I should probably start uploading old stuff just in case :00
Lint Roller? I Barely Know Her
One Nice Bug Per Day
Today's Document
AnasAbdin
noise dept.
Xuebing Du
RMH
wallacepolsom
tumblr dot com
let's talk about Bridgerton tea, my ask is open
Mike Driver
cherry valley forever
Cosimo Galluzzi
todays bird

PR's Tumblrdome

Origami Around
trying on a metaphor
styofa doing anything
sheepfilms
I'd rather be in outer space 🛸
seen from United States

seen from United States
seen from Australia

seen from T1

seen from United States
seen from Belgium
seen from Türkiye

seen from Canada
seen from Germany

seen from United States
seen from United States

seen from United States
seen from Germany

seen from United States
seen from France
seen from United States

seen from Germany
seen from T1

seen from Singapore

seen from United States
@theboopcat
I should probably start uploading old stuff just in case :00
List of People who could use this:
-Trans women (cosplayers and non-cosplayers)
- Cis Women who feel too shy to actually show off their chest but still want to pull this off
- Cis women with small chests who also want to be true the characters.
- Pretty much any dude who wants to cosplay as a female character
- Anyone who wants to piss off Travis
Reblog to piss off Travis and support trans women + male cosplayers
you fucking bet it does
oh no
She's doing her best.
the second radish is 29 feet away
this is legitimately the funniest post on this site
List of People who could use this:
-Trans women (cosplayers and non-cosplayers)
- Cis Women who feel too shy to actually show off their chest but still want to pull this off
- Cis women with small chests who also want to be true the characters.
- Pretty much any dude who wants to cosplay as a female character
- Anyone who wants to piss off Travis
Reblog to piss off Travis and support trans women + male cosplayers
What does the arab in your carrd mean? Is it like afab and amab?
.. i’m palestinian
same energy
there’s more
SIGH
here’s another one
IT GETS WORSE WITH EVERY ADDITION
how does this get even worse
I think about once in a while...
We have another one...
Quiet everyone the USA citizens learning there's other languages and countries outside of the USA
One of my favorite tropes is “Villain Decay”. It’s not a redemption or reformation - the character themself doesn’t necessarily change morally or behaviorally, but the as the stakes become higher and more serious antagonists are introduced, the original villain seems harmless and friendly in comparison.
Dildo Generator
Online 3D experiment by Ikaros Kappler which is described as a “Extrusion/Revolution Generator” ….
Created with three.js, you can alter the bezier curves and angle of the form, and is designed with 3D printing in mind (models can be exported and saved, as well as calculated weight in silicone).
Try it out for yourself (if you wish) here
the time is now
hell yeah
ah yes, the ol rolling pin dilda
it’s called the purple ramjet
which end do you start with? the answer is yours to decide
shove a vase up your ass
not even jesus could save yall motherfuckers’ souls
i call it the matterhorn
cackling just continues to get louder as I scroll through
i think this is the first time an internet community has discovered something customizable and adamantly refused to make penises
of course this is the post where tumblr is like “Seems sfw to me!”
I call this one the Megahorny
Just cram an entire table lamp up there
Me every time this post crosses my dash:
My laugh at this post is auditory evidence of just how sick I still am.
Plate.
I’d usually post this to my NSFW blog but this is making me laugh so unreasonably hard that I can’t fucking breathe and therefore deserves to be on my main blog
Compiling some of the best ones from the replies-
How you gonna do us like that bruh???
ITS BACK
M U S H R O O M
en garde
This fucking site…
THIS IS SO BEAUTIFUL
I’ve had a very hard day and this actually made me feel better.
Surprise update! Engine and outlook!
I’m back. Never really left, I just hardly ever check in here. My main presence is through Twitter and discord, though I rarely do anything big there either, but on with the actual important stuff. I’ve decided to take a step back from the actual game side of things and instead start working on a Game engine. This will serve as a sort of “Trial by fire” to help learn more C++ and C#, as well as giving me free reign to build my game how I see fit, without having to sift through the Unity API only to find out something existed in the engine that I’d essentially recreated manually. That got so annoying...
So, I’m now starting work on my game engine (Or rather, I've BEEN working on it, on and off for the past few months) and it’s going well so far. I’m following a tutorial by The Cherno on YouTube, and will be adapting the engine to my needs as it progresses, including the implementation of a custom, network friendly scene hierarchy layout that should allow any remote client to reference an object by it’s location in the hierarchy, rather than it’s location in local memory. This should allow for near-effortless setup of multiplayer and collaborative development, as the engine it’s self will also utilize a similar system. I refer to this system as S.L.O.P, or “Scene, Layer, Object, Property” which are the 4 numerical values that form a Property-address. This system should allow multiple clients to synchronize over a network by simply updating these SLOP values.
In terms of my actual game projects, they’ve effectively all been temporarily shelved while I get this custom engine up and running. Despite this, I’m still refining ideas for them, including this account’s titular project, Advent of Afterworld. I’ve also added a few other projects to the queue to be worked on in tandem with AoA, those being a 2D space-fantasy sandbox RPG called “Coreforged” meant to be a shameless one-up jab at Starbound, and a high-action monster hunting game (inspired by monster hunter, who’d’ve guessed) being made because the idea was popular on various discord servers I discussed it on.
