#remap
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defunct-notfun · 2 years ago
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furcadia port 4 rainbow cemetery 2023
haha holy shit i leveled up in pixel art please do Not reuse this art, its for rainy n i worked very hard on it for her.  its 95x95 pixels and parts of it remap when she changes her colors in furcadia (character colors) while parts dont (the graaaaveyard moonscape) i am really proud of it!!! i did it in procreate, but rainy did the final adjustments herself clockwork is my furcadia username, hence /gestures/
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onehundredpercentbaddie · 1 month ago
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hey austin walker seems to not care about the fundamental value of art and criticism
i think he should stop making it if he has no belief in its material value
to continue to monetarily benefit from it while holding this position seems very intellectually dishonest at best, and cynical grifting at worst
like, sure, go ahead and undercut your argument via...your actual argument, but don't use that as a weaselly, cowardly method of actually working through the contradictions in your argument
it's fine to be cynical and not care about anything, but c'mon man, have the courage of your convictions. don't tell me you don't believe in the value of your work while also asking other people to pay for you to continue creating it!!!
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ginkgofold · 3 months ago
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rustedmoose · 3 months ago
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Listening to Lore Reasons: KH and them ragging on Natalie for being younger than them and asking if she knows what NOW! That's What I Call Music is, when not that much older than me 😭
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diggaurav · 9 months ago
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reachblog1 · 1 year ago
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remap for suzuki
Maruti Suzuki India Limited (MSIL) is the largest automobile manufacturer in South Asia. Earlier known as Maruti Udyog Limited (till 2007), the company was responsible for the automobile revolution in India. Maruti started production in India in 1983 with its first car- the Maruti 800. The company spread its wings throughout the country and is one of the few publicly listed automotive companies in our country
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dry-gold · 1 year ago
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Wow what. The newest episode of Remap Radio has animorphs spoilers timestamped???
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myuniverseinabox · 3 months ago
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Wanted to make something unapologetically edgy httyd 1 toothless nation rise 🔥🔥🔥🔥
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dailyblumity · 4 months ago
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42. first sketch on my new computer :3
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sexhaver · 7 months ago
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definitely the most baffling design decision ive noticed so far from STALKER 2 has been the bold choice to, in 2024, use F for Interact and have E delegated to an item hotbar. i keep trying to open doors and accidentally opening a bottle of beer with a hunting knife and chugging it in seconds (just like real life)
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hoarder-of-dragons · 13 days ago
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Just imagining Stanley, still in the early days after the portal incident, not being able to sleep in the Shack. 
Ridden with guilt—because how dare he get the luxury of safety and rest when Ford could be dead, on the other side of the portal. And partly being that it's still an unknown place for him. He lies awake on the cot he found in the lab, too scared to leave the room in case Ford tries to get back and he’s not there to help. 
But he knows one place he's moderately safe (at least in his mind)
So for the first few weeks, he keeps sleeping in his car. And in the later months, anytime he wakes up in a cold sweat—haunted by the memories of waking up in an unknown location, he returns to his car clinging to the one shred of normalcy in the nightmare he’s living. But luckily he slowly gets used to his new home and purpose.
...Until the twins and Ford find him back in his car, in the middle of the night after Weirdmageddon.
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defunct-notfun · 2 years ago
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glowup
after the success i had with rainy's port i was kind of looking forward to making something for myself. but more, i was interested in reclaiming all my /really/ old portrait art for my furcadia characters from my youth. the picture on the left? all that was left was an intentionally artifact filled .gif!!! so i can't USE that, not IN GAME. it was a good chance to redraw something i drew in my youth and see if i can fix some of the things that bothered me then, and see what bothers me now lmao.  so for the port on the right, i def think i did good with the hand, the hair, the fishnets. but something about the ears and the horn.... the original still has its charm. still :) the new port has all 3 of my cats hidden in it in very tiny tiny form... and both bits of art change colors when i do in game haha. now, if only i could find a tshirt with a :) vampire smileyface on it again,,,
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inkscarlet · 19 days ago
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I remapped (in 3 hours) the Ze'mer's arena from the Pale Court mod. I'll do the others in the future as well.
