#post-structural
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analysisroulette · 1 year ago
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This episode, Duck presents a #poststructural analysis of #HowlsMovingCastle. Amongst other things, this involved finding out what #poststrucuralism means.
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itsbrucey · 1 year ago
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Big fan of sun motifs in characters not necessarily being about positivity and happiness and how they're so " bright and warm" but instead being about fucking brutal they are.
Radiant. A FORCE of nature that will turn you to ash. That warmth that burns so hot it feels like ice. Piercing yellow and red and white. A character being a Sun because you cannot challenge a Sun without burning alive or taking everything down with them if victorious.
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sophiebaybey · 18 days ago
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Not to preach to the choir but I wonder if people generally realize that AI models like ChatGPT aren't, like, sifting through documented information when you ask it particular questions. If you ask it a question, it's not sifting through relevant documentation to find your answer, it is using an intensely inefficient method of guesswork that has just gone through so many repeated cycles that it usually, sometimes, can say the right thing when prompted. It is effectively a program that simulates monkeys on a typewriter at a mass scale until it finds sets of words that the user says "yes, that's right" to enough times. I feel like if it was explained in this less flattering way to investors it wouldn't be nearly as funded as it is lmao. It is objectively an extremely impressive technology given what it has managed to accomplish with such a roundabout and brain-dead method of getting there, but it's also a roundabout, brain-dead method of getting there. It is inefficient, pure and simple.
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pendulouspuppyudders · 2 months ago
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i love overeating and posting about it
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mysterywriter2187 · 28 days ago
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While it's a common issue with all the more recent remakes (The Little Mermaid, Snow White, etc) one of the most frustrating parts of the Lilo and Stitch remake is how carelessly it lifts scenes and dialogue word-for-word from the original script. And without any of the original context attached, what they've carried over from the animated film completely clashes with the things that the new writers have changed or removed.
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They still keep the setup of the mosquito joke, with Pleakley explaining that they're an "endangered species" so they can't just destroy Earth.
But unlike the original, this doesn't lead to a running gag - Pleakley never sees or even mentions mosquitos again for the rest of the film - nor do we get the final payoff where it's revealed Cobra was the one who told them this (he has no prior contact with the aliens at all in this version).
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So now there's no actual reason for how or why the aliens think this, and one of the best jokes from the original film is reduced to a weird throwaway line that makes no sense.
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They also keep the scene where Stitch and Jumba destroy Lilo and Nani's house. Only now, it has completely different circumstances leading up to it, and the consequences this incident is supposed to have are completely skipped over.
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It doesn't prompt Cobra to take Lilo, nor does it lead to Lilo running away (the closest equivalent happens before this scene) or getting captured, and when seeing the destruction themselves, Nani and the others are just mildly confused at best before they go back to the issue at hand.
So instead of a genuinely devastating culmination of all the film's mishaps, the destruction of the house now serves no purpose in the story and is completely pointless.
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Even the music suffers from this, like Nani singing Aloha Oe or Lilo listening to Elvis.
In the first film, these songs tied into the characters' cultural heritage, and the film's running commentary about America's modern day colonisation of Hawaii. But, this being modern Disney, the more political themes are omitted entirely from this version - certainly not helped by the fact that they didn't even bother to cast a Native Hawaiian actress as Nani - and other than playing a few of this songs, the movie downplays Elvis' prominence so much that it never even mentions him by name.
So instead of actually serving the story or themes, there's no deeper meaning or purpose whatsoever behind the songs beyond the fact they're in the animated film, and now they're just included out of obligation.
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That's only a few of many, many examples (feel free to share others), but perhaps even moreso than the other Disney remakes, this one really makes you appreciate how layered and well-structured the original film was in comparison.
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goldensunset · 2 years ago
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feel free to elaborate in tags of course on how easy or hard cosplaying them would be
bonus question: how much do you WANT to look like your icon. like are they the goal you aspire to
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soup-mother · 4 months ago
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I'm sorry people are unfairly mean to you about being from the USA, please take comfort in the fact your country owns the world 👍
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zorangezest · 12 days ago
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(part 4) fun for the whole family continues!!
