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#there's a seperate page for the quotations
cartelohandbag · 1 year
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Reading the "A Pickle for the Knowing Ones" was an acid trip and made me feel like I'm one of those Historians/Archaeologists who found the Rosetta Stone and begun translating Egyptian Hieroglyphics
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dodgesgirl · 10 days
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how do you get your text that soft pink shade? tutorial?
BABY PINK TEXT TUTORIAL !
hi babe!! here's a short and hopefully easy to understand tutorial for the text i use in my posts ᥫ᭡
also, just a little disclaimer: the images on this post might not be visible because they exceed the limit of 10 images per post on mobile app. should be fine on a laptop or pc though!!
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okay firstly, make sure you're using a laptop and open your post in one tab and in a seperate tab open jsfiddle.
you should be able to see this coding somewhere on your screen:
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you're gonna replace the two hex-codes (highlighted text) with whichever colours you'd like. to do a gradient, like this, the two codes will be different, but i like to do a solid colour like this so my codes will be the same.
the hex code i use for the baby pink is D2A3BE, or you can use your own. if you don't have a hex code you like yet, you can use the colour picker on this site to find one!
just copy and paste the hex codes into the code so it looks like this:
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make sure it looks exactly like this. you still need all the spaces, quotations and other code. only change the hex codes.
in the top left of your screen, there should be a "run" button, and when you press it, the colours in the bottom right should change from the default ones to the ones you chose.
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next, you're going to open your tumblr post in your first tab.
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your post will start like this. you'll go to the settings button in the top right (circled) and change the post from rich text to HTML
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this will enable coding on the post. you'll still have 'preview' where it will look normal and you can still type and edit the post as you usually would.
once you've typed something it will show it in the HTML option just in a different way:
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you want to go to the preview page and make sure you've got the text looking exactly as you want it (bold, italic, small, etc.). also note that colours look especially good and show up well when the text is bold. i set mine to bold as an example.
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when you switch to HTML it will look something like it does above.
next, you'll copy the text between all the coding prompts (e.g. <p><b> and <b><p>). only copy the text you want to be pink or another colour!! don't highlight any of the coding. then paste it this top box on jsfiddle so it looks like this:
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press "run" on the right, and it will spit out a line of code in the second box that will look something like this:
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you're gonna copy that line of code and switch over to your tumblr tab. on your HTML version of your post, find the text you're changing and highlight it. then paste the code into that spot. make sure not to highlight any of the surrounding code - only the text you've written and want to change.
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it will look super weird and long because it's colouring each symbol and letter, if you look closely, each letter of "example text" is separated and surrounded by code. when you switch to preview it will look like this:
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for gradient, the process is the exact same, but on jsfiddle, when you're replacing the default hex codes with yours, the second hex code you plug in will be different to the one you start with. for example:
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this second colour is C45494 btw!!
to do specific text in a paragraph as if bolding it (which i do in a lot of my posts), you just want to find that text in your HTML post, and copy and paste the specific word/s into your top box on jsfiddle, and then proceed as normal. example:
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hopefully this helped!! let me know if you have any questions or need me to go over anything ( ˘³˘)
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Testing Layout
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Here are a few DPS which were designed and laid out. My personal favourites were the text being seperate from the imagery as it feels organised. Originally I opted in to have the quotations scattered around the page which did not look visually appealing and as if it wasn’t carefully/intentionally placed but more rather looked like it was “thrown” onto the page without thought. The RUN company’s page is a developed version of this method which almost turned into everything being separated anyway.
I plan to continue this general structure for the remaining pages of the BLAD. Although slight variegations of these pages will be made to the point where it looks like something but not too much to the point where it would confuse the person reading the BLAD. For example the text is always structured in a certain way as you read down the page or that the text is always under the title/logo.
