diff --git a/src/diary/entries/220728 b/src/diary/entries/220728
index 3577149..689ffd3 100644
--- a/src/diary/entries/220728
+++ b/src/diary/entries/220728
@@ -13,7 +13,7 @@ july 28, 2022
Of course, I'm not saying Blessfrey.me is great, I'm saying I'm not ashamed anymore. People with a harsh inner critic understand what a hurdle that is.
-
I'm going to take this somewhat professionally (I mean, I'm no business suit avatar "no offers under 100k" person), so I have a release schedule and content mix and everything. I'll get back on social media, too. All that pandemic news was hard to look at, but I miss seeing other people's projects and meeting fellow devs. My Twitter is @lilchimchooree, and I'll get on Mastodon, too. Twitter is big, but it has so many problems.
+
I'm going to take this somewhat professionally (I mean, I'm no business suit avatar "no offers under 100k" person), so I have a release schedule and content mix and everything. I'll get back on social media, too. All that pandemic news was hard to look at, but I miss seeing other people's projects and meeting fellow devs. My Twitter is @lilchimchooree, and I'll get on Mastodon, too, because we all know Twitter has so many issues.
So please bookmark and visit every other Thursday (US time) for new articles! Also, message me on social media. I don't mind chatting.
@@ -24,27 +24,27 @@ july 28, 2022
First, I'm going to have embedded HTML5 applications. I'm not waiting for Blessfrey's first demo to do that, either. I'm making gamejam projects, prototypes, anything interesting, and slapping them right on the website. After all, a gamedev website should have games!
-
Second, I'm going to share programming and fashion projects. I used to have a separate fashion portfolio and a few blogs, but I was always struggling to match the guidelines for online content. It's more freeing to give myself a blank section of my general portfolio and a tenth of the blog to fill however I want. Some fashion designers like Kenneth D. King don't even organize their ideas into seasonal collections. The industry as a whole is reconsidering rigid expectations, experimenting with replacing in-person runway shows with alternatives like direct meetings with the press, lookbooks of fashion photography, and short art films. Why shouldn't a fashion blogger re-evaluate her portfolio, too?
+
Second, I'm going to share programming and fashion projects. I used to have a separate fashion portfolio and a few blogs, but I was always struggling to match the guidelines for online content. It's more freeing to give myself a blank section of my general portfolio and a tenth of the blog to fill however I want. Some fashion designers like Kenneth D. King don't even organize their ideas into seasonal collections. The industry as a whole is reconsidering rigid expectations, replacing in-person runway shows with alternatives like direct meetings with the press, lookbooks of fashion photography, and short art films. Why shouldn't a fashion blogger re-evaluate her portfolio?
Best practice says to be an SEO zombie laser-focused on a niche, but that conflicts with my own needs. I develop websites, games, programming projects, fashion projects, interior design projects, pixelart, writing, and more, and people in my life ask to see them. I want to work for actual people, not an algorithm.
technical journey
-
Blessfrey.me's needs are fairly simple - some static pages and a blog page. Blogging platforms are overkill for my purposes, and all those unused features would bog down the website at best and contribute to security vulnerabilities at worst. So I write and maintain this site from scratch.
+
Blessfrey.me's needs are fairly simple - some static pages and a blog page. Blogging platforms are overkill for my purposes, and all those unused features would bog down the website at best and contribute to security vulnerabilities at worst. Also, they tend to collect private user information, and I don't want to be responsible for that right now. So I write and maintain this site from scratch.
It's plain fun to write my own platform. Besides, it just makes sense for my programming portfolio to be something I programmed.
-
I always thought PHP developers were so cool as a kid, so Blessfrey.me was originally written in PHP. That didn't last long. I could compare pros and cons, but PHP was unenjoyable to maintain. Its documentation is crazy, though. Each page has a comment section with 19-year-old posts criticising the language. So bizarrely negative and old!
+
I always thought PHP developers were so cool as a kid, so Blessfrey.me was originally written in PHP. That didn't last long. I could compare pros and cons, but PHP was too unenjoyable to maintain. Its documentation is crazy, though. Each page has a comment section with 19-year-old posts criticising the language. So bizarrely negative and old!
Now I use Bottle, a Python micro web-framework, its built-in template engine SimpleTemplate, and raw HTML and CSS. It's deployed using Docker. Anything's more fun if I get to use Python.
plans for the future
The website has plenty of room for improvement. It looks pretty wonky on mobile and tablets, and I've only been testing in Firefox and Chrome-based browsers. It's functional and has a decent amount of content, though, so I'd say it's a-okay to take out of maintenance mode for now.
-
Next I'm going to work with every resolution I can get my hands on and iron out the code. Each page is wordy and unstructured, but I'll rein them in soon. I'll also properly implement my character database, so I don't have to use clunky Toyhouse anymore.
+
Next I'm going to work with every resolution I can get my hands on and iron out the code. Each page is wordy and unstructured, but I'll rein them in soon. I'll also properly implement my character database, so I don't have to use clunky Toyhouse anymore.
let's appreciate what we have!
-Don't go through the motions. If you have anything super cool like a website, don't just use it how you're "supposed" to use it. Put your stuff to work and have fun!
+
Don't go through the motions. If you have anything super cool like a website, don't just use it how you're "supposed" to use it. Put your possessions to work and have fun with them!
Last updated July 28, 2022
diff --git a/src/diary/hold/200917 b/src/diary/entries/220811
similarity index 100%
rename from src/diary/hold/200917
rename to src/diary/entries/220811
diff --git a/src/diary/entries/220825 b/src/diary/entries/220825
new file mode 100644
index 0000000..cfdd4ff
--- /dev/null
+++ b/src/diary/entries/220825
@@ -0,0 +1,117 @@
+
+
church girls + animal parade: a collection in two parts
+july 28, 2022
+#fashion #capsule-wardrobe #collection
+
+
The pandemic drags everything out, so these two collections run together.
