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#2021 comp results
thekingofgear · 9 months
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Jonny’s Summer 2023 Guitar Pedalboard
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Jonny about to stomp on a pedal during the Smile's show at Auditorio Nacional in Mexico City in late-June, 2023 (elamplimx).
With Radiohead, Jonny is known for very slowly adding pedals to his setup. While Ed often has half a dozen new pedals for a new album tour, Jonny often adds only one (such as his Headrush in 2000 or his Freeze in 2012). And when Jonny swaps out a pedal for a similar one (like one tremolo for another tremolo), it’s usually only when his old pedals are too worn out for touring (such as his original Whammy WH1 and vintage RE-201 Space Echos). One might think Jonny keeps the old pedals around because, since Kid A, he’s often playing other instruments. However, at live shows Jonny is still happy to replicate some recorded sounds on guitar, whether it be the filtered samples on Feral (using volume pedal, Whammy, and phaser) or the col lengo strings on Burn The Witch (using Whammy, overdrive, and a cello bow). It’s clear he enjoys getting the most out of those pedals in that specific arrangement.
But with The Smile, Jonny has been swapping in new pedals pretty regularly. In 2022, Jonny was experimenting constantly, sometimes adding new pedals for only a couple of days before swapping in a replacement. He quickly eschewed some of the Radiohead-favorites heard during the earliest Smile streams, such as his Small Stone, Tremulator, and OD3. In their place came flangers, compressors, and expression pedals: types of pedals he’d never used with Radiohead.
However, it seems like Jonny found a setup he was fairly happy with by the end of the fall 2022 tour. His latest live board is quite similar to the one used during March 2023 recording sessions for the band's upcoming second album, but even so there are a couple surprises!
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A photo of Jonny's guitar board at Philadelphia's Franklin Music Hall on July 8, 2023 (photo by Gio H.). He used this setup for the band's North American tour spanning 14 shows in June and July.
Guitar ->
Peterson StroboStomp HD tuner
MXR Dyna Comp compressor
EHX Freeze Sound Retainer
EHX Pitchfork pitch shifter
Boss SD-1 Super Overdrive
EQD Hizumitas fuzz
Telenordia/Tortenmann TA-24 Treble Booster
Boss DD-200 delay
Akai Headrush E2 delay/looper
Boss RE-202 Space Echo delay/reverb
EQD Pyramids flanger
Toadworks True Bypass (laptop send/return loop)
Lehle P-Split III signal splitter (A/B) <
(A) Radial JDI Stereo direct box < Radial Ch1 LOW-Z output -> FOH Mixer Radial Ch1 THRU output -> Fender ’65 Reissue Super Reverb
(B) Strymon Iridium -> Radial JDI Stereo direct box (Ch2 LOW-Z output) -> FOH Mixer
The small lamp over the board is a Mighty Bright HammerHead music stand light.
Jonny previously used a Peterson StroboStomp HD with his Sequential Circuits Prophet 5 on the Smile's 2022 tour. But this is the first time he’s been seen with one on his guitar board. It replaces the Boss TU2 he’s used since the earliest Smile shows.
The Telenordia Treble Booster is borrowed from Thom. The Telenordia is still marked with Thom’s guitar settings, from when he used it on You Will Never Work In Television Again during December 2021 rehearsals.
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Thom stomping on Jonny's current Telenordia Treble Booster during a rehearsal on December 2, 2021 (youtube).
On Radiohead tours since OK Computer, Jonny has always brought a Vox AC30 — an amplifier well-known for its low and mid gain sounds. With an AC30, Jonny can get different flavors of overdrive by balancing between clipping from the pedal (using the pedal’s gain control) and clipping from the amp (using the pedal’s volume/boost control). And of course, he’d use his separate Shredmaster+Eighty-Five chain for heavy distortion on older songs.
But on tour with the Smile, Jonny has been using a Fender ’65 Reissue Super Reverb, an amp with much more headroom than the Vox thanks to a combination of higher wattage and negative feedback. As a result, we hear the overdrive pedal’s sound more clearly — the Boss SD1’s mid-rangy sound is especially noticeable on live versions of Thin Thing. So it makes sense that even Jonny would want to experiment with multiple dirt pedals for different flavors.
Jonny was first seen using an MXR Dyna Comp in a rehearsal photo, most likely taken when preparing for the fall 2022 tour (despite being posted in 2023). Thom and Ed have both previously used the pedal as well. Thom toured with a Dyna Comp only briefly before switching to his current Telenordia Kompressor. So it's interesting that Jonny first toured with a Kompressor (last year), but has gone the other way and switched to a Dyna Comp.
For those curious about the rhythmic delay setting marked on Jonny’s Akai Headrush E2, check out behind-the-scenes photos from The Smile’s Tiny Desk show. However, so far we’ve still only heard the pedal used as a looper.
Placing his Boss RE-202 after his Headrush allows Jonny to add ambient effects to his loops, as he does during the live outro of Skirting On The Surface.
Jonny first used a Strymon Iridium at a performance of Steve Reich's Electric Counterpoint at the Hidden Notes festival on September 25, 2022. For that show, it replaced his amp. But with the Smile, he’s using it as a backup for his Super Reverb.
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A photo of Jonny's pedalboard from a November 2022 show in Anthem, DC (Facebook).
UPDATE: we originally listed the Telenordia TA-24 Treble Booster as a Telenordia TA-100 Overdrive. Thank you to Kayky for noticing!
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ukrfeminism · 6 months
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Acid attacks have risen by 69 per cent in England and Wales, according to research.
A total of 710 acid attacks were recorded last year, compared with 421 in 2021, according to data obtained by Acid Survivors Trust International (Asti) through freedom of information requests.
The charity said the real figure was likely to be far higher as a number of “key police forces”, including Police Scotland and Thames Valley police, did not respond to the requests.
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Acid attacks can result in permanent blindness and scarring. They reached a peak in 2017, with 971 recorded cases. The charity said the fall since could partly be attributed to the Offensive Weapons Act coming into effect in 2019, which banned the sale of corrosive products to under-18s.
Jaf Shah, Asti’s executive director, said: “The UK has the highest number of recorded attacks in the world, and the need for prevention is greater than ever.
“We know that the best way to end acid violence is to prevent it from happening in the first place, by addressing its root causes.
“The government needs to take urgent action to address the wider societal issues which are contributing to an escalation of violence, and acid attacks in particular.”
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odinsblog · 2 years
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Simply put, Minneapolis did not defund the police. It’s the opposite. The police are defunding Minneapolis.
How? Well, first there are the costly settlements from the violence the police committed: $27 million for George Floyd’s family; $2.4 million for protester Soren Stevenson; $650,000 for journalist Linda Tirado. Tirado and Stevenson both have an eyeball missing as a result of the police firing so called “less lethal” rubber-coated steel bullets at them during protests. There is $1.5 million for Jaleel Stallings, a Black army veteran who was hit by a less-lethal round from MPD officers riding around in an unmarked van five days after Floyd’s murder. Under the impression it was a real bullet, Stallings fired a real gun in self defense. He was beaten by the cops and charged with attempted murder only to be acquitted on all charges. His friend Virgil Lee Jackson Jr., who was with him and beaten and tased for two minutes, also received a $645,000 settlement. The total is staggering. An actuarial study by the city in 2021 estimated that legal claims made in the fifteen days after Floyd’s murder would lead to Minneapolis paying out $111 million in lawsuit settlements.
Then, there is the cost of the police officers themselves. Nearly 300 officers have left the department since Floyd’s murder, over one third of the force. Over 200 have left with workers’ compensation settlement checks and lucrative disability pensions, based on claims that policing the protests gave them post-traumatic stress disorder. Are these civil servants reaping the benefits of hard-won public-sector labor protections after bravely fulfilling their duty? Or is this a permanent version of what labor organizers would call a “sick out”?
Either way, some of these cops are getting generous retirement packages (costing the city money) after a career of complaints (costing the city money). One officer racked up more than $344,000 in misconduct settlements over the course of 12 years. He’s now receiving $56,000 a year in disability pension, on top of $195,000 in a workers comp settlement, according to records reviewed by Winter. Another officer—one of five involved in the 2013 SWAT Team killing of a Black man named Terrance Franklin (after new reporting by Time the case has undergone renewed scrutiny)—is making more than $128,000 a year on disability pension, on top of $195,000 in his workers’ comp settlement. Those officers who fired at Stallings from an unmarked van, and fractured his eye socket? Three of them are getting a combined $22,000 a month in disability pension for the trauma inflicted upon them.
Since Floyd’s murder, Minneapolis has paid more than $23 million in workers’ compensation settlements to police officers, according to the Star Tribune. Ronald Meuser, an attorney representing 200 MPD officers (a large portion of which he says were inside the 3rd Precinct station, and were forced to flee the building before the station eventually was set on fire by protesters), estimates that the city will eventually pay out $35 million dollars.
This is a great deal of money. The combination of these payouts and police misconduct settlements is approaching $150 million dollars. That’s more than three fourths of what the MPD’s budget was in 2020. The city’s self-insurance fund, which it uses to pay out settlements, is expected to be at negative 94 million dollars by the end of 2022.
👉🏿 https://www.motherjones.com/politics/2022/08/minneapolis-police-defund-george-floyd-city-budget/
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scorpionturns · 17 hours
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I was just looking back at old comp results and Radix Las Vegas in 2021 had 84 teens in the top 10!!
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fuck-customers · 2 years
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My store’s owner is on Slack on a Thursday night offering to preemptively cut people scheduled to work on a Saturday because the 3rd Saturday of July 2021 happened to be slow. Comps do not predict the future, my dude. Now we're gonna be understaffed despite the fact that this July has been running unusually busy (and we're all exhausted and close to burnout as a result).
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manonamora-if · 1 year
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Post-comp-mortem
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I was debating on whether to publish this post before or after the voting ended. I was wondering if it would influence the player's opinion of the game too much/at all. Even after seeing a few popping up on the Forum, I still felt a bit weird about releasing mine. I was also hoping to get a few more reviews/comments as well :P
If you haven't checked the IF Comp entries this year, I really recommend it!
This post will be hella long too. I am not kidding here, don't click Keep Reading/scroll further if you don't have a drink and are seated, it is almost a novella below. Also, it is a mix of very dry summary/emotional reaction. Like my entry, it might look like a mess. There is a TLDR on the Forum.
Table of Content:
1- Some Points about creation and process 2- So, did I manage to do what I wanted? 3- And what was the verdict? _ _ a. The Reviews _ _ b. Result and Further comments 4- What's the future for TTTT? 5- Some fun tit bits... 6- In Conclusion,
For people who don't follow me here (or only started following me recently), I've only been in the IF Community for about a year and a half by now, with my first game (Meeting the Parents) published in early June 2021. I have only created things with Twine (and mainly on SugarCube) and had not had any coding knowledge before starting my own project.