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myfriendpokey · 6 years
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clearance sale
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clearing out some of my backlog of opinions before the new year so i can start anew. in this post I have accumulated some writing scraps on the only three topics: 1. finance 2. mystery 3. location
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FINANCE
i enjoyed these recent-ish posts against the idea of indie sustainability, although as someone who already works a day job i always feel a bit ambivalent about the advice to just work a day job to pay for this stuff - - like yes, absolutely, do it, BUT sell your shit too in the knowledge that the type of precarity we associate w/ creative work is already in the process of being implemented everywhere else as well (or has already been - zero hour contracts, sub-living wages etc). like i am fortunate to still have a day job which pays a living wage and leaves me time to work on my own things on the side - but this feels like an anachronism rather than an inevitability right now.. maybe my unsustainable games will help keep me afloat when my job gets automated and i have to go work in an amazon warehouse, unsustainable games for an unsustainable job, ha ha ha. video games are an exploitative bubble but so is the rest of "the market".
it is true that this is a political problem rather than one in the narrow remit of things that can be fixed with the right 10-point sales plan- -  nevertheless i think the issue of trying to make even small money off these things will remain kind of pressing as, in turn, regular employment comes more and more to resemble irregularly compensated hobbyist labour.
anyway one point i found really interesting, which i think all the above posts kind of grapple with - - the idea that it's not necessarily more "realistic" to aim at selling 1000 copies rather than 100,000. i think while we make fun of the aspiring millionaires a lot of people have just been banking on the idea of a fertile middle ground between the two extremes of tiny and ludicrous amounts of sales, between boom and bust. i'm sure there are still people working in that space but it seems like it's shrinking.
one question brendan keogh asks in his piece is "why should game makers be any different  [from the norm of artists, musicians etc not really making any money]?" i think this can actually be answered a little - because hobbyist game development sort of exploded in tandem with the internet itself becoming more naturalized within everyday life, because the economic basis for indie games was always centered around the internet, which means people working in indie games were always in the vicinity of the massive, startling movements of capital that the internet rendered more visible and immediate. no more were the weird vicissitudes of the market hidden behind closed doors, in boardrooms or stock quotations - now you could log onto any site and see just bewildering amounts of money suddenly funnel into the pockets of this or that individual in real time, frequently to their own surprise as well. and i think this connected to something more general - a sort of ambient awareness of financialization, the way "the financial sector" cannibalized things like industry, the greater visibility of capital not as something embedded in some specific product or set of individual practices but as a kind of weird free-floating aura arbitrarily descending or departing. enormous reservesof "general" wealth became more visible just as the benefits and stability of waged employment became yet more desolate and i think you need to see the draw of one in part as a consequence of the other. 
gacha-capitalism, permanent artificial scarcity coupled with the vague, insistent prospect of fantastic gains, as long as you keep playing. which is a rhythm already enshrined in many areas of working life - broke college students and unpaid graduates hustling for eventual employment, waged workers grinding through until  retirement. but it's one the enhanced immediacy and swiftness of capital on the internet intensified and extended. fabulous payouts can strike anyone at any time, in exchange for slowly bleeding out the prospect of any other kind of livelihood. much like the austerity following the financial crash which levelled so many basic social services for no particular purpose other than the hope that doing so for long enough would please the gods of prosperity to start tossing money around again. all dues, no pay.
i do think it's worth being cynical about the efforts to domesticate this process, building a fair and sustainable biome within capitalism, by using the tools of that same capitalism etc.  but if the format can't be seperated from the wider world then that's something which swings both ways. for me the most interesting critical work around vgames right now is in the effort to move outside of the constant, numbing boom-and-bust cycles of capital, the idiot repetition of exhilaration and depression and exhilaration and it'll all be okay as long as we can hold out one more cycle, particularly when that's a rhythm which has been central to the development of the format from the beginning. i think anyone involved with developing videogames has probably seen multiple generations of cool shit emerge, get abruptly killed off and written out of history in accordance with market diktats, and then replaced with a new wave of cool shit whenever the investors shift gears into "expansion" mode again. a mode of thinking about and preserving what people do that stands in opposition to this is something i can easily imagine being more generally useful in the culture, as ever more areas of life and culture start becoming subject to the same questions.