+
+
+
two in one
+
I need new clothes for myself.
+he two themes belong together. Meditating over the introspective and the expressive, hiding away and being open, the old and the new. They come bundled with transformational passages of Scripture.
+he two themes belong together. Meditating over the introspective and the expressive, hiding away and being open, the old and the new. They come bundled with transformational passages of Scripture.
+The pandemic drags everything out, so these two run together.
+
+
church girls
+
Church girls comes from my personal apparel history. Growing up, most of my clothes were the older girls from church's castaways. I retained a majority hand-me-down wardrobe through my post-graduation internship. I never felt embarrassed about it. Actually, I enjoyed looking unique, wearing nothing you could buy in a store. One lady told me I looked like I was from a different era. (Insult maybe, but I loved that.) Other hand-me-downs became so old they were once again on the cusp of a trend.
+
+
Many of my hand-me-downs were banished to the back of the closet as I got to buy my own clothes and participate in street fashion for the first time on a college campus. My outfits got very dainty with sheer and uncomfortable fabrics, complex layering, and a general lack of practicality. The pandemic knocked that out of me quickly, and I retreated back into my old, floppy, cotton hand-me-downs and stolen t-shirts from my husband. This time with the clothes, I was older and more aware of things. They became a symbol of neglect and pity. None of them were chosen by me or my parents, and many were from people I barely knew. I was well-dressed for the depressive, disassociative state of the world.
+
+
When the town began to open back up, I had a reason to dress up again but saw nothing both exciting and comfortable. Most of the clothes I made had been given away or broken down into scraps. I hadn't sewn for myself in ages anyway. My last set of hand-me-downs were starting to deteriorate beyond repair. Left with some chiffon blouses and rayon skirts, it was finally time to sew and dress for me again.
+
+
Church girls's theme is finding appreciation again for the anachronistic, cultural melting pot of my old hand-me-down wardrobe. There are clothes from the 00s, 90s, and proper vintage eras; from American families but also Mexican and Panaman families; and from mass retail, luxury, and home seamstresses. Also, they aren't just stuff that looked good in a store - they are care items that were set aside for me by people in my community.
+
+ For the capsule collection, I immortalized my favorite old clothes as reverse-engineered patterns. With the original garments, I am creating clothes that are finally
me but flavoring them with discordant sources of inspiration and sentimentality. I take each design's name from scattered memories.
+
+
animal parade
+
+
+
I wasn't prepared to unlock a 00s fashion time capsule when I found a copy of Animal Parade. It's not like Hikari epitomizes the era and I never liked that style back then, but her cami layered over a basic tee and bulky cargo pockets has a hold over me. It's a mix of fresh and nostalgic. It brought to mind some of the silly and hyper-girly outfits Hillary Duff wore. She wore layers and comfy cottons all the time, too. Maybe people would cringe at her old outfits, but they were undeniably fun.
+
+
Pre-AP, I wore camis and biker shorts for modesty under fussy chiffons. My foundation was decidedly neutral. There's something expressive and carefree about wearing these purely functional elements on top and in cute colors. Even these 'boring' garments can be special. It was a line I needed to be led across in my life. This speaks to me in several different directions. Rejoice always. It's okay to be playful. Whatever you do, work heartily, as for the Lord. Even drudgery is an area for personal growth and exploration. I was sad for a long time, but seamstress's block has finally lifted.
+
+
The animal parade capsule collection is what Hikari is to me: individualism in each layer, joy in adding details, and amiable natural fibers. I name each design after significant animals in my life.
+
+
+
+
+
let's appreciate what we have!
+
Don't go through the motions. If you have anything super cool like a website, don't just use it how you're "supposed" to use it. Put your stuff to work and have fun!
+
+
+Last updated July 28, 2022
+
+
+
+
+
+
+
+
The two themes belong together. Meditating over the introspective and the expressive, hiding away and being open, the old and the new. They come bundled with transformational passages of Scripture.
+
+
I will extol you, O Lord, for you have drawn me up
+ and have not let my foes rejoice over me.
+O Lord my God, I cried to you for help,
+ and you have healed me.
+O Lord, you have brought up my soul from Sheol;
+ you restored me to life from among those who go down to the pit.
+Sing praises to the Lord, O you his saints,
+ and give thanks to his holy name.
+For his anger is but for a moment,
+ and his favor is for a lifetime.
+Weeping may tarry for the night,
+ but joy comes with the morning.
+
(Psalm 30:1-5)
+
+
My beloved speaks and says to me: "Arise, my love, my beautiful one, and come away, for behold, the winter is past; the rain is over and gone. The flowers appear on the earth, the time of singing has come, and the voice of the turtledove is heard in our land.
+
(Song of Solomon 2:10-12)
+
>
+
+
+
Bomber: I've had a favorite light rayon bomber jacket for 10 years, but it's wearing out and has some weird bleach stains. This is basically a knockoff of a
BB Dakota design. This one is a shiny pink polyester (a lustrous exception to my natural fiber rule) with multicolored lace trim, a metal zipper, and a beige drawstring. I think I can keep the old BBD jacket, too, but it needs embroidery or appliques over the stains.
+
+
Bodice: This is a light layering top made from batiste. It will have ruffles at the shoulders and long straps from the waist to wrap around and tie in a bow.
+
+
Kimono: I have a favorite purple floral chiffon kimono that has a fraying seam. After three repairs, it needs a semi-retirement. This design but with rayon batiste and a dark inky print...if Mood ever restocks the Penitentiary Block print!
+
+
泣き虫 (Cry Bug): An oversized poplin button-down with short sleeves and an oversized beetle print. It has black piping along seams, a pocket, and black glass shank buttons. The fit is meant to resemble your dad's shirt where the short sleeves come down too far, the armholes are too deep, and the pocket is too big, but the collar and length will be appropriately proportioned for me. It's white with an oversized print that visually plays up the unusually large proportions of the shirt. The piping and glass shank buttons remain the correct proportions, though.
