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#page 864
thestoopgallants · 1 year
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dailymanuscript · 7 months
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Page 113 from Kalāpustaka (MS Add. 864)
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johziii · 1 month
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a new bunk bed set for you guys! this set took forever but im glad i eventually figured it out and am proud of how it looks, enjoyyy <3
requested by @mileylovehot
please read:
frame is decor but the included mattresses makes it functional!
i extracted the mattresses myself from an ea double bed and bunk bed (therefore, you need generations installed)
use moveobjects on bc some of the items dont snap on right!
sims will clip thru the bottom mattress to get to the top and also doesn't have proper ladder animations bc of the way i made it (i would change it but im done with this set LOL)
the top bunk CASt channels won't show unless you click the preset in the top left corner (it will reset it)
i just remeshed the cheap bunk bed from generations, so it looks similar!
credits to this gruesim tutorial for the loft mattress bones file
info of cc item(s) is under the cut! pls lmk if there’s any problems & feel free to tag me if you use them in your gameplay and post to tumblr! <3​
TOU ♥ CC PAGE ♥ MY KO-FI ♥
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sfs | google drive
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sofie bunk bed frames
found in beds
§300
1 channel, 1 preset
1782 verts, 2136 faces
sofie double mattress
found in misc decor
§100
2 channels, 1 preset
906 verts, 1380 faces
sofie top bunk mattress
found in misc decor
§100
2 channels, 1 preset
574 verts, 864 faces
sofie pillows 1
found in misc decor
§50
3 channels, 1 preset
580 verts, 304 faces
sofie pillows 2
found in misc decor
§50
2 channels, 1 preset
580 verts, 304 faces
sofie blanket
found in misc decor
§50
1 channel, 1 preset
1661 verts, 2922 faces
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muppet-facts · 7 months
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Muppet Fact #864
In the 1980 presidential election, people cast write-in votes for both Miss Piggy and Kermit.
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Source:
"Cizanckas Fund ... The Write-in Votes." Matthew L. Wald. Connecticut Journal. December 7, 1980. Section C, page 3.
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grantgustluv · 9 months
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his champion - lando norris (social media au)
pairings: lando norris x fem!footballer!reader
author’s notes: just pretend it’s the same person in all the pictures ahahah
read the imagine to this on my page
part 2 out later tonight ahhhhhh just finishing editing it <3333
lando.jpg
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liked by yn.jpg, ynln4, lionesses, f1 and 673,484 others
lando.jpg my champion🧡
tagged yn.jpg and ynln4
view all 864 comments
daniel3.jpg can’t wait to post all the sickening photos of you two
-> lando.jpg i’m scared
-> yn.jpg me too
-> daniel3.jpg i’ve had to hide this secret for way too long
user1 mother
user2 lando is so lucky jeez
yn.jpg love you lan🧡
charlesleclerc @daniel3.jpg i’ll join you on that
user3 can lando fight???
-> daniel3.jpg no he can’t
-> lando.jpg RUDE
daniel3.jpg
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liked by yn.jpg, landonorris, f1 and 356,821 others
daniel3.jpg still not over the fact that mr norizz pulled a right baller but we move…so here’s some shots of my favourite number 4 and lando
tagged ynln4 and landonorris
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ynln4 aww danny, you’re my favourite number 3
-> racheldaly3 i’m gonna ignore that thanks
user1 she’s barbie and he’s just ken
charlesleclerc i think i gagged when i saw her celebration
-> ynln4 don’t lie charlie, you said that it was a good idea
-> charlesleclerc i guess it was quite cute
-> ynln4 HA HA
user2 i love y/n and charles’ friendship
landonorris @daniel3.jpg should i be concerned that you take pictures of us whilst we’re not looking?