I- Some points about creation and process.
The Thick Table Tavern was actually conceptualised back in 2021, when I wanted to dip my toes into a bigger competition after completing Exquisite Cadaver. Since I had created MtP and EC (and the first part of CRWL) pretty quickly, I thought the two months ahead of me would be plenty enough to create a whole new game and submit it.
I've always loved Fantasy settings and RPGs, but often wondered why there were very little games centred around less heroic occupations or what would be the life of an NPC, like a bartender in a tavern (probably because it might be pretty boring). I also have very fond memories of those Flash games where you would build meals/drinks (RIP Flash).
I knew from the get-go that two components where going to be central to the game: the drink mixing aspect and your interactions with the NPCs. Instead of having random customers dropping in, I thought of 5 fleshed-out NPCs which would come, talk a bit with you about their story and order drinks. You might have been able to influence them a bit. But that would be it. Above all, I wanted a chill and light vibe, with Trope-y characters (ex: a coward but flirty bard, a pirate always in trouble, etc). I wanted people to relax and have some light fun, and enjoy themselves.
I worked on the project for about 2 weeks, having submitted my intent, started testing some code for the bartending side and written the introduction of the game and 2 characters (give or take 3k words).
Then I kind of... burned out.
Fast forward this summer, and I am back working on the project. Granted, I was not fully into the game at that point, since I was working on the re-writes of EC at the same time too. But I had sketched out the UI and was thinking about the code during writing EC. And I was talking my friends ears off about it too. What I knew for sure, is that the Bartending experience would be the core gameplay/interactivity of the game, with the story wrapped around it (giving you a reason to mix drinks).
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Here are some pictures of my very pretty handwriting about the UI and how the story/bartending should be formatted/coded.
Throughout July, I would take breaks from writing EC to set up the UI for this game (or create a SugarCube template because I have not self-control), learn more about grids, flex boxes and class hierarchy. [No joke, I learned A LOT about CSS/HTML with this game!]
August came around and my other projects were put on hold so I could focus on TTTT (I still did other stuffs, because again, no self-control). I probably didn't start writing until the last third of August, as I researched drinks recipe (I still have a form for future drinks addition, you can add your favourite), made lil' bottles and set the bar. Even then, the amount written was pretty marginal compared to September.
September was wild. I wrote about 45k words total during that month, averaging 2.5k/days by the latter half of the month. Not all that I wrote ended up being included in the entry, as I had to cut some NPCs since I didn't feel they were ready (which included a travelling salesman monk). Being oh so lucky, I caught Covid just as the last week of the comp started. And since I hate following my/sound advice, I kept writing and coding through that and insomnia until the last hours of the deadline. This was obviously reeeeaaaaallly dumb, it made me super exhausted after the whole thing, but I still pushed myself and even with the whole hazy brain I managed to submit the game with... a bunch of bugs (and a lot more typos). In retrospect, that should have been my sign to pause the project and submit next year.
All and all, I don't think I spent more than 3 months on the game, during which half of that time was being shared with other projects (old and new ones). Still, my goal was to submit a working game... and to rank in the top-half of the ranking overall.
II- So, did I manage to do what I wanted?
Short answer: definitely not. But I gave it my best shot...
Long answer: I managed to do more than I thought I would, especially as the deadline crept closer. My plan from the beginning (of this year's try, not the original beginning) was to build the game in 3 stages:
The basic create/serve drinks with no interaction with customers.
The NPCs you only meet once and appear randomly, with choices that have little repercussion on that NPC and story overall.
The Big NPCs who come back multiple times (4/5 times, depending on their story) with choices that impact both the player and the NPC. And you build a bit of relationship with those.
The first stage took a while mainly because I had to create a whole bar from scratch. I could have chosen to stick with a simple design/asset for the bottles (like the one you could see in my first attempts of the bar), but damn, this is the IF Comp, not some basic Jam... Go big or go home! While I didn't struggle too much with the mixing part, it was the serving/check the ingredients and optimisation of the code that gave me a few headaches. {And still does...}
The second step was thwarted almost as soon as I started, when I realised TTTT needed a lot more fluff parts to link each game block (morning, between drinks, end of day) to make the experience smoother. Like the randomness of the drinks I didn't want players becoming bored with starting/ending each days. So there's a lot there that took priority for a while. __Still, I managed to include some NPCs. Out of the 11-ish NPC ideas I had, one was fully included (the oldie couple), one was a re-hash of the last year's version of the Adventurer (Dylan), and one was added last minute out of frustration (the 4th Wall break). The Fortune Teller doesn't really count in my book, as she was always part of the Introduction (and written almost completely last year).
And the last one... *throw hands in the air*
I knew it was going to be very hard to include this one, especially since it required a bit more planning for the day (and work around the randomisation) and having to take into account the different variations. Not being able to include this one ended up not bothering me as much as I thought it would be. I get to keep it for an after-comp update... :D
What I manage to include which was not planned was, like I mentioned, the random linking bits and the long-form Endings. None of them were really interactive (nor had much choice aside from knocking the sign or setting the tip jar), and may have thrown the player off when everything gets randomised by Day 2. There is only the Setting Up/Cleaning the Tavern where you can get the same/similar enough text.
Ezabell and Brom were also not planned at all. In last's year's version, out of the tavern's employees, you'd only interact with your Boss (and Filessandro as one of the recurrent NPCs). I was really happy with Ez especially, and how much colour she brought to the tavern (and writing banter with her was so fun!). She was probably one of my favourite character to write (along with the Oldies).
There were also a lot more things I had to cut for time, whether it was writing or coding. This is a non-exhaustive list: the Tip Jar getting stolen event, The Watcher coming half-way through the game to check on your progress, having more options/choices when talking to people (patrons and employees), having an Ending Recap for the NPCs, having a choice at the End on whether to buy/pursue your original background choice...
So at the end, the agency stayed quite low (where most consequences happen when you create drinks). After the first day, there is very little new choices.
There were many things with the final version that made me frustrated, among others:
Misusing my time, forcing me to cut back on what I wanted to include, just because something new and shiny took over my brain (it's not new, I can have the attention of a toddler sometimes).
Definitely not realising early how much I was trying to include from the get go, in terms of words and code, and how much time I would need to manage it all (lol at me thinking the summer would be enough for this chunky of a game).
The Watcher and Fortune Teller's spiel heavily relied on the player having choices with consequences talking to the recurrent patrons (Step 3) and proposing activities/giving advice to the one-time NPCs (Step 2). Since 3 was scraped, and 2 was not finished... I ended up setting some mystery for pretty much nothing...
Not having a more rigorous proofreading period. A lot of what was written was done so very late into the process, and while I did use some proofreading programs, I should have taken more time to re-read my text, edit it more and correct it all. It is obvious where I put more effort/love... (yes, it's the Oldies)
Have beta testers a bit earlier to catch all the bugs I corrected on Day 1/2 of the voting period (that's related to the time management points above).
Not being able to have more NPC's during the day (adding 3-4 one-timers to the game more would have been great!)
Not having time to include music :(
Getting Covid... (not that I could do much about that :P)
I could have chosen to fix a lot of those issues/add more content half-way through the Comp, but it felt a bit like cheating... And honestly, I was too tired after that.
Still, there are many things I am very proud of achieving:
Actually submit an entry to the Comp (even with the bugs/typos still there...) !
I created a completely new UI all by myself from scratch, which has completely different designs depending on which passage the player is in (Title page, Main Story, Bar, The Notebook/Frenzy List).
Have I talked everyone's ears off about the Bar yet? Definitely not. Because it is hella cool. I spend a lot (maybe too much time) on it, editing each bottle/box so they would feel distinct enough from each other. My first attempt last year was... a whole mess with list points... ew...
I started dabbling more with CSS animations (the menu button in the Main Story, the text shaking, the starting page, etc...), all of which required A LOT of tweaking to get right (and including an accessible option too).
Creating more complicated widgets and learning how to optimise my code (I managed to remove over 500 lines of TwineScript code at once...) which was a fun puzzle to be honest.
Adding very last-minute addition with the Arcade Mode and the Restocking (which taught me about messing with CSS classes at random), which I think was a pretty good addition.
Adding as much accessibility tools as I could (key binding, toggles for animation, text formatting, etc...).
Look at this Passage Map! There's a lot of text/code in those...
Finally... Not submitting the game with only the Bar mixing as the whole game. The mixing mechanic without any text would probably not have gone over well.
Overall, a lot of frustration but also a lot of pride (I definitely felt that last one mixed with anxiety when I pressed the Upload button the first time). I was really impressed with myself for being able to do this much in such short amount of time (considering everything).
Would the game have benefitted from a bit more time, attention and love? Definitely (especially, the writing). Do I regret submitting it like this? Not even one bit! There were a lot of new things I hadn't done before or even came across with my other projects until now. I've gone even deeper into Sugarcube, CSS and even some JavaScript (my nemesis)!
III- And what was the verdict?
Before going into the reviews/comments I got publicly/privately or the ranking/votes (apart from 3B, I wrote this post before the results), I won in the eyes of some important people (to me). Of course the ranking/votes matter to a certain extent, but I feel like I already had a little victory even before the reveal of the ranking. My biggest offline supporters, some of whom never played any IF before (nor knew it existed), absolutely adored the game, especially the bartending bits. My folks were so amazed about what I done (especially as their view of the gaming world was pretty... narrow/negative to say the least). And I was so happy they tried something they never done before too! I'm glad I got to introduce IF to new peeps :P
There was even a small contest with my family on who could get the most drinks done in the Timed Arcade Mode (the 38 cocktail highscore has yet to be broken)! Also, bless my sister for spamming her friends to play the games... They even sent her messages back about what they played and how cool IF is :)
A- The Reviews
[Again, this was written before the results] According to the Review Spreadsheet, I have gotten 13 reviews on the Forum/IFDB: 7 on the Forum (?), 5 on IFDB (9 ratings). This is about the average amount of reviews games got this year. I received a few more messages through Tumblr and Discord about my entry as well. (Note: one review disappeared from IFDB during the voting period)
First of all, I want to thank again every one of you who not only tried the game, left a vote, and for some of you even a review. Everyone who took their time to share what they thought of my little bartender simulation and to answer some question when they stumbled upon some bugs too.
Here are some cute titles of reviews I got: Innovative Bartending Simulator, A lengthy and somewhat heartwarming game about running a tavern, Bar game of my dreams, Lots to like with this one, Beautiful Gameplay, Fun Mixing Minigames...
A few reviewers "played the game" and included drink puns in their reviews, which I absolutely adored. One was really nice and pushed through their first impression of the game to give it a fair shot (I put a nauseating gif in the starting screen, which couldn't be turned off until the next passage...), when they didn't have to.