High quality here:👇
https://drive.google.com/drive/folders/1CZ_ASosM75sEtuI5T8Ok3pNYrkCHGfZx?usp=drive_link
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fatehbaz · 8 months ago
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About the entanglement of "science" and Empire. About how children are encouraged participate in these imperial "scripts".
Was thinking about this recent thing:
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The caption reads: "Toys and board games, 1940." And I think the text on the game-box in the back says something like "the whole world is yours", maybe? (Use of appeals to science/progress in imperial narratives is a thing already well-known, especially for those familiar with Victorian era, Edwardian era, Gilded Age, early twentieth century, etc., in US and Europe.)
And was struck, because I had also recently gone looking through other posts about the often-strange imagery of children's material in late nineteenth- and early twentieth-century US/Europe. And was disturbed/intrigued by this thing:
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Caption here reads: "Game Board. Walter Mittelholzer's flight over Africa. [...] 1931. Commemorative game board map of Africa for a promotional game published for the N*stle Company, for tracking the trip of Walter Mittelholzer across Africa, the first pilot to fly a north-south route."
Hmm.
I went to learn more about this: Produced in Switzerland. "Africa is for your consumption and pleasure. Brought to you by the N#stle Company!" (See the name-dropping of N#stle at the bottom of the board.) A company which, in the preceding decade, had shifted focus to expand its cacao production (which would be dependent on tropical plantations). Adventure, excitement, knowledge, science, engineering prowess, etc. For kids! (In 1896, Switzerland had hosted a "human zoo" at the Swiss Second National Exhibition in Geneva, where the "Village Noir" exhibit put living people on display; they were over two hundred people from Senegal, who lived in a "mock village" in Geneva's central square.)
Another, from a couple decades earlier, this time English-language.
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Caption reads: "The "World's globe circler." A game board based on Nellie Bly's travels. 1890." At center, a trumpet, and a proclamation: "ALL RECORDS BROKEN".
Went to find more info: Lithographed game board produced in New York. Images on the board also show Jules Verne; Bly, in real-world travels, was attempting to emulate the journey of the character Phileas Fogg in Verne's Around the World in Eighty Days (1872).
Game produced in the same year that the United States "closed the frontier" and conquered "the Wild West" (the massacre at Wounded Knee happened in December 1890). A couple years later, the US annexed Hawai'i; by decade's end, the US military was in both Cuba and the Philippines. The Scramble for Africa was taking place. At the time, Britain especially already had a culture of "travel writing" or "travel fiction" or whatever we want to call it, wherein domestic residents of the metropole back home could read about travel, tourism, expeditions, adventures, etc. on the peripheries of the Empire. Concurrent with the advent of popular novels, magazines, mass-market print media, etc. Intrepid explorers rescuing Indigenous peoples from their own backwardness. Many tales of exotic allure set in South Asia. Heroic white hunters taking down scary tigers. Elegant Englishwomen sipping tea in the shade of an umbrella, giggling at the elephants, the local customs, the strange sights. Orientalism, tropicality, othering, paternalism, etc.
I'd lately been looking at a lot of work on race/racism in British scientific and pop-sci literature involving natural history or geographical imaginaries. (From scholars like Varun Sharma, Rohan Deb Roy, Ezra Rashkow, Jonathan Saha, Pratik Chakrabarti.) But I'd also lately been looking at Mashid Mayar's work, which I think closely suits this kinda thing with the board games. Some of her publications:
"From Tools to Toys: American Dissected Maps and Geographic Knowledge at the Turn of the Twentieth Century". In: Knowledge Landscapes North America, edited by Kloeckner et al., 2016.
"What on Earth! Slated Globes, School Geography and Imperial Pedagogy". European Journal of American Studies 16, number 3, Summer 2020.
Citizens and Rulers of the World: The American Child and the Cartographic Pedagogies of Empire, 2022.