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MYSTERY
there's a mystery in depth and a mystery in shallowness. with depth the habitual glance of recognition goes out and falls through - you can place roughly where something is in relation to the world, but not what it's doing, not where it goes. as a presence it seems to require a new mode of attention to be recognized, which i guess is why it sometimes makes me uneasy - that challenge, the way that challenge can be moralized. are you a bad enough dude to engage with art?? if there are 100 black obelisks in a field which one do you decide to look at? and will it really turn out to be deep, or just dense?
videogames can feel like depth-worship, like the embodiment of an essentially cthonic system of values. how deep did you go and what did you see there? did  you find the gold bars in pac-man? (www.mikesarcade.com/cgi-bin/spies.cgi?action=url&type=info&page=pmgoldbar.info.txt) did you see the secret ending? how far did you get into the game mechanics, into the lore? this marks the top 10 deepest players on this game. surpass  them... if you dare. an ethos of diligent attention, hierarchial levels of  understanding and initiate-dom, a sub-culture. and at best a maguslike  dedication to altered states of consciousness that i can respect, an interest in shifting through mangled pieces of debris in search of secret mysteries. at worst the authority cults and tests of true belonging that spring up around those mysteries, whose value is in being hidden and whose guarantee is in the strenuous effort with which they must be located. paranoia about true spiritual meanings being plundered by opportunistic interlopers. stay out. get good.
the videogame has the basic opacity of the computer system and the act of engaging with this curious abyss is allegorized into dungeons, castles, mazes. trapdoors and secret corridors. one pleasure in looking up older games for me is in seeing them recognize and learn how to thematize this basic sense of mystery. in bubble bobble the obscure scoring mechanics and secret endings are cheekily perverse, arcade challenge by another means - another system to game. in king's quest there's something like a crossfertilization between the strange causal voids of the fairy tale and the adventure game: "Exit the gingerbread house and go east and east. There is a large walnut tree here. Take walnut and then open walnut to discover a gold nut. Head east and take bowl . Look bowl  to see the words “fill” at the bottom. Fill and the bowl will fill up with a delicious stew." the wizardry games took the connection between mysterious game systems and occult knowledge much further - the "true" ending of wizardry iv means finding a secret chamber and answering a series of riddles based on your knowledge of the kaballah (or at least, kaballah-derived tarot interpretations).
it's easy to moralize depth - lotus eaters, magic islands. you wander through a strange land and then return to find it's 5 hours later and you forgot to eat. there's something creepy to me about depth on an industrial scale, about building huge tunnels with massive teams on forced overtime, and then a team of professional tunnel reviewers cautiously start descending on ropes and come back every so often and say, well, 20 hours in and it all looks ok, and meanwhile everybody else is jumping en masse. maybe that's more of an issue with consumer culture in general. but sometimes it feels like a way to avoid dealing with certain inherent limitations of that culture, or even limitations of art in general, by projecting those limits out to the end of ever-deeper tunnels that fewer and fewer people will ever see, the rest of them straggling back, exhausted, getting jobs. well, i can't tell you if red dead 2 is good or not. i only got 60 hours in, and i never even found all the falcons.
if the mystery of depth is having too much space for speculation to operate coherently within, the mystery of shallowness is having not enough space for speculation to operate at all: something is too manifestly there, limited, closed-off, it's hard to push it away to get some metaphorical breathing room. 
i feel this way sometimes reading writers like tove jansson, flannery o'connor - SOMETHING happened, the stories are short and clear and describe some definite event without too much uncertainty, they even have "broader themes" raised - but somehow the themes feel embarrassingly outsize for the stories, and the stories remain too clearly defined to sink back into the murk of a generalized moral or experience. they feel like moral stories when you can't work out what the moral might be.
robbe-grillet on raymond roussel: "Now these chains of elucidations,  extraordinarily precise, ingenious, and farfetched, appear so derisory, so disappointing, that it is as if the mystery remained intact. But it  is henceforth a mystery that has been washed, emptied out, that has become  unnameable. The opacity no longer hides anything. One has the impression of  having found a locked drawer, then a key; and this key opens the drawer impeccably... and the drawer is empty."
