#retry pattern
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Retry Design Pattern for Microservices Tutorial with Examples for API De... Full Video Link https://youtu.be/sli5D29nCw4Hello friends, new #video on #retrypattern #designpattern for #microservices #tutorial for #api #developer #programmers is published on #codeonedigest #youtube channel. @java #java #aws #awscloud @awscloud @AWSCloudIndia #salesforce #Cloud #CloudComputing @YouTube #youtube #azure #msazure #microservices #circuitbreaker #microservicesarchitecture #microservicestutorial #whataremicroservices #retrydesignpattern #retrydesignpatternjava #retrydesignpatternc# #retrypattern #retrypatternvscircuitbreaker #retrypatternjava #retrypatternc# #retrypatternjavascript #retrypatternspringboot #retrypatternmicroservices #microservicepatterns #microservicedesignpatterns #microservicedesignpatternsspringboot #circuitbreakerpattern #retry
#youtube#retry design pattern#retry pattern#microservice pattern#microservice design pattern#software pattern#software design pattern#java pattern#java design pattern
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i bought an embroidery machine and to test it i made a shitty saw traps patch!
#shitty saw traps#saw franchise#mod amanda#based off that one pic of my dog#kinda fucked up the outlining but other than that i think it came out well#just gotta correct on the pattern and retry
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second date idea <3
#pyro games#attempting the boss rush without retries even tho i went through the trouble of redoing the tower level to grab one#because they're unexpectedly generous with healing items#unsuccessful so far i'm still unused to the four's patterns because elemental weaknesses end the fight so quickly#phantom's i got down because his level is hell and i had to refight him many many times
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No one asked for my thoughts on imaginarium theater but im giving them anyway.
I find it so weird how ppl have been begging for end game content outside of the abyss for 3 years now but when mhy releases a game mode that:
-incentives you to build more characters outside of ur main 2 teams for spiral abyss
- restricts u in a way that challenges u to use teams that are outside the meta
- makes it so you are forced to think strategically about who you use and when and work with what you are given
Instead of seeing it as a fun new challenge to work through they just complain that its? Too hard…?
Like if you just want a game mode to flex ur core teams the spiral abyss already exists���
#fuzzy rambles#anyway i had a lot of fun#like yea i had to retry some acts like 5 times lol but it was a fun challenge unlike spiral abyss#also the idea its impossible to clear if ur f2p. its not… im f2p and i got 8/9 stars… AND I COULD HAVE GOTTEN 9/9 BUT I THOUGHT-#Ur characters dont even have to be built that well. as long as they have somewhat decent artifacts and an ok weapon ull be fine#like it is a challenge (unless ur a whale lol) but its not impossible#plus u dont need stars for rewards u literally just have to finish it#which is way more niceys to u than that bastard spiral abyss floor 12#plus idk as u play you just. build characters. of the characters i used in this game mode only like 2 or 4 where characters i use regularly#its not that bad. just build ur 4 stars. it does not take that long and most of them use sets ull already have extra of#most of the challenge is just getting rotations of teams u never play down and learning enemy attack patterns#i got to pull out razor after 3 years of not using him (he use to be my main) and he did so well… my little baby 5ever#idk. i played l*mbus c*mpany dungeons so this was not as grueling#and i enjoyed l*mbus c*mpany dungeons… i really miss my ex..
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beat undertale yellow!!
#undertale yellow#jfc am i grateful for easy mode. there's no way i would have been able to beat ceroba without it jfCHRIST#the newly implemented dodging mechanic....bruh i know it was in mew mew love blaster and i played the shit out of mew mew love blaster#but i never beat the final boss. + i barely moved and definitely never dodged#yeah even with easy mode i nearly fucking died. so.#it was very good i understand the hype. good music. fun characters#the ANIMATIONS. those were incredible#but yeah i do think the bullet patterns. especially for bosses. were a weaker point#the retry battle option and later the easy mode carried the game through for me#but i think that a lot of the fights in the original game had more patterns that#once you learned the right movement to do. they were avoidable basically 100% of the time#and there definitely were difficult fights that still had that recognition. the gardener is one that comes to mind as being challenging#but doable!#i also think the implementation of new mechanics was a little clumsy occasionally. the wet floor for the mop bot comes to mind#especially in duo fights where the wet floor will stay even when the enemy is spared#(though that may be a bug because the sign doesn't display)#but things like dodging and the shield weren't telegraphed enough within their fights.#and in my opinion were added as mechanical changes too late before two very difficult fights#(pacifist axis and ceroba)#one mechanic i really enjoyed was the lasso. the patterns felt more crafted in line with movement on the lasso. good design#i suppose the audience of undertale yellow is expected to be familiar with undertale but also i felt like blue and orange attacks were#maybe sometimes overused in boss fights. again especially the last 2 in pacifist. to be fair i didn't notice them as much in cerobas#because i didn't notice anything because it was crazy in there#honestly though compared to many many many undertale fangames i've seen. the bullet patterns were very good. some undertale fangames....#anyway i'm glad i played undertale yellow and honestly it made me want more peeks at the underground further in the past#i liked how it made the underground seem a lot bigger#now i want undertale orange-#i've been wanting to replay undertale but its too fresh in my mind still imo. but this helped whet my hunger for undertale/deltarune content
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i do not have a name for this au yet but, hey ! look ! listen ! i drew some more :3
(gregory is a red kite too, forgot to write that in)
next set will probably be about DL-6 (more manfred with that one too) and how it is different in this universe. cuz like, a bunch of cases change if (almost) everyone can fly, and i’m real excited to dig into that
link to masterpost || explanations below cut
okay i didn’t know how to make this concise, so i wrote an essay 💀💀💀
Explanation for kestrel Fran: (to clarify first: i went off the behaviors of an American kestrel, but the coloration of a banded kestrel because it fits her better)
Originally, I planned to have her as a peregrine falcon because of her whole “speedrunner” vibe, but peregrines have to really commit to their dives yknow? franziska commits but she can adapt and retry faster than a peregrine, so i switched it (but as always i’m indecisive as hell and everything is subject to change LOL)
i liked the peregrines pattern for her though,, the banded kestrel looks pretty similar. also kestrels are small and i think that’s cute sue me :3
i also struggled a lot (A LOT) to come up with something i liked for Miles, but i ended up pretty happy with the kite ! ( not all prosecutors are birds of prey btw, these 3 just so happened to be lol )
thanks for reading if you got this far :33 hope you enjoyed my ace attorney bird wings au ted talk
#ace attorney#aa#fanart#phoenix wright#miles edgeworth#franziska von karma#manfred von karma#wings au#okaawings#thats the tag im using til i can think of a name for the au#thanks so much to everyone who responded enthusiastically to my last post !#i was pretty nervous to post it#but im feeling a lot less self conscious now#so ty !!!#okart#ace avian
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For those of you keeping up with the book of Bill and it's accompanying website and the bill cypher backstory. THE PARALLELS GOT ME FUCKED UP.