I should probably mention the elephant in the room before getting into the comments: out of the reviewers on the Forum, only one or two did not run into what we called the Groundhog Day bug (the Brom event repeating itself for no reason), while on Tumblr, only one person ran into it (and even then it was with only one of their playthrough) AS FAR AS I KNOW since I didn't get more reports. Sooo... that really sucked so see :/ Fun fact: Covid was kicking my ass while I was writing that event. Maybe it was a sign...
That bug was something I could not recreate for the life of me, nor did it appear on any savefile I was able to get my hands on (thank you again!). Unluckily for me too, this looked like it was a cache bug: yay for the code not being the culprit (Thanks Twine Discord), booo because this was something that could not really be fixed because it was not browser/extension specific (emptying the cache helped). This obviously/probably affected more people's rating of the game to no fault of my own nor theirs. Just bad luck. The only common denominator here seem to be the IFComp website. Maybe it was the source of the issue? But at the same time I didn't get anymore reports after that... I can't say for sure until I upload the game on itch and more people raise the same issue. Also it worked meh on tablets, my mom showed me... Impossible to click on the garnishes...
SO! I rounded all the comments I got from everywhere (save for the offline one, because they are more than bias and just said I was the best; they swore they were fair in the ratings tho) on a spreadsheet and made two columns: what worked and what didn't. I wanted to address the comments in a Post-Mortem rather than answering them on the Forum too much, partly to avoid writing in an emotional state. I will be paraphrasing below, since quite a few aspects were shared by multiple people. Overall, the reviews were quite positive, ranging from very neutral to overly positive.
The Bartending Mini-Game
Let's start with the Bartending Mixing-bit. From the reviews, it was a bit of a coin flipper. Some REALLY enjoyed the mixing aspect, and how relaxing and fun it felt; others found it too grind-y and monotonous. This is not surprising, game mechanics are very much a personal preference. Though having a randomiser during Frenzy giving you up to 9 drinks meant that someone could end up with making 20 drinks during one day... which is a lot considering the size of story.
The difficulty settings were not as challenging as it appeared, nor did it give any sense of progression in skills. While the latter was partly explained in the story (you've been a bartender for a while, you should know your stuff), it was mainly because I did not think about that at all (or how to implement it). Similarly with the Difficulty Settings, I thought the differences would be large/annoying enough between each of them, but it wasn't really [I did get some interesting ideas from the reviews tho!].
When it came to combining ingredients and serving drinks, some thought it was great fun, other felt some responses were missing. The random colours appearing can be confusing (it's just because it's fantasy ~magic~). And outside of serving drinks to named NPCs, you do not know whether you've done well when serving the drink until the end of the day (that'll be easily fixed with some notifications).
There was a little hitch with the UI, with the longer recipes requiring a bit of scrolling to find the last ingredients (I knew about that, and thought it would still be ok to be left as is, turns out not really :/ ) and some notifications not appearing (known issue with the macro used when clicking too much in a short span). Still the overall visual was really well received, and people really liked the names of drinks and how diverse they were (there were 29 when I submitted). I also forgot cherries were not berries... I should rename the pot Red Fruits instead later...
Shoutout to the Arcade Mode being a bit of an MVP here, making people compete for highscores! (And people sending me good points to make it more fun)
The Writing
This was where I lost a lot of peeps (and for fair reasons). The biggest gripe people had was related to the writing needed a lot more proofreading/edits, as it made reading distracting at best, confusing and boring at worst. This is not new to me, I've had comments about typos on other projects too (there's even a special section to report typos in my usual bug forms...), but it was worse here because of the time constraint (inflicted on myself, having written most of the game in September). Blaming it on English being my second language is not even fair, I could have asked other people to take a look at the text {Some users in the Forum do that!}. Honestly, compared to when I started or where I was even at the start of this year... I've progressed a lot (ahem... current version of MtP still online being a whole mess and a half). I still have a lot to learn and grow in my style, but I'm getting there!
Quite a few reviews advised to cut 25% of text in each passage, as the prose was either awkward, too long, threw the pacing off, or was unnecessary. Again, not really news to me. I am a very descriptive writer, I like to go on and on about small details. [Look at this review...] Still, while I will definitely edit the text (since it is necessary), I don't think the amount of text will be cut this drastically (I like my descriptions, thank you very much :P).
On the plus side, people enjoyed the snarky and humorous tone of the story, making for a fun experience overall. Yay for keeping a consistent funny tone :D
I've had lovely compliments about the dialogue, which is amazing, because it's a thing I struggle with the most (aside from proofreading, lol). It's so hard to be sure to have distinct voices between characters (and keep that up), have a good pace/back and forth between them, etc... I think working on the EC re-writes just before (which is 95% dialogue) helped me a lot there.
The Story
I've also had positive return on the story itself, as it was playful and chill. Some even found the story immersive with cute and fun storylets. Honestly, I tried to have fun while writing. Each tit bit was framed to bring a laugh or a smile in mind. This was the tone I wanted throughout the whole game anyway, and I am glad people vibed with it. Some also found the worldbuilding intriguing (I got quite a handful of asks about it after the release).
On the other hand, some found the story having nothing to say, with a lot of missed opportunity in the theme and concepts introduced leading to nothing or being brushed off quickly. A large part of it has to do with me cutting a lot of the story to make the deadline, removing a lot of choices (because variations would require more writing and time). The rest of it being just... life. The game's story is essentially a slice-of-life. Life doesn't always make sense and is often just random. There's not point to it.
Still the replayability of the game was noted, with the amount of randomisation of the fluff text. I made sure there was enough variation for players who needed the full 14 days to complete the game (sooo much writing 😭).
Another issue related to the pacing, was with the introductions. Because I did not just do one, I made two of them. It made sense in my head, since I was probably thinking wayyyy to ahead (with all the planned aspects of the game included) and thought it would be the best way to introduce, well, everything. But it made the first day needing more than 30min to complete (which is already 1/4 of the allocated voting play per game). The first intro felt very long and required a lot of clicking (or space-bar pressing with the keybinds). Both were very disjointed with the other. And fair... after the first day, it's pretty much thought of being a bad dream (even when you meet the 4th wall character).
With how the story was written, it left very little choice for the players to have (if you disregard choosing to serve a good drink or not), with most having little consequences on the story as a whole. The only thing driving your end result was either running into a bug (fixed) or getting the required amount of gold. This was not always noted positively. Again, understandable, I had to cut a lot more than planed to make the deadline, turning the MC's agency into a very minimal state. Still, some reviewers did not mind or realised how little choice you actually have (thank you Mixing section and Characters for the distraction!).
The Characters
My pride and joy. And also more positive comments there. Almost everyone had something nice to say about the characters, whether it was finding them overall quite fun or well-constructed. There were so many lovely adjectives used about the NPCs, I was so so so so happy people liked them as much as I did.
From the storylets, the Oldie Adventurers seemed to be everyone's favourite (they were mine as well) and the 4th Wall Character got a good laugh (yay for self-deprecating humour). Getting this kind of response was SO validating.
Aside from it, the tavern's employees/boss were also well received, even if they were quite the stereotypical kinds. Hey... If it works, it works!
Some found the camaraderie between the tavern peeps touching (which works even more if you get a "good" ending). A few notes were given on the confusing appearance of Brom, which is fair because depending on the randomisation of the text you'd get introduced to him as the cook or you'd just think he'd be a weirdo doing strange things in the tavern. Similarly, the characterisation of the boss felt confusing for some, going from incompetent hardass to loving "uncle" for no reason.
At least one point in this section should be taken for the character of the Watcher. A character you only see at the start and end of the story, does not have any impact on the game aside from introducing you and asking you how you liked your run. Understandably, it was a let down. I used the character a bit as an introduction of the character (I had more MC characterisation choices in mind), with the plan of commenting more on your choices in the ending... which doesn't really happen because there are very few choices to talk about. Still, I stand by my choice of keeping the Watcher. It gives it a bit of a mystical air you'd have in a fantasy setting :P My first idea with the Watcher was to make it a Dungeon Master and the player is a TTRPG character... but after writing it it felt way too weird, so I scrapped it.
The Interface
I don't think I've had anything but compliments about the UI and visuals of the games. From the Bar and its bottles, to the different pages, it was praised for the polish and care I gave the game. Considering I spent a lot of time on it, it was nice to hear about this. People found the interface welcoming and colourful. The UI was consistent throughout the game, and little was left to be desired. Someone even said it was the prettiest Twine game they had ever seen, while another found it having the most accomplished visual designed by pushing the rules of CSS this much.
😊
I've had good return about the accessibility points: especially the keybinding (you technically don't need a mouse to play the game), which is not often present in Choice-Based games, and the font options for ease of reading.
Aside from an obvious accessibility mistake I need to fix (the already mentioned nauseating intro gif), there was not much to add about it. It was crisp and high-production and definitely took too much time making it look the way it did.
OH: the Tarot Cards. Even if it amounted to nothing (because why would it... :P ), people liked the Tarot Cards :D
Miscellaneous Comments
Here is the part where I discuss comments I didn't know where to file.
The randomised encounters added to the bartending experience for some (since this is what would happen in real life...), but it also meant that some players did not get to see some characters. While the randomisation helped the replayability aspect, if the player did not enjoy the introduction it would have been unlikely they would press the restart button (I didn't put a fast play link for that...).
Similarly, some enjoyed the structure of each day, while others found the repetitiveness of the tasks boring. Like with the Mixing part, this might be more of a personal preference, it did not really seem to skew one way or another.
Having the Restoking event or the Tip Jar amounting to nothing was also disappointing (latter cut for time, the former only realised after I submitted the game -would need to re-edit the whole bar code to make it work as intended).
There were a few other frustrating bugs (the raised ones were taken care of as soon as I got them, but it included the gold not tracking properly, which always gave the player a bad ending), but with a game this large and complex (in the coding part), I am sure there are still some here and there. I am still dedicated to polish this game (see the final section) but some things will take a while to implement/write. The gold tracker was set one line too high on the code page.... sigh
A last point I wanted to address here was about TTTT not knowing what kind of game it wants to be. To me it is obviously clear, since I made it, but I think I now understand why players might feel that way (I didn't when the review dropped, it even made me a bit angry, even if the comment held some truth). The game starts with a mysterious character never seen until the end, and the mystery amounts to nothing as the player is left in the dark (pun). Then, we move to a more slice-of-life-y fantasy setting with a bartending sim. Then you serve a Fortune Teller that pushes the idea of agency, which goes nowhere because there are virtually no real choices in the game. Aside from getting little to no tips, the Bartending section does not change nor indicate how you are doing. Then you flip between light-hearted storylets and others with more dark undertone. Repeat until you reach an ending. When experienced that way, yeah... what's that game about? What does it want to do? What's the point of it? __Frankly, there's no point to the game, aside from chilling at a bar, making drinks and talk to people. Winning or losing does not mean life/death, you don't hurt anyone really (unless you make terrible drinks, but even then). It's about the vibe more than anything else. Relax and enjoy and mix some ingredients.
