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Incipient Infotech is a trusted technology company and software company based in Klemzig, Adelaide, offering innovative custom software development, web development, and mobile app development services designed to propel businesses into the digital future. Our dedication to quality and innovation makes us one of the top Australian companies in the software development industry.
We take pride in following an agile methodology that incorporates agile project management and agile project methodology, focusing on iterative progress, collaboration, and rapid response to change. Our teams are well-versed in the systems development life cycle, ensuring projects follow structured phases for maximum success.
Clients who are searching for how to make a website, a best website builder, or a professional website design company Sydney will find tailored solutions with Incipient Infotech. Our website builder tools and web developers near me services help you establish a compelling online presence with easy-to-use, scalable platforms.
The heart of our work lies in exceptional UI/UX design. We specialize in creating visually appealing and functional interfaces that enhance user experience, combining user interface design principles with strategic UX design approaches to engage your audience effectively.
In addition to traditional development services, we offer expert digital transformation consulting and technology consulting to guide businesses through adopting digital marketing consultant tactics, AI marketing, and artificial intelligence consulting for superior results. Our capabilities in SaaS & AI development allow us to build intelligent software products incorporating ai customer service and ai for data analytics that empower businesses with actionable insights and automation.
Whether you are an emerging startup or an established enterprise looking for expert web developer, developer for software, or simply curious about how can we create a website, Incipient Infotech delivers personalized services with a focus on growth and long-term support.Choose Incipient Infotech for dependable website development, agile software development, and comprehensive tech solutions that keep you ahead in a rapidly evolving digital landscape.
#Web Development#Mobile App Development#UI/UX Design#Custom Software Development#Digital Transformation Consulting#SaaS & AI Development#Website Builder#Agile Methodology#Free Website Builder#Web Design#Technology Company#Best Website Builder#How To Make A Website#Agile Project Management#Software Development Life Cycle#User Interface Design#Agile Approach#How To Create A Website#Web Developer
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Build Your Website in Seconds with AI: Exploring the Top 5 AI Website Builders of 2023
Tired of building website on your own? Try these new AI websites.
Forget lengthy coding and complex design processes! The world of website building has entered a new era with the rise of AI-powered tools. These innovative platforms allow you to create professional websites in a matter of minutes, even without any prior design or coding experience. This article dives deep into the top 5 AI website builders of 2023, exploring their features, functionalities, and…

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#10Web.io#accessibility#AI content generation#AI tools#AI website builder#Co-design.ai#content marketing#CreateWebsite.io#custom domain#digital marketing#drag-and-drop interface#Elementor#Elementor AI#entrepreneur#free website builder#innovation#Mixo.io#no-code website builder#online presence#paid website builder#SEO#small business#Technology#web design#web development#website creation#website design ideas#website editing#WordPress#WordPress website
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Why I Choose The Affinity Suite Over The Adobe One
A Deep Dive Into My Experience With Affinity and Adobe Firstly, this is in no way affiliated by Affinity. This is just my genuine opinion and preference. Lockdown Made Me Do It I’ve been using Affinity now since 2020 when the world turned to shite, and I was isolated at home with a pregnant girlfriend. I wanted to do some game design. I was, at the time, using Photoshop to create game assets,…

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#Adobe Alternatives#Affinity Designer#Affinity vs Illustrator#Affordable Design Solutions#Cost-Effective Design#Creative Software Deals#Design Software Comparison#Digital Art Bargains#Digital Art Tools#Game Asset Creation#Graphic Design Software#Isometric Illustration Tools#Pay-to-Own Software#Personal Software Experiences#Pixel Art Techniques#Shape Builder Tools#Software Reviews#Switching from Adobe#User Interface Design
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Alright which fragger is gonna be the one who starts spreading human valve is good propaganda? Wheeljack and Constructicons are builders for human houses. I’m imagining a little catalogue or file being sent spread anonymously to all the bots on earth and more about human mate and their needs. Primus, is Optimus going to the leader who first ends up with a interface/sex scandal? Walked/ran on by humans and doing a psa about it, or is going back for double points for Megatron and being sparked up by a human? Regardless the G1/IDW Revelbooverse is unhinged and I love it. Thank you for giving us this gorgeous Fuckery.
I’m just having fun, but honestly, I can see Thundercracker writing and anonymously sending out a human care manual just on blast. Bots and Cons both
So You Have A Human
Thundercracker x Reader
So you have a human or are thinking of acquiring one. Stop. Humans require a lot of care and attention. They’re social and need to be kept entertained. Before committing to finding a human, maybe use a holomatter avatar to go out among them and observe. Don’t try to touch or grab them, though. They will attack. Another less hands on way to research is to check out human media.
If you’ve decided you do want a human partner, understand how fragile they are. They scare easily, so understand how intimidating you are. You’re much bigger than they are. Don’t pick them up by their limbs or you can break those delicate bones. Cup them in your hands, keeping your grip loose so they don’t panic, but not so loose they can wiggle free and fall. They’ll die if they fall out of your hands. Don’t chase them down, you can actually scare humans to death as strange as that sounds.
Humans need organic foodstuffs and access to clean water. Just because something is organic, doesn’t mean that they can consume it. Please, find and retrieve foodstuffs meant for human consumption, don’t scavenge in the outdoors for them. They’re picky eaters.
Is your human a bit skittish? They tend to be cold in temperatures comfortable to Cybertronians, so coax your human into sleeping on your chassis. It gets them used to you much faster, letting them get comfortable with the sound of your spark. Make sure you talk to them. Ask them questions and get to know them. They need to socialize.
Interfacing with organics is taboo. And that’s an outdated belief. Humans are amazing. Court your human with little treats. Flowers. Snacks. Some of them adore sparkly ornaments. But make your intentions clear. Don’t just whip out your spike and hope for the best. Build a relationship first.