Spoilers incoming.
people love to talk about the dynamic between Stanford and Bill. Sure, interesting. But you know what people aren't talking about? Stanley and Bill. Specifically referencing the website (thisisnotawebsotedotcom.com)
If you input Stanley a bunch it will eventually open a new document instead of eBay pages. The page mocks Stanley and reveals his secrets or whatever. One of the clickable options on this page is "HOW HE BEAT ME". Each time you click into this is an increasingly deranged meltdown about how it shouldn't have been possible. Calling him a "cheap trick loving, past-denying overgrown child protected from failure only by a force field of denial and shamelessness" among other things. And when further pressed accuses you of acting like "those PREACHY INFANTILIZING AUTOMOTONS AT THE THERAPRISM who are SO OBSESSED with getting me to TALK about my "FEELINGS"." After that he spirals further eventually talking about "how much pain I'm in" and only in code admitting "I can still see through the eyes of everyone I've ever..." presumably killed.
If you don't know shit about Euclydia read the wiki page on it, it's not long. tldr Euclydia is bills home dimension, which he destroyed and killed every single inhabitant of in blood and fire. He did so (accidentally?) in an attempt to show them the third dimension which (because of a genetic mutation) only he had the ability to see (with his eye). Please also note when Stanford asks about his home dimension Bill says it was"destroyed by a monster".
In the website's many documents it repeatedly makes reference to Bill's parents and how much they loved him, his home, his childhood (he wore velcro sneakers it's actually incredibly cute), the ways in which he was different and not easily accepted.
Now knowing all these things. A pattern may emerge to you. Are you seeing it? Are you seeing the patterns yet?
Obviously Bill hates Stanley because he's stupid and still he somehow beat Bill. That's annoying, maddening even. But I believe it goes beyond that. He hates him all the more passionately because Stanley reminds him of himself. The poem at the end of the Stanley password on the website summarizes it best "always dragged his family down / One mistake, disowned, denied, / only thing to do was hide." Destruction of his own family, running and hiding from his own mistakes. "Reinvent, retry, reload" trying again in a new life. "When your actions make it worse, / When they see you as a curse," Making things worse where you have tried to make them better. "Give the wheel one last spin, / Take your chips and go all in" this is what weirdmagedon was for both of them. and this is where their lives differ "And lucky stan- the rolls on black, / he got his life and family back. / His big break it finally came, / Redemption from a life of shame." AND THERE IT IS. Stanley got his family back. Bill didn't. (Which is what it seems he was attempting). Stanley got his redemption. Bill didn't.
Stanley was a lonely kid fuck up just like Bill was. And he absolutely hates Stanley's guts for it because he hates his own guts for it. And all this time they're the same, just trying to fix those mistakes, to have their family back again, to be loved again. They both have this facade of untouchable aloof levity, the same insults Bill hurls at Stanley may as well be hurled at himself. "Protected from his failure only by a force field of denial and shamelessness"? "Cheap trick loving, past denying overgrown child"? You can see Bill goes from being outraged and insulting Stanley, to denying a deeper meaning to those feelings (and calling you a therapist), to talking about how much pain he is in (seemingly over all the people he killed in Euclydia), all without any specific prompting. Just pushing. Bill is the one that connected those things. Bill hates Stanley (at least partially) as an act of self hatred. Because he has made the same mistakes and can never forgive himself for them. AND (at least partially) because Stanley is not only just like him, but now just like him if he had succeeded. Stanley got his "Redemption from a life of shame". and in so doing actively prevented Bills.
Now do you see what I'm saying about THE PARALLELS?!
#feeling insane#did this track?#maybe I'm just projecting the classic experience of hating someone like you because you hate yourself#but i feel like the signs are there#I'm not crazy#I'M NOT CRAZY#book of bill#gravity falls#thisisnotawebsitedotcom#euclydia#bill cypher#stanley pines#the parallels#the themes#self loathing
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How the Sans fight didn't accomplish its narrative purpose - and how a Ralsei fight can iterate and improve on it
Clickbait title - check ✅
A topic I sometimes see discussed on this here Webbed Site is "who or what is going to be the final boss of Deltarune's Weird Route?" I see people talk about it being Noelle or Susie, trying to wrest the tattered remnants of their world from our manipulative grasp, or perhaps Gaster, who has seen how badly we've failed the assignment and reluctantly interferes with his own experiment to try and salvage something out of it.
