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#free game software tools
celepeace · 1 year
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Last call for homebrewing your 3DS!! I used this guide, which adapts to what your current software version is + your region (the method differs based on these things). It's very easy, all you need is 30 minutes to an hour of free time, a basic understanding of how file explorers work, an internet connection, and an SD card reader if your computer doesn't have an SD slot.
After today, it may become harder to homebrew your 3DS. It will probably not be impossible to do so after the eshop closes, but methods will likely change and there is no guarantee there will be another way available anytime soon.
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lifehacksthatwork · 1 year
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Just a bunch of Useful websites - Updated for 2023
Removed/checked all links to make sure everything is working (03/03/23). Hope they help!
Sejda - Free online PDF editor.
Supercook - Have ingredients but no idea what to make? Put them in here and it'll give you recipe ideas.
Still Tasty - Trying the above but unsure about whether that sauce in the fridge is still edible? Check here first.
Archive.ph - Paywall bypass. Like 12ft below but appears to work far better and across more sites in my testing. I'd recommend trying this one first as I had more success with it.
12ft – Hate paywalls? Try this site out.
Where Is This - Want to know where a picture was taken, this site can help.
TOS/DR - Terms of service, didn't read. Gives you a summary of terms of service plus gives each site a privacy rating.
OneLook - Reverse dictionary for when you know the description of the word but can't for the life of you remember the actual word.
My Abandonware - Brilliant site for free, legal games. Has games from 1978 up to present day across pc and console. You'll be surprised by some of the games on there, some absolute gems.
Project Gutenberg – Always ends up on these type of lists and for very good reason. All works that are copyright free in one place.
Ninite – New PC? Install all of your programs in one go with no bloat or unnecessary crap.
PatchMyPC - Alternative to ninite with over 300 app options to keep upto date. Free for home users.
Unchecky – Tired of software trying to install additional unwanted programs? This will stop it completely by unchecking the necessary boxes when you install.
Sci-Hub – Research papers galore! Check here before shelling out money. And if it’s not here, try the next link in our list.
LibGen – Lots of free PDFs relate primarily to the sciences.
Zotero – A free and easy to use program to collect, organize, cite and share research.
Car Complaints – Buying a used car? Check out what other owners of the same model have to say about it first.
CamelCamelCamel – Check the historical prices of items on Amazon and set alerts for when prices drop.
Have I Been Pawned – Still the king when it comes to checking if your online accounts have been released in a data breach. Also able to sign up for email alerts if you’ve ever a victim of a breach.
I Have No TV - A collection of documentaries for you to while away the time. Completely free.
Radio Garden – Think Google Earth but wherever you zoom, you get the radio station of that place.
Just The Recipe – Paste in the url and get just the recipe as a result. No life story or adverts.
Tineye – An Amazing reverse image search tool.
My 90s TV – Simulates 90’s TV using YouTube videos. Also has My80sTV, My70sTV, My60sTV and for the younger ones out there, My00sTV. Lose yourself in nostalgia.
Foto Forensics – Free image analysis tools.
Old Games Download – A repository of games from the 90’s and early 2000’s. Get your fix of nostalgia here.
Online OCR – Convert pictures of text into actual text and output it in the format you need.
Remove Background – An amazingly quick and accurate way to remove backgrounds from your pictures.
Twoseven – Allows you to sync videos from providers such as Netflix, Youtube, Disney+ etc and watch them with your friends. Ad free and also has the ability to do real time video and text chat.
Terms of Service, Didn’t Read – Get a quick summary of Terms of service plus a privacy rating.
Coolors – Struggling to get a good combination of colors? This site will generate color palettes for you.
This To That – Need to glue two things together? This’ll help.
Photopea – A free online alternative to Adobe Photoshop. Does everything in your browser.
BitWarden – Free open source password manager.
Just Beam It - Peer to peer file transfer. Drop the file in on one end, click create link and send to whoever. Leave your pc on that page while they download. Because of how it works there are no file limits. It's genuinely amazing. Best file transfer system I have ever used.
Atlas Obscura – Travelling to a new place? Find out the hidden treasures you should go to with Atlas Obscura.
ID Ransomware – Ever get ransomware on your computer? Use this to see if the virus infecting your pc has been cracked yet or not. Potentially saving you money. You can also sign up for email notifications if your particular problem hasn’t been cracked yet.
Way Back Machine – The Internet Archive is a non-profit library of millions of free books, movies, software, music, websites and loads more.
Rome2Rio – Directions from anywhere to anywhere by bus, train, plane, car and ferry.
Splitter – Seperate different audio tracks audio. Allowing you to split out music from the words for example.
myNoise – Gives you beautiful noises to match your mood. Increase your productivity, calm down and need help sleeping? All here for you.
DeepL – Best language translation tool on the web.
Forvo – Alternatively, if you need to hear a local speaking a word, this is the site for you.
For even more useful sites, there is an expanded list that can be found here.
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treasure-mimic · 8 months
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So, let me try and put everything together here, because I really do think it needs to be talked about.
Today, Unity announced that it intends to apply a fee to use its software. Then it got worse.
For those not in the know, Unity is the most popular free to use video game development tool, offering a basic version for individuals who want to learn how to create games or create independently alongside paid versions for corporations or people who want more features. It's decent enough at this job, has issues but for the price point I can't complain, and is the idea entry point into creating in this medium, it's a very important piece of software.
But speaking of tools, the CEO is a massive one. When he was the COO of EA, he advocated for using, what out and out sounds like emotional manipulation to coerce players into microtransactions.
"A consumer gets engaged in a property, they might spend 10, 20, 30, 50 hours on the game and then when they're deep into the game they're well invested in it. We're not gouging, but we're charging and at that point in time the commitment can be pretty high."
He also called game developers who don't discuss monetization early in the planning stages of development, quote, "fucking idiots".
So that sets the stage for what might be one of the most bald-faced greediest moves I've seen from a corporation in a minute. Most at least have the sense of self-preservation to hide it.
A few hours ago, Unity posted this announcement on the official blog.
Effective January 1, 2024, we will introduce a new Unity Runtime Fee that’s based on game installs. We will also add cloud-based asset storage, Unity DevOps tools, and AI at runtime at no extra cost to Unity subscription plans this November. We are introducing a Unity Runtime Fee that is based upon each time a qualifying game is downloaded by an end user. We chose this because each time a game is downloaded, the Unity Runtime is also installed. Also we believe that an initial install-based fee allows creators to keep the ongoing financial gains from player engagement, unlike a revenue share.
Now there are a few red flags to note in this pitch immediately.
Unity is planning on charging a fee on all games which use its engine.
This is a flat fee per number of installs.
They are using an always online runtime function to determine whether a game is downloaded.
There is just so many things wrong with this that it's hard to know where to start, not helped by this FAQ which doubled down on a lot of the major issues people had.
I guess let's start with what people noticed first. Because it's using a system baked into the software itself, Unity would not be differentiating between a "purchase" and a "download". If someone uninstalls and reinstalls a game, that's two downloads. If someone gets a new computer or a new console and downloads a game already purchased from their account, that's two download. If someone pirates the game, the studio will be asked to pay for that download.
Q: How are you going to collect installs? A: We leverage our own proprietary data model. We believe it gives an accurate determination of the number of times the runtime is distributed for a given project. Q: Is software made in unity going to be calling home to unity whenever it's ran, even for enterprice licenses? A: We use a composite model for counting runtime installs that collects data from numerous sources. The Unity Runtime Fee will use data in compliance with GDPR and CCPA. The data being requested is aggregated and is being used for billing purposes. Q: If a user reinstalls/redownloads a game / changes their hardware, will that count as multiple installs? A: Yes. The creator will need to pay for all future installs. The reason is that Unity doesn’t receive end-player information, just aggregate data. Q: What's going to stop us being charged for pirated copies of our games? A: We do already have fraud detection practices in our Ads technology which is solving a similar problem, so we will leverage that know-how as a starting point. We recognize that users will have concerns about this and we will make available a process for them to submit their concerns to our fraud compliance team.
This is potentially related to a new system that will require Unity Personal developers to go online at least once every three days.
Starting in November, Unity Personal users will get a new sign-in and online user experience. Users will need to be signed into the Hub with their Unity ID and connect to the internet to use Unity. If the internet connection is lost, users can continue using Unity for up to 3 days while offline. More details to come, when this change takes effect.
It's unclear whether this requirement will be attached to any and all Unity games, though it would explain how they're theoretically able to track "the number of installs", and why the methodology for tracking these installs is so shit, as we'll discuss later.
Unity claims that it will only leverage this fee to games which surpass a certain threshold of downloads and yearly revenue.