+
+
Mock Turtle: There's three light mock turtlenecks. This is my favorite staple, but I lost my charcoal gray one 2 moves ago. (RIP) One will be a foil knit with thumbholes, one is a striped knit, and one is a 4x2 rib knit.
+
+
+
+
+
+
Pants: Straight-legged plaid linen pants with a fly-front closure, belt loops, side pockets, and blind hems. Linen feels great in the summer and lends itself to a well-tailored staple.
+
+
Shorts: Two pairs of linen shorts, one with stripes and striped fringe ribbon trim and the other with a dragon fruit print and cuffs and a bow belt.
+
+
+
+
+
Swimsuit: The one piece swimsuit is made out of pastel seafoam and pink neoprene with pops of sulfurous yellow in an abstract swampy design. I actually lived around wetlands for most of my life, so it's cool to see a wetlands design instead of another tropical beach or flowering meadow print. It has long sleeves, a mock turtleneck, and an invisible zipper at the center back. The focus is the obi belt made from a contrasting black neoprene. There are three panel-and-tier ruffles over the bottom to give some illusion of volume against the closely-fitted belt and top without adding more unnecessary bulk. I'm not 100% on materials yet and may need to bring in a thinner swimwear tricot for the layers.
+
+
Pajama sets: The pajamas are not my design. They are basically knock-offs from Yahoo! Japan shopping, since I don't feel like importing mall-tier pajamas. (The originals are
Japanese-style yukata-style long sleeve pajama set for spring and fall from
OPEN-CLOTHES and
summer pajama set for ladies in their 20s with flared collar and cute short sleeves from
kittyshop.) The only real design change is using oversized rick rack instead of ruffles on that second set. Pajamas are the most pressing sartorial area in my life in which I need a self-assertion. People like to gift me pajamas, but they always ask me my size then buy a size or two down. Why won't anyone believe I'm not an XS! The one time I got something that fit, it was unwearably heavy fleece for my year-round hot climate. I don't want to be ungrateful or wasteful, though, so I've either crammed myself into tiny pajamas or sweated since I was little. That's so silly, especially now that I'm an adult. There's beautiful but unused jacquard fabric hanging in my closet. There's nothing stopping me from turning it into cute Japanese jacquard pajamas that actually fit.
+
+
pattern-making and sewing so far
+I'm working on the 泣き虫 button-down shirt first, but while waiting for the buttons to arrive, I went ahead and got one version of the mock turtleneck pattern done.
+
+
+
+
+
+
+
+I'm in the middle of sewing the button-down. The sleeves are cuffed and reinforced with interfacing (finally available again after the early pandemic mask-making frenzy) and decorated with the piping. Next, I'll set the sleeves in and work on the button placard.
+
+
+
+
+
designer
+
I'm chimchooree! I love the full process of apparel construction, but pattern-making has always been my favorite. Like any designer, I view fashion in terms of defining the problem and solving it. The creative side of my designs are led by meaningful themes, selecting for having relevance to both the temporal and metaphoric season I'm in, diverse concepts to draw from, and a consistent core to tie everything together.
+
+
design statement
+
The best clothes might very well be the ones you already own. We are called to be good stewards of the earth, so I encourage you to have your clothes repaired, altered, or customized whenever possible.
+
+
But if I'm going to make new clothes, I'm going to design them to be irreplaceable. They will be thoughtfully designed and made with professionalism, personality, comfort, and durability in mind. I shoot for daywear that handles being thrown in a washing machine no problem, and try to keep my designs easy to alter.
+
diff --git a/src/diary/entries/220908 b/src/diary/entries/220908
new file mode 100644
index 0000000..27f7525
--- /dev/null
+++ b/src/diary/entries/220908
@@ -0,0 +1,25 @@
+
+
gaming journal: Oblivion
+july 28, 2022
+#gaming
+
+
One of my most-played games by far
+
+
+
Gallery
+
+
Some advice I've heard for gamedevs is to actively journal while playing games. The goal is to try to see from gamedev and player eyes simultaneously and learn from risks taken, get inspired, and generally gain exposure to the medium.
+
+
let's appreciate what we have!
+Don't go through the motions. If you have anything super cool like a website, don't just use it how you're "supposed" to use it. Put your stuff to work and have fun!
+
+
+Last updated July 28, 2022
+
diff --git a/src/diary/hold/220101 b/src/diary/entries/220922
similarity index 100%
rename from src/diary/hold/220101
rename to src/diary/entries/220922
diff --git a/src/diary/hold/220825 b/src/diary/entries/221006
similarity index 100%
rename from src/diary/hold/220825
rename to src/diary/entries/221006
diff --git a/src/diary/entries/221020 b/src/diary/entries/221020
new file mode 100644
index 0000000..5e07838
--- /dev/null
+++ b/src/diary/entries/221020
@@ -0,0 +1,52 @@
+
+
artfight 2022: team bloom
+august 25, 2022
+#personal #artfight #art
+
+
what's artfight?
+
Artfight is an online art game every July. You post profiles for your original characters then go off browsing to find someone else's character to draw. Everyone's sorted into teams and each "attack" or drawing is valued for a certain number of points, so one side wins at the end of the event. You don't get anything for winning, and people game the system so bad that it's hard to even care about the competitive side of the site.
+
+
It's more fun to approach the game with your own personal challenge. I know a lot of people try a new style or technique during this month, like my friend trying single-layer digital paintings. My personal approach this year is thematic. I'm drawing cute couples! I don't usually draw boys, so it's a good compromise if his girlfriend will be in the frame, too. Also, more characters per attack = more points!
+
+It's a huge community, so at least a few people are bound to draw your characters, which is such a fun surprise when it happens. Some people like to make art in return for people who attack them, too, as thanks. Their discord is probably the best place to get attention, but it's intimidatingly fast for me.