But I would like to put forward my pitch for Ralsei being the Weird Route's final boss - an encounter that would share some similarities to the Sans fight in Undertale's No Mercy route, but with crucial idiosyncratic differences that not only makes the concept his own, but also improves upon it in terms of its narrative goals.
First, let's look at Sans.
Sans is effectively trolling you throughout his fight, taking all the established rules of Undertale's combat system and breaking them over his knee. He dodges all your attacks, his own attacks deal continuous damage even after they're done hitting you, he starts attacking you while you're in the battle menu, he can vary his attack patterns according to the number of times you've fought him, he's not above tricking you into a false surrender by turning the game's mercy mechanic against you, and as his final resort can make his "turn" last forever so you never get the chance to proceed against him. For the uninitiated, fighting him is a uniquely frustrating experience - and that's exactly the point. Sans knows he can't beat something like you, so he opts for the next best thing - making his fight as frustratingly difficult and unfair as possible in the hopes that you'll get fed up and quit.
The question is - does Sans succeed in his stated goal? The answer, I'm sure you realise, is not really. Firstly, his reputation as a "superboss" makes him an alluring challenge for players wishing to test their skills and reflexes, and such players won't be deterred by falling at the first few hurdles. Secondly, Sans continually goads the player throughout his fight, even going so far as to dunk on them if they fall for his false mercy trick - this makes them more likely to want a runback against him so they can show that smug skeleton what-for. Thirdly, encounters against Sans tend to end very quickly, and retrying takes very little time and effort on the player's part.
Fourthly: M E G A L O V A N I A
To summarise the above points: the Sans fight's purpose in-universe is to deter players from completing the No Mercy route, but the problem is it's too engaging and too easy to retry, meaning most players will persevere and eventually overcome him and his tricks. Gameplay-wise the fight is phenomenal, but story-wise it simply doesn't succeed at what it's meant to do.
And so, we come to Deltarune, and to Ralsei.

And how, I hear you ask, can this harmless ball of cotton candy possibly one-up the great and mighty Sans? Well, firstly, I'm going to lay out a scenario for you.
Deltarune has been fully released, and you are at the final stretch of the Weird Route. No-one else is left to stand in your way, all the strongest and most intimidating fighters fallen to your will. But in your triumph, you've forgotten someone. Someone who still cleaves to the version of the story that should have happened, someone who will not hesitate to stand in your way and stop you from claiming your absolute victory over his world.
The fight begins, and you are confident in your abilities, certain that no matter what Ralsei throws at you - be it physical resistance or emotional guilt-tripping - you can overcome him quickly. After all, his HP and attack are so low. In terms of stats, he simply cannot match up to you, and you've already conquered far more powerful threats than he.
So, you do what this route has conditioned you to - you attack. Ralsei takes major damage, and predictably he uses his turn trying to reason with you, insisting that you're a good person at heart and you don't really want to do this. You scoff, and attack him again. Still he doesn't fight back. He's severely weakened, barely clinging to life - one or two more good hits will finish him off... except suddenly, he casts Heal Prayer on himself, restoring his HP to full.
No matter. You keep attacking, knowing it's only a matter of time until he realises he can't win, until you start to outpace his healing. But then, he does it again. And again. And again. And you begin to remember that taking damage fills a character's TP gauge, and Heal Prayer requires TP to cast... meaning that as long as you keep fighting him, Ralsei will always have the means to heal straight back to full.
Okay, you reason. That shouldn't be a problem, you can just use one of your ACTs to weaken him in some way, use the TP you've accumulated from grazing his attacks to...
But he hasn't been throwing attacks at you, has he? There's nothing to graze, nothing to farm TP from. He's just been talking at you while the battle box displaying your SOUL does nothing for a while then disappears.
But that's fine! Because you've been attacking this whole time, you should have some TP stored up from... hey, why does your TP bar drain whenever Ralsei starts talking? It's like his attempts at defusing any chance for aggression on your end are actually working or something. And oh, that's interesting... it appears that his dialogue is starting to loop back on itself...
And that's when it hits you: this was never about trying to convince you to stop, or try and redeem you. Like Sans before him, Ralsei KNOWS he can't stop us through conventional means - so instead, he has weaponised the battle mechanics of Deltarune to trap you in an unending fight where nothing happens, nothing CAN EVER happen. You can't kill him quicker than he can heal, you can't earn TP faster than he can drain it, there's no run command so you can't escape and regroup, and you can't take damage or die because he never attacks you. You thought him an easy mark and charged blindly in, but now he has you exactly where he wants you.
You scan your available ACTs again, desperate to try and find a way out of this stalemate. But it's no use - X-Slash costs 25% TP to use, and all your more powerful attacks are even more expensive. Your inventory is full of nothing but heals and revives, since you were expecting to take SOME form of damage. There's only one ACT that's available to you, that costs nothing to use, that only appears the moment Ralsei's dialogue starts looping:
"Give Up"
...
Now, is this hypothetical Ralsei encounter a perfect trap? Of course not - I expect some of you have thought of ways to circumvent the TP drain, or considered other potential loopholes. But the point of the exercise is to demonstrate the potential a Ralsei encounter could have in terms of forcing a violent player into a scenario where their normal tools are almost entirely useless to them, and in a way that makes complete and perfect sense for Ralsei as a character, AND doesn't rely on deviating from or outright breaking the established rules of the Deltarune battle system to achieve its aims... unlike Sans before him.
...filthy cheater...