So you’ve successfully won your human over and you’re both comfortable with each other. Time to mass shift to their level. Humans kiss like we do. They interface like we do. Take your time exploring your partner with servos and your mouth. Try to take it slow so you don’t overwhelm them, because even mass shifted, Cybertronians are still much bigger.
Humans are incredibly flexible, but be sure to check with your human frequently. Make sure they’re comfortable. You’ll need to be patient, and properly prepare your human before you can-
• Head lifting sleepily from where you’re sprawled on him, you reach to tap a finger against the datapad he’s frantically typing alien glyphs on. “What are you smiling about?” Oh. Now he’s embarrassed, wings shifting at his back where they’re partially pinned under him. What is he writing? Because he’s acting like he got caught doing something he shouldn’t be doing, won’t even meet your eyes. “Alright. Keep your secrets, but if you’re writing smut about us, you better change our names.”
• Reaching to stroke your cheek, he saves his work and sets it aside. And mass shifts, smiling when you gasp and grab at him. “It’s not like that. I just- there’s a lot of us with humans now and I thought I’d explain some stuff. You know, so there’s not any mistakes or accidents. Misunderstandings.” And you lean up on him, mouth brushing his. Servos threading into your hair as his other hand rests on your hip. Because this means everything. This intimacy.
• “As long as you’re not encouraging your people to go snatch mine,” you say, lips ghosting over his before you sit up on him. “You’re not, right?” And he immediately shakes his head, the tension spilling out of you. A little heads up on taking care of humans definitely couldn’t hurt. You know there are other humans here, but the Decepticons are weirdly protective of their humans and don’t seem to trust each other that much. “I still want to round all the humans here up. Humans need other humans. No offense.” His palm slides up your side, touch almost reverent.
• “I’m trying,” he replies. Because for you? If you need to spend time with other humans, he wants you to. Wants you to have whatever you want. “You know I’d do anything for you.” Loves you too much to deny you anything.
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silly comment on izuma, languages and what it suggests about its history and worldbuilding in alternate UC 0084
so we all know the working language in Izuma is largely Japanese (well, this is a Japanese anime, with in-universe news media largely reflective of 2025 Japan and an internet that is reflective of 2025 Japan)
English is also notably the primary user interface language (it’s very Khara I think)
But other languages do feature — namely Thai, Bahasa, German and Korean and Mandarin.
They mostly serve to help us establish the setting — of a multi-cultural Izuma flourishing in a neutral Side 6, largely unscathed by the war. But the languages are established in a hierarchy of sorts:
We don't see any other language other than English or Japanese in road signs or place names. There's a region where English placenames are predominant — think Aldwych, Knightsbridge and Carrington, and a region where Japanese placenames are dominant: Nenokuni, Ifuya, Ishizone.
This sort of indicates that the original builders of Izuma were likely both English and Japanese, which is why the working language of the banchi are these two languages, indicated by arrival cards and import documents:
Languages other than English and Japanese are all indicative of an immigrant culture. It's in the streets that Nyaan walks in Nenokuni — we see the most linguistic diversity in that setting, which ep1 establishes are 'slums built by immigrants'.
But it's also growing in signs and adverts, an indication that immigrants do have economic power in Izuma:
There are also French road signs, which might indicate that Izuma also has a French section? but we haven't seen that yet. (Izuma's spaceport also uses French.)
The show establishes the refugee/resident divide through language. Highbury, Machu's posh school for debutantes, uses Japanese predominantly and is very monolingual:
Nyaan, an immigrant, writes in English. Her calendar is somehow French and Thai. Her books are however in Japanese and English, and Nyaan also has a university entrance exam prep book in Japanese:
Izuma is a microcosm of metropolitan Japan — if I remember clearly they wanted to establish how Side 6 went unscathed by humanity's conflicts. It's also indicative of how immigration has changed metropolitan Japan to some degree, but I'm not that familiar with Japan to provide commentary at 3am in the morning, so that'll be for another time (or never).
What does that mean in-universe? My guess is that Izuma and Side 6’s banchis were established as joint Anglo-French-Japanese colonies, but when the One-Year War happened, the colony drop occurred and wrecking much of Earth, other cultures proceeded to emigrate into Side 6, changing Izuma in the process (as it builds and rebuilds to accommodate people displaced by war).
Or maybe the curtains are blue. I don't know lol
#ral.txt#gundam gquuuuuux#the poms have four people and it makes no sense for their junk trader outfit to use 6 languages. like. huh???#annqi jezzi nabu and kaine are like the four people we see in the poms. like why use that many languages between them
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When it rains, it pours, or something like that. Model trains are usually produced in small series, so if you want a particular locomotive, you best pre-order it months, sometimes years in advance, and that can mean sometimes two locomotives arrive on the same day. Like yesterday.
First, from my local dealer, I got the DB class 152 from Piko.


The class 152, or Siemens ES64F as it's called by its manufacturer (no number after the F, the ES64F4 is a related but different locomotive) is a heavy freight locomotive that was built in the late 1990s and very early 2000s. 6.4 MW power (that's about 8600 horsepower) are quite an impressive figure. That said, its role in the German locomotive history is not particularly remarkable. It was part of the transition from locomotives designed by individual builders (instead of by the railway, and then jointly built by all the different manufacturers together), and it was part of the transition from one integrated railroads to various sectors, which is why it's a heavy freight locomotive, as opposed to a heavy universal locomotive, in the first place. A universal freight and high-speed passenger derivative of this design exists in huge numbers in Austria, as the Taurus family.
In the end the 152 was overtaken by newer developments. DB originally planned to order 195 with options for a further 100. But first the final 25 were transferred into Austrian style Taurus locomotives, because the 152 wasn't approved for Austria (DB cheaped out and ordered bogies that, it turned out, produce more annoying forces than legal in Austria). And the final 100 were turned into the class 189 (that's the Siemens ES64F4), a multi-system version that can run in many different European countries.