-> daniel3.jpg no, just make sure to check under the bed before you go to sleep
-> landonorris erm
-> ynln4 new fear unlocked: danny ric hiding under my bed with his camera
landonorris god she’s gorgeous
-> ynln4 i love you🧡
landonorris i’m so lucky
-> ynln4 i’m the lucky one
landonorris and for all of you asking if i can fight, yes i can
-> danielricciardo lie
user3 i love how we all joke about lando being madly in love but y/n is just a much in love with him as he is with her (it makes me sick)
ynln4
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liked by england, f1, landonorris, lionesses and 7,124,485 others
ynln4 dream come true🤍🧡
tagged lionesses and england
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landonorris incredibly proud of you baby, i am so in love with you🧡
-> ynln4 i love you so much lan🧡
-> danielricciardo barf
-> landonorris if you don’t like it then leave
user1 the orange heart is theirs and theirs only
lionesses our number 4
lionesses it’s the beginning of change, you and the rest of the girls are inspirations
user2 SHES SO AMAZING
landonorris
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liked by f1, tomholland2013, england, masonmount, alessiarusso99 and 9,862,914 others
landonorris forever sounds perfect with you
📸 @daniel3.jpg
tagged ynln4
ynln4 my love
daniel3.jpg pleasure helping you out mate
-> daniel3.jpg look at your socks though hahahah
lionesses @f1 look at our number 4s
-> f1 your biggest supporters @landonorris @ynln4
charlesleclerc congratulations you two❤️
landonorris also thanks to @alessiarusso99 and @ellatoone for helping pick out the ring
alessiarusso99 tags on being the maid of honour
-> ellatoone slow down less, think that’ll be me thank you very much
-> charlesleclerc you’ve both got it wrong, it’s me
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slylock-syl · 10 months
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"I have a suggestion!" (✹‿✹)
Chapter 7: Re:Gain >Pages 863 - 864<
>Previous >Next
>Beginning
Ko-fi | U/S Official Discord
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arcadekitten · 8 months
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How I created a dress-up game in RPGMaker!
At least one person asked me to make a guide for this and that’s enough for me! Though, bear in mind, I may not be the best at explaining things and I used an example from assets I already had.
I made the dress-up game pictured below using RPGMaker MV, but I’m sure this method is applicable to versions above MV as well. I will be writing this post specifically through the lens of using MV (You’re also going to need some plugins, but not a lot!). At the time of typing this post, all RPGMaker engines are on sale until October 5th (just to let you know!)
(Please note: This method does not account for a game where you can freely change the colors of characters hair/clothes)
(Please note x 2: this is not a tutorial for learning RPGMaker, but a tutorial on how to make this specific type of game within the engine. Prior RPGMaker experience and familiarity is required when following this tutorial!)
I’m not the best at explaining things, but I’m sure going to try my best!
List of things we’re going to need:
-An RPGMaker Engine, preferably MV (or MZ) since they already come with mouse support.
-An art program
-A tileset consisting of words and arrows
-All your dress-up accessories as PNG images
-A blank PNG image
-2 plugins
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First things first is you’re going to want to decide on the canvas size of your game. Keep in mind with the way RPGMaker works, there’s a high chance you’ll wind up with black bars on the side of your screen. If your game is intended to be played in browser on itch.io, it shouldn’t be much of an issue as you can choose the display size on the game’s page to match the visible game. (I also just personally wasn’t concerned about the black bars for a dress-up based game anyways)  The canvas I chose to work with for this game was 1152 x 864, but you can choose whatever size you feel will help you draw most effectively(just keep in mind how it might appear in browsers or if the player will have to zoom out!) If using MV, you change your canvas resolution by going into the plugin list and selecting “Community_Basic”
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When making the assets in your art program, I find it easiest to have your canvas match the canvas size of the game. We’ll use Nova as our example character for everything. I drew them and all their assets in the center of the screen (for easier mirroring). The position of all the items can be adjusted later in the engine
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I would start by doing a few test assets and putting those in the engine to make sure you get the hang of the whole thing, but this is where you’ll be making all your assets for a given character! (So if you wanna make some test assets and then move down to the “Putting it together in the engine” section, that might be a good idea!)