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did you spot rumble? :)
next
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start
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agentravensong · 1 year ago
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thinking about how the extra area added on to a pacifist run of undertale, the true lab, is about alphys's past mistakes. how it ends with the story reaffirming that, despite the pain she's caused, the thing that matters is that she has now made the choice to do the right thing. she's still worthy of her friends' love.
thinking about how undertale doesn't expect the player to get a pacifist ending for the first time. how it's more likely than not that the player will kill toriel the first time they battle her, how lots of players don't initially figure out how to end undyne's fight without killing her, etc. what it expects — not even expects, really, but hopes — is that the player, if they care enough, will use their canonically acknowledged power over time to make up for those mistakes.
no matter how many neutral runs a player has done before committing to the pacifist run, the thing that matters to the characters, to the story, is that you've chosen, now, to do the right thing.
compared to alphys, the player honestly gets off lightly, in that you're the only one (other than flowey) who really remembers any harm you might have caused. and any direct guilting the game could have done about it is long past at this point. instead, as undertale often does, it makes its point via parallels: alphys caused harm, and she knows it. she has committed to being better. in doing so, she has unlocked for herself a better ending to her story. and she deserves it. she's forgiven.
those structural narrative parallels are all over undertale, if you know where to look. and that's one of the things that makes it so fuckin' good.
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vaguely-concerned · 3 months ago
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rookanis really is like... first base is you walking through the haunted ruins of my mind to find me in an act of breathtaking psychological intimacy with added tam lin undertones. second base is baked goods (cautious erotic connotations). third base is deicide. THEN we kiss. also second deicide of course once you pop it's hard to stop
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wonderhorror-sys · 6 months ago
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my biggest advice for (especially but not exclusively new(ly discovered)) systems is... to take everyones advice with a grain of salt. whats good for one system is catestrophically bad for another. a lot of posts frame their advice as perfect and infallible (which i doubt is intentional on the posters part), but it really isnt. just do what works best for your system.
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lemonycranberries · 6 months ago
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I SWEAR to god. if the writers made the main character in one of the (if not the) biggest tv shows of the last decade canonically gay, a character who already had an abusive father who left him, who struggles financially, and who was bullied and tormented for being gay his entire life, and THEN made him be kidnapped and spend a week alone in the alternate dimension of death and monsters, nearly die, get rescued just to vomit a whole demogorgon baby and be tormented by visions of the shadow monster for a year, be put under doctors who do nothing to help him, get possessed, continue noticing a connection with the upside down, get completely ignored and belittled by his friends, have his childhood best friend who he’s in love with say “it’s not my fault you don’t like girls!” in a fight which leaves him sad an angry to a point he destroys his only safe place and refuge believing his friends don’t care about him anymore, ignore his own feelings to help the group pretending everything’s ok, move to a different state away from his lifelong friends after everything is finally fixed, spend months on a painting to confess his love just to get treated like shit by the boy who he’s in love with/his childhood best friend, get ignored and made a third wheel by his best friend/crush and his sister to a point he feels completely miserable ON HIS BIRTHDAY which everyone forgot, see his sister be taken away while there isn’t any adult around to do anything, get his hopes up that his feelings might be reciprocated just to get them crushed again, sacrifice his own feelings portraying them as someone else’s to see his best friend and his sister be happy in their relationship (plus watching them - in his point of view - be happy together and his best friend say “i love you” a bunch of times right in front of him), AND see one of his friends in a coma and his hometown destroyed just to feel that vecna’s still alive. if they made that his storyline so he can get rejected or die in s5… they WILL be seeing me at their house demanding an explanation.
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woah-its-al · 5 months ago
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@zorangezest I uh I uerm I joined in on the fun and did a pannel re-draw of ur swapped starscream comic
<3<3<3
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once again original comic by @zorangezest !!!! not my original work that credit is hers!!!
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bitdemonic · 5 months ago
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some of y’all do NOT need to be posting tarot content online, let alone having your own thoughts and personal interpretations of cards that’re obviously not meant to be shared generally/collectively.
if you’re doing a pac, or any other post that features sexual encounters or interactions, USE DISCERNMENT. it is VERY, and i mean VERY, irresponsible as a human sharing card messages that talk about “someone’s first time being negative because they’ll be r*ped or sexually assaulted” - you have got to be fucking kidding me.
i can’t even go into detail about how damn disheartening that is to hear, let alone READ, but come tf on. y’all have no type of empathy, sensitivity, or self-perception to not be aware of how fucking dangerous that is - it’s one thing to talk about sexual kinks or occurrences, hence inserting disclaimers to prep the person in question, but including a pile strictly talking about the horrors of someone’s first time/encounter being them getting r*ped is just vile.
shame on any fucking body that posts something like this, ESPECIALLY op. reevaluate your skills as a reader and get a self-evaluation for your sanity, a LOT of y’all should be in therapy.
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poorly-drawn-mdzs · 1 year ago
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Lan Wangji Goes To Lotus Pier AU: Part 3: Enveloping Feelings.