Ah, but wouldn't such a ""fight"" be extremely uninteresting and boring to the player once the novelty wears off? Why yes it would be - and that's exactly the point! Ralsei here is not trying to engage or entertain you - he's not negotiating, he's not grandstanding. He's stonewalling you, stalling you out, whittling away your options one by one until you have no way out except the way he has offered you - and he does it all without lifting a single finger against you. And unless you're carrying some VERY specific items (or remember that the guard function exists I guess), you're completely stuck.
And THAT - is how Ralsei is better than Sans in every conceivable way shape and form and no I won't be taking any questions at this time byeeeeee *flees into the sunset while carrying my life-size Ralsei standee under my arm*
#rambling#deltarune#deltarune essay#deltarune speculation#ralsei#weird route#patchworkthinks#undertale#sans#no mercy#long post
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Time is like a river (and fierce deity is straight up drowning in him)
Fanfic prompt :The good old horror of time using the ocarina or someone else using it is well known
But I think that it could get worse
Like for example if time hands the ocarina over to one of the other links
As they can turn back time for essentially eternity if they can mentally keep up (or not it would still work)
Them dying doesn’t actually make a difference
If legend for example after a literal eternity of looping back dies
What even changes ?
All that changes is the fact that someone else might take the ocarina to travel back in time
Now wind or warriors or any other link gets to do the exact same thing
But this character hasn’t lived the same memory of the first one even if legend told them that he comes from the future they literally can’t comprehend his memories because they haven’t lived them he could never hope to tell them Literally EVERY single outcome of all his attempts that physically could not be possible/especially if we included genuine eternities of looping back to fix stuff like making a list is not possible if it keeps going on for eternity
This eternal loop might actually be much worse because if legend dies then time (the construct) would be at square one
And legend's progress on finding ways to escape the loop would die with him
Who ever takes the ocarina next only needs to die once to get legend to take the ocarina back and he will be back with trying already long done methods again and again (he could never know that he did them already because he literally hasn’t yet by this point he will eternally be set to a very limited amount of options he will keep retrying and retrying and retrying endlessly)
The true horror in time travel is the possibility that you can’t escape because even if you know you are in one , you could have tried every option to ever exist and you wouldn’t even know how many times you tried it you cannot imagine something new if you keep losing the memory that you have already tried the past options
Because for all people think time is linear they don’t act like it is
If we think we will change the past if we fuck around and find out…
IF the timeline truly was linear then it would have already accounted for the fucking around with it and by assuming that you could potentially mess it up you SEVERELY limit your understanding and options
A good example is a river that flows down a mountain
No matter how hard you try to push it back it will just keep flowing down and continue on it will carve into the mountain and have its favored path
Trying to stop it with a dam only stops it for a while… at some point it overflows and it goes back to linearly flow downwards
Maybe the patterns it takes change a bit when you put your hand inside but the water downstream literally won’t be affected by you because it ALREADY is down there
To stop the stream in a way that truly stops it like pushing all the water back up even if you manage it the second you stop pushing it upstream it will just flow back into the carved out paths and the water is back at the bottom
To take a different option is literally impossible
You can’t try something you yourself are incapable of thinking about doing
Even if you try for eternity you are limited by your own mortality
If you are trapped then you are trapped (if you escape then you never where trapped in the first place)
The options are incredibly limited in time travel every time you forget you take them again
But now comes the part… that is genuinely terrifying to consider
The way majora's mask is defeated would be literally impossible without some entity that remembers every failure
Because we tend to suck at games (nobody can play a game without knowing how it works without dying at least once )
So every time link dies he is back to his limited amount of options with no memory of every having taken them, …
But we aren’t we can get better at the game and figure out stuff
Like fierce deity literally takes several cycles to get even if you never die
But realistically you couldn’t have known better if you didn’t know the game in some way (be it reading up a guide or trying it out )
But how can link know to try something in different ways or order whenever he dies
Like changing quests and figuring out where to go is not something that you can do on the first try
We are essentially the entity who has a collective of link's memory (I like to think that fierce deity is a representation of this collective memory)
So if time has the fierce deity to tell him to take another option (by force or otherwise)
He can break out because he can actually take another option
He might not even know that he is taking another option but he certainly can do so with the fierce deity's help
While the rest of the links are literally toddling around like kids indefinitely
Passing the ocarina back and forth not gaining any insight on how to get out the timeloop
Instead of retrying a certain set of options over and over again in repetition
Time could eventually use the fierce deity to get out the loop
If the option they need to escape isn’t figured out during the first loop where a character has their memory still
It literally won’t be figured out by the next loop or any other loop
Honestly that collective would totally make fierce deity’s actions and existence horrifying
It would literally have several millennia of the hero of time’s memory of past attempts and failures
Be it time biting the dust day one in majora’s mask twenty times over till it made him figure out stuff because it has the experience to do better or time retrying during linked universe for the five hundred time
He might not know just how often he had done that but the fierce deity surly does
And it’s gamer rage is totally justified because how often can someone suck at the same thing with losing their god damned mind
We as players tend to get incredibly frustrated when we fail over and over yet outright living the situation that link is in would be a completely different kind of painful because fierce deity wouldn’t just be looking at the happenings
#linked universe#lu legend#lu wind#lu time#lu warriors#lu four#lu sky#lu wild#lu hyrule#lu twilight#ocarina of time#time is a mess#both at the same time#majora's mask#loz#lu fierce deity#is as salty as a gamer#tw existential dread#tw time travel horror#tw mcd#tw self destructive behavior#tw gamer rage#fierce is salty and definitely insane#fierce deity has time's memories#and that is terrifying
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100%ed neon white.
it took about 32 hours. lots to say about this game...
mechanics/design
it is fr an absolute tour de force of mechanics and level design. call it a platformer or an FPS (it's kinda both), it delivers a sense of speed and flow like few games I've played. since this is a pretty big inspiration for types of game I might want to make (such as the backburned THRUST//DOLL project) let me break it down a bit.
the learning curve is excellent. like many games, it gradually introduces new movement options with interesting ways to combine them, and levels themed around the new movement option. but the shortcut hints system adds an extra dimension. essentially, levels are scored on time, with bronze/silver/gold/ace medals; generally speaking the level will guide you along a route, and a clean run will get you the gold, which will unlock a hint to guide you to a shortcut which will let you reach the ace. the ace times are far from optimal, but do tend to require a bit of execution skill.