Here I create and separate every asset into their own folders(categories) and subfolders. For example, hats get their own folder labeled “hats”, and the subfolders “hat 1” “hat 2” “hat 3”, etc, each containing their own individual hat asset.
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You can make as many or as little categories for clothing as you like. When you have everything you need, make at least one asset from all your categories visible, and make sure all the categories are ordered in the way they are meant to appear in game. This way, you can make sure nothing is overlapping in the incorrect way(at least for what your intentions are). When your categories are properly ordered, keep them in that order, as you’ll use it for a basis later when importing the assets into the engine. 
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Alright, this next part is a little tedious. Now you’re going to save every asset individually by hiding every other folder/layer except for the one you’re saving. It might help to have a naming convention for your assets, for example all of Nova’s assets follow the scheme of “dressup nova-shoes 4.png” “dressup nova-shoes 5.png” “dressup nova-shoes 6.png” etc etc.
NOTE: In addition to these files, remember to include a BLANK png image with nothing on it! This will help later!
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Once this is done, we can start importing them into the program! 
Putting it together in the engine: 
Open up your RPGMaker project’s file directory. Find the folder named “img”, and in that find the folder named “pictures”. Drop all your clothing/hair/face/etc assets into this folder.
Now we need to set the scene. The scene being…a map! I used multiple characters so my game has a different map for each one. 
Since Nova is our example character, let’s focus on Nova’s map. 
Make sure the width and height of your map is large enough to cover the whole screen (sans any black bars you might have on the sides). You can fill in the back with tiles, or you can do what I did and add a small parallax backing that loops across the screen. I made a small one with two hearts in the corners for a nice scrolling effect!
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To start this map, let’s put in some of the categories to choose between. I did this by laying out the words on a tileset, and drawing that tileset onto the map. The order of categories I chose does not reflect the layer order of clothing items, but rather was organized by what I felt was a natural start-to-finish order progression in a dress-up game.
Don’t worry about putting the choice arrows next to the categories yet, though! We’ll do that in a little bit. 
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Now we’re going to start with actually putting your character and their clothes/hairs/etc into the map. Double-click anywhere on the map (where you won’t put any other buttons) to create an event. 
We are going to set this event to autorun. In this event we are going to set up all your layers, even if nothing needs to be presented on them yet. To start, I added some comments to help me keep track of them.  For context, when you choose to show an image in RPGMaker, it asks you for the image number. The image number is essentially the image’s “layer”, with 1 being the bottom-most layer and 100 being the top-most layer. Up to 100 images can be displayed on an RPGMaker screen at any given time. Even though 1 is the bottom-most layer, I chose to start at 10 just in case I wanted to add more layers underneath later. So layer 10 is my bottom-most layer, and layer 24 is my top-most layer. 
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Let’s start with our bottom-most layer, the background asset. 
The background is this pink rectangle behind Nova. 
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Even if you change its appearance, this background itself is always visible. So we are going to show the first background on layer 10 with the Event Command “Show Picture”. 
(Note, because I wanted all the dress-up assets to be on the right side of the screen, every picture’s X position is offset by 200. You may want to offset your game in another way, or keep it centered.)
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Because this is an asset that is always visible on the screen, we are also going to set up its variable. Select “Control Variables” in your event commands, set it to a constant of "1" and add it underneath the "Show Picture" command,
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Don’t worry about the #number of the variable, all that matters is the number of what the variable equals. As you can see we are showing “dressup nova-BG 1”, so our variable should equal 1 to correspond to this.
The next asset up from that is our back accessory on image layer 11. (Nova can have fairy wings or a yoyo accessory, for example.) The back accessory doesn’t always need to be present, so we will simply set this image as being our BLANK png asset.
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We will continue going down the column like this! Any asset that doesn’t need to be present will be set as a blank, and any asset that does need to be present (like Nova’s background, Nova’s hair in the front and back, Nova’s face, and Nova’s base) will be set as the corresponding image and have its variable set to “1”.