(Part 1, Part 2, Part 4)
#poorly drawn mdzs#mdzs#lan wangji#Yungmeng Jiang training arc AU#I wanted to try out a different paneling style for this one - sorry I'm a day late! (there will still be a post tomorrow to keep on track)#The original 3 panel comic idea was fine but the point of this new schedule was to take time to push myself a bit more.#I was taking a look back through some comic artists I felt inspired by#and I really loved how Lynda Barry fills her gutters with patterns and doodles!#Obviously I'm not going as absolutely wild with it as she does but it was a great exercise!#I truly think the gutters are the most important and most overlooked part of any comic. There's lots going on in that space.#It's the same with timeskips. The implied movement between moments that we don't see changes depending on how wide that gap is#You're here for the funny tags so here's some that ties this time talk together:#I think LWJ was thinking about that second note from day 2 but it took him 7 days of hazing to commit it to paper.#I think he sends it a day later and immediately regrets it. Chasing down the messenger and everything.#You know if something actually happened to his brother he would never ever forgive himself for putting the bad vibes out there.#Third time skip was the hardest because there was so many possible flavours of jokes here. Day 8/9 was a personal favourite.#day 14 was also funny (week by week). I think the debate on 'how long does lwj take to catch feelings' is more or less:#'how long does it take for him to arrive at a particular stage of grief and yearning (and awareness of it all)#This is a symphony. There is an act by act structure. Every day he is fighting to keep his old sensibilities. He is losing so badly.#(I'll be returning to the main comic soon but there is more of this AU to come!)
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quicksilversnails · 6 months ago
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Took some notes from the Wild Life retrospective episode of the Imp & Skizz podcast featuring Grian because I thought the behind the scenes info was really interesting!
(3:15) The wild cards were all kept totally secret from the players (apart from Grian), with the exception of the superpowers and finale (as they required the players to set keybinds)
(3:45) The players were given files containing the required mods each week, which were named things like "creeper rain" to throw them off
(4:12) Wild cards were a combination of data packs and mods
(4:38) Grian told them not to read the folder name to avoid spoilers (which is kind of impossible), so everyone fully believed there would be creeper rain lol. Grian was saying it in jest but everyone took it seriously and were apologetic about having seen it, to which Grian told them not to worry
(6:58) Grian originally contacted a data pack dev called Brace for help with programming the wild cards. Some, like the shrinking/growing could be achieved with minecraft attributes, but the snails were too janky and unusable. Grian still liked the idea though, so he reached out to mod developers Henkelmax and Breadloaf, who designed the pathfinding/behaviour from scratch
(8:49) They had a debugging mode used to test the pathfinding of the snails, shown in the podcast and in Grian's credits
(10:09) Grian wants most of the credit to go to the development team and artists, as he was mostly in charge of ideas & organization!
(10:39) Grian's only regret with the snails was that they were too fast in session 3, leading to unexpectedly many deaths. They were apparently not so difficult to get away from during testing, but perhaps the testers were more used to them than the players were
(11:44) Grian: "We did develop to the lowest common denominator" ie. prioritizing how players would struggle over how worrying about if players would do too well
(12:56) Oli's voice for the snails was iconic. It cost Impulse a life because he intentionally stayed closer to it to hear the voice lol
(13:42) Danny was in charge of the snail models and animations
(14:11) During testing, the snails just sounded like Oli, which made it feel weird. They pitched up his voice so that it'd be less immediately recognizable
(15:18) The snails' jumping attack was meant to be clearly telegraphed: they would stop, wiggle, make a "ooeee" sound before jumping. Many players had their friendly creatures volume turned very low/off (as cows and other mobs are loud), which made this attack much less obvious for them
(16:57) The growing/shrinking had the least testing done for it, as it was the simplest conceptually and to program. This meant that the falling off of blocks due to the shrinking hitboxes wasn't anticipated
(17:55) Before the 1st session, Grian told them that he didn't think anyone would die to the wild card. Pearl's death made Grian pretty nervous, as he didn't want everyone dying too early in the season
(19:29) 6 lives were given, knowing that many of the death to the wild cards were unexpected/unfair. The intent was for ~3 lives to be allocated for wild cards, and ~3 for PvP.
(21:13) The developers were all fans of the Life Series!
(22:43) The shrinking/growing was intentionally pretty simple to ease players/viewers into the concept and build up toward more dramatic wild cards like the snails
(25:38) In the hunger episode, Grian didn't know which foods would be good
(25:58) Grian thinks that "it's unfair that Grian already knows everything" is valid criticism, but that it's important for him to be involved with the ideas. Having someone else do that is like having someone else record his videos: Life Series is his brainchild
(26:35) Well before the season began, while they were still developing the concept, Grian asked the other players for wild card ideas that would meet a few criteria. All of them ended up being unused for one reason or another. Impulse thinks his ideas were very "inside the box" because he was viewing things through what was possible in vanilla Minecraft. His idea was to have a scavenger hunt where the players would search to find a relic. The first person to find it would get a buff. Skizz's idea was for every player to turn into a random passive mob for every given interval of time. They would have to find every other player of the same mob type as them or else the whole group loses a life.