So, what, then?
While a very reductive and deprecating conclusion would be that my entry was all show and no substance, it would be misrepresenting a lot of positive aspects of the game. It is definitely very Show but the Substance is lacking in some part (duh, since I cut a lot) or need some extra care for it to reach what it should have been.
I kinda shot myself in the foot by focusing so much time/effort on making sure the bartending experience and UI was not only working fine but that it was visually pleasing, since it meant rushing through writing a whole game in such short amount of time. It might have given quite a few player too high of an expectation on what the game would be (though I tried to warn it in my blurb that it was more of a chill type of game). I was too ambitious with what I wanted to do with this game, especially more in the time frame. It happened in other Jams (for EC and SPS IH). Unfortunately, it didn't pay off here.
A huge saving grace, it seemed, was found in the characters (outside of the Watcher and maybe the Fortune Teller). Had they not be charming or interesting, TTTT would have done much worse than it did.
Overall, it worked for some people and not for others. Even if it didn't work for some, they were kind enough to leave me extensive reviews about what didn't work for them and what they would have done to enhance the gameplay (thk u 💚). And even when it worked, I got some lovely suggestions to make the game even better.
But how did I handle it all?
I did not, because I never do :P
With this edition of the IFComp being my first, it was honestly nerve-wracking. The IFComp is considered the SuperBowl/Olympics of IF and amazing pieces of IF have been released during the previous editions. Before I submitted mine, I knew a few other participants who had submitted before were planning on having an entry (and I really like their works). It was also going to be my first time getting reviews outside of essentially the "chill" Tumblr/Itch crowd. I had seen those long reviews on IFDB around Comp season and honestly it scared me a bit (even if everyone were so very lovely).
As the reviews were dropping in, I was wondering if maybe I should have forgone submitting (or even withdrawing), spent more time on the game (I really should have) and submitted at the SpringThing instead. My entry had nothing to say, it was just there, sipping on a cocktail and enjoying the vibes. This feeling got increasingly worse when I played other entries and compared my work to theirs (so many amazing ones).
My goal was to reach the top-half of the ranking (this year, the lowest ranking for half would have been 35?). Half-way through October, I was dead-sure that I wouldn't even reach that rank. Now that we are hours away from the Voting Deadline, I think it will be just fine. It won't be so good that I will reach top 10, but that reasonable starting goal will be doable. Though I might be a tad disappointed if I don't...
B- Results and Further Comments
It is now Sunday 20th. The results dropped yesterday... 37th out of 70. Honestly, I can't hide I was disappointed a tad. I was this close to reach my goal (by 2 spots). I think I am more disappointed I was so close to this goal and didn't reach it more than I didn't rank high.
For anyone interested (though I already posted it yesterday, this is a screenshot of how the voting went:
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I was kinda surprised to see 1s and 2s in there. Though, sure if judges played during the first days, when I was still ironing out some bugs, it's understandable. There was even someone in the anonymous comments who encountered that Ground-hog Day bug (I wonder if they left a review, because I didn't receive anything about this one outside of the reviews/one ask on Tumblr). Someone else had ran into a strange bug with the Fortune teller has well (again never heard about this one either...). Of course, everyone has their metrics... but 1 is pretty much unplayable/doesn't belong in the Comp... and I don't know. It's not sitting right with me because TTTT doesn't feel like either? _ _ At the end, everyone has an opinion. If they really hated the experience, so be it. You can't please everyone... *shrug* Looking at the curve, I was a tinsy disappointed there were not 10s, it would have made the curve so much more satisfying to watch... I think my family's votes looked too much like spam as well (or they didn't fill in their form correctly), cause they ranted their score was not there after I sent them the result. Bless them, they tried.
Regarding the anonymous comments, there wasn't much that stood out that hadn't been spelt out for me in the reviews/direct feedback: UI great, story meh, atmosphere is nice, needs more proofreading/pruning of the text, bartending is fun/tedious (this is really a coin toss damn). My favourite comment: as-is it's borderline unreadable.
The most interesting comment I got out of it was whether my entry should be considered a point-and-click rather than interactive fiction. I think I understand where that reviewer is coming from: you lack interactivity/choice during the story bits, and that is compensated by the bar mini-game being, well, point to the bottle and click to serve. Still, I would love to discuss more about this with that reviewer (or anyone really). Is point-and-click IF?
So how did I handle that?
Meh. Again, disappointed. Can't lie about feelings. I thought I had done a better of a job than I did (according to the judging scores). Even looking at the reviews/feedback I had gotten on IFDB/Forum, I thought I had done better. My gut feeling half-way through the voting period was correct, after all (damn it! it always is...).
But having written 95% of this post just before the results dropped was surprisingly cathartic and brought a lot of perspective on the whole experience. It was obvious where my entry lacked and where it shined. At the end, you get a overall mediocre entry (as in of only moderate quality). It made sense for it to end up where it did. Like I said previously, I was over-ambitious, and that really didn't work in my favour, because I didn't have the stuff to back it up.
Sure it was disappointing to see my entry scoring so low/not be a favourite, but weirdly... it didn't last long? I checked the voting pattern, the anonymous feedback, talked with a few peeps, had some some food, a nice hot drink, and went back to business as usual.
Maybe it will hit me later...
Anyway, I'll just finish this part with saying that my family was more mad about the ranking than I was. Not because I didn't do better than I did, but because they couldn't believe other people didn't have the same opinion about the game than they did. Quote from my mom: This is the first time I've liked a game. That's one of my wins right there (that and the stickers we are getting :P).
IV- What's the future for TTTT?
Like I mentioned above, the reviews and interaction I had on Tumblr gave be a bunch of ideas/suggestions for the next step of this game. I don't know the timeline for the intended update or how I will update the game (in one go or in chunks - probably the latter) or how the code may need to change (it definitely will need some sort of overhaul). There is A LOT of work ahead of me.
So now, I have multiple To-Do lists: one created while I was working on TTTT before I submitted it and one after the Comp deadline. The first included ideas I would have while writing or coding and items that I could not include in the game because of time. The second were ideas I would get while getting returns/impressions, suggestions sent/in reviews, and stemming from discussions I've had with players. {Not every comment I've received in the reviews will make me change that particular aspect, but even those gave me ideas.}
Here's a non exhaustive list** of the first one:
Obviously adding the missing NPCs (both the one-timers and recurring ones).
Adding more choices while talking to those NPCs (eg: stopping them from doing something, giving unsolicited advice, etc...) and giving each of them an Ending.
More drinks! {would require a few new bottles and merging the Soda ones together}
Reloop the Restart to the Story Screen as a NewGame+ Function.
Adding Music for the ~ vibes ~
Creating an Achievement list and have more stats trackers.
Creating a Highscore page for the Arcade Mode.
More MC Customisation (as an option to do, it won't have any consequence/effect on the story, just for the lolz of it all).
Redesign the Menu to look more like a Bar Menu (and includes the name/link to the real drink).
Adding a Codex Page for NPC's encountered (maybe an achievement too).
More fluff text!
Adding the missing Events (Stolen Tip Jar/Knock on the sign combo among others)
Maybe try to scale it for mobile (v unlikely with the size of the bar)
And here's the non exhaustive list** of the second one:
Have a more detailed tutorial explaining the combined bottles and where to find/what to find in the Guarnish box.
The Restocking Mini-Game to include penalties (bottle not available until restock/next day), except on Easy Difficulty.
Re-work on the Difficulty Setting: make the Hard Time harder, Recipe not available on Hard (only in the Menu list), Hard Mode could have measurements instead of one click-bottle.
Adding a Setting for a fixed amount of drinks during Frenzy/Rush time.
The bottles in the Bar appear randomly (time/space).
Look into substitution of ingredients {the code would need to change drastically, depending on the recipes might not even be possible...}
Make the Umbrella do something (extra tips?)
Arcade Mode-TIMED: perfect drinks add time to the timer, really bad ones removes time.
Proofread and edit the text (obviously, but no cuts!).
Give a choice to play all 14 days (which will be fixed to 14 days when I introduce the Recurring NPCs)
After finding the Tip Jar, only give one choice: display or hide it, rather than leave the option to change your mind (that confused people)
Have something to do with the coins if you get too much (this started from a bug where the gold wasn't tracked properly)
**It's mainly non-exhaustive because I have a bunch of post-its with ideas and it's not organised yet. If you are reading this and thought of an interesting thing I could add to the game, do shoot me a message! I welcome it all!
V- Some fun tit bits...
Here are some random thing about the game/process that didn't make the cut in the novel above.
95% of the drinks are actual drinks, and as close to the recipe I could get them. I spent hours looking at recipes, and I even made a few while making the game.
Renaud's Nightmare is named after a disgusting concoction mentioned in Exquisite Cadaver (referencing my own work :P).
For a few weeks, I went back and forth between keeping the bar as is (one click on a bottle) or making it more like VA-11-HALL-4 (5 ingredients, different measurements). It was worse when I was fighting my code.
MelS (my writer for TTATEH) helped me name half of the drinks and of the characters (including NPCs not in the game currently). He also had to suffer through my various attempts at making the page look good (his go-to responses: I don't know what looks good or not, it's fine and both versions look good, why do I have to choose? You know this stuff better than me.).
I've been on a Terry Pratchett binge since May-ish, and it inspired the humour of TTTT to be a bit more over the top than I would have probably done otherwise. The Last Continent was one of the reasons I gave the MC an Australian accent.
All bottle ingredients had at least 2 versions: plain colours and the current 3D-looking version with shading and a cap/cork.
There are over 120 assets/images in this game, 3/4 of them being the glasses.
VI- In Conclusion
You've reached the end of this post. Thank you for playing reading! I hope you enjoyed the ride and I hope to see you again when progress on the new version finally starts. Like during the making of TTTT's Comp version, it will be well documented on this blog. In the meantime, you can find the game on itch now!
Thank you to everyone who played my entry, voted for it, left a review or a comment, and interacted with me on this long/short journey!
I don't think I'll participate next year tho... I am exhausted. Well... unless I get a good idea until then... I should try to make a smaller game this time...