Only games that meet the following thresholds qualify for the Unity Runtime Fee: Unity Personal and Unity Plus: Those that have made $200,000 USD or more in the last 12 months AND have at least 200,000 lifetime game installs. Unity Pro and Unity Enterprise: Those that have made $1,000,000 USD or more in the last 12 months AND have at least 1,000,000 lifetime game installs.
They don't say how they're going to collect information on a game's revenue, likely this is just to say that they're only interested in squeezing larger products (games like Genshin Impact and Honkai: Star Rail, Fate Grand Order, Among Us, and Fall Guys) and not every 2 dollar puzzle platformer that drops on Steam. But also, these larger products have the easiest time porting off of Unity and the most incentives to, meaning realistically those heaviest impacted are going to be the ones who just barely meet this threshold, most of them indie developers.
Aggro Crab Games, one of the first to properly break this story, points out that systems like the Xbox Game Pass, which is already pretty predatory towards smaller developers, will quickly inflate their "lifetime game installs" meaning even skimming the threshold of that 200k revenue, will be asked to pay a fee per install, not a percentage on said revenue.
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[IMAGE DESCRIPTION: Hey Gamers!
Today, Unity (the engine we use to make our games) announced that they'll soon be taking a fee from developers for every copy of the game installed over a certain threshold - regardless of how that copy was obtained.
Guess who has a somewhat highly anticipated game coming to Xbox Game Pass in 2024? That's right, it's us and a lot of other developers.
That means Another Crab's Treasure will be free to install for the 25 million Game Pass subscribers. If a fraction of those users download our game, Unity could take a fee that puts an enormous dent in our income and threatens the sustainability of our business.
And that's before we even think about sales on other platforms, or pirated installs of our game, or even multiple installs by the same user!!!
This decision puts us and countless other studios in a position where we might not be able to justify using Unity for our future titles. If these changes aren't rolled back, we'll be heavily considering abandoning our wealth of Unity expertise we've accumulated over the years and starting from scratch in a new engine. Which is really something we'd rather not do.
On behalf of the dev community, we're calling on Unity to reverse the latest in a string of shortsighted decisions that seem to prioritize shareholders over their product's actual users.
I fucking hate it here.
-Aggro Crab - END DESCRIPTION]
That fee, by the way, is a flat fee. Not a percentage, not a royalty. This means that any games made in Unity expecting any kind of success are heavily incentivized to cost as much as possible.
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[IMAGE DESCRIPTION: A table listing the various fees by number of Installs over the Install Threshold vs. version of Unity used, ranging from $0.01 to $0.20 per install. END DESCRIPTION]
Basic elementary school math tells us that if a game comes out for $1.99, they will be paying, at maximum, 10% of their revenue to Unity, whereas jacking the price up to $59.99 lowers that percentage to something closer to 0.3%. Obviously any company, especially any company in financial desperation, which a sudden anchor on all your revenue is going to create, is going to choose the latter.
Furthermore, and following the trend of "fuck anyone who doesn't ask for money", Unity helpfully defines what an install is on their main site.
While I'm looking at this page as it exists now, it currently says
The installation and initialization of a game or app on an end user’s device as well as distribution via streaming is considered an “install.” Games or apps with substantially similar content may be counted as one project, with installs then aggregated to calculate the Unity Runtime Fee.
However, I saw a screenshot saying something different, and utilizing the Wayback Machine we can see that this phrasing was changed at some point in the few hours since this announcement went up. Instead, it reads:
The installation and initialization of a game or app on an end user’s device as well as distribution via streaming or web browser is considered an “install.” Games or apps with substantially similar content may be counted as one project, with installs then aggregated to calculate the Unity Runtime Fee.
Screenshot for posterity:
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That would mean web browser games made in Unity would count towards this install threshold. You could legitimately drive the count up simply by continuously refreshing the page. The FAQ, again, doubles down.
Q: Does this affect WebGL and streamed games? A: Games on all platforms are eligible for the fee but will only incur costs if both the install and revenue thresholds are crossed. Installs - which involves initialization of the runtime on a client device - are counted on all platforms the same way (WebGL and streaming included).
And, what I personally consider to be the most suspect claim in this entire debacle, they claim that "lifetime installs" includes installs prior to this change going into effect.
Will this fee apply to games using Unity Runtime that are already on the market on January 1, 2024? Yes, the fee applies to eligible games currently in market that continue to distribute the runtime. We look at a game's lifetime installs to determine eligibility for the runtime fee. Then we bill the runtime fee based on all new installs that occur after January 1, 2024.
Again, again, doubled down in the FAQ.
Q: Are these fees going to apply to games which have been out for years already? If you met the threshold 2 years ago, you'll start owing for any installs monthly from January, no? (in theory). It says they'll use previous installs to determine threshold eligibility & then you'll start owing them for the new ones. A: Yes, assuming the game is eligible and distributing the Unity Runtime then runtime fees will apply. We look at a game's lifetime installs to determine eligibility for the runtime fee. Then we bill the runtime fee based on all new installs that occur after January 1, 2024.
That would involve billing companies for using their software before telling them of the existence of a bill. Holding their actions to a contract that they performed before the contract existed!
Okay. I think that's everything. So far.
There is one thing that I want to mention before ending this post, unfortunately it's a little conspiratorial, but it's so hard to believe that anyone genuinely thought this was a good idea that it's stuck in my brain as a significant possibility.
A few days ago it was reported that Unity's CEO sold 2,000 shares of his own company.
On September 6, 2023, John Riccitiello, President and CEO of Unity Software Inc (NYSE:U), sold 2,000 shares of the company. This move is part of a larger trend for the insider, who over the past year has sold a total of 50,610 shares and purchased none.
I would not be surprised if this decision gets reversed tomorrow, that it was literally only made for the CEO to short his own goddamn company, because I would sooner believe that this whole thing is some idiotic attempt at committing fraud than a real monetization strategy, even knowing how unfathomably greedy these people can be.
So, with all that said, what do we do now?
Well, in all likelihood you won't need to do anything. As I said, some of the biggest names in the industry would be directly affected by this change, and you can bet your bottom dollar that they're not just going to take it lying down. After all, the only way to stop a greedy CEO is with a greedier CEO, right?
(I fucking hate it here.)
And that's not mentioning the indie devs who are already talking about abandoning the engine.
[Links display tweets from the lead developer of Among Us saying it'd be less costly to hire people to move the game off of Unity and Cult of the Lamb's official twitter saying the game won't be available after January 1st in response to the news.]
That being said, I'm still shaken by all this. The fact that Unity is openly willing to go back and punish its developers for ever having used the engine in the past makes me question my relationship to it.
The news has given rise to the visibility of free, open source alternative Godot, which, if you're interested, is likely a better option than Unity at this point. Mostly, though, I just hope we can get out of this whole, fucking, environment where creatives are treated as an endless mill of free profits that's going to be continuously ratcheted up and up to drive unsustainable infinite corporate growth that our entire economy is based on for some fuckin reason.
Anyways, that's that, I find having these big posts that break everything down to be helpful.
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frog707 · 11 months
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docking
With FC3D mostly complete, I've devoted most of the last couple days to documentation, mainly for the FuzeCreek games but also for other open-source projects.
I also whipped up a quickie pull request for JMonkeyEngine: number 2016. Small tasks are good because they give me a quick hit of feeling productive.
Next up: figuring out how to use AMD's free compressionator tool. This is a bit of education I've been putting off for over a year.
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exeggcute · 10 months
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the great reddit API meltdown of '23, or: this was always bound to happen
there's a lot of press about what's going on with reddit right now (app shutdowns, subreddit blackouts, the CEO continually putting his foot in his mouth), but I haven't seen as much stuff talking about how reddit got into this situation to begin with. so as a certified non-expert and Context Enjoyer I thought it might be helpful to lay things out as I understand them—a high-level view, surveying the whole landscape—in the wonderful world of startups, IPOs, and extremely angry users.
disclaimer that I am not a founder or VC (lmao), have yet to work at a company with a successful IPO, and am not a reddit employee or third-party reddit developer or even a subreddit moderator. I do work at a startup, know my way around an API or two, and have spent twelve regrettable years on reddit itself. which is to say that I make no promises of infallibility, but I hope you'll at least find all this interesting.
profit now or profit later
before you can really get into reddit as reddit, it helps to know a bit about startups (of which reddit is one). and before I launch into that, let me share my Three Types Of Websites framework, which is basically just a mental model about financial incentives that's helped me contextualize some of this stuff.