the result of this design is that it's hard to get stuck, but you are gradually given an introduction to speedrun routing over the course of the game. I was, inevitably, the type of player to insist on getting an ace on each level (and grabbing the gift) before moving on, but it is totally optional. that said, it's perfectly designed to retry levels until you nail it: restarting is near instant, the music doesn't get interrupted, and it's very easy to get into a flow state, gradually getting more familiar with the level and discovering new tricks.
along with this is the gift system, required to unlock additional dialogues and backstory scenes. every level has a gift box hidden somewhere, and while this isn't timed, it takes on more of a puzzle aspect as you have to figure out the right way to use the level's movement resources to platform to the gift.
the design of the levels has something in common with a Sonic level: a series of rapid dashes forwards interspersed with moments of floating in the air, when you need to spot the next thing to target. generally speaking it's built to facilitate flow: if you're on the main route, you typically get a movement card just at the moment you'll need it, mixing between sections of shooting and using the discard to keep you on your toes. (even so, it does kind of have a rhythm game aspect). the level design, colour palette etc. does a solid job of guiding your eye towards the next place to go.

enemies are stationary, and only barely a hazard - generally more of a tool. they're part of the level design, with many of the later levels designed around specific enemies which either kill other enemies or help you move. since most levels require you to kill all the demons 'when to kill which enemy and how' is a large part of the routing, but generally speaking you kill enemies nearly instantly if you're on pace.
I ended up playing most of the game on controller; there is a pretty helpful aim assist that makes this possible at all, though I switched to kb+m on the last few levels where rapid aiming became more important. in my previous post I said the controls are 'tight' - what I mean by that more precisely is essentially loads of air control. indeed, you have pretty much the same horizontal acceleration in the air and on the ground, making it very easy to steer into position to line up moves.
in general I think a huge aspect that makes this game work is that it's very predictable. there is essentially zero RNG beyond the chaos of physics; enemies have predictable attack patterns and always stand in the same place, so you can plan like 'I'll grab the shotgun and shoot that guy then dash through that guy which will give me the rifle and let me dash into that balloon' etc. etc. it is also very visually readable, making it pretty easy to make a split second judgement of where to go next while hurtling through the air.
this is exactly how speedrunners tend to approach games, minimising sources of randomness and exploiting predictable behaviours; in general the genius of this game is to take the jank out of speedrunning so that you don't have to master complicated tech or rely on RNG to get the experience of gradually refining your movement through a level.
but, it's not just 'easy mode speedrunning'. even just looking at friends' times, I can see there is a huge degree of room for improvement; the global leaderboard even more so. there are special secret red medals if you can beat the lead developers' times, of which I have so far managed to get only one (it took me by surprise on a late-game level), and even then I'm still like forty seconds behind a friend's score on that level. I bet there's some crazy tech in the fastest runs. maybe at some point I'll go back and see if I can tighten up my times on other levels, though I feel pretty satisfied as thing stand.
all in all, should I manage to return to solo game dev projects (or even if we ever make a speed game at work), there is a lot to learn from Neon White.
narrative/aesthetic
so mechanically, very positive. on the aesthetic aspect: it's a very slick game, particularly with machine girl's latter-day breakcore soundtrack (machine girl is the most trans-ass name for a band but is actually two guys, unless some eggs remain uncracked here...). the UI flows very nicely - not quite as flashy as something like Persona 5 but definitely in that direction. it's a game that wants you to know it's stylish; Paradise Killer comes to mind.
and visually it's very solid! the levels are varied and, while generally consisting of 'floating architecture over an ocean', appealingly lit and coloured. the enemies have distinctive silhouettes and there are some cool unusual designs, like the giant laser heads, as well as some classics, like mimic chests (not particularly stealthy).
but of course the main visual aspect is the character portraits, illustrated by Rebecca Ryan. which is to say: white clothes with monochrome accents according to each character's colour name (curiously the characters are known only by colours in both life and death), animesque illustration, and hannya masks. and a bunch of symbolic manga-like expressions (blush, anxiety gloom, etc.) these portraits (plus, here and there, CGs) show up in the visual novel-style story sections and generally speaking, they work - if in a very 'Americans paying tribute to anime' way.

the story... most of what people react to is the whole weebcore thing it's got going on, finding it either cringe or endearing depending on taste. I feel like there is little to say about this that has not already been said. apparently the intent was to fit the style of dubbed anime, and... yep, it does.
instead I want to talk about... the religion thing! because what's going on there!
well, it's not that complicated on one level. the smarmy 'believers' stormed heaven and killed god, setting up essentially an american mall in its place. but this 'heaven' is actually Sheol; God was managing it using two macguffins called the Books of Life and Death. your goal turns into restoring God to His rightful place. these Books come with a Star of David on the cover, with a bunch of smaller ones around it...