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dustofthedailylife · 1 year
Note
small achievement for 2022: i wrote more than i wrote for 2021!! i’m not aiming to write more next year, but i hope i can maintain this momentum! what’s ur small achievement this year? :3 — @milkstore (aka thcma)
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Hell yeah! That's awesome and wanting to keep the momentum is definitely a nice goal for the upcoming year. Best of luck with that! I'll definitely make sure to read whatever Genshin stuff you come up with. I really loved your event entry for Thoma for my winter event 🙏🏼
C6 Thoma is really cool and he is super strong in dendro comps now! Mine is C5 currently and I should really create a burgeon build for him at some point. Many people said he is weak but idc, he is cute :3
Hmmm, as for my small achievement(s)? 🤔 It wasn't quite as small I guess. I passed the first half of the exams I needed for my future law degree (although I was unhappy with the grade and am going to retake them in February to try to get a better result. But I passed and no matter if the exams in February will be better or not, no one can take that from me at least 💪🏻). Another one would probably be starting to write again and starting this blog. Genuinely love the tumblr community so much <3 Oh, and Ayato C4. A sweet treat to end the year with :3
[Ask Game: What are you most proud of this year?]
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J'ai publié 5 625 fois en 2022
C'est 2 044 billets de plus qu'en 2021 !
388 billets créés (7%)
5 237 billets reblogués (93%)
Les blogs que j'ai le plus reblogués :
@quinnick
@swinging-stars-from-satellites
@zelds-spellman
@sorry-i-panicked
@youremysputnik
J'ai étiqueté 1 682 billets en 2022
#let's chat - 328 billets
#jillian rants - 214 billets
#figure skating - 206 billets
#falling for something new - 113 billets
#this winter's archive tag - 110 billets
#very wonderful things can happen - 81 billets
#speak to your head - 59 billets
#ignore me - 51 billets
#dd - 36 billets
#st4 vol2 - 30 billets
Longest Tag: 140 characters
#'why do you still wear a mask at work ???' well covid's still a thing so jot that down but like i also compulsively talk to myself so 👀👀👀
Mes billets vedette en 2022 :
n°5
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guys what is happening
78 notes - publié le 14 janvier 2022
n°4
now's a great time to remember that Yuzu is immunocompromised*
103 notes - publié le 4 février 2022
n°3
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when the faves are all olys confirmed 😩✌🏻
145 notes - publié le 9 janvier 2022
n°2
If anyone is confused why people are upset about yuzu's scores (and/or why the scoring system is an absolute joke), watch his free skate from 2017 worlds.
He scored over 223 in that program, back when the highest goe was 3... it's now 5 and it only took two falls for him to score 188*, and his components have only improved since then (not that his pcs reflects that).
*that's a 35 point difference. 4a & 4s with perfect GOEs would have been worth less than 32 points (in the 5-point system!!!), and he actually only lost out on 22 of those; which, even with his 2 deductions in Tento and his extra jumping pass in Hope (which he got 13.76 for) doesn’t add up when taking into account the higher GOE’s. (note: yes, I know the BV’s were lowered for the 5-point system, but this just proves that that decision was bs)
just an example: he scored virtually the same for his 3F at both events (6.80 in 2017 and 6.81 in 2022), but relatively speaking, the 3F in H&L was scored higher.
note: a perfect 3F in either comp would have resulted in +2.65 because you can’t earn more than half the jump’s base value.
Hope and Legacy (Worlds 2017):
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Score tally:
lowest (1) -- one judge (dropped*)
middle (2) -- six judges
highest (3) -- two judges (one dropped*)
*the highest and lowest grades are dropped before an average is taken
**a lot of people thought him underscored during this skate too, but that’s something to unpack a different day.
Voir l'intégralité du billet
181 notes - publié le 10 février 2022
Mon billet n°1 en 2022
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guys we did it
2 136 notes - publié le 26 novembre 2022
Obtenez votre année 2022 en revue sur Tumblr →
tumblr wrapped out here reminding me i left Boyang off my 'faves confirmed for the olys' post 😩
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DRS: Junko Enoshima
Okay, Junko, I guess this is gonna be a life-changing experience for the both of us then.
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you've already subverted my expectations thrice and it's been a minute, you're doing amazing sweetie
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so she stays super nice in first 3 events, with Aoi, Mahiru, Akane & Tenko and then there's some sort of relapse into despair, she was doing fine and now she brings up despair and being bored again, having mood swings, very forgot-her-meds behavior if I am honest
it puts her conversation with Makoto in context (yes, it's her 5th event, makes me wonder if it's even a part of Makoto's since it was at the end of his comp, after "My Future", she's unstable again and lashing out, he doesn't take it to heart, reassures her the best he can
she's just second guessing whether there's a hopeful future for her, for a moment she accepts Makoto's words, but thinks about it and takes a double take, assuming he's a bad judge of character, because she can't believe it right now
looks like she bounced back after talking with Makoto, she's kinda picking on Mondo, but it's friendly banter and backhanded compliments
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maybe I am overanalyzing stuff, but I started thinking that maybe her conversation with Tenko and Akane was what set her off? They both told her that they're happy with simple concepts, good things are just good, but she isn't the type to be able to leave it at that
nobody does it like her
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so Togami didn't go to the barbecue, hmm
queen, I think that's a depressive episode, try not to end the world during it
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and her Potential of Talent is right after this, I am worried
yikes
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they're talking about her burn out and Kaede has nothing helpful to say, but Junko is still being appreciative and finding a good side, she's trying so hard to be better *the pleading face emoji*
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ok, so Shirokuma is fucking useless, conversation with Aoi was interesting, starting with the fact that she fished for the opinion without telling her anything, Junko really cares about her classmates, so I think she didn't want to worry her
how did it go from Ibuki complimenting their muscles to the 3 of the admitting they always think they could do more & better and nothing is enough
he called her Junkie
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he also calls her dude at least trice, looks like she's really not going to let him read her fortune tho
the way she does fortunte telling at the festival makes me think she winged it, simply getting an idea because her last interaction was with Hiro, it's also nice that we do get to see his reaction
the interaction with Monaca is concerning, but her thought at the end makes me think that maybe she's just telling her what she wants to hear?
Kaito is so masc it makes him fire-resistant btw
Komaeda & Enoshima having a philosophical conversation about fire, what genius came up with it
so in the end I don't know why she gets the hope fragment, she says she'll hope to despair and that despair is her hope, but also wonders if she'll ever escape despair, so it's not true that she wants that as she told monokuma
she just feels like despair is her only option, no matter what the result is despair, so she tries to get back into it and enjoy it, she can tell that to monokuma, but she asks herself if she can escape
First posted on December 9-10, 2021 (twitter) Detailed notes below:
Introduction: She wants to what?! Junko chooses hope, hell froze over.
first event: Aoi Asahina
she was honest?! She legit warned Hina her swimsuit's strap was slipping
she choose her swimsuit "for laughs", in contrast of what's expected from her, it's a place to try new things/ones they normally wouldn't
yeah, Hina, like all of us, assumed Junko would wear something skimpy, "showing everything"
"I decided to subvert expectations" and you're doing it
She's funny, I think I'm in love
second event: Mahiru Koizumi
And she complimented Mahiru just like that
offering to pose for her in a professional setting
"and I am not just saying that, just FYI"
helping so willingly, making plans for the future, she's being so nice here
Someone you'd like to show those photos to, huh?
third event: Akane Owari & Tenko Chabashira
when Akane chews loudly at the start it looks like she's disgusted, or at least a little stunned before she comes up with a nice thing to say. "Agreed" to nothing being said "this island is full of great food"
Or maybe she's interpreting what Akane's saying with her mouth full, like Tenko thinks she does
"judging by the look on her face, I think I nailed it" She did! once again better than what I expected
glut-shame! squirelly! Those two are weirdos.
interesting convo about vocabulary and simple facts, feat. Tenko being gay. If something's good, it's good.
4th event: Kaede Akamatsu & Tsumugi Shirogane (With Swimsuits)
Kaede's "I have no words" reaction to Junko's swimsuit
this time she calls it despair-inducing, why?
she's quoting her mastermind reveal "How do you feel? Shocked? Betrayed? Disgusted?"
Tsumugi's "Surprised, yes!" Unphased. "Hifumi's reaction should be fun" oh no,
"let's place bets if he gets a nosebleed or passes out" Oh no.
"I've gotten your reactions and now I'm bored of it" uh oh
"I'd be despairingly out of place at the beach." uhhh
she stays at the pool bc that's what her swimsuit is meant for, might "hit the beach" tomorrow anyway
Tsumugi admits she finds Junko incomprehensible sometimes. Junko to that "you can never *fully* understand anyone"
(uh, that felt like a completely different team wrote that, whiplash)
fifth event: Makoto Naegi (his last event? it is.)
it's a direct follow-up here, after she swam in the pool, so it makes sense, she's acting the way she did with Kaede and Tsumugi, some sort of relapse, here she hints at why, with girls it was out of the blue, but to him she voices how she feels, that she wants to give up on her goal, doesn't believe there's a hopeful future for her
her double take on Makoto's words comes from her insecurities, at first she believes him and then deflates, it's easier to believe he's wrong at the moment
sixth event: Mondo Owada
he's yelling at WoH, apparently they hate him
"I know I look scary to kids, you don't gotta remind me" hmm
"you've gotta be more gentle with kids", yeah, you know how to handle WoH, I remember.
"Generational thing", I think she's vagueing at your hair, dude
she's picking on him, but no despair this far
"I thought you would say long biker jackets", ig points to him for the "people wear what they want" attitude
Are you complimenting him or bullying him?
he comments that she's acting like someone else and she tells him to forget it. A moment of vulnerability? No, didn't happen.
"the virtual reality is messing with my head" uh huh
seventh event: Toko Fukawa & Mikan Tsumiki
Tsumiki's happy to see Junko, Toko's upset about something so Junko asked about the gloomy mood
oh, she's annoyed to see Junko, says it with no hesitation, but that's Toko for you
Toko "everyone has bad mojo with someone", Junko "In your case, you probably have more bad mojo than good."
Toko bragging that she has one friend now. Smug about it!
"here I thought I was your friend, Toko" sounds like bull
"Of course you're my friend too, Mikan. Isn't it a nice thought, being friends with all your peers?" Mikan's happy at least
eighth event: Monaca Towa & Gonta Gokuhara
Monaca is telling Junko a story involving her big brother (yucky)
they don't want anyone overhearing so she stops when Gonta joins them
even bugs like Junko (and listen to her?)
ninth event: Buyakuya Togami
"I figured you'd be here" she was looking for him? No, but Toko was
"I told her you might be on the beach. So uh, heads up?" He's not having it.
so he's sulking alone at the beach while other boys are having barbecue
they're both pretending not to care, aren't they?
he doesn't allow himself to be teased, he leaves, the moment she's left alone boredom kicks in and so does despair, my girl is depressed.
Potential of Talent:
"New potential? For me, despair itself was everything."
all three options say "What was despair again?"