(Note: The base does not require a variable as it does not change)
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And because this is an autorun event, we have to close it off. Add a control self-switch A, and then add a new event page. On the 2nd event page, merely click off self switch A in the conditions box
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Doing this will ensure that the autorun event won’t keep trying to show the images in an endless loop.
Go into your database tab and under system, check that your starting position is on the correct map (if you have more than one) and start your game. Your autorun event should show all the images you asked it to. (I was gonna have a pic here but I'm limited on pics so)
Now, using our category list that we placed as tiles onto the map, we are going to be adding the arrows next to them to make them function.
Even though it's at the bottom, we’ll start with the category Background as an example since that was the first we implemented.
Create an event on the left side of Background and make its event image a grayed-out, left facing arrow, to communicate that the player cannot click anymore in that direction. Set its condition to be variable activated, with your Background variable being greater than or equal to 1. Leave the event page contents blank.
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Create a 2nd event page on this event. On this 2nd page, replace the grayed-out arrow with a colored arrow, and set the Background variable to be greater than or equal to 2. This means that as long as the variable is 2 or above, the player can press the back button and go back to see the previous Backgrounds. 
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This time, we WILL fill up the contents on the event page. 
First we are going to put a control variable command. Set your Background variable to subtract a constant of 1. This means that every time the event is clicked, it will subtract 1 from your Background variable (since this is your “Back” button).
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Next, we are going to include a conditional branch command like so!
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Under this Conditional Branch we put a Show Picture command, where we show an image on layer 10(the same from our autorun event). We can see that if Nova’s Background variable is equal to 1, then layer 10 is going to show the first background–that pink rectangle from before.
Let’s copy-paste this conditional branch and edit it slightly! 
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Repeat this for every asset you have for a specific category. (In this case, Nova has 5 different backgrounds, with one background needing to be visible at all times.) So our 2nd event page should look like this:
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This button event is now ALMOST complete–but we’re missing something! 
We need this event to activate when we click on it! Normally in an RPGMV game, when you click on an event, the player character will walk to the event before it can activate. But for a dress-up game, we want the event to activate as soon as it’s clicked on!
Therefore, we need a plugin! You’ll need a plugin that makes events activate based on a click trigger. For me, I downloaded the “TDDP_MouseSystemEx” plugin for MV found here: https://forums.rpgmakerweb.com/index.php?threads/mouse-system-ex.46511/
(Remember to follow the terms of service for whatever plugins you use!)
After adding it to my in-game plugin list and turning it on, I added the “click_activate!” notetag to the event (as instructed by the plugin) and now it works as soon as it is clicked on.
Next, we have to make the Forward Button! This is easier now that we have the Back Button as a base.
To make your Forward Button, we’re going to copy the 2nd Event Page of the Back Button event, and make it the first page of our Forward Button event. We are then going to change three things:
-Remove the condition variable
-Change the image to a right-facing colored arrow
-Change the control variable from a “subtract constant of 1” to an “add constant of 1”
So your first Forward Button event page should look like this!
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For the 2nd event page of your forward button, remove all the contents in your content box. Change the arrow to gray-right-facing arrow, and add a condition variable equal to your number of assets for the category. 
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Because Nova has 5 Backgrounds, our number is 5. If Nova had 7 Backgrounds, this number would be 7. If Nova had 3 Backgrounds, this number would be 3, etc.
This ensures that when a player has clicked to the last asset, they can’t continue increasing the variable past what is needed. 
You then continue making these types of Back Buttons and Forward Buttons for every asset, until you have everything you need!
But WAIT!!
For objects that don’t always need to be present, we add one extra conditional statement!
Let’s use socks, for example. Nova does not need to wear socks to complete an outfit. So for the socks’s back button, we make sure to set the variable condition to 0.