the game is also however full of crosses, which generally speaking seem to be the Believers' symbol/weapon, as seen here in the Third Temple area (you know... not clear why this is in the afterlife as opposed to Jerusalem)

so it's fairly easy to read: most of the old school 'Heaven as it should be' stuff is associated with Jewish symbolism, but the dang Christians ruined everything.
the plot, meanwhile, rather heavy-handedly focuses on a theme of the importance of forgiveness. broadly speaking the story is that our lovable MCs - dorky MC White, slightly dommy love interest Red, childish and violent Violet, and laid back bro Yellow - who were all treated as disposable tools by the group's abusive leader Green. who is basically Vicious.
right down to the hairstyle!
the characters in this game, while decently voice acted, are all terribly one note archetypes. the story flashbacks almost all concern the botched job where Green - with White's support - led the whole group to their deaths for the sake of a long held grudge.
later in the story, Green gets a new 'destroy this shoddy universe' motivation, but it is honestly pretty unconvincing. probably the best aspect of his character is the dark yaoibait interactions with his object of obsession White, but this isn't the kind of game to go all-in on that front (its attitude to sexuality is very much a 'tease but don't depict').
all this leads up to a final decision to basically decide whether Green goes to heaven or hell. if you send him upstairs, White also gets to move on (I picked this since the game was blatantly angling very hard towards this being the true end); if you don't, White apparently remains trapped in Sheol until the next cycle. the thrust of it is basically you need to forgive and move on instead of obsessing over those who have wronged you.
Green remains unrepentant throughout - if you Book of Life him, he's not exactly happy about this, going like 'what do you have to gain from this' lol. the point is pretty explicitly not 'your enemies deserve forgiveness' and more 'don't let them live rent free in your head' I guess.
as a theme this is... reasonable enough? probably best not to stay mad about shit if you can avoid it, though certainly easier said than done. but the presentation suffers a lot from, well, telling/showing issues. you know this is the theme because towards the end of the game, the characters talk about it, a lot. ironically for a game in which you get sermonised at by comedically smug preachers in between chapters, it feels very much like sitting in a sermon: abstract ideals that don't really connect because the characters are so one-dimensional.
(it turned out, reading the credits, that one of the co-writers of this game was Aevee Bee, of WKTD/HWBM. I have lingering beef with her because she joined in brigading a friend of mine out of the indie game sphere over spurious vague accusations back in the day - a peripheral player but still very much on the wrong side of it, and to my knowledge she never apologised or anything. so it all feels kind of 'bit rich coming from you' for her to go off about the importance of forgiveness and moving on. but, even aside from that, on a craft level the story's approach to its theme already felt heavy-handed and unconvincing.)
beyond that... I'm just plain not convinced that resurrecting God is all that. the game's presentation of God is basically distorted audio and blurry shapes for text, with the characters reacting as if they understand; the Angels are presented as cute cartoon cats with the explicit conceit that this is just White's brain comprehending the incomprehensible (though we do get a brief wheel of eyes appearance near the end). but the reason the plot has to play out as it does, with God essentially choosing White to put things right because of the remorse in his soul... well, let's just say I don't much like chosen-one narratives in general, and the Abrahamic set dressing does not help. it feels very arbitrary, but also a bit straightforward and comfy for all this vague guesturing towards being strange and alien.
all that said, as much as I'm ragging on it, I do appreciate that it tried for something. a distinctive identity which doesn't fit my taste is better than a game with no identity. the character interactions are generally pretty charmingly silly. White and Red do at least make a convincing couple. Sungwon Cho is there, playing a father-figure office worker angel in his characteristic style.
other observations
the game's team is very small, with one developer (Esposito) doing most of the programming and mechanics; besides that we have a couple of level designers, a couple of artists... However, it had the funding of Annapurna Interactive, who recently made the news for basically imploding, but have been a pretty big player in the indie sphere of late. and obvs Machine Girl are kinda huge in their scene, but really a lot of the names are also pretty familiar ones if you've been hanging around indie games for a while. it's sort of like... indie but by broadly established names. still, small team makes me wonder: how feasible is it to make a game along these lines, either as a solo project or with a similarly small team at work?
what is notable is that it seems to have gone through a pretty long period of iteration; apparently an earlier version of it used randomly drawn cards, before the current predictable speedrunning focus came in as a clearly better approach. which is interesting: it has such a laser focused design that I would have guessed that it would be a speedrunning game from the outset. definitely a testament to experimenting around different ideas, which is really the essence of game dev.
the main thing I feel like I should take away if I return to working on THRUST//DOLL - which had a very similar planned structure, of fast levels that focus on time and visual novel sections to tell the story - is that if you're moving at high speed, it's absolutely essential that the information that you need to make a decision is readable, and acting on it is not too finicky. I might have to rethink the bullet-hell aspect, and introduce similar 'snap to enemy' mechanics to the dash abilities in the later stages. something to think about another day, anyway, I'm not sure when I might be able to continue that project.
all in all, fun game, very addicting, I have so much work to catch up on now...