(1) website/software that does not exist to make money: relatively rare, for a variety of reasons, among them that it costs money to build and maintain a website in the first place. wikipedia is the evergreen example, although even wikipedia's been subject to criticism for how the wikimedia foundation pays out its employees and all that fun nonprofit stuff. what's important here is that even when making money is not the goal, money itself is still a factor, whether it's solicited via donations or it's just one guy paying out of pocket to host a hobby site. but websites in this category do, generally, offer free, no-strings-attached experiences to their users.
(I do want push back against the retrospective nostalgia of "everything on the internet used to be this way" because I don't think that was ever really true—look at AOL, the dotcom boom, the rise of banner ads. I distinctly remember that neopets had multiple corporate sponsors, including a cookie crisp-themed flash game. yahoo bought geocities for $3.6 billion; money's always been trading hands, obvious or not. it's indisputable that the internet is simply different now than it was ten or twenty years ago, and that monetization models themselves have largely changed as well (I have thoughts about this as it relates to web 1.0 vs web 2.0 and their associated costs/scale/etc.), but I think the only time people weren't trying to squeeze the internet for all the dimes it can offer was when the internet was first conceived as a tool for national defense.)
(2) website/software that exists to make money now: the type that requires the least explanation. mostly non-startup apps and services, including any random ecommerce storefront, mobile apps that cost three bucks to download, an MMO with a recurring subscription, or even a news website that runs banner ads and/or offers paid subscriptions. in most (but not all) cases, the "make money now" part is obvious, so these things don't feel free to us as users, even to the extent that they might have watered-down free versions or limited access free trials. no one's shocked when WoW offers another paid expansion packs because WoW's been around for two decades and has explicitly been trying to make money that whole time.
(3) website/software that exists to make money later: this is the fun one, and more common than you'd think. "make money later" is more or less the entire startup business model—I'll get into that in the next section—and is deployed with the expectation that you will make money at some point, but not always by means as obvious as "selling WoW expansions for forty bucks a pop."
companies in this category tend to have two closely entwined characteristics: they prioritize growth above all else, regardless of whether this growth is profitable in any way (now, or sometimes, ever), and they do this by offering users really cool and awesome shit at little to no cost (or, if not for free, then at least at a significant loss to the company).
so from a user perspective, these things either seem free or far cheaper than their competitors. but of course websites and software and apps and [blank]-as-a-service tools cost money to build and maintain, and that money has to come from somewhere, and the people supplying that money, generally, expect to get it back...
just not immediately.
startups, VCs, IPOs, and you
here's the extremely condensed "did NOT go to harvard business school" version of how a startup works:
(1) you have a cool idea.
(2) you convince some venture capitalists (also known as VCs) that your idea is cool. if they see the potential in what you're pitching, they'll give you money in exchange for partial ownership of your company—which means that if/when the company starts trading its stock publicly, these investors will own X numbers of shares that they can sell at any time. in other words, you get free money now (and you'll likely seek multiple "rounds" of investors over the years to sustain your company), but with the explicit expectations that these investors will get their payoff later, assuming you don't crash and burn before that happens.
during this phase, you want to do anything in your power to make your company appealing to investors so you can attract more of them and raise funds as needed. because you are definitely not bringing in the necessary revenue to offset operating costs by yourself.
it's also worth nothing that this is less about projecting the long-term profitability of your company than it's about its perceived profitability—i.e., VCs want to put their money behind a company that other people will also have confidence in, because that's what makes stock valuable, and VCs are in it for stock prices.
(3) there are two non-exclusive win conditions for your startup: you can get acquired, and you can have an IPO (also referred to as "going public"). these are often called "exit scenarios" and they benefit VCs and founders, as well as some employees. it's also possible for a company to get acquired, possibly even more than once, and then later go public.
acquisition: sell the whole damn thing to someone else. there are a million ways this can happen, some better than others, but in many cases this means anyone with ownership of the company (which includes both investors and employees who hold stock options) get their stock bought out by the acquiring company and end up with cash in hand. in varying amounts, of course. sometimes the founders walk away, sometimes the employees get laid off, but not always.
IPO: short for "initial public offering," this is when the company starts trading its stocks publicly, which means anyone who wants to can start buying that company's stock, which really means that VCs (and employees with stock options) can turn that hypothetical money into real money by selling their company stock to interested buyers.
drawing from that, companies don't go for an IPO until they think their stock will actually be worth something (or else what's the point?)—specifically, worth more than the amount of money that investors poured into it. The Powers That Be will speculate about a company's IPO potential way ahead of time, which is where you'll hear stuff about companies who have an estimated IPO evaluation of (to pull a completely random example) $10B. actually I lied, that was not a random example, that was reddit's valuation back in 2021 lol. but a valuation is basically just "how much will people be interested in our stock?"
as such, in the time leading up to an IPO, it's really really important to do everything you can to make your company seem like a good investment (which is how you get stock prices up), usually by making the company's numbers look good. but! if you plan on cashing out, the long-term effects of your decisions aren't top of mind here. remember, the industry lingo is "exit scenario."
if all of this seems like a good short-term strategy for companies and their VCs, but an unsustainable model for anyone who's buying those stocks during the IPO, that's because it often is.
also worth noting that it's possible for a company to be technically unprofitable as a business (meaning their costs outstrip their revenue) and still trade enormously well on the stock market; uber is the perennial example of this. to the people who make money solely off of buying and selling stock, it literally does not matter that the actual rideshare model isn't netting any income—people think the stock is valuable, so it's valuable.
this is also why, for example, elon musk is richer than god: if he were only the CEO of tesla, the money he'd make from selling mediocre cars would be (comparatively, lol) minimal. but he's also one of tesla's angel investors, which means he holds a shitload of tesla stock, and tesla's stock has performed well since their IPO a decade ago (despite recent dips)—even if tesla itself has never been a huge moneymaker, public faith in the company's eventual success has kept them trading at high levels. granted, this also means most of musk's wealth is hypothetical and not liquid; if TSLA dropped to nothing, so would the value of all the stock he holds (and his net work with it).
what's an API, anyway?
to move in an entirely different direction: we can't get into reddit's API debacle without understanding what an API itself is.
an API (short for "application programming interface," not that it really matters) is a series of code instructions that independent developers can use to plug their shit into someone else's shit. like a series of tin cans on strings between two kids' treehouses, but for sending and receiving data.
APIs work by yoinking data directly from a company's servers instead of displaying anything visually to users. so I could use reddit's API to build my own app that takes the day's top r/AITA post and transcribes it into pig latin: my app is a bunch of lines of code, and some of those lines of code fetch data from reddit (and then transcribe that data into pig latin), and then my app displays the content to anyone who wants to see it, not reddit itself. as far as reddit is concerned, no additional human beings laid eyeballs on that r/AITA post, and reddit never had a chance to serve ads alongside the pig-latinized content in my app. (put a pin in this part—it'll be relevant later.)
but at its core, an API is really a type of protocol, which encompasses a broad category of formats and business models and so on. some APIs are completely free to use, like how anyone can build a discord bot (but you still have to host it yourself). some companies offer free APIs to third-party developers can build their own plugins, and then the company and the third-party dev split the profit on those plugins. some APIs have a free tier for hobbyists and a paid tier for big professional projects (like every weather API ever, lol). some APIs are strictly paid services because the API itself is the company's core offering.
reddit's financial foundations
okay thanks for sticking with me. I promise we're almost ready to be almost ready to talk about the current backlash.
reddit has always been a startup's startup from day one: its founders created the site after attending a startup incubator (which is basically a summer camp run by VCs) with the successful goal of creating a financially successful site. backed by that delicious y combinator money, reddit got acquired by conde nast only a year or two after its creation, which netted its founders a couple million each. this was back in like, 2006 by the way. in the time since that acquisition, reddit's gone through a bunch of additional funding rounds, including from big-name investors like a16z, peter thiel (yes, that guy), sam altman (yes, also that guy), sequoia, fidelity, and tencent. crunchbase says that they've raised a total of $1.3B in investor backing.
in all this time, reddit has never been a public company, or, strictly speaking, profitable.
APIs and third-party apps
reddit has offered free API access for basically as long as it's had a public API—remember, as a "make money later" company, their primary goal is growth, which means attracting as many users as possible to the platform. so letting anyone build an app or widget is (or really, was) in line with that goal.
as such, third-party reddit apps have been around forever. by third-party apps, I mean apps that use the reddit API to display actual reddit content in an unofficial wrapper. iirc reddit didn't even have an official mobile app until semi-recently, so many of these third-party mobile apps in particular just sprung up to meet an unmet need, and they've kept a small but dedicated userbase ever since. some people also prefer the user experience of the unofficial apps, especially since they offer extra settings to customize what you're seeing and few to no ads (and any ads these apps do display are to the benefit of the third-party developers, not reddit itself.)