+
+
my attacks
+
These are the characters I drew.
+
+
+My pixelart of Lune_Archon's Sano Amaterasu, a horned goddess with her harp. (75x75px, 45 colors)
+
+
+
+My pixelart of Skye_0723's Aisu and Luna Starleaf, a winged warrior and his druid wife who can turn into a pink unicorn. (163x157px, 79 colors)
+
+
+
+My pixelart of EmmArrGus's fisherman Brody and his shark girlfriend Char. (150x123px, 54 colors)
+
+
+
+My pixelart of BlackReshiram's Lilac, a fluffy pink dragon girl. (51 colors)
+
+
my defenses
+
These are my characters, drawn by other people.
+
+CawfeeCakes's bust of Rune. He's so sad, he's droopy!
+
+
+Lune_Archon's bust of Tessa with a vampy lip!
+
+
+BlackReshiram's illustration of Abbey in an adorable style!
+
+
+
do you recommend this game?
+
It's one of the more fun art communities these days. A lot of communities have turned completely business-minded or are littered with off-topic content. Artfight, however, is necessarily interactive and collaborative, more like how art communities felt in the 10s. I try to play every year to motivate myself to draw more, especially things outside my comfort zone of cute girls.
+
+
This community has a lot of overlap with Toyhouse and Tumblr, though, so don't be surprised if you keep running into massive text walls of character permissions and "original character donut steal" warnings. There's also a wide range of ability. I see everything from grainy photos of lined paper to Tearzah copycat artists to university illustration students. It feels like old DeviantART in that respect.
+
+
You should know that the servers reliably crash during the first week of July every year, so if you do want to play, prepare during June. Upload a few characters and their reference pictures, find targets you'd like to draw, and save their usernames and reference pictures. Even if the servers crash, you've got everything you need for a few days.
+
+
+Last updated June 4, 2022
+
diff --git a/src/diary/hold/220728 b/src/diary/hold/220728
deleted file mode 100644
index 244daf5..0000000
--- a/src/diary/hold/220728
+++ /dev/null
@@ -1,39 +0,0 @@
-
-
everything's coming together: a new website
-july 28, 2022
-#webdev
-
-
Everything's coming together. I've been learning a lot, and I'm finally ready to share my work.
-
-
-
new website, new me
-
Blessfrey.me is my online portfolio and design blog. I've been using it privately (or at least as privately as anything can be online) to practice webdev and biweekly blogging.
-
-
The last time I did any webdev was back when every website had custom HTML+CSS profiles, so I'm kind of stunned by how far the technology has come along, both in terms of capability and ease of implementation. Man, I wish I could have used the CSS grid to lay out my old petsite pages! I feel up to speed now, though. My confidence in maintaining and upgrading my website is solid. Same for writing articles. They're at a good length, level of organization, and readability.
-
-
Of course, I'm not saying Blessfrey.me is perfect, I'm saying I'm not ashamed anymore.
-
-
I've had a mostly solid horizontal slice of Blessfrey ready for a while, and this cycle of system revamps is finally able to support the sophistication of content I want. When I finish this iteration of skill systems and AI, I will be ready to make a real demo release of Blessfrey!
-
-
I don't know why it never occurred to me that I don't have to hold back my website waiting on that demo, though. Releasing and publishing is an important skill in itself. I threw together No-Legs the Cat in a few hours, exported it, hosted it on itch.io, and embedded what is currently the crown jewels of my website. Finally! I have a gamedev website with a playable game on it.
-
-
All this time, my website maintenance skills have been getting stronger. I have a years' worth of content as a buffer. My artist's block has dissipated for the first time in years, and I actually enjoy drawing concept art and character designs again. I've also spent a year trying different languages and frameworks and improving across the board. The website's already a night and day difference from old versions, and I finally feel comfortable with where it's at.
-
-
changes
-
This is my website, so I might as well use it however I want. If I have a website, I shouldn't have to rely on anyone else for image hosting or digital content presentation. There's no reason for me to have to pull up my phone all the time to show people what I'm working on. Blessfrey.me can take care of all of that for me.
-
-
From now on, I'll post fashion content here. I used to have a separate online portfolio for it and tried a separate blog from that once, but I was always struggling to fit into standard formats. Giving myself a blank section of my general portfolio to structure however I want is freeing. Some fashion designers like Kenneth D. King don't even organize their ideas into seasonal collections. The industry as a whole is moving away from the rigid structure of in-person runway shows in lieu of directly meeting with the press, releasing lookbooks of fashion photography, and shooting short art films. Why shouldn't a fashion blogger re-evaluate her portfolio, too? Maybe I'll add a section for general art here, too, someday. Who knows?
-
-Maybe best practice is to stay laser-focused on a content niche, but I'm not an SEO zombie. I develop websites, games, programming projects, fashion projects, interior design projects, pixelart, writing, and more, and they all deserve some web real estate. Maybe later, I can work with clients through here, too, but that is a dream for the future. For now, I'm keeping everything Web 1.0. The security is
so much easier that way.
-
-
plans for the future
-
That isn't to say the website's perfect as it! It looks pretty wonky on mobile and tablets, and I've only been testing in Firefox and Chrome-based browsers. It's functional and has a decent amount of content, though, so I'd say it's a-okay to take out of maintenance mode for now.
-
-
Next I'm going to work with every resolution I can get my hands on and refactor my code a little. Also, I have a different vision for the formatting of most pages. The demo and fashion pages could definitely be broken into pieces. There should probably ultimately be a separate, permanent page for each HTML5 application. I also like having not just my Blessfrey characters but all my ocs here. It's like Toyhouse, but the price of custom CSS is already included in server costs. If nothing else, it'll be nice for when Artfight's sputtering.
-
-
let's appreciate what we have!