A similar story exists with private companies: Technically the 152 was at the forefront, because Siemens produced two more and put them into Dispolok, at the time their in-house leasing company (since sold several times over). But most of Dispolok's fleet ended up being the Taurus and ES64F4 and since then the Vectron, successor to both of them, and the 152 remained a side note. They are nowadays sold to ITL, part of Captrain.
However, the 152 has a very important part in my personal history. Back in January of 2008, I took a couple of picture of one in Aachen West, the station near my university.


And then some time later, I don't recall when (the earliest files I can find seem to have been created mid-2012, which feels right), I used this as the basis for a user icon that I've since used, in various forms… everywhere. If you see it somewhere, that's me, unless the person using it is saying nonsense, in which case it's an impersonator.

So, yeah, no choice, I just had to buy it.
The model is from Piko and I've equipped it with an ESU LokPilot 5 micro DCC decoder (with Next18 interface). It all looks and works fine, my main tip would be to actually read the instructions. That way you'll learn that the body is screwed instead of clipped on, with screws hidden underneath the trucks, and also that you need to enable SUSI on the decoder, because the light functions are controlled not by the decoder but a chip in the locomotive.
(To put it simply, there's a tiny computer network inside the tiny locomotive.)




As you can see, there's normal front light, rear light (separately controlled), interior cab light and high-beam headlights. The 152, like most modern locomotives, has the outer lights for normal headlights and tail lights, with the inner lights specifically used as additional high-beams, which is implemented perfectly here. Oh, and it also runs without issue.
But it doesn't end there, because while I was getting ready to go to the model train store (where I'd actually just been earlier, to get something else; I saw the email that the locomotive was ready about ten minutes after I left), I also got an email that I got a package with a different pre-ordered locomotive.



This is a class 332, also known as Köf III (as in 3). The Köf III family also includes a number of other class numbers, but the locomotive is functionally and visually the same.
It's a small west-german shunter, built in the 1960s. The "Köf" designator means it was classified as a "Kleinlok", "Small locomotive", which meant a small shunter for use within station limits only that crucially did not need a fully trained engineer. The öf stands for oil burning and fluid drive, i.e. diesel motor with a hydraulic torque converter, and the III means power category three, in practice 240 horsepower. Despite the designation, some of them have also been equipped for very local road service on lines where its 45 km/h (30 mph) top speed is enough. Others have been relegated to be used as shop machines, being officially downgraded from "locomotive" to "tool" or "device", which, again, means you need an even less fully trained engineer. Some also came back from "device" status to "locomotive" status. These have since been sold all over both as shunters and for construction trains, with some ending up in various countries in Africa or even Thailand, supposedly.
The model is by Liliput, nowadays the German and Austrian division of Bachmann, and besides being small and adorable, it has a particular party trick: Remote controlled coupling and uncoupling.
Using the built-in DCC decoder, you can uncouple anywhere on the layout. It even does a little dance, first pushing closer to the car, then opening the coupler, then automatically driving away. It can also open the coupler so it can couple more easily to stationary cars, instead of pushing them away, which happens frequently with the normal N scale coupler. This last feature requires some tight timing, though, I don't yet fully get it right all the time.
The locomotive doesn't run perfectly, it doesn't seem to have any buffer capacitors and is very picky about the cleanliness of the rails. I think some running in should help here, though.
These locomotives have been a long time coming. They were originally announced for 2020, but severely delayed. I pre-ordered mine in October of 2022, already long after they were supposed to be out, but it still took until now for them to finally ship.
Thankfully, pre-ordering meant I only had to pay 2022 pre-order prices instead of the ones I'd have to pay now. I saved about 30€ that way. What to spend them on, though? Ah, I know! A second one of them!



Yeah, on my way to picking up the package, I passed through the local fake Lego store that we have for some reason, and they had that very locomotive. How could I not buy it?
(Okay, both the actual Lego Company and Bluebrixx, the company that runs the store and made this kit, will probably be angry with me for calling this "fake Lego" instead of, like, "compatible plastic building bricks" or "Klemmbausteine" or whatever. And in a legal sense, yes, this is absolutely not Lego, it's just compatible with it, and it's 100% Lego and not claiming to be Lego, so it's legally clearly not fake either… but let's be real. Neither company is paying me. This is fake Lego.)
The quality of that kit is typical Bluebrixx, which is to say, you don't pay a lot, and you get what you pay for. A few pieces don't quite have the same shade of grey as the ones around them, and the design is in parts cool, in parts needlessly complicated, frustrating and unstable. The instructions, which don't come in the box, you have to download them, aren't always fully clear either. It's objectively worse than real Lego, but not so much that you should dismiss it out of hand, I guess. Besides, real Lego make exactly one train every five years, so buying from them is sadly literally not an option.
Anyway, between that and the ASF, that's been quite a lot. I love these locomotives, but, you know, I still need to pay money for food and stuff eventually.
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Heart Toy mayor update continuation
So now onto the other two parts
The album builder is used to build albums for the joi suite later the joi suite can only use the albums built here so its a pre requisite to build albums for later useI
mage Fetching from Image Boards: Fetch random images using tags from popular image boards: Danborou, R34, Realborou, The Great Image Board, and e621. Input your desired tags, separated by spaces, and press the button to fetch images. If the image cannot be found or if the HTTP request fails, an error will be displayed, and the fetch button must be pressed again to retry.
Invalid JSON Errors: If an invalid JSON error occurs, it typically means no image was found for the given tag on the selected site. Try fetching from another site or use a different tag. Album
Management: Create new albums by inputting an album name and saving images directly to them. If no album name is provided, images are saved to the root of the app's storage (counted as an album).