After that, under the event contents of our sock buttons, we make sure to add an extra conditional statement for the sock variable. When the variable is zero, we show the BLANK image–so there are no socks to be seen! (Remember to apply this extra statement to both the back and front buttons!) Do this for every asset that doesn’t always need to be present such as socks, dresses, hats, etc etc.
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That’s pretty much the basics of all the mechanics you need to get it to work!! I won’t be going over other things like the reset game button/disabling menu access/hiding the player walksprite, as those are things you probably know how to do already if you’re familiar with the engine.
But I WILL share one last piece of optional advice that I feel makes a big difference. 
While testing things out you might notice that there is slight lag between changing images, a blip between pictures. This is because RPGMaker doesn’t preload images, and loads in an image as soon as it’s called. 
In a downloadable version of a game this slight lag is negligible. However, if you intend for your game to be browser-based, this lag will be significant and noticeable. In order to fix this problem, I’d recommend downloading Galv’s Image Cache plugin found here: https://galvs-scripts.com/2017/04/26/mv-image-cache/
This plugin will help pre-load images so there’s no lag!
However, you will have to write the name of all your assets manually in its plugin menu. If you have a lot of images (which you will, for a dress-up game) this could take a very long time. 
My advice is to go into your game’s picture folder, select all, and select “copy file path” from your folder options. Paste this list into an excel sheet, remove the directory name and file extensions, and then paste it into a google doc.
Edit the names together until there is no spaces between image names and they’re all separated by commas. Then, select all and paste your list into the Image Cache plugin’s settings. If you spelled something wrong or placed a space incorrectly, the game will not start and will tell you what image it was struggling to find. So having this to refer back to is very helpful and also means you don’t have to retype everything in the event of an error! 
(Below is just a preview of how my list of image names looks for my dress-up game and what i copy-pasted into the plugin settings for the Image Cache plugin)
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And thaaaaat should be everything! I hope this wasn’t too hard to follow, or messily formatted! But I tried my best and will try to answer any questions one may have about it!! Good luck creating your dress-up game! 
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myassbrokethefall · 6 months
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xf rewatch: ice/space/fallen angel
one thing about me is I know how important it is to stick to a consistent posting schedule. anyway here’s 3 more XF rewatch writeups after weeks of silence
ice
Ice doesn’t deserve to be just lumped in here, but I watched it forever ago and I’ve seen it a million times and no one needs my thoughts on it anyway. Biggest Ice takeaways this time through:
this is M&S’s, and our, first truly grownup episode. M&S have been faffing around in their shoulder pads debating about whether aliens are real and if a jersey devil could be a girl and and certainly getting in scrapes/close calls, but this shit is SERIOUS. like they could die. and they know it. and this ep feels it. they are scared, they are wild-eyed and sweaty in their casual thermals and this is not just investigating a Case or intellectual sparring. there is no remove. no one is wearing a suit or renting a car or buying an office sandwich from the cart. they keep getting in deeper and deeper and it is out of control and scary and real as shit
that exterior shot with the extremely fake Rudolph snowflakes is used, I believe my final count was, 472 times. and was hilarious to me each and every time.
ice is a magnificent ep, no notes. we knew this
space
Space is… not good, which is not news but allow me to attempt to pinpoint why:
pacing so bad. like in the beginning some stuff (conveyed mostly through stock footage) is happening and then suddenly mulder and scully are there and it’s like, a case I guess? this lady walks up to them and shows them this photo that looks like nothing and spends like an hour explaining it to them and is like the fbi has to investigate this! and mulder and scully are like oh, well we’re the fbi so we can do that. then they go to nasa and just stand around
listen I love, LOVE a good nerd infodump but even for me it was all getting deeply tedious and I ceased being able to, or having the will to, follow what was going on. And I just read and enjoyed all 864 pages of Seveneves. Having scully stand next to mulder and he has to keep explaining to her every space thing as it happens just adds this extra layer of shellac over everything. it’s like when you’re on a plane and you kind of half-voluntarily watch a movie in the row ahead of you through the seat backs. primo chris carter “tell don’t show.”