-Don't go through the motions. If you have anything super cool like a website, don't just use it how you're "supposed" to use it. Put your stuff to work and have fun!
-
-
-Last updated July 28, 2022
-
diff --git a/src/diary/hold/220811 b/src/diary/hold/220811
index 5e07838..f6be89e 100644
--- a/src/diary/hold/220811
+++ b/src/diary/hold/220811
@@ -1,52 +1,73 @@
-
-
artfight 2022: team bloom
-august 25, 2022
-#personal #artfight #art
+
+
coroutines in godot engine
+september 17, 2020
+#coroutines #godot #programming
-
what's artfight?
-
Artfight is an online art game every July. You post profiles for your original characters then go off browsing to find someone else's character to draw. Everyone's sorted into teams and each "attack" or drawing is valued for a certain number of points, so one side wins at the end of the event. You don't get anything for winning, and people game the system so bad that it's hard to even care about the competitive side of the site.
+
Coroutines are functions that, instead of running to completion, can yield until certain criteria are met. Godot Engine supports coroutines through
yield ( Object object=null, String signal=""),
resume, and the
GDScriptFunctionState object.
-
It's more fun to approach the game with your own personal challenge. I know a lot of people try a new style or technique during this month, like my friend trying single-layer digital paintings. My personal approach this year is thematic. I'm drawing cute couples! I don't usually draw boys, so it's a good compromise if his girlfriend will be in the frame, too. Also, more characters per attack = more points!
+
why use a coroutine?
-It's a huge community, so at least a few people are bound to draw your characters, which is such a fun surprise when it happens. Some people like to make art in return for people who attack them, too, as thanks. Their discord is probably the best place to get attention, but it's intimidatingly fast for me.
+Coroutines allow for scripted game scenarios that respond dynamically to the player and the changing game world. They let you bounce between functions, step-by-step, and respond to interruptions. This means functions can be automatically called at the completion of other functions, animations, player actions, in-game events, or timers. Add in interruptions and conditionals, and you have a tool for building a responsive game world.
-
my attacks
-
These are the characters I drew.
-
-
-My pixelart of Lune_Archon's Sano Amaterasu, a horned goddess with her harp. (75x75px, 45 colors)
+
stoplight example
-
-
-My pixelart of Skye_0723's Aisu and Luna Starleaf, a winged warrior and his druid wife who can turn into a pink unicorn. (163x157px, 79 colors)
+As a basic example of coroutines in Godot Engine, I made a stoplight. Follow along with my code on
GitLab.
-
-
-My pixelart of EmmArrGus's fisherman Brody and his shark girlfriend Char. (150x123px, 54 colors)
+In my example, the light changes every few seconds, going from green, yellow, then finally red. The light changes immediately if the Walk Button is pressed. This project demonstrates methods that can wait, resume, and be affected through player action.
-
-
-My pixelart of BlackReshiram's Lilac, a fluffy pink dragon girl. (51 colors)
+
+
+
+
+
-
my defenses
-
These are my characters, drawn by other people.
-
-CawfeeCakes's bust of Rune. He's so sad, he's droopy!
+
how does it work?
-
-Lune_Archon's bust of Tessa with a vampy lip!
+
node hierarchy
+
+
+
-
-BlackReshiram's illustration of Abbey in an adorable style!
+I have a TextureRect background, an AnimatedSprite stoplight, a Sprite walk button with a TextureButton, and a label for displaying a timer. Since this is a simple example, most of the code is attached to the root. It's better to have code closer to where it's being used and to watch your separation of concerns in real projects, though.
+
animation
-
do you recommend this game?
-
It's one of the more fun art communities these days. A lot of communities have turned completely business-minded or are littered with off-topic content. Artfight, however, is necessarily interactive and collaborative, more like how art communities felt in the 10s. I try to play every year to motivate myself to draw more, especially things outside my comfort zone of cute girls.
+
+
+
+The light is changed by setting its animation to one of these options. Each is one-frame - just the stoplight with the one or none of the lights colored in.
+
the code
-
This community has a lot of overlap with Toyhouse and Tumblr, though, so don't be surprised if you keep running into massive text walls of character permissions and "original character donut steal" warnings. There's also a wide range of ability. I see everything from grainy photos of lined paper to Tearzah copycat artists to university illustration students. It feels like old DeviantART in that respect.
+This project has two scripts: Main.gd, which is attached to the root node, and Label.gd, which is attached to the Label.
-
You should know that the servers reliably crash during the first week of July every year, so if you do want to play, prepare during June. Upload a few characters and their reference pictures, find targets you'd like to draw, and save their usernames and reference pictures. Even if the servers crash, you've got everything you need for a few days.
+
Main.gd - code available on
GitLab
+
+
+
+
Label.gd - code available on
GitLab
+
+
+
-Last updated June 4, 2022
+
how the code works
+
+At
_ready()
,
wait()
is assigned to the GDScriptFunctionState
result
and is called for the first color, green.
_ready()
yields until the given function
wait()
is completed.
+
+The wait method yields for the given amount of seconds then sets the stoplight to the given color.
+
+At
wait()
's completion,
_ready()
calls
wait()
for yellow, then red. Each is called one at a time, waiting for the color to complete before moving on.
+
+
interrupting the stoplight
+
+The Wait Button interrupts the wait times between colors. Before
_ready()
yields, it connects the
'pressed'
signal on the Wait Button.
+If the Wait Button is clicked during
wait()
's yield, the GDScriptFunctionState
result
resumes immediately, ignoring
wait()
's yield timer. This time,
result
has a string arg
'interrupted on green'
, so it will print the result, change the stoplight's color, then print
'done: green'
. The
wait
method is complete, so
_ready()
resumes and calls
wait()
for the next color.