Image Selection from Local Storage: Pick images from your phone's local storage using the file picker. Save them directly to an album or create a new album.
Direct URL Saving: If you have the direct URL to an image, input it and save the image to your selected album. The process is easier on Windows, but somewhat difficult on Android. Album Deletion: Delete selected albums, but requires multiple clicks if the folder is not empty.
File Organization and Limitations: The app uses Android's file system for album management, which can involve some manual navigation (copying and pasting files into albums using the file picker). The app remembers the last location when accessing files via the file picker, making it easier to pick from specific folders. on pc this is much easier as the file explorer can access the persistent storage and copy images with control c control v
Joi Suite Feature List:
Interval Creation & Editing
Interval Object: Tempo: The tempo (beats per minute) for the interval.
BeatTightness: Controls how tight the beats feel, influencing the spacing between beats.
EndTempo: The tempo the interval will gradually reach by the end.
TempoAcceleration: How quickly the tempo changes during the interval.
BeatNumber: The number of beats within the interval.
SyncopalGalop: A setting that modifies the rhythm to alternate 1 and mltiple beat per metronome tick.
Duration: The length of time this interval will last.
Imageshiftperiod: The speed at which images will change during the interval.
Imagefadein: Controls how quickly images fade in.
EndPauseLength: The length of time the pause lasts at the end of the interval.
Interval Editor Window:Input fields for each of the interval parameters (Tempo, BeatTightness, EndTempo, etc.). Add Interval Button: Creates an interval based on the current input and adds it to the interval list. Suggest
Random Values Button: Generates random values for the parameters, which can then be added as a new interval. Range-Based Interval Creation: Enter two values for each and all parameter (in an "x-x" format) to generate random intervals within that range. Interval List: Displays all created intervals as cards.
Card Swap: You can swap the order of two intervals in the list by clicking on their cards.
Delete Last Interval: Removes the most recently added interval card from the list.
Sequence Creation & Management:
Sequence: The collection of intervals you’ve created. You can give it a name, save it, load it, or delete it. Once you’re happy with your sequence, you can start it by pressing the Start Button.
Sequence Start: The interface allows for fullscreen mode once the sequence starts. A small blinker will appear in the bottom right corner, showing the current BPM. The color of the blinker changes based on the rhythm:
Green: Downstroke
Red: Upstroke
Black: after-stroke pause
Inter-Sequence Notifications: before each interval ends, a 5-second message will fade in, showing the tempo, tightness, and beat pattern of the next sequence. If there’s an intermittent pause, the screen will fade to black, and text will instruct the user to breathe, relax, and wait for the pause duration.
Image Display & Album Integration:During the intervals, images from the selected album will fade in. The image transition speed is controlled by the Imagefadein parameter. Images will shift at the speed defined by Imageshiftperiod.
Album Selection: You can change the selected album at any time during the sequence. The next image will fade in from the newly selected album once it’s changed.
Timing & Pause Features:
End Pause: At the end of the interval , a pause will occur. If the inteval has an end pause, the screen will fade to black and instruct the user to breathe and wait. The countdown will guide the user through the pause.
Infinite Inteval: The last interval of the sequence will stretch infinitely until the user stops the sequence. Every 300 seconds (or configurable time), a warning will notify the user that the sequence is ongoing.
Overall User Experience:Interactive and rhythm-driven experience, combining beats, tempos, and visuals from the album. Ability to customize and randomize beats, tempos, and image transitions, creating a personalized rhythmic experience. Seamless transitions between intervals and a clean user interface that helps focus on the rhythm while enjoying the accompanying imagery. for a bit more detailed explanation consult the help menu in each section
Once Again i state that these parts can access adult image boards thus the app is now considered NSFW and ADULTS ONLY because of these additions
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Game Pile: Flocking Hell
Watch this video on YouTube
Thumbnail and transcript below the fold!
Be cruel with purpose, but be kind with energy.
This is an idea I wrote for myself first in 2019 and has informed the way I talk about media and games on the internet. I am someone who considers himself invested in the idea of including people in making games, someone who wants to encourage people to try to make things, even as I am someone who gets mad at things that I think are bad. If someone is doing a bad job, or if I think a work fails in a way that merits cruelty, then the question that follows needs to be is being mad about this worth it? Who can get anything out of this?
Similarly, if there’s a game that’s got good points that I like and is being made by a smaller group of people, then spending energy praising those points to draw attention to the good ideas, in the hopes of helping those ideas be part of the conversation about games seems to me a better use of energy than complaining about the interface of a game made by people who are struggling to pay the bills.
This is informed by an attempt to do what Marshall Rosenberg refers to as giraffe language, the idea that I can, somehow, while talking about games, try to ask the question how can I make your life more wonderful? There’s a place and a time in games for its counterpart, jackal language, but this game, today, is not a time or a place for jackals.
I want to tell you the story of Flocking Hell, a game I like, a game I want you to look at, and a game that I am looking at because I was asked to.
Flocking Hell is a turn-based strategy roguelike deck-builder game where you are the explorer of a tiny island of sheep people (sheeple) who are trying to go about their lives and build their towns and pursue their interests while waiting on someone (you) to do infrastructure projects like reinforcing walls and connecting trade routes, in the name of preparing the sheeple for an eventual demonic invasion. This invasion is something predictable and procedural, and that means your time spent on the island is about gathering the resources you can in the time you have. This timing is further complicated by a periodic timer, where every five turns, the things you’ve found will generate resources.
It’s a good example of a design I think of as five fires, four buckets. There are a lot of things you can do, and they will almost all improve your chances against the eventual demonic invasion, they can all deal with something like the problem, but they won’t all deal with the problem in the same scope or the same way. Then, complicating this set of priorities there are cards you get that let you change how your towns work, or how things like roads interact, and then each island can have different rules like wanting separate road networks or a curse you have to deal with or ways to make resources cheaper, and all those things mean that it’s a game with a lot of choices and a lot of ways to do okay.