the whole car accident sequence is a facepalm from beginning to end. the car literally FLIPS OVER, michelle is in there yelling and sounding mostly just mildly pissed off, mulder keeps chirping “y’all right?” like she tumbled into a snowbank in a hallmark movie, then bodily drags her out from her flipped-over car that she is trapped under, and THEN scully goes “now, don’t try to move.” thanks doc! then michelle just goes back to NASA, with blood dripping down her face (which continues actively dripping throughout the scene, with no trace of a scar the next day). couldn’t hitting a tree have conveyed the sense of “a malevolent space monster made me lose control of my driving” just as well? presumably the car explodes as soon as they leave. and no one minds.
I realize this is not an easy thing to replicate on a budget, but my god “mission control” is sad-looking. it looks like it was filmed inside the janitor’s closet at a puppet theater. and the only person who works there is that one guy who I am informed was a canadian vj on MuchMusic and who has literally all the dialogue. (counterpoint: hard for me not to compare to For All Mankind, which does all this a million times better, but deeply unfair to do so since that's not only 25 years later but the theme on which this episode is kind of the saddest crackerjackiest variation is their show's entire job and budget.)
Mulder And Scully At The (NASA) Library: Approved. Love how they just leave the file they spent hours searching for when they run out.
what even was the motivation of the space/mars guy. to get back to space? to kill everyone? to kill everyone but only after getting back to space first? to bring down more space/mars guys to cause dramatically bad car accidents where everyone is fine? yes I know the REAL motivation is "give mulder and scully a semi-plausible paranormal reason to go to nasa and stand around"
the “everyone cheers in mission control because a scary/tense space thing was accomplished and everyone is ok” moment happened I think 3 separate times?? chris come on
this episode is still like 5x as coherent and watchable as any of CC’s revival episodes (other than Plus One).
one good thing is the space face morphing or whatever was super cool/creepy and holds up quite decently as an effect. also scully saw it!! well that’s cool! she doesn’t really seem to have any particular thoughts about that or anything though. you might think Mulder would bring that up more in the future. (morgan & wong: “well scully can’t SEE the paranormal thing so let’s have her juuuust miss it! twice!” chris carter: *file not found*)
I get that CC wanted to make a tense NASA episode, I like that genre of thing, and I appreciate that they took a stab at it but in the end, the execution was not the greatest. nor was the concept. ah well.
fallen angel
fallen angel was a friggin breath of fresh air after space, and I remembered NOTHING about it beyond a bit of Max and “the enigmatic Dr. Scully.”
the gordon/gansa ripping off of scifi classics continues apace as the whole evacuating for a “toxic spill” that is really a UFO is of course straight out of Close Encounters.
although I (correctly) complained about this in Space, I actually liked how we got sort of sideways-pulled into this one, with the scenario setup first and then we see Mulder (only Mulder) skulking around while we are flashing back to Deep Throat giving him the lowdown. immediately understandable that this is kind of an off-book adventure for him (leather jacket for forest hiking, perfect). And super satisfying when Scully gets her hero’s entrance to bail him out (and yell at him).
it was fun getting an idea of mulder as UFO Celebrity. always mobbed by fans while in air force jail. rough. (also funny to see his sheepishness at getting called out for writing an article in Omni about UFO sightings under a fake name)
Loved Scully getting pulled into some clutch doctoring. Just some great dimension for her as well/a reminder that she has her own areas of expertise and this FBI sidekick situation is not all she can do. (she is also still heartbreakingly in her "the government cannot do that! you are entitled to the truth!" phase.) I also loved when she marches glassy-eyed into Mulder’s motel room after a long rough night and wordlessly opens the fridge.