+
+
applications
+
+The outcomes in this example can be swapped out with anything. I use coroutines in Blessfrey's skills to manage the flow of phases from activation, different phases of effects, cooldown, and interactions with any counters. I also use it in the basic weapon attack so the character continuously swings at the rate of his attack speed until he cancels, uses a skill, or moves. It could also be used for something like cars that stop and honk when the player walks in front of them then drive off once the path is clear.
+
+Coroutines enable lots of practical ways to improve the flow and interactivity of your game, so just keep experimenting.
+
+Last updated June 8, 2021
diff --git a/src/diary/hold/220922 b/src/diary/hold/220922
index b237c00..9c73ad3 100644
--- a/src/diary/hold/220922
+++ b/src/diary/hold/220922
@@ -1,54 +1,40 @@
-
-
designing an achievement system (part 2)
-april 2, 2021
-#gamedev #gamedesign #achievements
-
-
Designing an achievement system without any octopus tangles.
-
-
a trusty mailman
-
Octopus-tangling is a major design concern for a system that is so interconnected with every other system. I could scatter achievement code through every other system, but that would be a problem if I ever need to make a fundamental change to the achievement system. Also, tacking achievement code everywhere will make the other systems cluttered.
-
-
Instead, Blessfrey's achievement system is broken into three main, self-contained pieces: event handlers, the Knowledge Base, and the MessageBus.
-
-
Let's define the terms:
-
-
-- knowledge: each granular action or world event that contributes to earning an achievement
-- key: an id number that identifies a piece of knowledge
-- topic: just arrays of keys; used to categorize knowledge into groups
-- event handlers: they subscribe to topics, waiting for news that a specific piece of knowledge has been encountered
-- Knowledge Base: a singleton that stores all knowledge and facilitates the learning and forgetting of pieces of knowledge.
- MessageBus: a singleton that acts as a mailman; receives information about encountered knowledge and passes it off to all event handlers subscribed to that topic.
+
+inventory as a system diagram
+january 7, 2021
+#design #systemdiagram #gamemechanics
+
+System diagrams illustrate how components interact within a system. It saves so much headache to step back and plan with a system diagram before jumping into code.
+
+
+stop + plan before coding
+I want to move blessfrey's inventory into an app on the player character's smartphone. Before, it was displayed in a random pop-up window. It was poorly planned, so the programmatic inventory and the UI were too tightly coupled to easily pop into the phone screen. Instead of wrestling, it's easier to start over and actually plan before I code this time.
+
+
+list out your nouns
+A simple way to start thinking about a system is to list out its nouns + verbs. Jot down the entities that interact with your system.
+
+
+
+For blessfrey's inventory, that's the inventory (programmatic), the player character, the inventory app (UI), and base items. The inventory app is related to the smartphone and inventory items. Items are related to floor items, which are related to rooms.
+
+(blessfrey has three different kinds of items.
+
+- Base Item: holds all the data regardless of how the item is currently expressed
+- Floor Item: sits on the ground and gets picked up by characters.
+- Inventory Item: displayed in inventories, store windows, containers, etc
-Essentially, there is a database that stores all the achievements in the game, alongside a boolean value for locked or unlocked and some contextual information such as when they were unlocked. There are event handlers that wait for events to happen to unlock achievements and event handlers that wait for unlocked achievements to pay out rewards. Every event is filtered through the MessageBus and sent out to the relevant entities. This way, the only achievement code scattered everywhere are single MessageBus.subscribe("topic") lines.
-
-an example
-Let's say you get an achievement for finding the Nurse's Office. The moment the player loads into the Nurse's Office, data will zip back and forth between the MessageBus and the nurse's office object, different event handlers and the Knowledge Base.
-
-
-
-
- - (Event Handler) At ready, event handlers call the MessageBus and subscribe to topics.
- - (Nurse's Office) The player enters the Nurse's Office. The room object sends itself to the MessageBus.
- - (MessageBus) Receives room object + sends it to all event handlers subscribed to the "place_entered" topic.
- - (Event Handler) NursesOfficeEntered receives room object. If the room is the Nurse's Office, send its corresponding knowledge key to the MessageBus. It can also verify pre-requisites and gather additional data for the Knowledge Base. This way, the system supports anything I'd like to track about when or how knowledge was learned.
- - (MessageBus) Receives the knowledge key + sends it to the Knowledge Base.
- - (Knowledge Base) Finds the knowledge identified by the incoming key. "Learns" by setting that knowledge to true and filling in additional fields if extra data was sent. Sends the knowledge key to the MessageBus.
- - (MessageBus) Receives the knowledge key + sends it to all "learned" event handlers.
- - (Event Handler) KnowledgeLearned receives the knowledge key + calls code for any changes resulting from learning this knowledge. Maybe you'll get a Steam achievement, but if the Knowledge Base was being to facilitate game progression, a quest could update, the dialog system could unlock the option to ask about the Nurse's Office, or you could gain a Codex entry about the new location. The changes can be conditional, too, so the handler can track whether all necessary keys have been received before enacting the change.
-
-
-To use the achievement system for cyclical world events, you could trigger knowledge to be "forgotten" or ultimately set back to false in the Knowledge Base. This way, the phases of an event could begin anew.
-
-
-summary
-Achievements can come from any combination of in-game actions, so an achievement system should be designed separately from the rest of the game. I achieve this through a couple of separate objects.
-
-
- - Event Handlers: The tracking, verifying, and reward payout should be contained within event handlers, which can be generated and freed as needed. They subscribe to general topics and wait for their specific event to occur.
- - The Knowledge Base tracks the status of all knowledge in the game and can be used to understand how far the player and world have progressed.
- - The MessageBus is very light and only allows event handlers to subscribe to topics and for incoming message to be transmitted through that topic. It has absolutely no unique checks or code to execute, impartially delivering mail to the address on the envelope.
- - Another set of event handlers is concerned about the outcome of encountering and learning knowledge and can prompt changes or directly impact other systems, depending on pre-requisites met.