Discussing her book, Mayar was interviewed by LA Review of Books in 2022. She says:
[Quote.] Growing up at the turn of the 20th century, for many American children, also meant learning to view the world through the lens of "home geography." [...] [T]hey inevitably responded to the transnational whims of an empire that had stretched its dominion across the globe [recent forays into Panama, Cuba, Hawai'i, the Philippines] [...]. [W]hite, well-to-do, literate American children [...] learned how to identify and imagine “homes” on the map of the world. [...] [T]he cognitive maps children developed, to which we have access through the scant archival records they left behind (i.e., geographical puzzles they designed and printed in juvenile periodicals) [...] mixed nativism and the logic of colonization with playful, appropriative scalar confusion, and an intimate, often unquestioned sense of belonging to the global expanse of an empire [...]. Dissected maps - that is, maps mounted on cardboard or wood and then cut into smaller pieces that children were to put back together - are a generative example of the ways imperial pedagogy [...] found its place outside formal education, in children's lives outside the classroom. [...] [W]ell before having been adopted as playthings in the United States, dissected maps had been designed to entertain and teach the children of King George III about the global spatial affairs of the British Empire. […] [J]uvenile periodicals of the time printed child-made geographical puzzles [...]. [I]t was their assumption that "(un)charted," non-American spaces (both inside and outside the national borders) sought legibility as potential homes, [...] and that, if they did not do so, they were bound to recede into ruin/"savagery," meaning that it would become the colonizers' responsibility/burden to "restore" them [...]. [E]mpires learn from and owe to childhood in their attempts at survival and growth over generations [...]. [These] "multigenerational power constellations" [...] survived, by making accessible pedagogical scripts that children of the white and wealthy could learn from and appropriate as times changed [...]. [End quote.] Source: Words of Mashid Mayar, as transcribed in an interviewed conducted and published by M. Buna. "Children's Maps of the American Empire: A Conversation with Mashid Mayar". LA Review of Books. 11 July 2022.
Some other stuff I'd recently put in a to-read list, specifically about European (especially German) geographical imaginaries of globe-as-playground:
The Play World: Toys, Texts, and the Transatlantic German Childhood (Patricia Anne Simpson, 2020) /// "19th-Century Board Game Offers a Tour of the German Colonies" (Sarah Zabrodski, 2016) /// Advertising Empire: Race and Visual Culture in Imperial Germany (David Ciarlo, 2011) /// Learning Empire: Globalization and the German Quest for World Status, 1875-1919 (Erik Grimmer-Solem, 2019) /// “Ruling Africa: Science as Sovereignty in the German Colonial Empire and Its Aftermath” (Andrew Zimmerman. In: German Colonialism in a Global Age, 2014) /// "Exotic Education: Writing Empire for German Boys and Girls, 1884-1914". (Jeffrey Bowersox. In: German Colonialism and National Identity, 2017) /// Raising Germans in the Age of Empire: Youth and Colonial Culture, 1871-1914 (Jeff Bowersox, 2013) /// "[Translation:] (Educating Modernism: A Trade-Specific Portrait of the German Toy Industry in the Developing Mass-Market Society)" (Heike Hoffmann, PhD dissertation, Tubingen, 2000) /// Home and Harem: Nature, Gender, Empire, and the Cultures of Travel (Inderpal Grewal, 1996) /// "'Le rix d'Indochine' at the French Table: Representation of Food, Race and the Vietnamese in a Colonial-Era Board Game" (Elizabeth Collins, 2021) /// "The Beast in a Box: Playing with Empire in Early Nineteenth-Century Britain" (Romita Ray, 2006) /// Playing Oppression: The Legacy of Conquest and Empire in Colonialist Board Games (Mary Flanagan and Mikael Jakobsson, 2023)
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blueskittlesart · 9 months ago
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save button briefly remapped to dialog advancer in climactic scene of visual novel. 10 dead 30 injured
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socialbunny · 5 months ago
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🤐🤫
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