note to self: do NOT double the chocolate chip cookie recipe. the mixer can’t handle it. I can’t handle it. my knees hurt. I’ve been rotating cookie sheets since I was born and I will be rotating cookie sheets until I die
when i saw the lovely half done lineart @skeletoninthemelonland made i knew i had to see it finished somehow, so i guess you could call this a collab¿¿ asdfghjklñ idk man
BUT ITS DONE AND I ADORE IT HAHAHAAAAA
i am very proud of it ngl, but if doesn’t get the same amount of notes as that dumb whistle meme i made with the wip i will sob
people NEED to stop gatekeeping making music like ohhhh i don’t have an instrument ohhhhh i don’t know music theory ohhhhh i’m not gonna pay for some program. SHUT UP. take my hand.
you need NONE of that shit!!!!! there’s a website called beepbox.co. literally all you have to do is press things until it sounds a modicum of nice. it’s easy it’s free and it works on anything which has a browser because it’s a website.
if even ONE person starts making music bc of this post it will be worth it.
making bad music is just as important and okay as it is to write badly or draw badly or sing badly. you AREN’T BEHOLDEN TO MAKE GOOD MUSIC. making music is not utilitarian HAVE FUN. HAVE FUN!!!!!!!!!
love how people will encourage people to just start making shit and see what happens when it comes to drawing and writing but when it comes to beginner musicians (music makers if you wish to be less formal) it’s just COMPLETE RADIO SILENCE. it feels like no one even knows you MAKE music it just sprouts up from the ground one day and some guy picks it up. am i alone in this dark cave
Alternatively if you wanna get into music producing in a more “proper” way, you still don’t need any money.
Ableton has excellent free websites to learn the basics:
Learning Music
Learning Synths
You can learn basically everything you need on YouTube. I recommend:
Mercurial Tones Academy
Dan Worrall
Bthelick
A lot of your favorite artists, mainly in electronic music, likely have done track breakdowns, you can watch those to learn how they do things.
DAWs (Digital Audio Workstations) ultimately all do the same things, and Cakewalk is a great FREE fully fledged one. Sure it has some issues, and doesn’t have many plugins included, but it works just fine. All the music I released so far was made there, before I made the jump to Ableton.
As for VST plugins:
Vital is an excellent free synth
Native Instruments Komplete Start is a good free collection of plugins
TDR Nova is a great free EQ
There’s a lot of others and I don’t wanna name everything I’m aware of here, but feel free to DM me for more (Or if you have any other questions and stuff too).
And as for samples, you can get a bunch of free ones at:
Cymatics
Ghosthack
Having good headphones is nice and what I’d recommend you invest in first once it comes to it, but even your current ones will probably be fine, mainly if you slap AutoEQ onto them to flatten the frequency response. And ultimately, music isn’t all about the mixing, the most important part is conveying an emotion.
I know this goes against the spirit of the original post a little, but I want people to know that getting into music production also no longer costs thousands, you can just do it at home on your computer without no money.
Yeah, there is still quite the learning curve, I get that, though it’s also why it’s managed to hold me as a hobby for so long.
I do however have something of the exact opposite variety too, the most simple way to make music I know of, and a wonderful little semi-social experience, along the lines of the game Journey:
The New PLINK! is the long overdue update of #plink by @DinahmoeSTHLM. Jam with friends and strangers all over the world.
Yeah I getcha. I was once like you. Pure and naive. Great news. I AM STILL PURE AND NAIVE, GAME DEV IS FUN! But where to start?
To start, here are a couple of entry level softwares you can use! source: I just made a game called In Stars and Time and people are asking me how to start making vidy gaems. Now, without further ado:
SOFTWARES AND ENGINES FOR PEOPLE WHO DON'T KNOW HOW TO CODE!!!
Ren'py (and also a link to it if you click here do it):
THE visual novel software. Comic artists, look no further
✨Pros: It's free! It's simple! It has great documentation! It has a bunch of plugins and UI stuff and assets for you to buy! It can be used even if you have LITERALLY no programming experience! (You'll just need to read the doc a bunch) You can also port your game to a BUNCH of consoles!
✨Cons: None really <3
Some games to look at: Doki Doki Literature Club, Bad End Theater, Butterfly Soup
Twine:
Great for text-based games! GREAT FOR WRITERS WHO DONT WANNA DRAW!!!!!!!!! (but you can draw if you want)
✨Pros: It's free! It's simple! It's versatile! It has great documentation! It can be used even if you have LITERALLY no programming experience! (You'll just need to read the doc a bunch)
✨Cons: You can add pictures, but it's a pain.
Some games to look at: The Uncle Who Works For Nintendo, Queers In love At The End of The World, Escape Velocity
Bitsy:
Little topdown games!
✨Pros: It's free! It's simple! It's (somewhat) intuitive! It has great documentation! It can be used even if you have LITERALLY no programming experience! You can make everything in it, from text to sprites to code! Those games sure are small!
✨Cons: Those games sure are small. This is to make THE simplest game. Barely any animation for your sprites, can barely fit a line of text in there. But honestly, the restrictions are refreshing!