The game is broken into chains of seven islands, then it resets.
Am I good at it?
Oh definitely not, I’m pretty poor at this game. Of course, this being a game in development – oh it’s in development, didn’t I say? – there’s always a moving target for balancing the game.
This is kind of the thing I want to talk about here, to an extent. I want to talk to you about giving good feedback on games you’ve played.
First things first, after you’ve played a game, try and write out the instructions for how to play the game, from memory, of what you played. Odds are going to be real good that you can’t get all of them from memory, and if you go back and check you’ll find something important you missed. This is not a bad thing at all, and it’s a practice to do to teach yourself what parts of rules systems stick in your head and how you remember things in games.
Second, remember that as a player, you cannot be wrong about how you feel, but you might be wrong about what you remember. For example, you might feel bad about how the game worked out, but you might not understand why it happened, and you might think you encountered a bug or a glitch, but instead what happened is you missed an important piece of information. This is not actually bad feedback: If you miss something you’re meant to know, and it’s important, and players should know it ahead of time, the designer should be able to hear you tell them ‘here’s what I think happened,’ and you need to accept it if they tell you about it as a mistake on your part. Mistakes and gameplay experiences are, in this case, morally neutral; you can think a choice is stupid or not like it, but that doesn’t mean you’re bad or a failure if someone disagrees with you.
Remember you are just one player, one person who may be of many or a few giving feedback. Most games with a degree of commercial success have player bases in the hundreds or thousands or even much more and to them, there’s a lot of information about how to perfectly deliver the experience and how to fine-tune that experience for a median group of players. When you’re one of a small number of playtesters, that information just doesn’t exist so you need to remember that you may be playing the game wrong, or the game may be broken, or, also, the game may not be yet teaching you how to play right, and so the confusion is somewhere that may not be rules or player but in motivations.
It’s hard to say when you’re one of a small number of players whether the game is doing something wrong or I haven’t learned the game right, and with all games, this is a negotiation between people who can’t actually be completely clear with one another.
After all, there always needs to be some flex.
Some play, as it were.
These lessons go in reverse, though and this is something I want to hold up as a specific virtue of Flocking Hell. Communicating with the developers at Sextant Studios, I was able to give my feedback honestly, and clearly, and when these questions of communication came up, it was never framed to me as ‘hey, are you sure you did things correctly.’ My feedback was treated as serious input from a player and its ramifications were considered. At the same time, there are some things that just have to be filed under the ‘yeah it’d be nice’ category, like making the cards prettier. Some things just have to be done with the budget you have and maybe improved layer.
This is by the way, why I want you to check this game out.
See, Flocking Hell is a rare and delightful genre of game that inspires in me the term microgrinder. It is a game much like Minesweeper where yes, there are ways to get better, but those ways of getting better are going to be built through long-term practice and steady development of techniques. Sure I can sit at each screen pausing and calculating odds on things to try and determine an optimal strategy, but I will also develop trends of play through just playing more, playing enough, and becoming familiar with how the game feels in different stages. And Minesweeper is a heck of a comparison, that game is really interesting and it’s hard to be really good at it!
Know what else it reminds me of? Okay, first of all, Desktop Dungeons, another microgrinder that treats black space on the map as a reusable resource, I liked a lot until I uninstalled it so I’d get other things done, but also, and I promise this isn’t a joke… you know that game you see ads for on tumblr or reddit? The walking down a hallway, making a path, passing through gates that multiply or divide your little squad? Those fake games that don’t exist?
When you finish a round in Flocking Hell, there is a surprisingly similar feeling of watching the moment at the near-end of that ad where the door bursts open and suddenly the protagonists of the game are running backwards and trying to survive while making decisions about getting attacked, and all you can really do is watch a large number whittle down and hope it’s whittling down fast enough, but also, the rate of change changes. It is, in a lot of ways, a very fun kind of nail-biter.
I played Flocking Hell a month ago, and this was written and recorded back then. I wanted to make sure I got my thoughts out about the version of the game I played. That’s why I’m not going hard into strategies or advice for how to play – chances are good, anything about the game as I play it is going to be different for you when the game launches in a few days.
I think the game is interesting and cool.
I’m not going to get into the talk about the incentives for reviewing games — that’s a whole video of its own, I’ll maybe go in on it somewhere. I was raised on PC Format, I don’t get review copies and trust me, look at what we’re doing here, look at the subscriber count – nobody’s here trying to chase my clout and currying me with free copies of games for my powerful financial incentives. I’m nobody who coincidentally is an academic with a keen interest in games.
No, I was asked to look at Flocking Hell by the designers at Sextant Studios as best I can tell because they saw me talking about games — Cobalt Core, another deck builder — and thought I might have something interesting to say.
Some of it, I’ve said to them. Hopefully it’s helped to make the game better. Hopefully you’ll get to say similar things and you get to make this game better too!
Some of it I’m saying to you.
I’ve said in the past that people make things because of spite or horny; either they want the thing to exists, or they’re mad that it doesn’t yet. This game feels like something made by people who had the idea, they played with the systems of the game, and they liked it so much they wanted to share it. This is a game that exists to be shared.
Check it out on PRESS.exe to see it with images and links!
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Crypt Builders
When you pop a paracetamol, it travels through your gut where it's absorbed into your bloodstream. Every drug you take orally needs to make this journey. To develop drugs that do this well, researchers need models of gut tissue that closely mimic our actual gut lining, including its crypt-like structures. This study reveals a new way to do this using human induced pluripotent stem cells. First, these stem cells were grown into gut-like tissues called intestinal organoids. Next, the dissociated organoids were grown in a dish that allows the tops of the cells to be exposed to air, while their bottoms are submerged in nutrient-rich cell culture liquid. Adding a mix of key chemicals to this unusual air-liquid interface format encouraged the cells to organise into crypt-like structures – imaged here in 3D – that closely resemble real-life gut tissue.