there's a famous shallowness to videogames as well that's most often caught by people outside the culture - when you see the fake videogames in a comicbook, or on tv, and they're named something like "washing machine simulator 3000" or "municipal tax assailants". and part of this also stems from the computer, the history of the computer as it insinuated its way into everyday life, as a mysteriously elaborate and convoluted way of doing just impossibly banal things, like balancing chequebooks or printing text. the stubborn thingliness of not-quite-functional machines, the way the thingliness glosses and corrodes their own internal fantasies, mirrors of the basic weirdness that is human consciousness as a material fact within the world. 
with my friend i used to joke  about "e3" just being the dumpster behind an abandoned gamestop - all those needy longform experiences frozen into evocative trinkets. find a nonfunctional disk copy of mario odyssey and it gives you all the same delight as playing mario odyssey, only without having to. i think there's something beautiful about that flatness, that directionless object-hostility, the rejection of the grandoise hero's journey fantasies that it implies – as well as something baleful, a rejection of consciousess in general, the idea that it could take you anywhere not inside your own head.
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LOCATION
why are there so many videogames about going outside? every time i've played a videogame it's been inside a room, usually a dark one, mostly while still wearing my pajamas. for me it is an internal activity. but not only do all these games take place in fields and plains, they always talk about the wonders of going on a voyage, the beauty of the great outdoors, the superiority of the wandering main characters to the slugs and layabouts who sit at home all day.... it's weird to me, i demand we move past these cloying pseudo-critiques. raymond williams once pointed out that the first pastoral was written from the perspective of a rentier daydreaming of cashing out and moving to a country home. i demand more games with the courage of their implict convictions and that if they require you to sit motionless indoors  for hours they should explicitly establish and argue for a value system in which this is the best possible thing that you can do. imagine if movies were all set in dark chambers full of people sitting down - i think i can say they would be much less insipid as an artform. "all of man's problems stem from an inability to stay in his room".
(images: Gakken No O Benkyou Soft Kazu Suuji, Legend of Legaia, a Chinese bootleg cart, and ...Iru!)
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caputstercoris · 4 years
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Book Reviews with B: Mr. Gwyn
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Hello children, haven’t posted any original content in a hot minute with everything going on, both in the world and with myself medically. Won’t go into details, but I am glad to be posting something.
Anyways, the real reason you’re here is to hear my thoughts on the delightful book Mr. Gwyn by one Alessandro Baricco, which is an Italian novel comprised of two novellas that are intertwined with one another in relations to the universe of the whole thing. It’s worth noting that the translator, Ann Goldstein, did an incredible job with keeping the structure and tone of the original book, which really impressed me. This book is just as much hers as it is Baricco’s. 
The first part, titled Mr. Gwyn, is the story of Jasper Gwyn, a renowned author with a taste for the whimsical who decides suddenly, one day, that he will no longer write. After a hiatus in which he comes across a few quirky characters, he decides to become a copyist, a profession of his own invention that makes portraits of patrons for a living. What’s interesting about this premise is that rather than actual portraits of paint or photography, these portraits are made from words, words which are assembled after a lengthy period of solitude with the subject in meticulous circumstances that Gwyn has set up prior to their meeting. The whole concept is heady and kind of pretentious, I know, but bear with me. After he disappears, his assistant, Rebecca, endeavors to find him through what seems to be several hidden clues in his writings, and makes a shocking discovery about the portraits that throws the reader for a loop.
The second novella is a “fictional” book titled Three Times at Dawn; fictional in the sense that this is one of the in-universe written works mentioned in the first part. It is much shorter than Mr. Gwyn, and is comprised of three chapters that each tell a seperate story that occured at dawn. The style of the novella is very strange: largely dialogue based, often between just two characters; and with no quotation marks or indications of who is talking, it is up to the reader to keep track. On its own, the stories would make no sense, but they start to come to life knowing the background information of Mr. Gwyn.