(29:44) The food qualities were weighted by the rarity of the item, so very common blocks like dirt and cobblestone would never give anything good. The other items were randomly selected
(30:23) Regular blocks/items cannot be made edible normally, so they had to circumvent that and custom code a fix for items not stacking correctly
(32:41) While a lot of players do want to win, the main priority is creating entertainment, which prioritizes playing recklessly
(33:20) The food wild card wasn't included in the finale because it would've felt like "too much". There was a higher risk of technical issues since it changed the data values of items, and Grian didn't want someone's last death to be because they ate their sword. In his mind, it was a good and fun wild card, but didn't need to be repeated in the finale. Impulse points out that they all would have collected more rare items by that point, removing the incentive to search for blocks to eat
(33:46) The wild cards in the finale were nerfed from their original sessions. The shrinking/growing had a smaller height range, the snails moved slower, etc.
(36:21) The personalized snail skins were a late addition by Danny, who made 18 skins very quickly
(36:49) Grian did not anticipate the snails becoming as popular with fans as they were. After the session released, they had the idea to release the snail merchandise, which directly funded the rest of the season
(39:20) Grian spent what "felt like every day" testing with the developers. They'd record the sessions on Tuesdays, meet up with the dev team, talk about what need to be done, testing, bugs, etc, edit and upload on Saturday, and would get a few days grace before starting again
(40:01) After the snail session, Grian was worried that the season would be very short due to all the deaths. They were considering toning down the later wild cards but ultimately didn't change them too much
(40:36) The time wild card was carefully balanced. If it had gone even a little faster, many players likely would have died because they wouldn't have time to react to threats like baby zombies or creepers.
(40:57) While sessions normally run for a variable amount of time, session 4 was hardcoded at 2 hours. Grian ended the session ~10 minutes early, just after they hit max speed, because he felt like things were getting dicey
(42:46) When the wild card first activates, it looks a lot like the server had frozen or crashed. Grian told the players before the session started that it would look like the game was broken, but that it isn't broken. Skizz tabbed out anyway and missed the beginning 😔
(43:30) Having the rain start just as the wild card began was a good visual indicator of time slowing down. This was a suggestion from the dev team (probably Brace)
(44:41) Impulse and Grian "cheesed" the end of the session by going branch mining. Grian wanted players to take advantage of the wild cards (eg. mining quickly, helping to kill someone), and not have them just be an annoyance.
(45:30) Keeping the client and server-side time stay in sync was challenging. The sky's motion was changed to be smoother on client-side. The players were also not as fast as the server (around 2x faster), the server was going faster than that, and the time of day was even faster
(46:56) The sounds were pitched up/down based on the speed to add to the effect
(27:46) In testing, if the players were made 7x faster, it would be basically unplayable, which was why it was capped at 2x speed. This made mobs very dangerous, as they were now faster than players and could catch up to you and kill you easily
(49:01) On several occasions, they had to extend the fuse duration of creepers to make them more fair. In the time session, their speed was only increased by ~10%
(49:39) Usually, Grian was the one to test the wild cards and notice when things like creeper speed would be an issue, since he was the one with experience making videos
(50:50) A challenge with balancing wild cards is accounting for the playstyles of so many players: reckless players like Scar and Skizz, "kind and gentle" players like Bigb who would stay off to the sides, and "the sweat squad" (Scott, Impulse) who play very cautiously
(52:48) Trivia Bot was the only wild card that was not planned in advance. Grian was struggling to come up with a wild card for that episode, and wanted to have a wild card available that could give people lives in case many people died to early wild cards without it feeling cheap.