-
-
-Last updated July 28, 2022
+Floor + Inventory Items hold a base item inside them that gets popped out and traded around as the item gets expressed in different forms.)
+
+connect your nouns with verbs
+I wrote the entities in pink and moved them around until the placement was decently readable. Then I connected the concepts with arrows. These arrows represent the verbs, which I explicitly labeled in yellow.
+
+The flow of these arrows can be very important. If you are modeling AI, for instance, no matter what path the program takes, there shouldn't be dead-ends. Seeing mistakes like that is easier with a diagram than lines of code. Otherwise, the flow is always generally useful for figuring out which methods are needed for each class and how they connect.
+
+
+write the code
+At this point, coding is a bit easier now that it's in some ways a transcription of the diagram. The entities are data (classes or objects), and the arrows are logic (methods).
+
+
+conclusion
+Your diagram doesn't have to be fancy or formal to get the point across to yourself, and it just takes a minute to save all the headache later. Don't skip this step or you'll have to rewrite the inventory system just to display it in a different window.
diff --git a/src/diary/hold/221006 b/src/diary/hold/221006
index 1c4e58d..a4373a4 100644
--- a/src/diary/hold/221006
+++ b/src/diary/hold/221006
@@ -1,55 +1,33 @@
-
-skills aren't a manor; they're the DMV
-april 7, 2022
-#gamedev #gamedesign #skill
+
+no-legs the cat
+august 11, 2022
+#game #no-legs-the-cat #godotengine #release
-designing on autopilot
-Phases are necessary for skills to be reactive. For instance, take Blessed Purity: Cure 2 poisons from target. Heal for 35 per poison removed. So the Cure keyword comes first, and Heal cannot activate until the Cure phase resolves. To lay out these phases, I partially copied Guild War's skill effects without much thought: initial effect -> main function (not sure if there's even a name for this) -> end effect. Most keywords are thrown into the main phase, anything that needs to happen immediately goes in initial, and anything that happens at the end goes in the end.
+No-Legs the Cat is a 2D maze game featuring Poltics Cat! Help him find his legs! He can't move by himself, so scoot him around with the arrow keys. Don't forget to feed him all three breakfasts or he'll starve!! Go play it here or on itch.io.
+
-Naturally, I had a lot of problems with flow. Some keywords (like Bleeding) can last up to half a minute, while others (like Attack) are executed instantly. When I let the skill run without breaks, the end effect executed long before earlier keywords finished up. When I forced keywords to execute one at a time, I had projectiles that awkwardly stuck around until an unrelated keyword timed out.
+It's not much - just a demonstration to myself that I can export a game and embed HTML5 applications here. It runs pretty well locally, so we'll see how well it runs on the live server in my playtesters' browsers. I'm getting close to releasing the first minor demo for Blessfrey, so I'd really rather iron out all the kinks with a short and simple project first, you know? Dreading the day I have to handle serialization in the browser.
-It's time to actually turn my brain on and design with diagrams.
+Have fun! More games coming soon.
+faq
+who is poltics cat?
+
+My kitty!
-building the skill like a manor
-
-
-
-If a skill was a manor, phases would be wings, keywords would be rooms, and doors would represent conditional statements. There are three main sections to stand in for the beginning, middle, and end. It makes sense if you don't really think about it. After all, the flow looks so clean and linear.
-
-
+It's just an inside joke. There was a guy who kept interrupting the political discussion channel by posting his pet, so I tried to imitate him with my own politics cat. Only I made a typo, and it stuck.
-criticism
-The concept of a phase brings nothing to skills. In Blessfrey and even Guild Wars, "initial effect" and "end effect" are used more like conditions than integral structure. The majority of skills don't operate in phases anyway.
+where'd his legs go?
+Aren't cats cute when they sit like that? It's called "loafing." Kitty's so fluffy that his legs become totally hidden when he does that, and he just stares helplessly at us when we start heckling him.
-Worse, my careless implementation runs every keyword sequentially, undermining any distinction phases had. There's zero difference between putting Cure in initial or in the first line of main.
+It looks like his legs are missing for real this time, though. He couldn't have gotten far without them, so they have to be somewhere in the maze.
-Some keywords need to know what skill they belong to, what skill other keywords belong to, and who their user and target are. The poorly understood flow of skills sometimes causes this information to be freed with the skill before it's needed.
+isn't one breakfast enough?
+I dunno, my cat is weird. He wants us to give him breakfast first thing in the morning, then again when we eat our own breakfast. It's still so early, it's like he eats two breakfasts. He doesn't care about food for the rest of the day. It's like the concept of lunch and dinner are completely foreign to him. He's a dishonest little guy, though, so he'll come to both my husband and me separately to beg for "second" breakfast. We're usually too smart for him, but I'd be lying if he hasn't bamboozled us into three whole breakfasts before.
+when are godot devs going to stop making everything out of the godot head?
+Probably never.
-It makes me wonder what a phase even is. I can't label the boundaries of the phase in the diagram because it's so arbitrary. Do skills need phases at all?
-Keywords already have all the structure they need built into them. Keywords lock their effect behind an entry condition (like curing a poison) and guard the exit with another condition (like a duration of 30 seconds). It would make more sense if end effect keywords instead listened for the resolution of given keywords, while all other keywords are free to fire off simultaneously.
-
-
-skills should feel like going to the DMV
-DMVs in my life have been all-day affairs of standing in lines that stretch around the building through the bad part of town, attended by only one service desk. Honestly, that's not too far off from my original skill design. I'm not referring to those DMVs, though. The new DMV in town is much more efficient, lets you sit as you wait, and (novel concept) has multiple service windows. That's a much better model for my skills.
-
-
-
-Since my "DMV" will be a separate entity from the skill (basically an event handler), it can preserve its data as long as needed, even after the main skill script dies. Flow is also more controlled, since the skill cannot progress its own current state.