(let me add this preemptively: one solution I've seen proposed to the paid API backlash is that reddit should have third-party developers display reddit's ads in those third-party apps, but this isn't really possible or advisable due to boring adtech reasons I won't inflict on you here. source: just trust me bro)
in addition to mobile apps, there are also third-party tools that don’t replace the Official Reddit Viewing Experience but do offer auxiliary features like being able to mass-delete your post history, tools that make the site more accessible to people who use screen readers, and tools that help moderators of subreddits moderate more easily. not to mention a small army of reddit bots like u/AutoWikibot or u/RemindMebot (and then the bots that tally the number of people who reply to bot comments with “good bot” or “bad bot).
the number of people who use third-party apps is relatively small, but they arguably comprise some of reddit’s most dedicated users, which means that third-party apps are important to the people who keep reddit running and the people who supply reddit with high-quality content.
unpaid moderators and user-generated content
so reddit is sort of two things: reddit is a platform, but it’s also a community.
the platform is all the unsexy (or, if you like python, sexy) stuff under the hood that actually makes the damn thing work. this is what the company spends money building and maintaining and "owns." the community is all the stuff that happens on the platform: posts, people, petty squabbles. so the platform is where the content lives, but ultimately the content is the reason people use reddit—no one’s like “yeah, I spend time on here because the backend framework really impressed me."
and all of this content is supplied by users, which is not unique among social media platforms, but the content is also managed by users, which is. paid employees do not govern subreddits; unpaid volunteers do. and moderation is the only thing that keeps reddit even remotely tolerable—without someone to remove spam, ban annoying users, and (god willing) enforce rules against abuse and hate speech, a subreddit loses its appeal and therefore its users. not dissimilar to the situation we’re seeing play out at twitter, except at twitter it was the loss of paid moderators;  reddit is arguably in a more precarious position because they could lose this unpaid labor at any moment, and as an already-unprofitable company they absolutely cannot afford to implement paid labor as a substitute.
oh yeah? spell "IPO" backwards
so here we are, June 2023, and reddit is licking its lips in anticipation of a long-fabled IPO. which means it’s time to start fluffing themselves up for investors by cutting costs (yay, layoffs!) and seeking new avenues of profit, however small.
this brings us to the current controversy: reddit announced a new API pricing plan that more or less prevents anyone from using it for free.
from reddit's perspective, the ostensible benefits of charging for API access are twofold: first, there's direct profit to be made off of the developers who (may or may not) pay several thousand dollars a month to use it, and second, cutting off unsanctioned third-party mobile apps (possibly) funnels those apps' users back into the official reddit mobile app. and since users on third-party apps reap the benefit of reddit's site architecture (and hosting, and development, and all the other expenses the site itself incurs) without “earning” money for reddit by generating ad impressions, there’s a financial incentive at work here: even if only a small percentage of people use third-party apps, getting them to use the official app instead translates to increased ad revenue, however marginal.
(also worth mentioning that chatGPT and other LLMs were trained via tools that used reddit's API to scrape post and content data, and now that openAI is reaping the profits of that training without giving reddit any kickbacks, reddit probably wants to prevent repeats of this from happening in the future. if you want to train the next LLM, it's gonna cost you.)
of course, these changes only benefit reddit if they actually increase the company’s revenue and perceived value/growth—which is hard to do when your users (who are also the people who supply the content for other users to engage with, who are also the people who moderate your communities and make them fun to participate in) get really fucking pissed and threaten to walk.
pricing shenanigans
under the new API pricing plan, third-party developers are suddenly facing steep costs to maintain the apps and tools they’ve built.
most paid APIs are priced by volume: basically, the more data you send and receive, the more money it costs. so if your third-party app has a lot of users, you’ll have to make more API requests to fetch content for those users, and your app becomes more expensive to maintain. (this isn’t an issue if the tool you’re building also turns a profit, but most third-party reddit apps make little, if any, money.)
which is why, even though third-party apps capture a relatively small portion of reddit’s users, the developer of a popular third-party app called apollo recently learned that it would cost them about $20 million a year to keep the app running. and apollo actually offers some paid features (for extra in-app features independent of what reddit offers), but nowhere near enough to break even on those API costs.
so apollo, any many apps like it, were suddenly unable to keep their doors open under the new API pricing model and announced that they'd be forced to shut down.
backlash, blackout
plenty has been said already about the current subreddit blackouts—in like, official news outlets and everything—so this might be the least interesting section of my whole post lol. the short version is that enough redditors got pissed enough that they collectively decided to take subreddits “offline” in protest, either by making them read-only or making them completely inaccessible. their goal was to send a message, and that message was "if you piss us off and we bail, here's what reddit's gonna be like: a ghost town."
but, you may ask, if third-party apps only captured a small number of users in the first place, how was the backlash strong enough to result in a near-sitewide blackout? well, two reasons:
first and foremost, since moderators in particular are fond of third-party tools, and since moderators wield outsized power (as both the people who keep your site more or less civil, and as the people who can take a subreddit offline if they feel like it), it’s in your best interests to keep them happy. especially since they don’t get paid to do this job in the first place, won’t keep doing it if it gets too hard, and essentially have nothing to lose by stepping down.
then, to a lesser extent, the non-moderator users on third-party apps tend to be Power Users who’ve been on reddit since its inception, and as such likely supply a disproportionate amount of the high-quality content for other users to see (and for ads to be served alongside). if you drive away those users, you’re effectively kneecapping your overall site traffic (which is bad for Growth) and reducing the number/value of any ad impressions you can serve (which is bad for revenue).
also a secret third reason, which is that even people who use the official apps have no stake in a potential IPO, can smell the general unfairness of this whole situation, and would enjoy the schadenfreude of investors getting fucked over. not to mention that reddit’s current CEO has made a complete ass of himself and now everyone hates him and wants to see him suffer personally.
(granted, it seems like reddit may acquiesce slightly and grant free API access to a select set of moderation/accessibility tools, but at this point it comes across as an empty gesture.)
"later" is now "now"
TL;DR: this whole thing is a combination of many factors, specifically reddit being intensely user-driven and self-governed, but also a high-traffic site that costs a lot of money to run (why they willingly decided to start hosting video a few years back is beyond me...), while also being angled as a public stock market offering in the very near future. to some extent I understand why reddit’s CEO doubled down on the changes—he wants to look strong for investors—but he’s also made a fool of himself and cast a shadow of uncertainty onto reddit’s future, not to mention the PR nightmare surrounding all of this. and since arguably the most important thing in an IPO is how much faith people have in your company, I honestly think reddit would’ve fared better if they hadn’t gone nuclear with the API changes in the first place.
that said, I also think it’s a mistake to assume that reddit care (or needs to care) about its users in any meaningful way, or at least not as more than means to an end. if reddit shuts down in three years, but all of the people sitting on stock options right now cashed out at $120/share and escaped unscathed... that’s a success story! you got your money! VCs want to recoup their investment—they don’t care about longevity (at least not after they’re gone), user experience, or even sustained profit. those were never the forces driving them, because these were never the ultimate metrics of their success.
and to be clear: this isn’t unique to reddit. this is how pretty much all startups operate.
I talked about the difference between “make money now” companies and “make money later” companies, and what we’re experiencing is the painful transition from “later” to “now.” as users, this change is almost invisible until it’s already happened—it’s like a rug we didn’t even know existed gets pulled out from under us.
the pre-IPO honeymoon phase is awesome as a user, because companies have no expectation of profit, only growth. if you can rely on VC money to stay afloat, your only concern is building a user base, not squeezing a profit out of them. and to do that, you offer cool shit at a loss: everything’s chocolate and flowers and quarterly reports about the number of signups you’re getting!
...until you reach a critical mass of users, VCs want to cash in, and to prepare for that IPO leadership starts thinking of ways to make the website (appear) profitable and implements a bunch of shit that makes users go “wait, what?”
I also touched on this earlier, but I want to reiterate a bit here: I think the myth of the benign non-monetized internet of yore is exactly that—a myth. what has changed are the specific market factors behind these websites, and their scale, and the means by which they attempt to monetize their services and/or make their services look attractive to investors, and so from a user perspective things feel worse because the specific ways we’re getting squeezed have evolved. maybe they are even worse, at least in the ways that matter. but I’m also increasingly less surprised when this occurs, because making money is and has always been the goal for all of these ventures, regardless of how they try to do so.
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koboldfactory · 8 months
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I hope Unity goes back to having an even worse reputation than it did back in the early 2010s. Not because of the quality of game devs make with the tool, but because of how poorly they treat developers that use Unity with every new update. Constantly adding more and more fees and caveats to using the software and partnering with shitty predatory businesses. Just utterly disgusting behavior that even further bars indie devs from achieving success.