Some games to look at: honestly I haven't played that many bitsy games because i am a fake gamer. The picture above is from Under A Star Called Sun though and that looks so pretty
RPGMaker:
To make RPGs! LIKE ME!!!!!
NOTE: I recommend getting the latest version if you can, but all have their pros and cons. You can get a better idea by looking at this post.
✨Pros: Literally everything you need to make an RPG. Has a tutorial inside the software itself that will teach you the basics. Pretty simple to understand, even if you have no coding experience! Also I made a post helping you out with RPGMaker right here!
✨Cons: Some stuff can be hard to figure out. Also, the latest version is expensive. Get it on sale!
Some games to look at: Ib, Hylics, In Stars and Time (hehe. I made it)
engine.lol:
collage worlds! it is relatively new so I don't know much about it, but it seems fascinating. picture is from Garden!
NOTE: There's a bunch of smaller engines to find out there. Just yesterday I found out there's an Idle Game Maker made by the Cookie Clicker creator. Isn't life wonderful?
✨more advice under the cut. this is Long ok✨
ENGINES I KNOW NOTHING ABOUT AND THEY SEEM HARD BUT ALSO GIVE IT A TRY I GUESS!!!! :
Unity and Unreal: I don't know anything about those! That looks hard to learn! But indie devs use them! It seems expensive! Follow your dreams though! Don't ask me how!
GameMaker: Wuh I just don't know anything about it either! I just know it's now free if your game is non-commercial (aka, you're not selling it), and Undertale was made on it! It seems good! You probably need some coding experience though!!!
Godot: Man I know even less about this one. Heard good things though!
BUNCHA RANDOM ADVICE!!!!
-Make something small first! Try making simple: a character is in a room, and exits the room. The character can look around, decide to take an item with them, can leave, and maybe the door is locked and you have to find the key. Figuring out how to code something like that, whether it is as a fully text-based game or as an RPGMaker map, should be a good start to figure out how your software of choice works!
-After that, if you have an idea, try first to make the simplest version of that idea. For my timeloop RPG, my simplest version was two rooms: first room you can walk in, second room with the King, where a cutscene automatically plays and the battle starts, you immediately die, and loop back to the first room, with the text from this point on reflecting this change. I think I also added a loop counter. This helped me figure out the most important thing: Can This Game Be Made? After that, the rest is just fun stuff.
So if you want to make a dating sim, try and figure out how to add choices, and how to have affection points go up and down depending on your choices! If you want to make a platformer, figure out how to make your character move and jump and how to create a simple level! If you just want to make a kinetic visual novel with no choices, figure out how to add text, and how to add portraits! You'll be surprised at how powerful you'll feel after having figured even those simple things out.
-If you have a programming problem or just get confused, never underestimate the power of asking Google! You most likely won't be the only person asking this question, and you will learn some useful tips! If you are powerful enough, you can even… Ask people??? On forums??? Not me though.
-Yeah I know you probably want to make Your Big Idea RIGHT NOW but please. Make a smaller prototype first. You need to get that experience. Trust me.
-If you are not a womanthing of many skills like me, you might realize you need help. Maybe you need an artist, or a programmer. So! Game jams on itch.io are a great way to get to work and meet other game devs that have different strengths! Or ask around! Maybe your artist friend secretly always wanted to draw for a game. Ask! Collaborate! Have fun!!!
I hope that was useful! If it was. Maybe. You'd like to buy me a coffee. Or maybe you could check out my comics and games. Or just my new critically acclaimed game In Stars and Time. If you want. Ok bye
The idea of a “binary code” was originally developed in the textile industry in pretty much this exact form. Remember punch cards? Probably not! They were a precursor to the floppy disc, and were used to store information in the same sort of binary code that we still use:
Here’s Mary Jackson (c.late 1950s) at a computer. If you look closely in the yellow box, you’ll see a stack of blank punch cards that she will use to store her calculations.
This is what a card might look like once punched. Note that the written numbers on the card are for human reference, and not understood by the computer.
But what does it have to do with textiles? Almost exactly what OP suggested. Now even though machine knitting is old as balls, I feel that there are few people outside of the industry or craft communities who have ever seen a knitting machine.
Here’s a flatbed knitting machine (as opposed to a round or tube machine), which honestly looks pretty damn similar to the ones that were first invented in the sixteenth century, and here’s a nice little diagram explaining how it works:
But what if you don’t just want a plain stocking stitch sweater? What if you want a multi-color design, or lace, or the like? You can quite easily add in another color and integrate it into your design, but for, say, a consistent intarsia (two-color repeating pattern), human error is too likely. Plus, it takes too long for a knitter in an industrial setting. This is where the binary comes in!
Here’s an intarsia swatch I made in my knitwear class last year. As you can see, the front of the swatch is the inverse of the back. When knitting this, I put a punch card in the reader,
and as you can see, the holes (or 0′s) told the machine not to knit the ground color (1′s) and the machine was set up in such a way that the second color would come through when the first color was told not to knit.
tl;dr the textiles industry is more important than people give it credit for, and I would suggest using a machine if you were going to try to knit almost 3 megabytes of information.