My thoughts? Honestly, this book was a little too pretentious, which you think would be right up my alley, but here’s the issue: it had no drive, at least until the very end. From reading the back of the book before buying it, it seemed like the bulk of Mr. Gwyn was going to be about his disappearance, and Rebecca’s journey to finding out where the eclectic author went. In reality, however, that comprised only a few chapters at the end. Because of this lack of conflict, the book  d r a g g e d  so much, I had to read it over a long period of time, episodically, because it was so dense and yet went nowhere so much so that I felt tired after reading it. The premise is unique, for sure, and there were some incredibly gorgeous passages of word painting that truly moved me, but it felt like swimming through really fancy mud for those little nuggets of beauty. Sometimes I like books that are slower-paced, but it’s very difficult to pull off such a style without it dragging. This book, unfortunately, is a prime example.
Spoilers Ahead, for those who want to read it first 
The main lure of Three Times at Dawn is that we finally get to read the golden prose of Jasper Gwyn, whose literary genius is praised throughout Mr. Gwyn as being nothing short of virtuosic. Being perfectly honest, however, I was kind of let down. The format of the novella is a bit jarring at first, as I would often lose track of who was talking at any given moment. To the author’s credit, the transitions between the straight dialogue and the more descriptive passages was very smooth due to this technique, so it served a good prupose. I just don’t know if it’s worth your reader getting lost halfway down the page of indented, un-quotation-marked dialogue between two people and having to flip back to when the exchange started. I did like the subtle omages to the events of Jasper Gwyn, and it was an interesting game to try and find out whose portrait was hidden in the novella. Overall, it was an interesting way to follow up Mr. Gwyn.
Spoilers Finished
Overall, I would recommend the book for the atmosphere and meticulous world-building, the interesting premise and at times virtuosic prose. However, be prepared for the book to have all of the drive and pacing of a funeral dirge, and be just a bit pretentious for its lack of direction. If you are looking for a well-paced mystery/crime novel (which, idiot that I am, thought it was initally), then you will be dissapointed. 3/5
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arabelladeanevcd3 · 4 years
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Medium Journey First Concept 
Medium Journey Notes 
Excuse the low battery that appears in the journey video
The browsing information(text) layout was something that I wanted to explore. The dark colour with the option to chose the video straight away was something I was seeing could work for the user in order to make their journey more efficient, however after some reflection whilst working on the other journey grid systems I have realised that a cleaner and more structured system for the type information is better for the readability for the user, it also doesn't set in any confusion or difference between the various time levels of articles. This is something I will change next time onwards.
Does the image and Type work together? I explored how in the increase of time that the users would have, I would increase the size of the browsing article boxes in the layout. This decision is to draw more focus to the articles which have been selected for that time duration. for more clarity, the more time spent on an article for added information means that the website would want more focus drawn to those articles, which is why the numbers also decrease on each browsing page. This also sets up a system of increased hierarchy and composition so that the audience can tell a visual difference between the time categories. So that is why I have decided to keep the increase in article boxes for the browsing pages 
The articles chosen for the medium category I believe work well as their purpose of being a browsing page means that they explore different types of topics and stories for the user to choose from, the one that I chose to explore in the medium article layout was the breakup article, I believe it showed the range of articles that are produced from this website, as they can range from politics to lifestyle and through the browsing it is only categorised by the article time. 
In the article, I believe that the hierarchy in rules and typography work well in order to establish the title of the text, what the beginning stage of the story is and then using book text with the rest of the piece, it draws in the attention for the user and holds it throughout. 
I really explored how I could lay the text out for the article with the 3 grid system that is throughout the website. I decided that I preferred the text to be left-aligned while also having it positioned hard against the left side of the middle column, this I believes draws the eye directly to the text and makes it easier for the user to read the text without their eye being drawn to something else, I really wanted to keep it clean and simple so that no confusion is created. 
I also like how in this composition I have carried on the use of the pulled quote for the article, it helps to fill out any negative space which was created from the article text, while also creating a design style that is followed through all of the journeys seen in the website. The enlarged quotation marks is a style which just adds a bit of dimension and size variation for the user. 
In the medium article, I also continued to explore how icons and symbols could be used in order to make a visual system for the audience i.e the eye for the Image and media section, However I feel like it doesnt work well with the clean and structured article that I have used, I believe that a type with an increased size and weight is enough in order to direct and clarify for the user about what is used in the article. So i probably will not continue the use of the eye symbol. 