Written by Lux Fatimathas
Video from work by Isamu Ogawa and colleagues
Department of Clinical Pharmacy, Graduate School of Pharmaceutical Sciences, Nagoya City University, Nagoya, Japan
Video contributed by the authors under a Creative Commons Attribution 4.0 International (CC BY 4.0) licence
Published in Biology Open, January 2025
You can also follow BPoD on Instagram, Twitter, Facebook and Bluesky
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Random Details: Usernames
Throughout the game, various usernames ars shown in the following places: "Public Account" in-game articles, dark web interfaces, Linkonopedia, Glint Reviews, and Bounty Hunt levels. I've compiled a list of each unique username that has appeared thus far, just in case there's some interesting subplot going on there.
A short post about each them will (eventually) be linked to their list entry, detailing which in-game article(s) they've commented on and any concrete details revealed.
Moments "Public Account" Usernames List
Dark Web Interface Usernames:
Numerals & Symbols:
Q
300cash4Lockpicking1
D
dididadida
M
MisterHeart
N
Neo777
Q
qwertyu
U
User108691
User423412 (User23412)
W
Wish4WorldPeace
Linkonopedia Usernames:
C
Coke Zero with Sugar
H
Hard at Work
"Glint Reviews" Usernames:
B
BeanieGotGold4Me
H
Happybara
F
FilmEating Meow
W
WhatNicknameCantBeTaken
Bounty Hunt Usernames:
A
All Ears for Your Wise Words
B
Blue Ocean
Butterfly Of Tear
C
Cafe Manager
Calm Onlooker
Cat at Home
Cyclonic Gale
D
Daily Good Luck
Doctor Wang
E
Eagle Builder
Energy Moon
F
Financial Expert
Finnie
G
Go Away Cloud
Gone With The Wind
H
Hard, Dedicated Work
Honeybee Milk Tea Vendor Julie
I
I Am In Shock
I Will Go To University of Linkon
Into The Beyond
K
Know It All
L
Lee the Watchman Next Door
Live A Optimistic Life
M
Master Liu
Meow
Mercurial Degredation
Midnight Melody Party
Miss Lin
Moonlit Breeze
N
New User 59372074
New User 937557882
Night Owl
O
OhComeOn
Ordinary Clerk
Origami Master
P
Poet 1314
S
Seasoned Deputy Manager
Scholar
Silence
Sleep Late and Wake Up Late F2W
Some Green Bean Soup Please
Strawberry Dessert
T
That's About It For This Stuff
W
Well Organized
What A Strange World
Other:
G
Galaxy Kid
#love and deepspace#lads#love and deepspace moments#lads moments#lads social media#love and deepspace social media#lads public account#love and deepspace public account#lads linkonopedia#love and deepspace linkonopedia#lads glint reviews#love and deepspace glint reviews#lads bounty hunt#love and deepspace bounty hunt#lads dark web#love and deepspace dark web#lads usernames#love and deepspace usernames
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Okay, poll time regarding an important purchase in my day-to-day life.
In short, I am ready to upgrade from my (glances to the Acer laptop that's been dead for a year) laptop...
I now have a very big budget (it's considered big in my country) that I got over the summer to finally spend it on an upgrade.
I need a poll because now I got an idea to buy a PC, which is dangerous territory for me for numerous reasons. Some background: I haven't had a PC since I was 14, I got my laptop (which is dead now) right as I entered high school, and it was a cheap one, it couldn't even run Minecraft without lagging which at the time pissed off my gamer childhood self.
But, as a functioning, employed adult, I finally did it. I finally saved up enough money to buy a new device.
The accesibility & portability of laptops is def what I need overall for my professional life. They're not a MUST at my work place at all, but it would be NICE to be able to access my documents on laptop & edit them there or during the way home rather than go to the office again for the PC.
Here’s the thing. The laptop I can afford is not better by performance against the gaming PC I can afford.
Why a gaming PC?
Because I am a whimsical little shit. I see a program and I want to master it for hobby's sake, or just cus I'm that curious. What if I one day want to pick up Blender or 3D sculpting or some shit just to try it?! It's happened before, and it continues happening. I jump from hyperfixation to hyperfixation like a ping pong ball. A laptop at the price range I want to buy won't be able to run complex games or Blender.
The childhood me, in my soul, wants that freaking PC. But my basic normal thought process is also aware if I get a gaming PC it may distract me from my work bcs... Well the PC will be able to do EVERYTHING. At least I'm self-aware enough of that.
Another thing is...
Durability & longer-life & upgradability
I can always upgrade the PC, I know my way around PC hardware. The PC will last me longer than the laptop probably will, and I can't upgrade the laptop.
But then I have no portability & always-accessibility the laptop offers, and if I get the laptop it will be for work, Photoshop & fic writing if I get used to it (I won't, I hate writing on laptops). Which is perfect, I'll be able to do my work even on the go, I can carry it with me, etc etc and I WON'T BE DISTRACTED.
So! I guess, vote bcs at this point I'll toss a goddamn coin! And before anyone asks, no I won't put the Macbook on the list, I like having my liver, thank you.
My biggest fear is that I've grown so used to the laptop interface if I buy a PC I'll just take time re-configuring my brain to use it, so what if I hate it? I have so many fears, and I don't want to waste my money and then go like "ugh, I'm disappointed". I'm used to reading on the laptop, typing on the laptop, working on the laptop, etc. I have all PC peripherals except a monitor but the IT stores are having huge discounts & sales now I can grab one from anywhere at this point so that doesn't concern me a lot.
This is a purchase I'll treat myself with for my birthday. I've spoken to friends, some say laptop, some say PC. Anyway, here is the poll. I'll put it for today.