(53:33) Trivia seemed a little boring on its face, so presentation was essential
(54:34) This one made Grian the most stressed due to all the moving parts involved in making it (coding and pathfinding mostly by Henkelmax, visuals by Hoffen, audio/music, questions)
(55:08) Trivia Bot's design was based on Grumbot and Mettaton from Undertale. Hoffen drew concept art shown in the video
(58:32) They show Trivia Bot's custom animation for becoming a snail and it's really cool
(59:12) The music was the most stressful part of the project. Grian spent 2-3 days looking through Epidemic Sounds for a Trivia Bot theme song and couldn't find anything good. He commissioned Zera @hopepetal for a theme song, which is played in the podcast. However, Grian realized he needed a full audio package, so he commissioned Oli late in development, who created the final soundtrack and many audio variations
(1:01:38) Grian wants to send appreciation for everyone who worked on the project, even if their work ultimately went unused
(1:02:58) Skizz was happy to give back however he could by staying on standby in the final episode as a zombie, as the players were able to "reap all the benefits" of the hard work of the development team
(1:05:21) Grian didn't know any of the trivia questions beforehand, which were done by fans of the series. The goal was for ~50% of the questions to be answered correctly, which was approximately met
(1:07:11) Players couldn't get questions about themselves because it would be too easy. This would encourage players to leave their bot, allowing other players to mess with them
(1:07:57) Grian felt a little left out from the discovery element of the wild cards, and decided to mess with Scar by hiding his bot. He wasn't expecting Scar to die from it, and could tell that he was genuinely a little upset by it. Grian felt bad about it, which led to a genuine in-game alliance between them
(1:12:32) Grian was very close to letting Trivia Bot give lives as rewards, but decided it would feel too cheap
(1:14:38) Mob swap was slightly toned down, with more camels and sniffers spawning
(1:15:07) Evokers didn't drop totems anymore. Instead, there was a minuscule chance a warden or wither would spawn, which would drop a totem if killed. Grian was a little disappointed that the warden got cheesed in the end
(1:17:45) Having the mobs start passive and turn hostile was mostly for the presentation, building anticipation, and so players could predict where mobs would spawn and react accordingly, making things feel less unfair
(1:20:32) There was no superpower made for Skizz (or Mumbo presumably)
(1:20:38) The superpowers were another late addition. There was a large design doc where Grian created all the powers, which were handed over to Henkelmax and completed over 4 days
(1:21:42) Grian avoided superpowers involving strength, that could cause someone to die easily. Most of the powers were social or movement-based, which couldn't be used for offence as easily
(1:22:25) Some powers were randomly assigned, others weren't. Impulse's was random. Cleo's, Bigb's, Lizzie's, Grian's were assigned.
(1:24:25) Grian gave himself the mimic because it could easily backfire (like in Grian's fall damage death), and because it would've been confusing for a player who wasn't aware of the other powers. They likely would've spent the episode just figuring out how everything worked and not actually using the power to its best ability
Lots of discussion about the superpowers and how they interacted in the episode itself, go watch if you're interested :)
(1:33:38) Talk on how the series "standard" rules evolved since 3rd Life. There was no keep inventory, and no restrictions on enchanting levels or potions, which created slow or unbalanced fights
(1:36:23) 3rd Life was designed to be an experimental series, which made Grian eager to improve it. For example, some people just weren't dying in 3L, leading to the boogeyman in LL, and so on
(1:37:17) The goal with the seasons isn't to one-up the previous one, but to create a different experience every time, which keeps things engaging for the creators
(1:38:31) At the end of each session, Grian would ask the group if they had fun and how they felt about the wild cards. According the Skizz, the answer was "a resounding yes"
(1:39:08) Grian had moments throughout the season where he personally felt like things didn't go well for him, and was anxious for the rest of the group's episodes. Things worked out while editing the raw footage, though. His issues were never with the wild cards themselves, but his own actions (traps not working, spending too long branch mining), but would always find funny moments in his footage
(1:43:41) Everyone in the Life Series cast genuinely likes and genuinely respects everybody else in the group. This allows them to make the show and get mad at each other, because they know it's all just in-character
(1:44:50) It'd be hard to top Wild Life in spectacle, and Grian doesn't want to start an arms race with himself. The next season could potentially be closer to 3rd Life, but Grian's not sure yet. For Grian, Wild Life was the most enjoyable
(1:45:20) Grian: "As long as people keep enjoying [the Life Series] then I'd love to keep doing it"
(1:49:35) With the finale, Grian knew how the wild cards played out the previous sessions and was able to adjust them
(1:49:56) Grian's goal was to create safe chaos where everyone knew what was happening and wouldn't die to them, which didn't go entirely to plan. The snails were 60% of their original speed and people still died
(1:51:03) Grian made a precise timeline of when each wild card would start/stop, it wasn't randomized.
(1:54:16) All the superpowers were randomized, with Bdubs' power being removed from circulation because it didn't have much use in a finale setting
(1:56:10) It was important for Grian that in the final moments, the wild cards were removed, so there were no interruptions. The timing worked out well because there were a few people left and it ended within ~10 minutes (this implies that the change wasn't based on # of players alive, as people had speculated based on Gem's death)
(1:58:48) The players all randomly switched to zombie skins throughout the session to mess with people on NameMC. Well-played :)
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