGHTS• 190+ Country Flags to choose from when customizing graphics • Fully customizable! Easily insert video and images, and customize the colors, fonts, text, etc • Infinitely expandable modular construction – endlessly duplicate comps to meet your needs • No Stress! To help you along with the process of customization, we’ve Included a series of detailed video tutorials • Compatible with After Effects CC 2018 and above • UHD 4K Resolution – 3840×2160OVER 40 GRAPHICAL ELEMENTS INCLUDED!• Unlimited Olympic Winter Games Lower 3rd Graphics • Unlimited Olympic Winter Games Event Results Graphics • Unlimited Olympic Winter Games Medal Tracker Graphics • 2x Winter Olympic Games Intro Animations (0:06, 0:30) • 2x Winter OlympicGames In & Out Bumper Animations (In 0:06, Out 0:10)) • 3x Winter Olympic Games Transitions • 4x Loopable Olympic Winter Games Backgrounds (0:15) • 30x Olympic Winter Games Event Title Screens (see list below)30 OLYMPIC EVENT TITLE SCREENS• 15x Olympic Event Title Backgrounds (0:30) • 15x Olympic Event Title Interstitials (0:15)• Alpine Skiing • Biathlon • Bobsled • Cross-Country Skiing • Curling • Figure Skating • Freestyle Skiing • Ice Hockey • Luge • Nordic Combined • Short Track • Skeleton • Ski Jumping • Snowboarding • Speed Skating After Effects, Video Templates, Broadcast Packages, Video Templates, Broadcast Packages, beijing, broadcast, bronze, china, competition, event, games, gold, medal, olympic, olympics, package, silver, sports, winter
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ALL OF THESE ARE GREAT
They don't say much except what kind of sounds I find infinitely loopable, AND THAT MY TASTE IS IMPECCABLY OBSCURE
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I do think the billy joel is hilariously random
so whats your top song for 2021 so far and what does it say about your mental state
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The only thing I regret about breaking up with the Ex™️ is that 2 weeks later Snapchat allowed for snaps to be infinitely loopable
Like long gone are the days where you had to treasure every nude you got for 10 seconds and save it in ur head forever
Ugh 😑 now u can repeat. I would have had that on repeat. Set it up against the wall as I did my homework as it looped infinitely. I would have looked up and smiled as I saw the nude loop over and over and gone right back to work, motivated again
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