I just love both but I have to pick, but I can't. Laptop is more familiar to me now than a PC 🤣 a PC would be dangerous cus I will def get the urge to play games instead of WORKING, but on the off hours it'd be a party 🤣
For info, the
PC would be
Processor: AMD Ryzen 5 5600
GPU: RX 6600
RAM: 16GB
That is the overall idea and I even found a custom pc builder in my country, too, if the prebuilt ones are too expensive, haha.
Laptop Models:
Lenovo Ideapad 3 with Ryzen 5, 16Gb RAM, Integrated Intel GPU
Lenovo V15 G5, also Ryzen 5, 16gb ram, integrated Intel GPU
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had a silly thought
so i was watching OSP, talked about the 'adventurer explores Big Dumb Object' narrative, mentioned how it *doesn't* apply to minecraft
someone in the comments said that minecraft is the story about being the builder of the BDO
and it made me think
what if one played a succession game of minecraft, with the following characteristics:
none of the players know each other or communicate. when you pick up the game, you don't know who came before you, who'll come after, and what's been done.
the spawn radius is massively increased, so everyone will probably have very different spawn locations. this means it's unlikely for someone to spawn close to someone else's stuff, requiring exploration.
each round is very long. (say, a month.) this gives the player a lot of time to explore and to build their own Big Thing, or interface with another Big Thing.
if you wanted to achieve maximal aesthetic, you might install minor mods - say, to cause minor natural deterioration over time to make things feel more 'ruined'. you might also give each player some minor things like 'don't explain what you've made'.
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After a number of personal tragedies, a young woman named Mitty leaves her home in Highwind to properly kickstart her career as a Builder in Sandrock. While she's still unsure of herself and hampered by her low self-esteem, she begins to find true happiness again as she meets the people around her. Someone who catches her eye in particular is the town's only doctor, Fang, a young man who seems just as lost as she is, if not more so. Feeling he needs companionship more than anything, Mitty vows to bring happiness to his life, little by little. However, she won't be able to suppress her growing feelings for him forever...
Swan's Treasure is my ridiculously ambitious blatantly self-indulgent personal fancomic series for My Time at Sandrock starring Fang and my OC, Mitty. I very much simply make this for fun, but this series grew much bigger than I was expecting, so I decided to make this index page to make it easier to navigate to each comic, especially since they're becoming less and less self-contained as I continue!
It is highly, highly recommended that you have played My Time at Sandrock before reading, as it is necessary to better understand the characters and story more. (I will die if i try to adapt every last piece of lore in the game, lol). That, and it is genuinely a fun game and I highly recommend it if you enjoy crafting sims + RPGs + both! As such, these comics will contain major spoilers for the game, so proceed with caution!
I may hop around to tackle story beats I may have missed or skipped over, so these are listed in chronological order.
Pushing Forward [part 1] [part 2] - Mitty leaves Highwind and moves to Sandrock to begin her career. She meets and makes several new friends, including the town's only doctor...
Earrings and Diagrams - Mitty continues to work for the people in Sandrock, which leads to her crossing paths with Fang again when X steals her earrings to try to impress CoCo.
Cheery Picnic - With some ideas from X, Mitty and Arvio invite Fang to a picnic to get to know him better. (The one that started it all!)
Mapo Tofu Weekend - After she and Fang get into a bit of an argument during a sandstorm, Mitty’s convinced he won’t want to see her again, so she’s surprised when he visits her and asks her to try the Mapo Tofu he made for her.
A PSA in Overwork (And Also Interfacing With Your Bestie's Boss) - Mi-an faints due to overwork and is ordered to take a week off by Fang. Yan uses the opportunity to shove all the commission work onto Mitty.
Doctor's Orders, Don't Interfere - A short follow up comic to A PSA in Overwork, Mitty and Fang go for a walk on a particularly hot day.
Shiny Hunting - In an effort to get them together, X and CoCo go out looking for jewels for Fang and Mitty. Things go downhill from there.
Season 2 Episode 36a Graveyard Shift - At Mort’s request, Mitty helps Fang tidy up the cemetery.
I Still Love You, Even Though I Miss You - Fang and Mitty spend the Day of Memories festival together and talk about their passed loved ones.
I’d Love More Dress Options - Fang wants to gift Mitty something, but doesn’t know what.
Painful Memory - A certain bandit attack in Sandrock triggers a harsh memory for Mitty.
She Clearly Feels Better, Doctor - A short follow up comic to Painful Memory, Mitty finishes sewing her new work outfit and shows it to Fang.
The Validity Test - Mitty gets a surprise visit from Nia. However, she seems pretty suspicious of Fang...
Regrets That Don't Disappear - Elsie asks Mitty to ask Fang about the incident that led to Logan becoming a bandit, but he won't say a word, even to her...
Bird Cage - Mitty tries to check up on Fang after their last meeting, but he seems to be doing even worse than before...
Things Changed While You Were Gone - Trudy comes back to Sandrock, noticing something has changed while she was away.
Don't Lose Your Patience - Fang listens in on a fireside meeting that quickly goes south.
Mahjong Break - Fang goes to check up on Mitty and gets roped into a Mahjong match at the Game Center.
That Legendary Mission - Mitty helps Fang with a couple errands...which also involves talking to a certain talkative rancher.
The Turning Point - Everyone gathers for a photoshoot to commemorate Little Woods, but things go south quickly...
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VidExplo AI Review - Creates World-Class Engaging Animated Explainer Videos In Less Than 60 Seconds!
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IS THERE A MONEY-BACK GUARANTEE? Yes, we offer a money-back guarantee. If you are not satisfied with the app within [specific time frame, e.g., 30 days], you can request a full refund. Please refer to our refund policy for more details.