With the seperate video page, I wanted it to be simple and clean, just like the layout for the original article. However after some reflection I will probably rearrange the title and rule of the text used in order to tighten it up a bit. I believe that the video attached though works well with the chosen article. 
In reflection, there is much more to change for the medium journey, however, those are mostly just things which I was first exploring through style and usability for the users. The purpose of the medium category can be understood with the layout and article, which will make it easier for the audience to follow along with. I am happy with the direction of the journey, as I said before just a few touch ups along the way will bring it all together.
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Introductory Post
Heyiou everybody, this is LPS100′s Gaming Blog and this is the post that’s gonna give the proper introduction of this blog! ... Ignoring the fact that this should have been made a few years ago.
If you wish to have a minimal idea of what this blog is about, click Read More (warning: Wall of Text™), but, if you’re a mobile user and the Read More doesn’t show up, clicking on the blog might do it.
However, if you wish to not see/read what this blog is all about, just ignore this post.
Blog Info:
Reason for creation and Naming:
This blog was originally created to seperate all School of Dragons-related post from my main blog, LPS100 (can't tag it for some reason). It later evolved to a game-only blog and even home to my game-related art.
Because it was originally only for School of Dragons-related posts, the name of Rise-of-Nerd was given, mixing the name of another game (that I also played and reblogged posts about) called Rise of Berk and the fact that I used to call myself “nerd” for the funs (nowadays, I call myself an “asshole”... also for the funs).
As for Oct 1st of 2017, I changed my name to Nerd-Breached-Containment, a name based on the horror game SCP: Containment Breach. I was going to change it after Oct 31st but, I grew attached to it because it seemed to make “more sense in context” and because I haven’t played Rise of Berk in years.
General Info:
This blog is a multi-game blog so if you’re following this blog for Game 1-related posts, expect posts from other games too. However, the amount of posts of whatever game-related really depends on the blogs that I follow (a grand example are the cuphead-related posts: Because the people that I follow posts frequently of said related game, cuphead can be very frequent in this blog).
Unlike my main blog however, this blog is NSFW-free; I’ll only reblog really mild nsfw, if the nsfw is around the mediocre level however, that will be reblogged to my NSFW blog, wiener-friendly (+18 Blog).
As mentioned before, this blog contains my artwork under the tag “#lps100 draws” however, don’t expect really cartoony art, my art is a strange mix of cartoony and realistic which there’s a name for that but, quite frankly, as much as I like my own style, I’m not even sure what to call it. You can check it if you want, not that is really eye-catching to begin with in my opinion. In recent time, I’m learning how to draw in a cartoony way due to Cuphead however, my original style still remains within me.
I may occassionally make opinion-based posts but, it’s really rarely plus, my opinions are mostly unpopular ones and I may or may not agree with it anymore (from having a negative opinion ‘bout something to be just passive-neutral about it) however, beware that I can be a very rambly person about some games that I own (BIG case in point: School of Dragons. And, take this to fucking heart).
While I tag my own posts, I have a tendency to forget to tag some posts under certain tags very easily (case in point: spoilerily posts or opinion/rambling-based posts) so, beware because while “#lps100 derps” in my general posting tag, it also contains various untagged stuffs.
You might have also noted that english isn’t my first language, instead, it’s portuguese. So, except a lot of grammar mistakes, however, I don’t mind recieving asks telling me and correcting my grammar, in fact, it helps me a lot.
Also, I swear like a sailor. Take this really close to heart.