Anyways. Check out Godot. It relatively recently got a huge update and is a genuinely great budding dev program and it’s completely free and open source.
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femmefatalevibe · 10 months
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Femme Fatale Guide: Products & Services Worth The Splurge
Fashion:
A great couple of bras in black/nude (your best skin-toned shade)
Comfortable, breathable, and seamless underwear
Outerwear (Coats, jackets, blazers)
The perfect pair of jeans
An LBD that works from day to night
Comfortable, sturdy, sleek, and timeless footwear (a versatile black boot, a black heel, white sneaker, and a black flat/loafer/sandal)
A timeless and versatile crossbody or shoulder bag (a larger one for the daytime/work or school and a smaller one for nighttime/events)
One or two well-made classic jewelry item(s)
A conversation-starting item or accessory
Beauty:
Sunscreen
Any skincare/skin cosmetic products that are game-changers for you
A quality hair brush, comb, and hair towel
Your signature scent
A quality razor/hair removal product
Vitamin C/Retinol serums
Reliable hair tools and sturdy nail tools
A quality hair heat protectant/scalp cleansing or conditioning spray
Makeup brushes and beauty tool cleaners
Home:
Lamps/lighting
Couch/desk chair
Everything for your bed: Bed frame, mattress/sheets/pillows, etc.
Knives
Dishwasher-safe and microwave-safe dishes & cups you love
A full-length mirror
Vacuum
Storage solutions/cedar blocks or moth balls
Quality holders for everything: Paper towels, shower storage, hooks, mailbox/key bowls
Name brand paper products/household cleaners
Electric toothbrush & Waterpik
Sound-proof headphones/Airpods
MacBook Air
Health & Wellness:
High-quality lettuce and/or sprouts
Organic frozen fruits and vegetables (if fresh is too pricey)
BPA-free canned goods
Potassium bromate & glyphosate-free grain products
Snacks free of artificial colors
Quality coffee
An at-home massage tool/heating pad
Fur products for skin/hair removal
Vitamin C/Retinol serums
Quality running shoes
Anything that goes near your vulva or into the vagina: Sex toys, lube, condoms, toy cleaners, pads/tampons/menstrual cups, cleansing wipes, etc.
A yoga mat, resistance band, and a pair of small ankle weights
Spotify subscription
Books and audiobooks
Services:
Therapy
A top-tier haircut
House cleaning (even if it's only once every couple of months)
Top-tier hair removal/brow maintenance services of your choice
Best doctors, dentists, OB/GYN, and dermatologists you can get
At least one personal training/styling session in your life
Professional/Social:
Ownership of the domain for your full legal/professional name and/or business name
A CPA/bookkeeper/fiduciary financial advisor
Automation workflow/content management system software
A lawyer for contract review/LLC services
Personalized stationery/"Thank You" cards
Memorable client gifting for the holidays/milestone successes
Niche skill-based certifications (Google, AWS, Hubspot, etc.) or courses made by trusted professionals in your field
Subscriptions in world-leading and industry-authority digital publications
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nanowrimo · 6 months
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Write Smarter, Not Harder: 5 Ways to Conquer Chaotic Writing
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Every year, we’re lucky to have great sponsors for our nonprofit events. ButterDocs, a 2023 NaNoWriMo sponsor, is an all-in-one writing app built for productivity, collaboration, and a more joyful writing experience. Today, the folks at ButterDocs share a few tips on organizing your writing to meet your goals:
NaNoWriMo is about to start, and you're champing at the bit to get to 50,000 words. But that's no easy feat! Because life doesn't stop when NaNoWriMo starts.
You're still going to have climb a mountain of chaos to reach your goal: Chaos like not being able to find your notes and outlines when you need them since they're scattered across multiple apps, or the constant lure of internet distractions.
And of course, once NaNoWriMo ends, the writing process continues. You'll need to get feedback, be able to actually easily take advantage of that feedback, and make revisions (especially if your ultimate goal isn't just a rough draft, but a polished novel).
Here are five tips from ButterDocs to beat the chaos and make your writing workflow less work and more flow.
1. Know what you're about to do.
We know you want to start maximizing your word count from Day One, but you'll thank yourself on Day Twenty if you lay the groundwork for yourself. Take some time to organize your research, develop your characters, lay out your major plot points, and consider your themes.
You don't need to buy and learn advanced plotting software. A digital whiteboard can be as intuitive as pinning index cards to a cork board.
2. Write in the best environment for you.
You're about to spend a lot of time writing. It's a good idea to get comfortable.
Think about what environment you write best in. Do you need the hubbub and energy of a busy coffee shop? Or the serenity of a cozy nook?
Once you find the right place, put the same effort into finding a writing app you'll actually enjoy writing in.
3. Stay in your writing flow.
Focus and dedication during NaNoWriMo is the whole ball game. Lose either, and your chances of hitting 50,000 words are harder.
Whatever your NaNoWriMo goals are, give yourself the best chances to succeed with tools that will help you get and stay focused. A timer, word counter, and goal tracker will help you with timed writing sprints and hitting daily writing goals.
4. Recover from distractions.
Distractions will happen. Chaotic writing aside, the human brain wants to wander for dopamine. And life inevitably gets in the way.
What's important is how you recover. Don't let one distraction or missed writing day snowball into another and another. Give yourself tools that help you get back on track. A simple notification to come back to your writing can be a big help.
5. Pull others in to help you move forward.
You may be participating in NaNoWriMo as an individual, but know this: you are not alone.
You have the entire NaNoWriMo community, among many other writing communities and groups you can turn to for any genre of writing.
When you feel stuck or need feedback on a draft, don't be afraid to ask for help. Just be sure to invite people into a writing app where you have control over the collaboration.
ButterDocs Early Access + NaNoWriMo Resources
Conquer chaotic writing by using a writing app built for exactly that. With ButterDocs, you can plan, write, share, and edit your writing all in one place, without the chaos. It's by the team that built Arc Studio, a leading screenwriting app with hundreds of thousands of users.
ButterDocs launches today in early access and we'd love to invite you to check it out for NaNoWriMo.
All NaNoWriMo participants can receive a free year of ButterDocs if you sign up by December 1st, 2023.
We're running a free online event on October 25th for everyone who signs up: "Getting (and Staying) in Your Creative Writing Zone During NaNoWriMo." with Grant Faulkner (Executive Director of NaNoWrimo), Matt Trinetti (founder of London Writers' Salon), and Allison Trowbridge (founder of CopperBooks). If you can't make it, we'll email ButterDocs users the recording afterward.
Visit https://butterdocs.com/NaNoWriMo to learn more about ButterDocs, claim your free account, and enter an exclusive sweepstakes giveaway for NaNoWriMo participants!
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madillhethen · 2 years
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JASON!!!
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The effort of this game to change the walk cycle for the male and female player is appreciated. I know that’s such a silly thing to say, and it’s not like other games don’t do this. It’s just....
Learning how to make a game, y’all don’t understand. This s is only simple on the surface. There’s so much effing stuff that needs to be done for something as little as walking. Also, yeah, new games have way more graphics and new stuff etc. etc. etc. but also industries have updated the tools to be smoother and more UI friendly. Some years ago, this thing was made from scratch. Unreal Engine 4 is all the rage now as a game engine, and C# simplifies a lot, but C++ or whatever else is just...it’s powerful more or less but also a lot more confusing. 
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I just really love this. The aesthetics of this game is so pleasing.
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Treasure chest found.
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Sooooo....
Final Fantasy XIII? I haven’t played that in a while but the stagger system and the ‘updated’ ATB seemed similar. I know a lot of people gripe about the battle system, but it doesn’t seem to bad to me? Also they called it a rock-paper-scissors fighting style? But isn’t this just the standard triangle that we see in Fire Emblem, Pokemon, Monster Hunter? Maybe I’m too early in the game.
I kind of like it. It’s not innovative like new open world games or as fun as KH. It’s a nice pace though. A fusion of FFXIII and FFX/P5.
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That’s so cool. I love it.
That skeleton just looks so good.
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prokopetz · 3 months
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do you have any recommendations for document formatting software? i'm really admiring your page layouts on space gerbils but i know i couldn't even really think of pulling something like that off for my own works in word/libreoffice without lots of hassle
Afraid I can't help you there. I don't use desktop publishing software of any kind – I write my games in Notepad++ as HTML documents, and that's the only version of the text that's ever touched by human hands. The PDF and EPUB versions are generated automatically using document conversion tools that support CSS Paged Media extensions; I personally use a commercial product called Prince for the PDF side because I have excruciatingly specific requirements in terms of supported typesetting features, but there are any number of free and open source alternatives if you're just getting started.