Kaede feeling bad for her bc she "got tired of the thing you enjoyed the most", she doesn't have advice, but Junko appreciates her listening and getting to talk about life like a normal high school girl
Shirokuma is completely unhelpful, Junko wonders if she's nothing now
Aoi compliments her swimming stamina too, you could be my rival, huh? Accidental insight, she wasn't asking here, but got her answer - somebody who lost things important to them ought to be different, Junko without despair is a different Junko
tenth event: Ibuki Mioda & Sakura Oogami
Junko is also athletic, which Ibuki compliments
all of them strive to always improve, never satisfied, trying to do more & better
eleventh event: Yasuhiro Hagakure
he wanted to read her future, Junkie, dude, but she wouldn't let him, she's scared of the future so she's forceful about that
Summer Festival: (opening a stall - fortune-telling)
-"You wanna know the future at such a young age?" (Monaca)
Junko fan nr 1, doesn't care about the future
if Junko says she'll despair, then she'll do anything to meet Junko's expectations
-"I wanna tell Kaede her future."
"this optimistic attitude might backfire on you, but keep being you"
Kaede's "that's what I do best"
"from the bottom of my twisted heart"?? Junko? ig she meant Kaede has a hopeful future and she'd like to see it, but why so gay
-"Oh? Is Yasuhiro here to check out his rival?"
it's Junky now, he's mad, can't compete with her
"my shaggy friend"
he wants her to tell him his future, she asks if there's any sense to that
he tells her he wants to hear of a debt-free future, she ends up not foretelling for him
Campfire: Are you afraid of fire? It's a pillar of humanity and a destructive force of nature.
Kaito thinks he's an exception to having to fear the fire and rables about space
Chiaki makes it about fire attacks in a game. Something can bring both hope and despair depending on what perspective you look at it from
Nagito, of course he is. Takes the opportunity to mention hope, "great danger, but a powerful ally", "a small price to pay for a life filled with hope" (about a little misfortune), she tunes him out after he says hope overcomes all
My Future... (with Monokuma)
Despair, so many options for despair, no matter what, it's despair
"Maybe this is what craving death is like. Death, the ultimate thrill... Or that's what I thought"
hope and despair are inseparable
people despair because they hope so she will hope as well, for despair.
End: "Will I ever be free from despair?"
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lolexjpg · 2 months
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dts s5 e9-10: THE FINAL POST
e9: -have not been looking forward to the christian horner episode i must say -GOD listening to everyone talk abt how dominant of a year this was for max knowing whats to come 🙃🙃🙃🙃 -this whole "well we didnt do it on purpose so its not cheating" is SO SILLY like imagine if i went to the irs like sowwy i didnt pay my taxes correctly i didnt know 🥺🥺 doesnt matter ur still getting fined lol -i have always felt that christian's whining here is Extra Obnoxious like he didnt spend YEARS going after every lil thing mercedes might've stepped wrong on. if there was a rumor that mercedes went even $100 over cost cap you KNOW he wouldn't shut up about it but when the tables turned he's such a victim -max is going to be deaf by 40 istg. insert huh cat meme that is him always. (affecionate) -"these people talk shit through the media but'll never say it to my face" have u considered its not bc theyre scared to say it to you but bc you're a rancid person they'd like to avoid interacting with. food for thought -"maybe you feel guilty, i dunno" binotto ate with that one i mean IF THE SHOE FITS -I THINK. as it was in 2020 w/ the pink mercedes. (and in 2007 with mclaren!) the penalty for the cost cap breach should've been a dock in constructors championship points. it wouldn't affect the final standings of 2021 (mercedes beat them anyway, there was a big gap to ferrari in 3rd). it would be a great way to set a strict precedent that would easily motivate teams to be very careful with the budget cap WITHOUT changing any results. FIA hire me -say what u like abt will buxton they will never make me hate you will buxton. the way he is with words explaining drama he is the caesar flickerman of f1 and if you cant appreciate it thats a you issue -showing the singapore grand prix and all i can think abt is iconic post race dando interview. yeah i'm sure the race was cool too i guess -I FUCKING FORGOT HE PULLED THE MENTAL HEALTH CARD bro is seriously like dont talk about the cheating we did think of our poor mental health 🥺🥺🥺 anyway i'm gonna go fire nyck devries midseason brb -WOMP WOMP -once again if the roles were reversed christian would be spearheading a campaign to get a mercedes title stripped be so fucking forreal -more max/gp fics. their dynamic is immaculate chefs kiss -god if lewis won this race it wouldve been so iconic. sad
e10: -ad22 top 10 daniel outfits ever. btw -um lando norris neurodivergent agenda the way he's talking about food here? something going on in that brain. when he ordered 13 spring rolls as a meal in that iconic nortrell stream? that is not a way a neurotypical person eats i swear on god -them asking charles how his season was then immediately cutting to the france crash is so mean. good narrative storytelling, but mean nonetheless -how cathartic it must be for nando to benefit from ferrari blunders lol -pre this season coming out, i remember hoping they'd have a proper focus on carlos' austria dnf. it did get a lil moment but it was, for me, the most shocking mechanical dnf of the season and i was looking forward to seeing more of the inner details of it all. oh well -cinematic parallels between merc & ferrari fighting for 2nd in 2022 AND 2023 -brazil must have some typa rule abt not having netflix there bc they always miss out on the most bangers of races. sad. i love u brazil 22 :') -"they told me i can do whatever i want. when i see carlos, put him in the wall" max i am. i am kissing u. on the mouth. mwah mwah mwah -i DO wish. the focused more on the charles v checo battle. that was simply more important. but i guess that didnt work well with the happy ending they gave checo in e7 so -"omtar might get the last laugh this time around" :)))))) for the last time babey hell yeah -FUCK hate how awkward this dando moment they chose to feature is. they're so much more than that. dts only watchers they're in love and doing the nasty on the reg i PROMISE -this daniel comp is so goofy silly now that hes coming back lmao. i do love him he is so important for the reach of f1 and drive to survive and he deserves all the love he gets -HI LOGAN SO EXCITED TO SEE MORE OF U IN THE NEW SEASON MWAH
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shannonwritespdx-blog · 6 months
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Papa Haydn - botched wine recommendation
Halfway through the 25-minute wait on my French onion soup, I asked my server about a wine pairing. The 2021 Willamette Valley Pinot Noir on the glass pours menu instantly had my attention, as it's a favorite vintage of mine, but I suspected that the Columbia Valley Cabernet blend might suit the beef base of the soup better -- I didn't remember which cheese would be melted on top, though, and wanted a recommendation based on the knowledge of the staff. 
This did not prove a successful communication with my server, who initially attempted to enthusiastically sway me toward the Pinot that I mentioned liking, calling it "bold" even knowing I was considering the Cabernet as well (which didn't exactly foster trust in the knowledge or availability for assistance of my server). I had to really push to even get the server to offer to ask the bartender for a recommendation, who apparently liked both red meat and red wine more than this server did, leading the server to believe that the bartender would be a more reliable source of basic menu knowledge.
I was surprised when, several minutes later, a glass of the Cabernet blend was delivered to my table by someone whom was neither my server nor the bartender who might have been more knowledgeable. I had not yet received the information I was looking for to make my decision, nor had I even decided on ordering a glass at all; and yet, it seemed the decision had been made for me. 
Now, in attempt to ease the impression that this review is written in bad faith, I do understand that Sunday at noon is likely the height of Papa Haydn's busy lunch rush, and the wait time was not something I would reasonably take issue with. In fact, I could have happily waited even more time to ensure an experience worth returning for, and I don't blame the server for being woefully under-informed and simultaneously over-zealous to please the customer with as little pressure on the bar as possible. In my experience, that particular quirk of service is the direct result of under-supportive management with irresponsible training, and I made sure to tip appropriately so my server didn't suffer further negative consequences of an establishment that needed to comp a botched wine sale ($6 on a ticket that would have had a $15 glass with the $12 soup).
I decided it wasn't worth attempting to resolve this issue in the moment because the staff were so obviously swamped already -- far be it from me to increase the stress of a shift like that by refusing to adapt my expectations to the clearly-evident chaos. 
The only reason that this review of service is receiving a second star is the host who greeted me at the front, who was warm, inviting, professional, and highly competent. If my entire experience had reflected that initial impression, there would be five stars for service. 
Food-wise, the soup was fine. Not great, not inedible, just a well proportioned, if slightly jammy, French onion. Even though the Cabernet blend was probably technically the right call, I still found the mishandling of a simple recommendation request distasteful enough to disappoint for my first dining experience at a longstanding establishment in my neighborhood.
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skyseoroundtable · 6 months
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What to Know About Foreclosures on Reverse Mortgages | Law Office Of Ronald D. Weiss, P.C
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What to Know About Foreclosures on Reverse Mortgages
If you or an elderly parent have (or are thinking about getting) a reverse mortgage, there are things you need to know about how these types of mortgages work. And yes, you may still have to deal with the threat of foreclosure.
What is a Reverse Mortgage?
With inflation skyrocketing, many seniors on fixed incomes are struggling with the rising cost of living. If you are a homeowner of 60 or over, you may be eligible for a reverse mortgage. Unlike a traditional mortgage, where you are given a lump sum and pay it back month by month, a reverse mortgage uses your home equity to pay you every month. The reverse mortgage comes due when you die or sell the home (learn more about what types of reverse mortgages are available in New York).
But like any other financial agreements with lenders, there are terms and conditions you need to pay careful attention to. While a reverse mortgage sounds like a great idea, there have been far too many unscrupulous lenders who have taken advantage of elderly clients, with catastrophic results.
Why Would a Lender Foreclose on a Reverse Mortgage?
Normally, the bank will claim the debt when you die. But they can also start a foreclosure process for any of the following reasons, known as a “maturity event”:
You stopped paying property taxes, homeowners insurance, and/or homeowner association fees – you are still legally responsible for all taxes, premiums, and fees.
You stopped maintaining the property – you’ve avoided needed repairs to the home and neglected the yard.
You haven’t lived in the home for 12 months – if the bank feels that you no longer live in the home, they will foreclose.
Your heirs who have inheritance rights to the property refuse to turn it over to the lender – unlike mainstream residential mortgages, your lender is entitled to allthe proceeds from the sale of your property.
Aren’t There Laws to Protect Against Predatory Lenders?
Now there are. In 2020, New York passed a new law mandating that lenders planning on foreclosing on a reverse mortgage had to:
provide notice to the New York State Department of Financial Services
provide proof that the federal Department of Housing and Urban Development has granted prior approval to accelerate the loan
provide proof that the lender sent a default notice to the homeowner
provide loss mitigation information to the homeowner
You can read the actual statutes here – NY Real Prop L § 280-D (2021.
Also, as part of New York State law, your reverse mortgage lender must give you 90 days’ notice before they start the foreclosure process, so you have the time to fix whatever triggered the maturity event. Your lender must also offer to set up a settlement conference with them to discuss ways to stop a possible foreclosure.
How Can We Fight a Reverse Mortgage Foreclosure?