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Retry Design Pattern for Microservices Tutorial with Examples for API Developers
Full Video Link https://youtu.be/sli5D29nCw4 Hello friends, new #video on #retrypattern #designpattern for #microservices #tutorial for #api #developer #programmers is published on #codeonedigest #youtube channel. @java #java #aws #awsclo
In this video we will learn about Retry design pattern for microservices. In a microservices architecture, the retry pattern is a common pattern for recovering from transient errors. An application lost connectivity for a short period of time. A component is unavailable for a short period of time. This usually happens during maintenance or automatic recovery from a crash. A component is…
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#circuit breaker#circuit breaker pattern#microservice design patterns#microservice design patterns spring boot#microservice patterns#microservices#microservices architecture#microservices tutorial#retry design pattern#retry design pattern c#retry design pattern java#retry pattern#retry pattern c#retry pattern java#retry pattern javascript#retry pattern microservices#retry pattern spring boot#retry pattern vs circuit breaker#what are microservices
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oh shit there's an information terminal can i uhhhh
>Cold
>Terminal Loading... >Please wait... >Please wait... >Please wait... >Please wait... .:|HELLO WELCOME TO THE SLAUGHTER☆INITIATIVE INFORMATION TERMINAL. |:. .:| I SEE YOU HAVE INQUIRED ABOUT: 『SUBJECT 6』|:. >Please wait... >Please wait... ............... >ERROR >RETRYING >ERROR >RETRYING >ERROR >RETRYING >Please wait... ............... ............... .:| I SEE YOU HAVE INQUIRED ABOUT: 『SUBJECT 6』|:. >Please wait... ............... .:| NAME: █████ , █████* [See Notes] |:. .:| SEX: N/A* [See Notes] |:. .:| PRONOUNS: THEY-THEM |:. .:| ALIAS: COLD |:. .:| BLOOD TYPE: N/A* [See Notes] |:. .:| SSN: ███-██-████* [See Notes] |:. .:| DOB: JANUARY 5 ████ (Estimated)* [See Notes] |:. .:| IP ADDRESS: ██.███.███.██* [See Notes] |:. .:| NOTES |:. █████ █████ , Any concrete information on this individual is nearly impossible to find, and I know, unlike Overdose, that this is on purpose. Their emigration from Russia has almost ensured that I will not be finding their information so easily. Damn it all. I have to mark this file as a placeholder, Nearly none of this info is real, I'm not even sure the birth date is correct. As far as their targets...also dubious. It is true that arson cases have increased dramatically in the city and the outskirts, but to truly contribute this to them is...difficult. At the very least I can link stranglings and wire beheadings to them. I sense a pattern in the victims, but the specifics still elude me.
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Steps to beginning knitting a blanket, a guide by me:
1. Choose your yarn and pattern
2. Check the patterns gauge. Make a swatch, because even though people say you don’t need to swatch for a blanket you know your tension is so tight you will end up with a blanket that is suitable for a small toddler and no one else if you don’t check.
3. Your tension is tighter than the pattern’s. Do Yarn Math.
4. To your surprise and delight, your yarn math tells you that you only need to add a few more rows to get the correct length. Delighted, begin casting on.
5. The dreaded long-tail blanket cast on. Measure out the yarn for twenty stitches, then octuple (?) that for the one hundred and sixty eight stitches your blanket will need.
6. Cast on in an entirely reasonably time, with little to no difficulty. Feel pleased with yourself
7. Squint suspiciously at the length of your cast on stitches. You are making a five-foot wide blanket, and yet these stitches do not look at all like they will be five feet long.
8. Retry your Yarn Math. Realize that you have horrifically miscalculated and need to cast on an additional sixty stitches.
9. Squint at the yarn left in your (not so) long tail. Look at all the stitches you have already cast on. Imagine having to undo them all and repeat them + sixty and decide you’ll take the risk of continuing to cast on with what you have.
10. Begin casting on again. The tail is getting shorter and shorter with every stitch you add, which is perfectly normal and even expected, but right now it’s making you feel like you’re in a horror story with an inevitable bad ending. Your brain frantically starts calculating how many more stitches you can wring out of your shrinking tail.
11. You have twenty stitches left. You do not think the remaining yarn in your tail has twenty stitches in it.
12. Start knitting faster. The faster you knit, the less time your yarn has to run out. Knitting is a race, and you are going to win.
13. The yarn tail has never looked shorter, but you only have five stitches left. Realize you might actually be winning this game of yarn chicken.
14. Finish casting on, two hundred and twenty two stitches. You have six inches left of yarn in your tail.
15. Proudly tell everyone you know that you managed to cast on an entire blanket with only six inches left of extra yarn. No one else knows what this means, but they nod and say ‘wow’ appropriately like they do.
16. Knit blanket
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FILM THEORY: DEATH RETURNS TO INANIMATE INSANITY!! BUT IT'S NOT TACO OR LIGHTBULB!!
Warning, spoilers and possibly cringey or bad writing, but it's 1am for me so eh
(First off, shout-out to my mom for coming up with this idea for me to make a theory on- You're the best :3)
(Second, thumbnail by me :])
(Thirdly, I might rewrite this during the day at some point because I'm really tired, but had to get this out before I slept bcs I'd forget to otherwise)
(Fourthly, I know that this isn't a completely original idea, and people have done it already, but I wanted an excuse to make a theory and there's evidence, so I thought "why not?" It'll make people upset with me if I'm right, and I get to pretend to be Film Theory for a bit. It's a win-win!)
(You are legally required to read this post as MatPat's voice /silly /j)
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With the horrifying tweet that Brian made last Saturday, there's a lot of people (including you, probably) worried about who will die in the finale, the harsh battle between whether we say "bye" to a bright light, or "so long" to our sour cream schemer. My answer? Neither!! Object show community, inanimate fandom... whatever we call ourselves! I'm about to present to you why our beloved (and somewhat recently hated) host is going to be the death of the season.
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First of all, the trailer (and @inanimateinsanityfan 's recent tumblr post "invitation") has somewhat implied that the focus of the movie, the A-Plot at least, will be around Cobs attempting to get to MePhone4 somehow, whether it be luring him up to Meeple Headquarters or trying to get down to him. We've seen from previous episodes that Cobs wants him dead, but it's hard to tell if he's changed his motive, since we haven't seen him since Episode 13 "Mine Your Own Business". However, he has been consistently sending his newer MePhones to eliminate MePhone4, as 5C clearly states in Episode 6. The newer models have features like tracking (much like MePad) and knife hands (NOT like MePad), which MePhone4 doesn't have, which should in theory have made him easier to kill.