Because these games all will involve multiplayer, and span 2D, 3D, and possibly even VR formats, I’ll be building functional compatibility into my engine for all of these, as I learn to.
Inventory ideas (babble)
So this game project will have survival mechanics, and sandbox style building aspects as a supporting feature to the main focus of the RPG. Because of this, I need a simple but flexible inventory system. One that can allow players to easily store, organize and access items, as well as allow for crafting.
I’ve decided to use a slot system rather than something like a material catalog, on account of the fact that the same inventory space will be used for carrying a large diversity of procedurally generated and player created items, such as unique weapons and armor parts. A material catalog would be more efficient for crafting, but due to the diversity of unique items, this isn’t feasible.
The way a slot system works is simple. The inventory is an array that holds item stack structs. These structs track what type of item they represent via an integer ID system, and track how many items are in the stack with another integer variable. The ID tells the stack where to look in a table of items, telling it what graphics to display and how large the item stack can be before it won’t accept any more. Constructed or procedurally generated items, however, all count as distinct types and can’t stack. Even of you happen to find 2 identical weapons or armor parts, their stack size is limited to 1. Those items then use a simple string as their “seed”, wherein each character in the string represents a point of data for the item, such as what blade, hilt, handle, pommel, materials, element and ability the weapon has. Every item stack will have the capacity to hold a string like this, but it’s only used for these constructed items.
Crafting recipes are simply a list of items as components, and a list of items as results. When attempting to craft, a copy of the inventory is made to perform a check on. Then, for every item in the recipe, the inventory is checked slot by slot to find the matching type. If it finds it, it either takes what it needs from that stack by reducing the quantity variable by the required number, or reduces the required number by the number in the stack, and destroys the stack, based on whether there’s more in the stack than it needs. Once the required number is met for each material, it moves onto the next material immediately, not bothering to check the rest of the inventory. If it ever reaches the end of the inventory without meeting the required number of items, then the inventory simply doesn’t contain the required items, and the crafting fails. The copied inventory is erased, leaving the original unaffected, and the player is informed that they are missing components. If all the item requirements are met, and the crafting never reaches a fail-state, then the inventory has all the required items, and the crafting succeeds. The copy of the inventory that’s had the needed components removed is then used to overwrite the original inventory, and the result items are placed into the inventory. In the case that the inventory is full, the items will check if they can instead be immediately equipped to a functional slot instead, and if not, they’ll simply be dropped.
Normally, the player will have access to a limited range of recipes that they can use anywhere, assuming they have the materials. However, if the player uses a crafting station of some sort, they can then access other recipes, such as using a loom to make cloth, or a foundry to refine ore into metal. This creates the ability for a complete system of progression in game, allowing for as simple or complex of a crafting tree as desired. For instance, I’ve decided that certain recipes will only be available of a crafting station is manned by an NPC worker, with more recipes being unlocked as the NPC levels up their skill in that job. NPC based recipes will have a work-time, both meaning that players can’t just instantly craft and use things like potions and weapons, but also that players can do a lot of crafting with different NPCs in parallel. This is partly due to the tycoon side of this game’s mechanics, which allow players to build, populate and logistically organize their own village using simple homes, workshops and containers.
With a system of simple inventory management and item crafting, even this early in development, this game can become “playable” as a sandbox. And due to the nature of this game, the sandbox elements take priority in development, even though the final focus will be on the RPG side. This is simply because the players means of progressing with the world will primarily be through resource gathering and crafting, and because the world it’s self is made to accommodate the mining and building aspects.
State swapping
(Copied from the PAST Studio Discord because I’m too lazy to paraphrase) So I recently learned something cool. By using a 3 layer mecanim setup with a single boolean variable, I can make an animation state swapper for my game with HUGE versatility. The only downside to it is that I'd need to make a completely new one every time, as mecanim setups aren't interchangeable. They're object specific.
So, the explanation:
Mecanim is unity's native animation state machine. It's the thing that lets me string animations together with code, so characters and objects do things on queue, like playing a walk/run animation while moving. All mecanim does is take keyframes of variables. Usually, these are transforms on animation bones to make a character move around, however, they can be any script variable as well. You can even "Animate" other animation controllers. A controller only does things while it's enabled, so if you have several controllers, but only one is enabled, only that controller will run. If 2 controllers are enabled at the same time, and trying to animate the same thing, they'll fight over it, making it flicker and jerk around.