It goes beyond this. Every computer out there has memory. The kind of memory you might call RAM. The earliest kind of memory was magnetic core memory. It looked like this:
Wires going through magnets. This is how all of the important early digital computers stored information temporarily. Each magnetic core could store a single bit - a 0 or a 1. Here’s a picture of a variation of this, called rope core memory, from one NASA’s Apollo guidance computers:
You may think this looks incredibly handmade, and that’s because it is. But these are also extreme close-ups. Here’s the scale of the individual cores:
The only people who had the skills necessary to thread all of these cores precisely enough were textile and garment workers. Little old ladies would literally thread the wires by hand.
And thanks to them, we were able to land on the moon. This is also why memory in early computers was so expensive. It had to be hand-crafted, and took a lot of time.
I mean let’s also touch on the Jacquard Loom, if you want to get all Textiles In Sciencey. It was officially created in 1801 or 1804 depending on who you ask (although you can see it in proto-form as early as 1725) and used a literal chain of punch cards to tell the loom which warps to raise on hooks before passing the weft through. It replaced the “weaver yelling at Draw Boy” technique, in which the weaver would call to the kid manning the heddles “raise these and these, lower these!” and hope that he got it right.
With a Jacquard loom instead of painstakingly picking up every little thread by hand to weave in a pattern, which is what folks used to do for brocades in Ye Olde Times, this basically automated that. Essentially all you have to do to weave here is advance the punch cards and throw the shuttle. SO EASY.
ALSO, it’s not just “little old ladies sewed the first spacesuits,” it’s “the women from the Playtex Corp were the only ones who could sew within the tolerances needed.” Yes, THAT Playtex Corp, the one who makes bras. Bra-makers sent us to the moon.
And the cool thing with them was that they did it all WITHOUT PINS, WITHOUT SEAM RIPPING and in ONE TRY. You couldn’t use pins or re-sew seams because the spacesuits had to be airtight, so any additional holes in them were NO GOOD. They were also sewing to some STUPID tight tolerances-in our costume shop if you’re within an eighth of an inch of being on the line, you’re usually good. The Playtex ladies were working on tolerances of 1/32nd of an inch. 1/32nd. AND IN 21 LAYERS OF FABRIC.
The women who made the spacesuits were BADASSES. (and yes, I’ve tried to get Space-X to hire me more than once. They don’t seem interested these days)
I’m in Venice, Italy several times a year (lucky me!) and last year I went on a private tour of the Luigi Bevilacqua factory.
Founded in 1875, they still use their original jacquard looms to hand make velvet.
Here are the looms:
Here are the punch cards:
Some of these looms take up to 1600 spools. That is necessary to make their many different patterns.
Here are some patterns:
How many punchcards per pattern?
This many:
Modern computing owes its very life to textiles - And to women. From antiquity weaving has been the domain of women. Sure, we remember Ada Lovelace and Hedy Lamarr, but while Joseph Marie Jacquard gets all the credit for his loom, the operators and designers were for the most part women.
I’ve seen this cross my dash a few times, but I’ve never watched the video before. Maybe I just didn’t pay attention when I was a kid, but I don’t remember ever seeing just how the Jacquard loom works. I just knew that the punch cards controlled which threads were raised. It’s cool to see the how, not just the what.
I am never not amused by the overlap of textiles and technology. Also the fact that a huge number of fiber arts people I know are either in tech or math themselves or their partner is (myself included - husband is a programmer).
i hate that every time i look for color studies and tips to improve my art and make it more dynamic and interesting all that comes up are rudimentary explanations of the color wheel that explain it to me like im in 1st grade and just now discovering my primary colors
“red and green are opposites 🥰” cool now how do i paint a tree with pinks and blues without it looking like a child’s finger painting or incongruous blobs of rainbow vomit
ok i can’t explain it very well but im looking for tips and techniques for rendering art like
with specifically the highlights and colors being hues that compliment each other, don’t distract from the scene, and make it more interesting/visually appealing
gonna drop some sources I have saved on Pinterest! I don't know if these all link back to the original sources so apologies for that
cohesive but still contrasting
This kind of talks about color and composition
This is a bit about landscape specifically
Values & composition
Contrast in composition
Balance in colors & values
This one's more for palette building but I think it's useful and can be applied to the other ones
Cohesion within compositions/lighting
"Chromatic fringe" - I also see people using this with shading, they bring in a transition color that is a different hue than the base color or shadow, it makes it so that less vibrancy is lost and it doesn't get muddy!
This one specifically has a lot of process behind the style of painting you're looking for!
Also one of my favorite artists who makes bright and colorful art like this is Not Sorry Art on TikTok & YouTube, her website is here and it's<3 my fav. She has some videos where you can see her process
With the oranges painting you put as an example, I noticed they painted the lighter values more toward yellow - they also exaggerated the hues of the undertones of the photo, so I'm guessing they either did it in their head or bumped the saturation up to get a closer look! I really love these paintings you shared and I definitely share your desire to paint/draw like that :)
this post seems to have broken containment and if anyone's interested in what they were telling me to stop, i found the og post with this song and was mass reblogging it at an alarming rate. ive done this multiple times but i think this was the instance i reblogged it 64 times in a row