Speaking of the abilities, the MeLife function is only ever used by MePhone4, or at least we only ever get to see him do it. Why? Well, I have an idea but that's a theory for another time. The point is; MePhone4 seems to be the only Meeple product with the ability to bring people to life, and has all of the contestants on there as far as we know. This means that, unless there's a creative solution to perma-kill one of the contestants, MePhone4 needs to die first for any perma-death to occur in the first place.
And hell, removing the regeneration ability as a whole would be a great way to cap off the season, to establish that there's no more retrying and that everything is now set in stone. And even if we do get that damn FOURTH season (bonus points to whoever gets the reference), it'll at least spice things up with having, say, MePad as a host instead, leaving the spot open for someone else to claim and have an interesting story arc of their own.
This shot already pulls up a parallel between MePhone4 and MePhone3GS, and though 3GS isn't really confirmed dead, they're definitely not gonna be alive any time soon. The parallels could imply that MePhone4 is destined to a fate similar to 3GS; no longer in service, probably broken, and maybe even killed of by Cobs himself.
In addition to this, all of the other MePhones we've seen have all died; MePhone4 technically died with 4S and 5 in the Season 1 finale "Journey Through Memory Lane", 5S and 5C were introduced and immediately killed in Season 2 Episode 6 "Let 'Er RIP", and MePhones 6 and 6+ were also immediately killed upon introduction in Season 2 Episode 8 "Theft and Battery". The MePhones all have something in common, and that is unavoidable and quick death, much like real iphones honestly.
Does this mean that MePhone4 will have to die as a result of MePhone's faulty creation? No, but there is a pre-established pattern with each of the MePhones that goes as a cycle, perpetuating Cobs' cruel style of doing things; he creates something, claims it's his favorite for a year, then makes something a little better and throws the pre-established bond away to die, and rinse and repeat.
But hey! That's just a theory!
An Object Theory!!
Uh- what's the opposite of "greetings and salutations"-?
"Goodbye and see-you-laters!!"
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Hello I've been working on my fix it pile! These were done yesterday and today.
During a car ride, I did some hand sewing on the pocket of my blue heathered sweatshirt. Photo below. (Top of pocket, both sides.)

I tried reattaching a bra band and that ended poorly. I need to retry with pins (criminal error I know).
After this failure, I tied knots in the loose gathering stitches in the hem of these Patterned Pants. I was not about to try replacing them.

After that I ironed on several backing patches to areas in need of reinforcement. Photos are of said blue sweatshirt and grey utility pants.



I then spent several hours on my Nice Grey Sweatpants, which had fallen victim to Thighs (Crouch Holes). I hemmed the backing patch first, since I was using Real Fabric (previously purchased, I matched the Type rather than color). Then I pinned it in place so that I could go over the holes areas with a buttonhole stitch. (I had much fun reading the sewing machine manual stitch guides.) After that, I removed the pins and used the X embroidery technique, whose name I forget, in a rectangular swirl. Photos of outside and inside below; black thread is the buttonhole stitches, and the light grey thread is the embroidery stitches (looks so beautiful outside, and like a strange and unusual wizard maze on the inside).


I finished the night off with placing the reinforcement stitches on the grey utility pants. Getting the sewing machine to Behave for the belt loops was Hard. The nice looking pocket reinforcement was hand sewn last spring. The iffy looking one goes over the previously placed patch. I love these pants :]

This morning, I decided to start easy and used my embroidery thread to repair ripped seams in my stuffed animals and also to reclose the entirety of the Hot Glue Poptart Pillow. (Photo below left to right: Growler, Acheron, Red Rex, and The Creeper. Poptart in bottom left.)

For my final repair of the morning, I finished the blue sweatshirt repairs and added a decorative patch! Repair was the stitching for the iron-patched pocket corner. (Can be seen in the patch batch of photos.) Pictured below: Decorative patch, placed on the left breast side, my "Beaver Merit Badge" that my mother got me for my birthday this past year.

#soda sews#soda stories#there is backstory to the beaver merit badge however its not for this post#repairs#visible mending
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Okay, so first time posting. My best friend told me I should though, so here goes nothing I guess. I made them a birthday gift, they have studied german and one of their favorite books is The Little Prince. I had never read it before so I started by reading it and decided that I had to bind it for them. We had recently come across a book, that could be read in english or spanish. You just had to flip the book around and it would look like a normal book just a different language. The two met in the middle. The Little Prince is traditionally in French, but I found it in German. I did all the type setting, I fixed the picture sizes all the works. I decided I wanted something to transition between the two languages. I had gotten really into paper collageish things and so created the rose and the baobabs. I then learned about victorian letter purses and found the cool hexagon foldables and decided to do the different planets with the hexagons and the different places on earth with the vintage victorian letter purses. The map of africa I found in a book that was donated to my library's makerspace as well as the other end paper. There's vellum to seperate the art from the regular pages and to seperate the end pages from the cover because my best friend really likes the look of vellum. The binding style is Japanese stab binding with the pattern being a star pattern. I learned it from a youtube video that was on repeat until I got the hang of it. The covers are done with iron on foil and cut out from a cricut. Also blue fabric for the cover. This project probably took about 52 hours worth of work split up over 3-4 weeks. Definitely my best project and biggest ambiton. It also came with many mistakes and retries. From having to reprint to having to redo the full baoboa art. There were times when I was frustrated out of my mind, but I'm so glad I stuck with it and finished.
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