Likings:
Mentioned a few posts ago, I have a page with all my likings and fandoms, so, if you want much more info about my likings and fandoms, click here... unless you’re on mobile. If you’re on mobile (or if you don’t want to read another giant wall of text), here’s a sum up of the games that I own and my opinion on them:
Tomb Raider: A game series that I grew up with and my liking for weapons, giant creatures, parkour and action/adventure styled games;
Anniversary - Childhood game and my all-time fave game; Introduced me to the series;
Legend and Underworld - Mediocre for me but, I still have a soft spot for them;
Angel of Darkness - Quite enjoyed it, despite acknowledging its flaws;
2013 - The least liked one, for a couple of reasons (and experiences);
Cuphead in Don’t Deal with the Devil: A run-&-gun indie game that started as something I found interested to a game I can’t help but just loving it and find it quite inspiring. As well as being a game with beautiful ragequits from other people which, in turn, they’ll be the ones laughing when I eventually get my hands on it (given how easily I can rage a well);
Five Nights at Freddy’s: A perfect mix between anthropomorphic animals and horror (two things that I love); Only reblogged to my main blog;
Sister Location - Was quite cool;
FNAF World - Haven’t finished it;
SCP: Containment Breach: A horror game where a shitloads of monsters, each with their different gimmicks, try to kill you while you try to escape from a Foundation Site. That’s my shit;
Own the game but I can be a bg scaredy cat tbh;
Sonic the Hedgehog: Till this day, I still haven’t understood what it did to bring myself to like it, until it hits me: Sonic Mania, Sonic Forces, Sonic X (gave a little introduction to the characters) and then... Sonic Boom being the fucking gift of a show that it is;
Never owned a Sonic game but, I’d love to play one;
Bubsy Bobcat: With the same deal with Angel of Darkness, this is a series that I do like while acknowledging its flaws and problems; However, I rarely reblog posts about it and usually keep the liking to myself;
I never owned any Bubsy game but, as opposed to nearly everyone in the world, I’d play Bubsy 3D;
School of Dragons: Don’t even get me started with this game that makes me feel like all the dragons that I own are an achievement to my life;
Own this fucking shit which gave me more bad memories than good ones, while still being a guilty pleasure;
Inner Jokes:
Throughout my time in this blog, I may have formed 1 or 2 “jokes” (massive quotation marks here) which only I gets them but, I think it’s time to explain them.
And, on an ironic iside, I only have 1 inner joke that is actually an inner joke, the other three are just self-jokes.
Lonely Island/Outcast Island:
It’s the equivalent of saying “alone in my room because no one cares about me” but, in a more comical way without dragging too much attention. While never used in a vent-like way, it’s mostly used in a “no one cares about me” due to the fact that my actual content (pinpoiting at my art and small written posts that I did, not the small memes that I did like the “he’s just standing there menacingly” post) is mostly ignored (except by my friendos) and makes me feel like I’m talking to myself in an isolated island, with no on willing to rescue me;
As time goes one, my art may be getting attention, I still mention this but somewhat connected to self-talking;
“I’m an asshole”:
The overly used trope of calling yourself a failure/loser/ect..., but, instead of being used for venting and such, it’s really for funs and mostly because I can be a dick when it comes to being honest and angry at the same time imo;
Self-talking:
Roughly around 80% of my posts are mostly me writing everything that I think, adding the fact they rarely have any likes, you can safely assume that yes, I am indeed talking and rambling to myself;
Mating Dance:
An actual inner joke between me and my friendo a-n-n-i-m-i-a, so, it would make sense that only us would get it.
If you have any questions, feel free to ask or chat, I’m always open for discussion!
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I have a large human session. It was originally split into three seperate sessions called "teams", but the leaders merged the sessions together to make it somewhat winnable. Session Black: Rogue of Space (leader), Sylph of Hope, Maid of Doom, and Seer of Life. Session Gray: Thief of Time (leader), Prince of Mind, Bard of Heart, and Mage of Void. Session White: Knight of Rage (leader) Witch of Breath, Heir of Light, Page of Blood. How will it go?
Mod Nat thinks it’s a pretty neat idea combining three different session into a larger one.