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Final Verdict - VidExplo AI Review VidExplo AI is a revolutionary tool that empowers users to create world-class animated explainer videos in minutes. With its AI-powered features, user-friendly interface, and affordable pricing, it’s a must-have for anyone looking to boost their online presence, engage their audience, and increase sales.
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Affiliate disclaimer Thank you for reading my honest review. My honest opinion is shared in the review. An affiliate disclaimer is a statement to inform audiences that a company or individual may earn a commission or other compensation if they purchase products or services through links on their website, blog, social media, or other platforms. This disclaimer is essential for maintaining transparency and complying with legal requirements, such as those set by the Federal Trade Commission (FTC) in the United States. It ensures readers or viewers know of any potential bias or financial incentive behind recommendations. Typically, the disclaimer is placed prominently, either at the beginning or end of content, and clearly states the nature of the affiliate relationship. For example, "This post may contain affiliate links, meaning I earn a commission if you purchase through my links at no extra cost." This builds trust with the audience while protecting the content creator from legal issues.
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Free UTM Link Generator – 100% Free Tool | Tech Point Official
If you're running any kind of digital campaign—whether it's through social media, email marketing, paid ads, or influencer collaborations—you need to know what’s working and what’s not. The best way to do that?
UTM tracking.
And to make your life easier, I’ve created a completely free UTM Link Builder tool that you can use anytime, with no signup required.
👉 https://techpointofficial.in/tools/utm-builder/
What Are UTM Links?
UTM parameters are simple tags you add to a URL. They help tools like Google Analytics track where traffic comes from. When someone clicks your UTM-tagged link, you’ll be able to see which campaign, platform, or post brought them to your site.
For example: Instead of just sending users to yourwebsite.com, you can send them to: yourwebsite.com/ utm_source=facebook&utm_medium=post&utm_campaign=summer_sale
With this, you’ll know the exact source, medium, and campaign that generated the visit.
Why I Built This Tool
Creating UTM links manually can be confusing, and many of the online tools are full of ads, logins, or distractions.
So I decided to build a clean, easy-to-use, and free UTM Builder to help marketers, businesses, and creators generate proper UTM-tagged links in seconds.
Try it here: https://techpointofficial.in/tools/utm-builder/
Who Should Use It? This tool is for anyone who shares links online:
Digital marketers
Social media managers
Content creators
Bloggers and affiliate marketers
Startups and small business owners
If you're sharing a link, UTM tracking can help you understand performance.
Features of the Tool
Free for everyone
No login or sign-up needed
Simple interface
Fast and mobile-friendly
Copy-ready links in seconds
Why Campaign Tracking Matters With UTM tracking, you can:
See which platforms perform best
Know which campaigns actually bring traffic
Stop guessing and start optimizing
Report results with clarity
Increase your marketing ROI
You can’t improve what you don’t measure—and UTM links are the first step in measuring effectively.
Ready to Try?
You don’t need technical skills to get started. Just:
Enter your destination URL
Fill in campaign source, medium, and name
Click "Generate"
Copy your UTM link and start tracking
Here’s the tool: https://techpointofficial.in/tools/utm-builder/
Let’s Connect
I’m Vijaya Kumar L, passionate about building simple tools that help people work smarter in digital marketing and tech.
Connect or reach me here: https://linktr.ee/itsvijayakumarl
#UTMBuilder #DigitalMarketingTools #MarketingStrategy #CampaignTracking #FreeMarketingTool #MarketingAnalytics #MarketingGrowth #SocialMediaTips #UTMTracking #TechPointOfficial
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TNC Conf CMS Version – Webflow Event Website Template
Are you planning an event and need a professional website? Look no further than the TNC Conf CMS Version – a beautifully designed Webflow event website template. It’s the perfect solution for anyone looking to build a stunning event or conference website quickly and easily, even with little to no coding experience.

What is the TNC Conf CMS Template?
The TNC Conf CMS Version is a pre-built template on Webflow, a popular no-code website builder. This template is specially designed for conferences, seminars, webinars, meetups, or any type of event. It includes all the important features needed to promote your event, manage content, and keep your visitors informed.
Since it is built using CMS (Content Management System) features in Webflow, you can easily update information like speakers, schedules, blog posts, and sponsors without changing the website's design or structure.
Don’t Forget To Visit: Live Preview
Why Choose This Template?
There are many reasons to choose the TNC Conf CMS Webflow template:
Easy to Use
You don’t need to be a web developer to use this template. Webflow’s user-friendly interface lets you update text, images, and pages easily. The CMS feature allows you to manage your content from a simple dashboard.
Professional Design
The template has a modern, clean design that looks great on both desktop and mobile devices. The layout is perfect for showcasing event details, speaker bios, and schedules in an organized way.

Responsive Layout
Your website will look great on all devices. The TNC Conf CMS template is fully responsive, which means it automatically adjusts to look good on phones, tablets, and laptops.
Built-in Features
This template includes many useful sections:
Homepage with event highlights
Speaker section with photos and bios
Schedule page with sessions and times
Blog to share news or updates
Sponsors and partners section
Contact form for visitor inquiries
Everything is ready-to-go – you just add your content.
Time-Saving
Since the design is already done, you don’t have to spend weeks building your site. You can launch your event website in just a few hours.
Who Should Use It?
This template is great for:
Event organizers
Marketing teams
Conference planners
Non-profits hosting community events
Anyone who wants a stylish, functional event website without hiring a developer

Final Thoughts
The TNC Conf CMS Version Webflow Template is a smart choice for anyone who needs a reliable and attractive event website. It combines great design, powerful CMS features, and ease of use – all in one package.
Whether you're planning a local meetup or a large international conference, this template can help you build a strong online presence and keep your attendees informed and excited.
So why wait? Try the TNC Conf CMS template today and create your event website with confidence!
#design#web development#webflow#business#web design#home & lifestyle#template#aesthetic#education#beauty#website#computer#event planner
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