Even with all these laws and regulations, sometimes a foreclosure still happens. With the right foreclosure lawyer at your side, there are a number of ways to defend a reverse mortgage foreclosure suit.
Did you trigger a maturity event? There are dozens of requirements for lenders to offer a reverse mortgage (review N.Y. Comp. Codes R. & Regs. tit. 3 § 79.11 here). If any of these mandates aren’t followed, your foreclosure lawyer may be able to get the case thrown out.
If you feel an elderly parent who signed up for a reverse mortgage was not legally competent to do so, your foreclosure attorney can use that to fight the foreclosure.
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Contact the Law Office of Ronald D. Weiss, P.C.
EMAIL OR CALL FOR A FREE CONSULTATION:
🌎 : https://www.ny-bankruptcy.com/
MELVILLE MAIN OFFICE LOCATION
📍 : 734 Walt Whitman Rd #203, Melville, NY 11747
SUFFOLK LOCATION
734 Walt Whitman, Rd, Ste 203 Melville, NY 11747 (631)-203-1730 Main Location
QUEENS LOCATION
118-35 Queens Blvd Tower, Suite 400 Queens, NY 11375 (718)-751-0226 By Appointment Only
NASSAU LOCATION
34 Willis Avenue, Suite 105 Mineola, NY 11501 (516)-307-0262 By Appointment Only
BROOKLYN LOCATION
26 Court Street, Suite 2206 Brooklyn, NY 11242 (347)-508-9316 By Appointment Only
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jayanthitbrc · 6 months
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Global Overview of the 3D CAD Software Market - Analyzing Market Growth and Key Factors
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The 3D CAD Software Global Market Report 2023, provides comprehensive information on the 3d cad software market across 60+ geographies in the seven regions - Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa for the 27 major global industries. The report covers a ten year historic period – 2010-2021, and a ten year forecast period – 2023-2032.
Learn More On The 3D CAD Software Market’s Growth:
According to The Business Research Company's comprehensive 3D CAD Software Global Market Report for the year 2023, we can discern an upward trajectory in the market's size and influence. This analysis reveals that, from 2022 to 2023, the market size is slated to ascend significantly, increasing from $10 billion to an estimated $10.69 billion, showcasing a commendable compound annual growth rate (CAGR) of 6.9%. The Russia-Ukraine war disrupted the chances of global economic recovery from the COVID-19 pandemic, at least in the short term. The war between these two countries has led to economic sanctions on multiple countries, a surge in commodity prices, and supply chain disruptions, causing inflation across goods and services and affecting many markets across the globe.
Moreover, the outlook for the 3D CAD software sector remains promising, as the market's dimensions are projected to expand even further. By the year 2027, it is anticipated to reach a substantial value of $13.8 billion, maintaining a commendable CAGR of 6.6%.
This data underscores the industry's potential and affirms its role as a pivotal driver of innovation and growth. It's evident that 3D CAD software is poised to play an increasingly critical role in shaping the future of design and engineering across diverse sectors.
Get A Free Sample Of The Report (Includes Graphs And Tables):
The landscape of the 3D CAD software market is undergoing a transformative evolution, primarily driven by the rapid surge in technological advancements. These advancements in 3D CAD software hold the power to redefine and elevate the industry's standards of operation by revolutionizing the production process. Leveraging cutting-edge technology, these innovations aim to enhance efficiency, quality, and speed in production processes. A notable illustration of this dynamic progression is found in Autodesk, a prominent American multinational software corporation, which introduced AutoCAD 2023 in March 2022.
AutoCAD 2023 introduces a paradigm shift in design and modeling, offering designers an enhanced experience characterized by superior insights, seamless collaboration, and the automation of multifarious processes. Notably, this groundbreaking software empowers designers to effortlessly integrate feedback into their drawings, substantially mitigating the risk of errors and optimizing time management. The overarching aim of these technological advancements is to facilitate a more streamlined, error-resistant, and productive 3D CAD software ecosystem, ultimately benefiting professionals in the field and ensuring the delivery of exceptional results. This profound shift in technology reflects the ever-evolving nature of the industry and underscores the vital role of innovation in shaping its future.
The 3d cad software market is segmented:
1) By Deployment Outlook: Cloud, On-premise
2) By Enterprise Size: Small Business, Midsize Enterprise, Large Enterprise
3) By Application: Automotive, Architecture, Healthcare, Manufacturing, Construction, Media And Entertainment, Engineering, Other Applications
North America was the largest region in the 3d cad software market in 2022.
The table of contents in TBRC’s 3d cad software market report includes:
1. Executive Summary
2. 3D CAD Software Market Characteristics
3. 3D CAD Software Market Trends And Strategies
4. Impact Of COVID-19
5. 3D CAD Software Size And Growth
6. Segmentation
7. Regional And Country Analysis
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.
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27. Competitive Landscape And Company Profiles
28. Key Mergers And Acquisitions
29. Future Outlook and Potential Analysis
Learn About Us:  The Business Research Company is a market intelligence firm that pioneers in market, company, and consumer research. TBRC’s specialist consultants are located globally and are experts in a wide range of industries that include healthcare, manufacturing, financial services, chemicals, and technology. The firm has offices located in the UK, the US, and India, along with a network of proficient researchers in 28 countries. Through the report businesses can gain a thorough understanding of the market’s size, growth rate, major drivers and leading players.
Contact Us:  The Business Research Company  Europe: +44 207 1930 708
Asia: +91 88972 63534
Americas: +1 315 623 0293
Follow Us On:
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Blog: https://blog.tbrc.info/
Healthcare Blog: https://healthcareresearchreports.com/
Global Market Model: https://www.thebusinessresearchcompany.com/global-market-model
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ailtrahq · 6 months
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Compound is down -4.65% today against the US DollarCOMP/BTC decreased by -3.79% todayCompound is currently trading 11.76% below our prediction on Oct 15, 2023Compound gained 12.24% in the last month and is down -30.24% since 1 year agoCompound price$ 41.50Compound prediction $ 47.03 (14.66%)Sentiment BearishFear & Greed index 50 (Neutral)Key support levels$ 40.06, $ 38.63, $ 36.52Key resistance levels$ 43.60, $ 45.70, $ 47.14COMP price is expected to rise by 14.66% in the next 5 days according to our Compound price predictionCompound price today is trading at $ 41.50 after losing -4.65% in the last 24 hours. The coin underperformed the cryptocurrency market, as the total crypto market cap decreased by -1.83% in the same time period. COMP performed poorly against BTC today and recorded a -3.79% loss against the world’s largest cryptocurrency.According to our Compound price prediction, COMP is expected to reach a price of $ 47.03 by Oct 15, 2023. This would represent a 14.66% price increase for COMP in the next 5 days.COMP Price Prediction ChartBuy/Sell CompoundWhat has been going on with Compound in the last 30 daysCompound has been displaying a positive trend recently, as the coin gained 12.24% in the last 30-days. The medium-term trend for Compound has been bearish, with COMP dropping by -37.48% in the last 3 months. The long-term picture for Compound has been negative, as COMP is currently displaying a -30.24% 1-year price change. On this day last year, COMP was trading at $ 59.49.Compound reached its all-time high price on May 12, 2021, when the price of COMP peaked at $ 909.34. The current COMP cycle high is $ 82.89, while the cycle low is at $ 24.02. COMP has been displaying low volatility recently – the 1-month volatility of the coin is at 7.83. Compound recorded 15 green days in the last 30 days.Compound technical analysis for today - Oct 10, 2023The sentiment in the Compound markets is currently Bearish, and the Fear & Greed index is reading Neutral. The most important support levels to watch are $ 40.06, $ 38.63 and $ 36.52, while $ 43.60, $ 45.70 and $ 47.14 are the key resistance levels.Bearish sentiment for Compound4 indicators are currently signaling a bullish prediction for Compound, while 25 indicators are showing a bearish forecast. With 86% of indicators favoring a negative prediction. This results in an overall Bearish sentiment for Compound.Crypto market is currently experiencing NeutralCurrently, the Fear & Greed index is at 50 (Neutral), which signals that investors have a neutral outlook on the market. The Fear & Greed index is a measure of sentiment among cryptocurrency investors. A “Greed” reading suggests that investors are currently optimistic about the cryptocurrency market, but can also be an indication that the market is overvalued. A “Fear” reading, on the other hand, signals that investors are currently hesitant about the cryptocurrency market, which potentially represents a buying opportunity.Compound moving averages & oscillatorsLet’s take a look at what some of the most important technical indicators are signaling. We’ll be going through key moving averages and oscillators that will allow us to get a better idea of how Compound is positioned in the market right now.PeriodDaily SimpleDaily ExponentialWeekly SimpleWeekly ExponentialMA3$ 42.72 (SELL)$ 41.49 (BUY)--MA5$ 42.97 (SELL)$ 42.47 (SELL)--MA10$ 44.47 (SELL)$ 43.42 (SELL)--MA21$ 43.00 (SELL)$ 43.23 (SELL)$ 45.79 (SELL)$ 45.12 (SELL)MA50$ 41.55 (SELL)$ 43.81 (SELL)$ 44.15 (SELL)$ 53.82 (SELL)MA100$ 51.59 (SELL)$ 45.44 (SELL)$ 77.66 (SELL)$ 93.41 (SELL)MA200$ 44.75 (SELL)$ 46.57 (SELL)--PeriodValueActionRSI (14)52.27NEUTRALStoch RSI (14)0.00BUYStochastic Fast (14)37.03NEUTRALCommodity Channel Index (20)66.67NEUTRALAverage Directional Index (14)29.38SELLAwesome Oscillator (5, 34)2.29NEUTRALMomentum (10)-6.36SELLMACD (12, 26)-0.08NEUTRALWilliams Percent Range (14)-62.97NEUTRALUltimate Oscillator (7, 14, 28)40.47NEUTRALVWMA (10)46.87SELLHull Moving Average (9)40.
48BUYIchimoku Cloud B/L (9, 26, 52, 26)43.57NEUTRALThe Relative Strength Index (RSI 14) is a widely used indicator that helps inform investors whether an asset is currently overbought or oversold. The RSI 14 for Compound is at 52.27, suggesting that COMP is currently neutral.The 50-day Simple Moving Average (SMA 50) takes into account the closing price of Compound over the last 50 days. Currently, Compound is trading above the SMA 50 trendline, which is a bullish signal.Meanwhile, the 200-day Simple Moving Average (SMA 200) is a long-term trendline that’s calculated by taking an average of the COMP closing price for the last 200 days. COMP is now trading above the SMA 200, signaling that the market is currently bullish.The bottom line about this Compound predictionAfter considering the above factors, we can conclude that the current forecast for Compound price prediction is Bearish. COMP would have to increase by 14.66% to hit our $ 47.03 target within the next five days. Moving forward, it will be important to monitor the COMP market sentiment, the key support and resistance levels, and other metrics. However, we have to keep in mind that the cryptocurrency markets are unpredictable, and even the largest crypto assets display a lot of price volatility. For long-term Compound price predictions click here.