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gravidasomnia · 6 months
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A text post for a change! tldr: There's some technical details re: Dayspa Squad which spills into discussion of the software & hardware used, and a few other thoughts. Group pics are difficult with the limitations of the AI I'm using (SD 1.5, sdxl is better but my budget gaming laptop can't run it the way I use 1.5 without overheating), and people have noted that they often look like a row of clones. So this time (and last) I've found a suitable txt2img generation (top left) then re-run it through img2img and added variations in the prompt to produce different, still very similar looking groups, with many typical AI pic problems e.g. too many/not enough fingers & hands:
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but from that I'll use Krita + the clone tool aligned to each pic and take parts of each that seem apt; hopefully between all the iterations there's enough non-freaky hands and other parts to go around!
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You can see I haven't done a perfect job - especially with the 2nd woman from the left's dressing gown and hand, and the breasts still look cloned. Such flaws and others are much less noticeable on IG with it's limited image resolution and most users having a small screen experience. My excuse is that the milestone came up sooner than expected and I rushed it (I only started after noticing I'd hit 8,995 followers and it took about 20 minutes all up, a few minutes before I hit 9k). But a little more time and scrutiny and even running a couple more iterations could have gone a long way. Photoshop could just regenerate individual elements if you want it to but I'm not a pro user and can't justify the expense (such functionality wouldn't be available to unlicenced users). I'm more familiar with GIMP but I prefer Krita for simple clone tool operations because it loads quicker and the default brush is perfect for how I use it + the smart patch tool is also handy. I could also use the SD plugin within Krita/GIMP for similar functionality but I found the interface too clunky so I prefer to work manually for this sort of thing. This method is the sort of thing I'd use earlier on to fix weirdness like mutant hands, multiple weird bellybuttons and other AI body horror. Or to get a striking individual image juuuust right, like this one or this one. Nowadays the raw outputs are often realistic enough that simple touchups can take care of aberrations. We're not far off having an app that laypeople can use that will make pics like this without a need for editing - but for now I'm happy in this niche. Assets Used (All software free for personal use, mostly free for commercial use):
Software: Stability Matrix with the Automatic1111 WebUI Krita (has a learning curve but so does PS, amazing functionality that I've barely made use of because I'm not an actual artist) Irfanview (free for personal use but I've licensed it so I can use it for work if needed, totally worth it) AI Checkpoints/Loras/Embeddings: Photosomnia Omega (my SD1.5 photorealism model blend) Pregmix 2 Lora (will update eventually but it's not available yet, for now try Pregmix 1 or other pregnancy Loras on civitAI) FreeU/FreeU webUI plugin Negative photorealism embeddings used to help a lot but I don't need them so much now due to how far the model and Lora has come. They still deserve a mention as they have been very useful and will continue to be so with a variety of models: fcneg kkw-ph1-neg Bad_NegAnatomy Hardware: 2nd hand laptop with an i7, 16gb ram, 1G SSD, and 8gb rtx graphics. 4gb nvidia GTX graphics is considered the bare minimum but an RTX with 8gb is gonna be the minimum practical for working with HD resolutions & SDXL. Cheaper laptops will struggle with heat management, PCs will hit your power bills. Radeon graphics can technically work, they're good for people who love fucking around with linux because things aren't working and want to apply that approach to AI artgen software. If you don't enjoy that sort of frustration don't bother. Apple isn't supported for Stability Matrix yet but apparently many implementations of SD will work on a Macbook Pro with the M1/M2 chip and preferably at least 16gb of ram. Draw Things will run on an newish iphone/ipad but I found it too clunky to use for serious pics and it's not practical for high resolution work. While reflecting on the artistic mediocrity of this otherwise pleasing pic, a paraphrase of T.K. crossed my mind, namely that the AI revolution has been an utter disaster for human art. It does have a place alongside real art but as an example I hate seeing AI garbage in advertisements knowing that it's not only deceptive garbage that pretends to be something it's not AND it's also more lost payments for working artists/photographers/models. But I also think that fake erotica photos people make for themselves or share freely are outside of that problem, as long as they don't depict actual identifiable persons. I will not do fakes without consent, maybe everyone has their price but mine hasn't even come close to being reached, which I'll admit isn't possible without some level of privilege.
I'd like to not be judgmental of people who do make AI fakes for $ but otoh AI users must have some level of privilege to be able to access and use the technology. What I have seen with technology and other things is that irresponsible use is likely to be met with irresponsible regulation and I do wonder (not worry) how much longer blogs like this will be legal. Anyway for now just enjoy the pics! There will be more to enjoy soon. If you've bothered to scroll through thanks for reading and thanks for being a fan!
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em-dash-press · 6 months
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Best Tools to Track Your NaNoWriMo Progress
The NaNoWriMo site allows anyone who signs up for a free account to set their word count through their dashboard. There are plenty of other resources to help you too, but if that’s not your style, these are other tools to track your NaNoWriMo progress. See if you like any before November begins to tackle your manuscript even faster.
Note: None of these are paid promotions or affiliate links. They’re just recommendations based on what I and other writers have found helpful in the past!
1. FocusWriter
Writers often start exploring the world of creative writing tools by downloading FocusWriter. The free program hides everything on your screen except your document and shows a custom background instead, like the wooden background below.
Use the settings to customize each writing experience and keep track of your daily NaNoWriMo word count goals. It even spell checks for you, which speeds up your editing process.
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2. NovProg
NovProg is a free writing resource that’s best for people who don’t want any hassle on their screens. If you’re into graphs, this might be the tool you love. The program makes graphs of your daily word count progress so you have more visual encouragement during your NaNoWriMo experience.
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3. Scrivener
Scrivener is a popular software within the creative writing community. You can use the free trial to see if it’s your thing before Scrivener requires a $51 purchase for Mac users or $60 for PC users.
It’s expensive, but popular for a reason. The program has file organization options for planners and writers who don’t outline their work. Save character outlines, track your word count, save photos, and store links to inspirational Scrivener corkboards.
The software also lets writers research from within Scrivener. You won’t need to open a Google tab (and potentially whatever internet distractions await you) to double-check information or even transcribe an interview.
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4. MyWriteClub
Name and update your word count goals automatically by writing alongside MyWriteClub. The simple progress bar even updates with encouragement from friends who use MyWriteClub. Their notes will pop up under your word count as you work on your NaNoWriMo projects together. It takes away the loneliness that can sometimes come with writing stories by yourself.
If you don’t have any in-person friends doing NaNoWriMo, there are global writing sprints available for MyWriteClub users. The 15-minute focus sessions connect writers as they work on their word count goal for the day. It might be the encouragement you need to stay on track, especially if you get bored writing by yourself.
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5. Fighter’s Block
Merge your love of video games and creative writing with Fighter’s Block. After setting your word count goal within the website, you’ll become a character fighting a monster. The monster wants to destroy your words, but your word count progress keeps it at bay.
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6. Write or Die
This is another infamous tool in the creative writing world. It’s what you might want to try when you need extreme help with knocking out your daily word count.
Input your word count goal and start writing. If you slow down or miss your goal, the program deletes random chunks of your work. You’ll get a few warnings, but the deletion often happens sooner than writers expect. It’s better to use this program when you know what you need to write, but need a push to stay with your manuscript until you’re done for the day.
Change the settings outlined in yellow below to match what you need from your writing experience. There’s also a setting to get encouragement instead of your work deleted, if you’d prefer that. Click the Ready button and your screen updates—you’ll have a blank space to work in the middle.
You can purchase this program for $10 for both Mac and PC, but the free version works for many writers who just want to do short writing sprints.
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7. Coffitivity
Writing with background noises is one of my favorite things to do when I need to focus. It helps me stay away from anxious thoughts or external distractions. If you don’t want to use YouTube or another music app while you write, Coffitivity is here to help.
This program has a library of background noises that recreate ambient environments, like coffee shops. The low chattering and clinking of dishes could help you stay focused or defeat any writing anxiety associated with looming NaNoWriMo deadlines.
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8. Pacemaker Planner
Remember how I mentioned that breaking your goals down makes NaNoWriMo easier? That might seem impossible if you’re not usually making lists and goals for yourself outside your writing routine.
Pacemaker Planner removes the guesswork. If you give it your overall word count, your final deadline (November 30), and how much time you estimate you’ll have for your writing each day, it’ll calculate your daily word count for you.
The graphing option also adds more flexibility to your goals. Let’s say you’ll be more free in the middle of November than the beginning or end. Select the Mountain Hike strategy. The program recalculates your daily goals according to your preferred writing strategy so you’ll get higher word counts when you’re actually free to write.
The free version is great for NaNoWriMo purposes, but there’s also a Premium version you can get to plan your full yearly calendar and daily schedule, if you enjoy the program.