Master Classes: YuuupRepeated Claspects: Nope
I feel like a broken record when it comes to the Bard ofHeart, but it’s just such a terrible claspect to have on your team, so it bearsrepeating. The Bard of Heart, passive destroyer of personality, romanticfeelings, and character development, is a very troublesome person to have onyour team. They’ll start out destroying your team’s personality traits,possibly going as far as completely wiping any sense of personal self and leavingthem a blank slate, preventing them from the necessary development to completethe game. Teams need character development, especially large ones like yours,and the Bard will constantly cut people down coldly if they reveal any feelingstowards them. But, your session might have the “advantage” of the Bard snappingto their aspect before they enter the larger session, though as you can tellfrom the quotation marks, this isn’t much of an improvement. The Bard mightfinally develop feelings for another, causing the snap, and they’d be anover-emotional ball of destruction, at the whim of the person they’ve fallenfor, before falling back to emotionlessness towards others, then switchingbetween the two states frantically. Always keep a lookout for the Bard of Heart, oryour team may end up wallowing in blandness, never proceeding through the game.
The second problem is the Prince of Mind, the active destroyerof logic, intelligence, and justice. Unlike the Bard of Heart, the Prince ofMind is an extremely over-emotional person, taking everything and anythingpersonally. They might be kind of unintelligent, or they might turn out to beextremely intelligent, but they would be a very biased and opinionated. Butthey’d have the advantage of being persuasive, easily convincing others thattheir way is the right way, possibly turning their team against each other.They’d also, in spite of their overemotional nature, be excellent strategists,which could be either a benefit or detriment to your team depending on their alignment.They’re one of the more dangerous Princes out there due to their reckless andoveremotional nature, and one that could potentially destroy your team if nothandled correctly.
A last small problem is your Thief of Time, Thief offates, rhythm, and timelines. The Thief is a risky claspect on a team; a well-meaningyet cocky and selfish douche who will go about doing their own thing if theythink it better benefits the team. They may jump from timeline to timeline,stealing a place in another timeline should things go wrong in their currentone. They’d have a cycle of fixing one problem, encountering another, and jumpingto another to make that the alpha timeline. It’s easy to lose track of theThief; you just got to keep an eye on their actions.
Another unique problem to your session is that of leadership; you may have abit of trouble with the three different leaders vying for prime control of theteam. The Rogue of Space may back out, but the Thief and the Knight of Ragemight end up fighting for it. Of course, the Knight would make the superiorleader, but a Thief’s ego isn’t easily deterred. It’s a situation that mightend in bloodshed, and if both were given weapons and on the same level- e.gboth are or aren’t God Tier- the Knight would probably take the victory, but it’spreferred you find a way to keep them both sated. Maybe a mediator of some kindin the form of your Sylph?
The rest of your team is okay at best: the Rogue of Spacewould be generous and creative, your Sylph of Hope would be endlessly optimisticand confident, your Maid of Doom would be well meaning if a little eager tosacrifice themselves, your Seer of Life would be a great guide and instructorto keep your team fit, your Mage of Void would know a lot about secrecy, yourKnight of Rage would be a passionate and protective leader, your Witch ofBreath would be independent and extremely optimistic, your Heir of Light wouldbe unbelievably lucky and quite intelligent, and your Page of Blood would beunreliable but passionate.
Overall, you may have too big of problems to look out for;your Bard would simply be too dangerous, your Prince would be unpredictable andpersuasive, and your Thief simply may not play along.
Success chance: 20%
3  Nat  3
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locallifepro · 7 years
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There are many ways to fund the dreams of any aspiring college student. Through Retirement Accounts, college plans, and the most obvious being Federal Student Aid. Regardless of the circumstances, most college students need some kind of financial aid going into their first year of college life and beyond.
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Pros And Cons of Accelerated Death Benefits
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Pros and Cons of Accelerated death benefits (ADB). Without a doubt living benefits are definitely a valuable addition to any life insurance policy. Although there are certain elements that should be considered before purchasing a product that carrys living benefits,...
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4 Great College Funding Sources
by Dominick Soler | August 25, 2017 | Estate Planning, Guaranteed Universal Life Insurance, Living Benefits, Mortgage Protection, No Medical Exam Insurance, Term Life Insurance | 0 Comments
There are many ways to fund the dreams of any aspiring college student. Through Retirement Accounts, college plans, and the most obvious being Federal Student Aid. Regardless of the circumstances, most college students need some kind of financial aid going into their...
Read More
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