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govindhtech · 7 months
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Leading Chiplet Manufacturers Worldwide
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Chiplets Optimise Results by Bringing Data Closer
Lynn Comp, AMD CVP, Server CPU Marketing, spoke at Israel’s annual chip industry event ChipEx2023 this summer. She discussed how AMD is leading the way in improving data centre and cloud performance with chiplets. She also mentioned CXL interconnects and edge computing as ways to address the processor data location imbalance.
Compute, storage, and networking power the digital industry, but the slowest slows performance. As the industry evolves over decades, we speed up one engine to keep up with the other two, overcorrecting one technology and moving on to the next imbalance.
A mainframe chokepoint was compute. From the 1950s to the early 1980s, computers were scarce for complex scientific calculations and accounting.
Next was client/server, decentralised on PCs. The bottleneck was networking, making it hard to get data to PCs.
The Internet and mobile data networks accelerated networking later. Data storage for processing tasks became the issue.
This describes our current world. Mobile devices, edge computing, and the Internet of Things need fast data access, and local storage and network speeds are a major industry challenge.
he suspect another networking issue. Data latency from origin to edge is also difficult. Distance and resource connections determine latency on a motherboard, data centre, or cloud.
Some of our largest HPC customers say that every FLOPS of compute performance should be matched by 1 word of data to keep the pipeline fed. HPC systems today typically provide nearly 100 FLOPS per word transferred, they add. The lack of data prevents compute from performing at its best.
The problem is extreme in AI, where a prominent tech company driving interactive immersive AR and VR experiences says up to 57% of processing time is spent waiting for network data. GPU resources are too scarce to waste.
Where data resides and how to move it to processing pipelines is a complex challenge at every computing level: package, motherboard, server, data centre, and network-connected data centres.
Chiplets help solve the problem. Chiplets can replace expensive monolithic dies inside the package. Chiplets have multiple processor cores, and they can be added to a package to create higher-performance processors with extreme scalability and flexibility.
AMD pioneered chiplets for high-performance data centre workloads nearly five years ago, but now many data centre processor vendors offer them.
Over the years, AMD has demonstrated the capability and flexibility of chiplets. Our third-generation AMD EPYC processor used this flexibility to add AMD 3D V Cache technology in 2021, delivering 768MB of L3 memory. We saw superlinear scaling efficiency on workloads like ANSYS Fluent 2021 R1, F1 racecar 140m, delivering performance gains beyond what would be expected by increasing processor core count MLNX 041. Data was moved closer to programme cores to achieve this.
Looking ahead, multiple processor manufacturers are working with Universal Chiplet Interconnect Express (UCIe), an industry organisation developing standards to let semiconductor solution providers mix and match chiplets from different manufacturers. That should create intriguing scenarios.
Data timing and placement to maintain processing pipeline efficiency is a multifaceted issue. Compute Express Link (CXL), an industry standard for high-speed, high-capacity CPU-to-device and CPU-to-memory connectivity, addresses the system, node, and rack
CXL allows system-level memory and accelerator addition in a low-latency interface. CXL scales beyond 3D V Cache and UCIE. If 3D V Cache is a small CPU memory brick, CXL is a larger brick that allows much greater scale.
Edge computing reduces data travel by moving computing resources closer to the network edge, improving compute pipeline efficiency.
Complex engineering is needed to balance computing resources for pipeline efficiency. Engineering alone can’t solve global issues. Additionally, solutions must become market-wide. Often, the best performance and features solutions are not the market leaders in revenue or market share. Why?
Three rules govern technology adoption: It elegant? Can it be deployed easily? Is it cheap?
Achieving elegance, ease, and affordability is key for rapid and widespread adoption. My experience in different industries and technology adoption cycles shows that you need two of the three to succeed. Many elegant architectures failed due to cost, deployment, and integration.
Mobile, wireless cellular networks are elegant and easy to deploy, but expensive. Wi-Fi is cheap and easy, but it struggles to match cellular service.
We shouldn’t assume that the best architecture will drive market adoption. Tech companies should aim for all three, but they can succeed with two, to maximise adoption quickly.
ANSYS FLUENT 2022.1 comparison of Release 19 R1 test case simulation ratings based on AMD internal testing as of 02/14/2022. The maximum is LG15. On 8-nodes, comb12, f1–140, race280, comb71, exh33, aw14, and lg15 scale super-linearly. 1-, 2-, 4-, and 8-node, 2x 64C AMD EPYC 7773X with AMD 3D V-Cache. 1, 2, 4, and 8-node, 2x 64C AMD EPYC 7763 with 8-node EPYC 7773X outperforms 7763 by ~52% on the Boeing Landing Gear 15M (lg15) test case.
Copyright 2023 Advanced Micro Devices, Inc. AMD Arrow, EPYC, and combinations thereof are trademarks of Advanced Micro Devices, Inc. Ansys, Fluent, and all other Ansys, Inc. brand, product, service, and feature names, logos, and slogans are registered or licenced trademarks in the US or other countries.
PCI-SIG Corporation trademarks PCIe. Compute Express Link Consortium Inc. trademarks CXL. UCIe Consortium trademarks Universal Chiplet Interconnect Express and UCIe. Other product names in this publication are for identification only and may be trademarks.
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manonamora-if · 1 year
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Retrospective 2022 (2)
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See Part 1 of the retrospective and the overall graphic of 2022 here.
2021 had been a bit of a weird year for me (though it did give me the wonderful world of IF), with a lot of change. So I was glad 2022 was bit more... chill (kinda). I've dived so much deeper in IF and learned so freaking much in the past 12 months.
Long post ahead, breaking it here.
2022 Goals
Last year I only had a few goals: publish Scene 2 of CRWL, submit TTTT to the IF Comp, publish the demo of TTATEH and making Tweego my b*tch.
I am happy to say I've completed all these goals... and then some!
CRWL was updated not just once, but 3 times (with the last one including a bunch of re-writes.
I managed to submit TTTT to the IF Comp (for better for worse).
TTATEH's demo was up for Halloween (with 2 full chapters no less!)
Tweego is not a scary thing that I never managed to make work anymore (I even made an asset pack and guide to make it easy for everyone else)
So what's the extra?
I went from having essentially 3 working projects to 9-ish published ones, with the addition of: SPS Iron Hammer, The Thick Table Tavern, La Petite Mort (FR), The Trials and Tribulations of Edward Harcourt, Goncharov Escapes!, P-Rix - Space Trucker (and Le Jeu de la Dévotion - FR). All links are here.
I started getting my hands dirty with JavaScript (I know, the horror) and more customisation with CSS, and working on adding more accessibility in my projects (visual and gameplay wise).
Got more active in the community (here with Interact-IF, and on discord, and on the Forum... oh, as a note support your authors)
I've started sharing my little silly knowledge of Twine, by creating templates, and guides, and tutorials, and sharing resources.
Also organising my first Comp! (@seedcomp-if) with other peeps from the IF Forum. And we did that in 14 days! (kinda want to create more fun jams too now...)
Got into some trends, with one that resulted in the creation of the really bad idea that is @if-confessions.
And probably more that I forgot about...
Even then...
Part of me feels like it's not been enough, like I haven't been enough, like what I put out wasn't good enough. I've been struggling with insecurity and imposter syndrome for a long time, so this is not new, but it's still there, spiking once in a while, when I really don't need it to.
The slow but consistent increase of negative anons in my inbox (bound to happen with more people following/sharing my content) have made some days very hard to deal with (still, it could be much worse... even the hate from the leaks hasn't been too bad). It's hard not to feel emotional when something you are passionate about or something you do is getting egged on for not good reason. And it's not just the content of the messages (most are not even original...), but the amount of them. Honestly, it is infuriating and tiring (thank gosh for blocking...). It's also a bit hard when there is more negative than positive interactions in my inbox/replies...
Another thing that got me was the little to no progress I've made on both EC or CRWL. I had planned on releasing updates for both this semester, but I've been stuck in front of a blank page for both, or writing and re-writing the same sentence over an over again. Hadn't I distracted myself with other small projects, I would have done the same thing as last year and peaced out for months again...
And then I wrote it all down. I went through all my projects, all the posts I made and put it together that infographic, created and nice timeline... and I realised I was a bit dramatic about feeling like I haven't done enough.
At the end, there were only two months (April and May) which didn't have any publication of games, assets, guides, or update, and that was because CRWL was in re-write/beta. Even if I didn't focus my time on one project throughout the year like I maybe should have, there was on average something out there every month (almost 2x a month by the end).
Yay for unrelenting insecurities! (also, don't try to do as much as I did, I'm struggling with juggling all these projects, it's not sustainable)
2022 Achievements and Milestones
Not only did I reach last year's goals, I achieved a bunch of other stuff!
I published 6(-ish) new games/demos this year! And updated the other 3! I lost track of the count, but it wouldn't surprise me if I wrote somewhere around 100-200k words this year (maybe even more than 300k considering all I cut/re-wrote)...
I started experimenting with custom visual and macros (and editing other people's macro). Working on TTTT (and the update of EC) taught me so much about design and coding, and going much further with Twine!
With this newfound knowledge, I made my first template!
Got to learn how to use a bunch new Twine macros and tested a handful of different gameplay to incorporate in bigger projects.
Tweego. That's it.
I've seen my follower count essentially doubled this past year on both itch and Tumblr (getting close to 1k!).
All my games reached some sort of play milestone (from thousands to couple of thousands). More on that in the stats post, there's a lot.
I haven gotten more reviews and feedback on my projects than last year (the jams and comps have helped!) and in general more interactions with my posts. It's been so useful to grow as a creator and improve myself in general!
I reached 1st and 3rd place on a competition!
And participating in the IFComp was an achievement in and of itself!
And I'll add it here too: I helped organised a comp in 14 days! A proper one, not a spur of the moment jam, with an actual website and rules and stuff! (Now, I want to organise more!)
Honestly, I wouldn't have imagined at the start of the year how much I would end up doing this year, how much I would learn and grow, how much I would experience through it all. I got to climb that steep learning curve in coding, finding more about my voice in writing, designing some cool stuff, and share my love for the creative medium. Had someone shown me all I did this year back at the start of 2022, I wouldn't have believed them...
I feel very blessed to have been able to work on all these projects throughout the year and have gotten such positive reaction for each of them (and such help, to find wonderful people in this community and calling them my friends, and to interact with very passionate and helpful veterans in the genre and learn so much from them.
This year had some very high highs and quite low lows, but it has also been a very wonderful and fulfilling year overall! It makes me so excited for the new year and see what it has in store... (though I know of a few things already...)
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