So, the mecanim state swapper works by having one animator as the main backbone, one as a trigger, and then several animators that do the actual pose work. The trigger animator simply toggles a boolean switch in the backbone on and off again, just once. The backbone of the state machine works by having alternating action and disrupt clips. The disrupt clips disable all the animators, and are simply all copies of the same thing. The action clips each enable a specific animator, allowing those animation states to run. The backbone also has a boolean switch. When it's "true", it can move from the current action state to the next disrupt. When it's "False", it can move from a disrupt, to the next action state.
When the trigger clip is played, the backbone's boolean switch becomes "true", allowing the backbone to move from an active state, to a disrupt state. This turns off the currently active animators. After that, the trigger animation finishes, returning the backbones boolean to "False", which then allows the backbone to move into the next action state, turning the new animator on. It's like those tally counters where clicking the button flips to the next number, and in the same way, when you reach the last animation action state, hitting the button again loops you right back to the start. You can even make it able to go both ways by adding a second set of disrupt states and a second boolean, hooked up in the reverse order.
In the context of games, this means that 2 buttons can be used to cycle through a huge number of states. So swapping weapons, selecting elements, changing stances, techniques, so on. Technically even a hotbar is a bi-directional state swapper machine. Minecraft just has the 1-9 buttons mapped as override selectors to jump directly to a given state, and I can do that too. With this new knowledge, I can now, FINALLY, start putting together an actionable plan for things like magic and combat.
Progress update/Deadline
So I’ve finally made some notable progress on this project. After the switch to the new computer nuked my former build, I’ve started from scratch and surpassed that old build in both functionality and future potential, because I’ve finally managed to accomplish one of my basic goals. I’ve created the foundation for a modular controller.
This means that I can now make component scripts that focus on VERY SPECIFIC things, meaning I’ll never have the problem of being unable to parse my own code again. (Note: This was never an issue of “not enough comments”, I just have moments where my attention issues make me functionally illiterate) I now have a basic run and jump controller working and can make any additional tweaks as I need them.
For an idea of what this can mean for the game, picture the controller now as a tree, with each leaf being an action, and the path of branches to that action being the series of triggers and inputs required to make it happen. Each branch is like a “mode” for the controller to be in, and switching between modes can change what literally every button does. Spacebar might be jump while on the ground, but while swimming, it might be “dash”. And it’s not just environmental input like the character being in water than can change modes either. Something as simple as holding shift in this game is a mode shift, as it completely changes what most buttons to. WASD go from running to a defensive sidle, Spacebar changes from jumping, to a dive move. LMB/RMB change from melee and ranged attacks, to shield bashing and grab moves. This opens up so many potential pathways, it’s actually simpler to list what it CAN’T do. Which is literally nothing FYI.
The goal now is to get a basic block terrain system working so I can start testing and refining the movement in a facsimile of the finished game’s terrain, so I can have everything working properly ASAP. That way, I can switch focus to making things look good afterwards. Ideally, the alpha build will include some simple Perlin noise terrain to provide a proof of concept during the testing phase, though the final game will have a pre-built map. Though I also intend to include a procedural sandbox mode for the replay-ability.
I’ve decided to declare the deadline for this game’s first public alpha to be the end of this summer. This means I need to finish basic terrain generation, and a simple set of controls by September. At which point I’ll post a link to where you can pick up the eventual released alpha.
Computer GET!
So now that I have it, I'm taking a celebratory period to play some games, both to test the new rig's limits and to source new inspirations.
The rig is built for gaining. The graphics can do RAYTRACING ffs. Combine that with my new Wi-Fi hotspot and I'm FINALLY living in the 20th century.
For now, I'm playing the FTB Ultimate Reloaded Minecraft modpack and will be trying Risk of Rain 2. (the game that inspired my override controller) I should pick up Unity at my earliest convenience and return to tinkering later this month.
Brilliance, circumstance permitting.
Assuming unity has the ability to convert shader graph outputs into a texture, I could generate a massive procedural map using almost nothing but shader graph and a procedural mesh builder.
The shader starts with a random perlin texture, runs it through 2 step nodes to cut off the highs and lows from the mid tones and makes a everything either black or white. This defines land and water, and the 2 can be swapped by inverting the image. That image is then handed to the mesh builder which uses another perlin generator to detail the 2 types of regions.
By changing the settings on the step nodes or the initial perlin texture you can get a HUGE amount of variation in generated terrain. BTW, the water level is just a flat surface cutting through the terrain, because laziness.
Bad news and good news.
My computer died and took my game project/progress with it. All work done on the main and side projects; gone.
However; new computer soon and literally everything I'd made is easily replaced in a few days meaning that instead of a huge setback, this is more a minor inconvenience. Plus, being unable to work is giving me quite the itch to work, so I'll likely go nuts when I can work again.
Added bonus, all this time to think has given me some good ideas to try.