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You don’t have to cross your fingers and hope to conquer NaNoWriMo this year. Try these tools while they’re still time to explore your options. Whether you want to plan the whole month or turn your word count into a game, you’ll have more success after seeing which tools are at your disposal.
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crescentfool · 2 months
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so you want to use OBS
hello! i’ve decided to compile information on my OBS setup and some resources that have helped me along the way.  this is mostly for personal reference, but maybe others can make use of this information!
some notes before i get into it:
i use OBS for both offline recording and (twitch) streaming. any footage i record is edited using DaVinci Resolve 18, which is free.
most of my OBS captures are of video games (through a USB capture card, specifically elgato), and the occasional screen/application capture (like clip studio paint, and sometimes PC games).
as such, the information here is reflective of these experiences. this post is not comprehensive to all of OBS’s features- this is just an overview of the settings and configurations that are most relevant to me.
with that out of the way, all the information will be under the cut!
Basic Setup
file format:
how to change: settings -> output -> recording -> recording format -> press “apply” once finished!
I save most of my recordings as .mkv files- it supports multi-track audio! i prefer .mkv over .mp4 because if your power goes out, you still have a recording to work with. 
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.mkv files can be read by DaVinci Resolve without an issue- but for Adobe software, they'll need to be remuxed to .mp4 within OBS! (file -> remux recordings -> press the … to select a file -> press the “remux” button)
video resolution and framerate:
how to change: settings -> video -> output (scaled) resolution
my obs canvas is @ 1920 x 1080p (16:9)
i switch between 720p and 1080p as needed! if you're concerned about space, you can probably just go for 720p. i also record at 30 fps, simply because that’s what my capture card supports.
video bitrate:
how to change: settings -> output -> encoder settings (located in both the streaming and recording tab) -> press “apply” once finished!
bitrate is a bit of a doozy to explain, but the most important thing to know is that bitrate affects your video’s quality. lower numbers = lower quality, while higher numbers = higher quality. 
generally speaking, you'll want higher bitrate when you're recording things with high depth of information (e.g. you’d want a higher bitrate for something fast-paced like splatoon, compared to a slower-paced game like animal crossing).
my video bitrate is either set to 3000 or 4000 kbps! and here's some of my other (related) settings while i'm at it:
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you can put your bitrate at much higher values than me if you're a stickler for quality- but keep in mind that a higher bitrate means:
bigger file size
more information to upload (when streaming)
your computer will need to encode more
i’d recommend reading twitch’s guidelines on encoding, bitrate, resolution, and framerate to get an idea of what values to pick. for people who are doing offline recording or streaming on a different platform, i suggest googling the appropriate resources!
multi-track audio:
this is mostly applicable to anyone looking to do video editing!
multi-track audio basically allows you to separate your audio sources (e.g. discord, game audio, and your own microphone) into different tracks. 
this is an immensely helpful tool because it lets you adjust audio levels in post-production (editing). some examples of how this can be used:
increasing someones microphone volume if they speak too softly
increasing/decreasing game audio
muting swear words/sensitive information
completely muting voice call + microphone if you want to upload a no commentary video
and more!
to set this up, take a look at your audio mixer panel, and press the ⚙ icon. this will bring up advanced audio properties.
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by checkmarking a track box, it puts the audio on that track. to make the above screenshot easier to digest:
track 1 consists of ALL three audio sources- desktop, elgato, and microphone.
track 2 only has the microphone audio.
track 3 only has desktop audio (i use this for voice calls)
track 4 only has the elgato capture card audio (game audio). the volume has also been lowered so that any speaking voices can be heard clearly.
tracks 5 and 6 are unused.
you might be wondering, “why do all three of these have 1 checked off?” this is what i call the universal audio track. i recommend having a universal audio track for a few reasons:
when you stream from OBS onto twitch/youtube- you have to select ONE audio track.
it’s also a nice backup in case you didn’t separate your audio correctly.
if for whatever reason you need to move around your individual audio tracks in editing, the universal track acts as a nice reference point.
mark off your audio tracks for each audio source as you see fit! once you’re finished with the advanced audio properties, go to settings > output.
for the streaming tab, you’ll want to have the number of your universal audio track selected. in my case, that will be audio track 1.
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for the recording tab, checkmark all the audio tracks that are applicable to you (in my case, audio tracks 1, 2, 3, and 4). by default, only audio track 1 is selected.
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if you don’t check off the additional audio tracks in the output > recordings section, you will not have access to those audio tracks in editing, and you won’t be able to edit your audio tracks independently of each other. so don’t forget to do this! 👍
custom browser docks
custom browser docks are a great tool for when you’re streaming and want to have access to your twitch chat and/or activity feed! (or if you wanted to have some other web browser on OBS).
to create one, go to docks -> custom browser docks.
you’ll be given a table interface that asks you to put the dock name and URL. for streamers who want to have chat and alerts available, do the following:
on twitch’s homepage, go to the upper right and click your icon
then, click creator dashboard
once you’re on your dashboard, go to stream manager
click the vertical “...” on my chat OR activity feed.
press “pop-out chat” OR “pop-out activity feed”
copy and paste the link into the table back into OBS
press apply once you’re done
click and drag the docks around at your leisure to put them where you like!
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if you ever decide you don’t want to have something on your OBS dock (or want to bring something back), go to the toolbar, click “docks,” and click the appropriate dock!
third party things
a section of optional things that you may enjoy having.
streamlabs alerts
this is basically for anyone who streams and wants to have their chat and/or follower notifications visualized on screen!
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streamlab alerts can be added to OBS by adding a browser source into your scene, and the specifics can be customized on streamlabs itself. it’s pretty self-explanatory, so i’ll just leave a link to streamlabs website, where you can log in using the streaming platform of your choice: https://streamlabs.com/
discord overlay
this is a browser source that can be set up to show people who are in a server's voice chat and who speaks. i recommend this to people who make multiplayer content- it can help viewers distinguish who is who but also it can be helpful in editing.
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to set this up, go to https://streamkit.discord.com/overlay, click “install for OBS,” and after logging in with discord, go to “voice widget” and click the server and voice channel you want.
you are able to apply CSS if you'd like more control over the visuals, but the standard layout tends to work fine for me! a search of “discord overlay css” on youtube can help you get more information.
veadotube mini
this is a pngtuber software that a friend recommended to me! no webcam is required- mouth opening and closing is based on your microphone input!
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you can download it here (it’s pay what you want!): https://olmewe.itch.io/veadotube-mini
for a proper tutorial on how to use it, i recommend checking out the app's documentation, which you can read here: https://veado.tube/help/
source record
have you ever wanted to stream something with a chat overlay/layout, but wanted your recording to ONLY be the gameplay? or maybe you wanted to record BOTH your gameplay AND your webcam so that you can have a crisp zoom-in on your webcam!
source record is a third party plugin that can help you with that!
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the general gist of source record involves applying the “source record” filter on either a scene or source, and customizing the encoding settings accordingly. the exact details of how to set it up is beyond the scope of this post, so I'll just direct people to this video instead (it was very helpful to me):
youtube
⚠ a quick note about source record: this plugin can be intense for your computer. be sure to do test recordings and the like to see what your computer can handle (and see if the recordings come out the way you like). it took me a few tests before i settled onto something i liked!
you can download and install source record here: https://obsproject.com/forum/resources/source-record.1285/
vdo.ninja
have you ever wanted to do a collaborative video or stream where you feature someone else’s video on your stream? or maybe you’re doing a multi-person streaming event! vdo.ninja is the perfect tool for you!
vdo.ninja turns your OBS virtual camera into a browser source link- which your collaborator can add on their stream! this is a new tool that i’ve added to my arsenal recently- since my friend and i are planning to stream a side order challenge together! i’ve still got to iron it out a bit more, but i like what i’ve used of it so far.
try it out for yourself at their website here (with documentation and demos available on the homepage!): https://vdo.ninja/ (no downloads required!)
ok! i’m set up! what now?
and with that, that’s all of the settings and tools that i thought would be worth mentioning! while most of my setup was written with video games in mind, some of these plugins and setups may be applicable to other types of videos (e.g. tabletop gaming with a physical camera)!
now that i’ve outlined all these settings, i have one more thing i have to say: regardless of what you're using OBS for, do a test recording before doing anything “official” with it. this recording can be as short as 30 seconds. it’s a good habit to develop that can make sure your streams/recordings turn out the way you want them to!
here are the kinds of things i like to check! it’s not an exhaustive list, but this can be a starting point:
video:
does my video look the way i want it to (and can my computer handle that)?