I liked the bit where mulder is talking about Max being an abductee and scully is all, mulder he's unreliable and he might be psychotic blah blah and mulder goes, scully you don’t get it, HE doesn’t think he’s an abductee, I think it. Also brings back a bit of what I liked so much in the pilot and earliest eps: scully being like mulder your crazy alien voodoo isn't gonna work on me!!! a martian didn't eat those livers!!! and mulder being like, scully, all I am asking is that you look at a scar and give me your medical opinion. he's not trying to talk her into anything and that's how he GETS YA
Interesting to see how they're still throwing out whatever alien concepts at this point. they are benevolent and send reassuring messages through the tv to loved ones? sure. they are evil spirits that possess astronauts' faces before killing them? got it. they're invisible/use cloaking devices to pass through lasers? duly noted.
I’m not sure the ending worked great but that’s ok. Gotta end it somehow. I found myself glad to know that we will be seeing Max again.
On a scale between Ice where Mulder and Scully are believably layered humans, frightened but determined, shakily wielding their authority one minute and losing their shit in realistically overlapping off-camera arguments in the next, and Space where they are sidelined Mary Sues in a half-baked NASA fanfic that could have used another beta, Fallen Angel is somewhere in the middle. Good ep, not great. But that yearning feeling that XF was so good at is present here. Something big is happening and it's JUST beyond where we can see. gotta see it. gotta keep searching. it's out there (the truth)
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oneknightstand-if · 26 days
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Okay, my late-night REEing that I lost my easily searchable online Arthurian encyclopedia(s) got a whole bunch more replies than I was expecting. (I was expecting none) So, I'll just clarify a bit further.
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Nightbringer Current
Huge-ass banner on top of all pages that may or may not look more possessed depending on what browser you're using
All elements, pictures, search results, banners bounce up & down upon loading (I found the effect rather queasy myself when navigating multiple pages)
No margins at the edge of pages means a huge wall of text across the entire page on larger monitors
The search bar has been removed from 99% of the pages
The search results are no longer shown as a list, but as six giant placards at a time with 864 pages to click through for the "Arthur" search. Not hyperbole... literally 864 pages with 6 results per page.
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It's faster to use a Bing/Google advanced search on the site to try and find stuff now
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Nightbringer Very Old (2019)
Not the version of Nightbringer that was just replaced, but an even older version that's unfortunately missing about 5 years of entry updates
Smaller banner, but its sticky and will be continuously taking up vertical space in the browser and just generally shows less info per page than the next version of the site
Going to this version has the warning that it'll only remain up for an indeterminate time now, so not suitable for linking to long-term.
Has a search bar on all pages and search results show up in a single list on the search results page (200 for "Arthur")
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Definitely suitable enough for quick searches, but it's missing data and is on a countdown timer
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Nightbringer Old (Last Month)
The midpoint between the two versions of the site that I've been using for years
Medium sized non-sticky banner that doesn't bounce around
Search bar available on every page and search results were in a list that gave more info than the oldest version split across a couple pages. (Probably 10 pages or so for "Arthur", but I can't check anymore since the search isn't working in the cache of the old site)
Medium amount of info showed per screen (the most easily parsable for me)
The quickest version to search for the most up-to-date info
R.I.P.
TL;DR: This is going to make background checking a lot slower, but in the end, nothing to do but suck it up.
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todaysdocument · 3 months
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FBI Surveillance Log of Judith Coplon's Activities
Record Group 21: Records of District Courts of the United StatesSeries: Criminal Case FilesFile Unit: United States of America v. Judith Coplon and Valentine A. Gubitchev 
DR - C594 Date | Time | IC or OG | ACTIVITY RECORDED | Initials 2-17-49 | 10:00AM to 10:16 AM | | COPLON heard typing. Not recorded | LWB Con't. | 10:28AM | OG | COPLON ext 500 in Justice Bldg. She asked the service unit to send her file number 146-7-51-864 and charge it out to LENVIN. She just wnated the last section. Record #65 cut #5 | LWB | 10:40AM to 11:14AM | IC | COPLON received call from ANN at State Dept. COPLON dictated to ANN various paragraphs the she marked in a report dealing with the work and political publicity of the "National Council of American-Soviet Friendship" and affiliate groups. COPLON mentioned radio programs, lectures, films and photographs on soviet life, photographic exhibits, war exhibits, furnished approved Soviet speakers, and meetings. She mentioned that labor leaders were contacted to send greetings to labor leaders in Russia; state governors were contacted to issued proclamations favoring Russia and to appease anti-Russians; trying to reach Americans of foreign birth; trying to get public officials to make statements in favor Log No. [blank], Page No. 95 Date | Time | IC or OG | ACTIVITY RECORDED | Initials 2-17-49 Con't | | | of Russia; try to papuralize in America various Soviet policies; try to give technical and business advise and aid to Russia; try to get Congress to grant large long credit terms to Russia for reconstruction; exchange of correspondance amng citizens of America and Russia. COPLON briefly mentioned similar groups abroad. COPLON gave ANN newspaper citations which contained some of the above mentioned items. COPLON is mailing ANN some newspapers clippings today. No statements were made about FBI reports or work. All of records #66, 67, 68 | LWB | 11:50AM | IC | COPLON received call from SHAPIRO. He asked what are we doing about lunch today. She said she was busy and would call him. Record # 69 cut # 1 | LWB | 11:52AM | IC | MICROUTSICOS to LENVIN who was out. COPLON said he could be reached at EX 0707 all day. (LENVIN is working on income tax reports there) Record # 69 cut # 2 | LWB | 12:05AM | OG | COPLON to SHAPIRO. They are going to meet at 12:15PM and go to lunch and shop at Hechts. Record # 69 cut #3
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dailymanuscript · 10 months
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Page 53 from Kalāpustaka (MS Add. 864)
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Note
hiya cap! just wanted to say:
AFR3BYUDENIWUJO DUDE THE FUCKING THEATRE ARC GOES SO HARD YOU DON'T UNDERSTAND 7HVTRGNUIEFOD
AAAAAAAAAAAGY8F4HNUERJOWNDUCOSMIZ
literally love that arc so much, i just finished reading when juleka and rose got together and just AUHF that scene is always so awesome to read, also i always forget about the plot twist with the lights going out leading to adam being akumatised, ah the joys of rereading
just. g5huin4fremdsb. no words just keyboard smashes. or wells some words clearly. i'm obsessed with how you wrote the lines for them while "in character" and how it translated over to the desrcriptions its so awesome for real for real, you say in the notes that you were going too poetic? wrong. not enough. more. please.
i also loved seeing all the beastars references and clear inspirations, i read the entire manga between this reading and the last one and watched a bunch of video essays on it (opposed to just having seen the first season of the anime) so its accurate to say i was. hype. to notice more.
anyway! now 864/1,742 pages of the way through, big notes on new scenes are coming i swear!!
HDJCKSKDKXKSNS. IM GLAD YOURE ENJOYING!!! INHOPE YOU ENJOY MORE!! THANKYOUUUU
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autisticburnham · 2 months
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Oof, I know it's a lot of content to cover but what do you mean the first volume of The Fifty Year Mission is 576 pages and the second volume is 864?
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Megaman Production Art Scan of the Day #864:
Rockman.EXE Axess Episode 6 (Part A) Storyboards [Page 58]
Hastily Translated Summary: 131 - Higure is embarrassed Higure: "No, it was just luck~demasu... Ahahaha!" 132 - Close up on Higure's face Higure (internally, to himself): "L-Lucky~demasu!!" 133 - Strike mark is added onto the digital scoreboard 134 - Back to Cyberworld Tokyo Tower in real world seen on the Bowlman's screen Pans from the screen down to a single standing pin
Full Resolution Scan: https://imgbox.com/e3eZw7GB
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abelladxnna · 1 year
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Finally got the Shiny Yamper! And it only took 864 eggs 💀
His name is Creampuff. He's got rash nature and is often lost in thought. Added him to the Pokemon page (and made some other minor adjustments to it too).
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