can my computer handle the load of encoding? - OBS will note in the bottom if the encoding is overloaded. if it can’t handle it, turn down your bitrate or adjust other encoding settings (e.g. i had to toggle psycho visual tuning OFF because it was causing lag)
this is especially the case if you're recording PC games- you don’t want to have slowdown on either your game or the recording!
audio:
are my audio sources (e.g. desktop audio and microphone) correct? - if you plug/unplug devices a lot, be sure to check this (settings -> audio).
are any of my audio sources muted? - make sure you don’t have anything on 🔇 if you don’t want it to be muted! otherwise the audio will be lost forever… (i lost my friend’s VC audio once… it was sad)
are my audio tracks separated properly? - requires you to boot up your editing software, but it's worth doing! for the test recording, just have something from all your sources playing at once, and see if your editor has things separated into tracks.
can i hear the voices clearly? or does the music and/or game overpower them?
if for whatever reason your OBS crashes, or you want more information on anything “critical” or “warning” worthy in your set-up, you can go to help > log files > upload current log file > analyze. crash logs currently can’t be analyzed by the log analyzer- but they’re a valuable tool when asking for help on the OBS forums!
and that’s all! for real, this time. i hope that some of these tools and settings can help anyone wanting to get more out of OBS. there’s definitely other things i didn’t touch upon (e.g. audio filters for noise compression, suppression, etc.), so i suggest doing your own research and trying things out!
happy recording/streaming, and thanks for reading! ✨
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a-spawn-on-my-lawn · 2 months
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Quick tip for my fellow (Asti) artists for the perfect reference :D
You don't need to know Blender for this except for some tiny basics that you can learn in less than 30 min!
Download Blender. It's free and amazing.
Download this Astarion model as .blend file.
Unpack the ZIP and open the .blend file with double click. It should open in Blender automatically when you have installed the software. (I probably renamed the file so don't worry.)
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4. Once opened in Blender, look for the globe symbols on the top right of the window and click the middle globe "Viewport Shading".
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5. You should now have something like this:
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Don't get distracted by the camera, the lights or the shlong, you won't need any of it (probably)
6. Go to the top left of the window and make sure "Object mode" ist activated.
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7. Pick the "Modeling" tab.
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8. Click on the Asti. You can zoom in and out with mouse wheel. You can navigate by pressing the mouse wheel alone and move the mouse or pressing mouse wheel + shift.
9. On the very right, there should be an area that is called "Scene collection".
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Navigate to this window and click on the eye symbol next to "Astarion Armature" to make sure it is visible if it isn't yet.
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10. Make sure you still have object mode activated. Click on the "Astarion armature". Now you should see a lot of orange fancy thingamabobs around Asti.
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11. Now it is important that you navigate to the "Object Mode" tab and pick "Pose Mode".
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You will now see that the thingamabobs (his rig) will become colourful. Perfect, almost done :D
Now it is time for Asti to strike some Poses!
Click on any of the colourful lines (Some are not able to be moved, but you will figure out which one does what).
In this example, I picked the rig for this arm/wrist:
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On the left side of the window, you should see a toolbar that looks like this:
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If the toolbar is not there, simply press "T". All we basically need are these two:
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If you pick one of these an click on the parts of Asti's rig that you want to move, you can move them up or down with the arrow option ("Move") or rotate them in any direction with the option below the arrow. ("Rotate").
Let's rotate Asti's hand:
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I click + hold the red line and move it upwards.
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EASY GOING! this is honestly basically it. Play around with it a bit and you will get the gist :)
You can really get him into any pose you like, it may be a bit fiddly to find out if you are new to Blender, but it is totally worth it :)
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This is not only a great ref tool for Asti artists, generally he makes a remarkable ref for studying the male anatomy, facial structure, hand poses and so much more :)
I hope my little tutorial was helpful to you, I usually don't make tutorials so I hope I was able to make it somewhat comprehensible 😅
I just really wanted to share this because it was a real game changer to me. :)
If you have any questions, feel free to ask in the comments/DMs etc.
Also here's a dope Blender beginner tutorial:
youtube
Happy painting/modeling!! ♥
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yardsards · 2 years
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a couple of free computer accessibility tools that come in handy for me that others might not know about:
HERE is firefox add-on that lets you add subtitles to any video. yes, this includes videos on shady piracy sites. this is not software that auto-generates captions, mind you; you will have to download subtitle (SRT) files from other websites. HERE is my go-to site to download srt files for tv shows, but there are other sites available if this one doesn't have the show/movie you are looking for
HERE is a piece of software that lets you map keyboard/mouse functions to a video game controller. makes gaming easier for some people like me who are missing fingers, have wrist problems, have fine motor issues, etc. and find using controllers to be easier than using standard mouse-and-keyboard controls. the site will give you a free trial of the software and later ask you to pay, but if you email them and tell them you have a disability, they'll give you the full software for free.
feel free to add more examples to this post!
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melbrewer367 · 11 months
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So you want to make a recolor...
I made a quick recolor tutorial for a friend group so I thought I'd go ahead and share here too. This is just a super quick guide for how to recolor an object/cas item.
There are two types of recolors. Standalone and Overrides. Overrides will replace the item/swatches that exist in the game. Standalone recolors create an additional item with it's own swatches. This tutorial works for both kinds, you just pick which one in Step 1, and then the rest is basically the same.
This tutorial also works for pretty much all buy mode items and CAS items. Anything that is tileable...I think maybe that's what you could call it...anything that can be stretched across multiple tiles, for instance, wallpapers, flooring, roofing, fencing...these types of items require a few more steps that I will not be covering here.
Ok so you want to recolor something, you need Sims 4 Studio (S4S) and a photo editing program like photoshop (there are plenty of free alternatives out there too, like Gimp is one I know a lot of people use).
Step 1! Open up S4S and pick either "Standalone" or "Override" depending on what your end goal is. Generally, you'll probably do standalone. I usually reserve overrides for permanent world items I want to change, like changing the images on the billboards in San Myshuno, for instance.
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For this, I'm going to make a standalone recolor of an object so you would make sure Standalone Recolor is selected and then click "Object."
Step 2. Find the thing you want to recolor. Across the top there's filters so you can narrow it down by pack or search keywords to help find what you're looking for. Pick your item and click "next" at the bottom. A save window is going to pop up, save your file and make sure to name it something useful that's actually identifying so you can easily find it and remove it/update it/etc in the future. If you just hover your mouse over an item, it will give you the game's name for that item.
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Congrats, you've created a Sims 4 package.
Step 3. (Optional) If you want to make changes to the in game display name, description, price, or style tags...you can do that on this first screen and then just hit "Apply To All Swatches." You do not have to make changes here if you don't want to though.
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Step 4. This is where the fun begins. Click on the "Texture" tab. This is where you're going to get the file that you actually need to recolor. If there's a plain white swatch, I would pick that one, otherwise, I would go with whatever the lightest and most blank swatch is to make it easier on you to recolor. You just click one of the numbered swatch boxes at the top and then in the lower section make sure you have "Texture" highlighted, in this case it is my only option, and then click "Export." Another save window will pop up, just save that texture file somewhere easy to find, it'll only be there temporarily. (Or, if you want to be really smart and you plan on recoloring many things, you should make a project folder for each thing and save your texture files and things in there so you can always come back to them later.)
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Step 5. So the exact tools and steps and such will kinda vary here based on what you want to accomplish and what program you use but, the broader overall process is the same. Open your texture file in an image editing software, change the colors/patterns/etc how you want, and then save that texture file. For instance, on this one I'm just going to change that pink section to a different color by just selecting the pink area with a marquee/quick selection tool and then using the Hue/Saturation tool to change the color.
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Another example, this is something James Turner did in a recent video that someone asked about, you could choose some in game frames with images, put your own screenshots onto that image, and then boom you have your screenshots in game as framed photos. You would simply add your screenshot on top of the framed image as a second layer, line it up nice and neat, and you're good to go. Here's an example of what that would look like:
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That's also basically how you could quickly add patterns to something. Lay your pattern image over top of the texture, change your layer style to something like "Multiply" or "overlay" depending on the look you're going for. Either way you do these, just remember to save your final product as a .png file.
Step 6. Back to S4S! Same place you were before, except now you need to click "Import" down in that lower texture section, select your texture file you just made. While you're on this screen, you should also update the colors in the "Swatch Thumbnail" section to match your new recolor, and you can also "remove swatch" to get rid of any additional swatches you don't need. Once you're done with all of this, hit save, and then go throw that .package file into your Mods folder.
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Step 7. Go in game and check out your items and then pat yourself on the back.
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Now you too can be cursed with this knowledge so that every time a new item/clothing is added to the game and you think, "wow I'd really like this if it was in better swatches" you can just...make those swatches.
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