-
-As for flow, obviously, skills without triggers can fire off immediately. The DMV will connect to the KnowledgeBase and begin listening for any event topics that would trigger the keywords. Once a keyword's conditions are met, it will become active and be applied to the target. The DMV also sets up a timer for its duration or listens for exit cues to know when to remove the keyword. Some keywords will never activate, but they will be freed once they had their chance. If Blessed Purity cures 0 poisons, heal will receive a sad "0" and die quietly.
-
-Under the DMV model, the skill's flow becomes more circular.
-
-
-
-superior design? hopefully
-Never thought I'd prefer the DMV, but you can learn design concepts from anywhere. This design is far more complex to implement, but it's the first design that allows me to build skills from conditional keywords that trigger simultaneously or in any particular order. I'll finally be able to add the skills I have in my head. It'll take a lot of time and work, but can't wait to get this up and running.
-
-Anyway, if you're doing anything on autopilot, especially designing the core mechanic of your game, stop immediately! A little foresight and I'd be leagues ahead by now. Or maybe not? Probably.
-
-
-Last updated April 7, 2022
+Last updated July 21, 2022
diff --git a/src/diary/hold/221020 b/src/diary/hold/221020
index ece809c..5e07838 100644
--- a/src/diary/hold/221020
+++ b/src/diary/hold/221020
@@ -1,105 +1,52 @@
-
-gator swimsuit
-october 20, 2022
-#fashion #swimwear #design-process #animalparade
-
-concept
-Gator is part of Animal Parade, a collection that emphasizes the individualism of clothing. Every garment should be valued and individualized, even basic undershirts, sleep masks, etc.
-
-All the designs are named after important animals in my life. The swimsuit is named Gator because of the gator who lives in my subdivision. I've seen him during walks. Absolutely unnerving.
-
-
design process
-I haven't had a swimsuit for years and never like any anyway. I browsed online catalogs in English and 日本語 and window-shopped everywhere in town, searching for both style and technical inspiration. I've never worked with active wear garments, so I studied the inside of nearly everything at Dick's Sporting Goods to understand the style elements, seams, and findings typical of swimsuits and active wear in general. I learned a lot but liked virtually nothing.
-
- 1.5 piece
- The swimsuits that stood out to me were treading the line between one piece and two-piece. I can't find my old collage, but here's a quick one. Sorry for not remembering the source of the images. I iterated over the concept in sketches a little.
-
-
-
-
-
-
- Ideas:
-
- - Connecting the top and bottom with interlocked tricot loops, criss-crossing over the belly and lower back.
- - Overlapping hanging petals of tricot over a tiered swim skirt.
- - Long-sleeve mock turtleneck shirt under a spaghetti strap wrap one piece
- - flowing panel under the bust line, worn over a tiered swim skirt
- - Ruched bodysuit worn under a structured balconette tank
-
-
-
- This is where the two-piece idea led. I like the sheer fabric in the central examples from the collage. I love texture, so all the ruching and gathers really stand out to me, too. I wonder how feasible it would be to make two "two-pieces" - one relatively basic bikini with a loop in the center front of the swim bottoms, and another sheer, pintucked overlay with a tricot panel peek-a-boo skirt that fastens onto the loop. The overlay is tiered in the back then parts around the sides until it fully exposes the midriff in the front.
-
- I'm not sure tricot or mesh would be sturdy enough for pintucks, so I checked if chiffon swimwear is even a thing. It actually is! Plenty of chiffon sleeves and panels floating around out there.
-
- I really like this design. The central fastener on the swim bottoms isn't like anything I've seen in stores. The suit's connected in enough places that it shouldn't become a shapeless bubble nor flap up and show too much skin underwater. I bet it'd be gorgeous to watch float and flow in the waves.
-
- Unfortunately, pretty or not, I don't think it's practical. Chiffon is a dainty fabric, and swimming is not a dainty activity. I lean against brick and against concrete without babying my clothes. Chiffon isn't that comfortable to wear dry, and I cringe imagining soaking wet chlorine chiffon Saran-wrapped over my torso. Not to mention, I don't know how comfortable I am with a two-piece anyway? Body insecurities!
- Back to the drawing board!
-
- made for me
- Instead of synthesizing the prettiest elements into one swimsuit, I should be synthesizing the most practical elements into one swimsuit. People who feel confident and comfortable in their clothes are the prettiest!
-
-
- - I want less skin showing, but I want to feel the water on some part of my body.
- - I prefer the collage swimsuits with tiered swim skirts. Many "modest" swimsuits look like short bodycon dresses. I'm not insecure about my swimsuit being too short; I'm insecure about showing the world my lower abdomen! If the tiers are detached and start high, it obscures this area without looking frumpy.
- - Virtually every well-made sporting goods swimsuit (and almost every piece of male active wear for that matter) had raglan sleeves. This makes sense, since it's a sleeve that doesn't impede rotation of the shoulder, but I'm surprised it's raglan or bust for athletes. Guess I'll take note.
-
-
- Mock turtlenecks are just the best. I have a long neck, so they look good on me.
-
-
-
-
- I drew and drew over the same croquis, but the big idea is a long-sleeved raglan with a mock turtleneck and tiered layers around the lower body. I facilitated between full-coverage bikini bottoms and shorts. I also had an idea for a swim obi belt. Obi belts were all over the runway a few years ago. I couldn't find anything quite like it on a swimsuit, but it seems like such a cool idea. Maybe not practical, but I'd go for it if it didn't require so much fabric.
-
-
-
- Zuhair Murad presented some of my favorite obi belt looks during the Pre-Fall 2019 show. Photo credit to Emmanuel Giraud.
-
-
-
- Anyway, this is close to what I made. I moved the zipper to the center back to avoid breaking up my beautiful fabric. I didn't care to insert piping into active wear seams. (yes, those aren't thick seams - that is piping.) I didn't make the obi belt either, but I might. I have long strips of fabric left over, and it might be enough to do something cool.
- material
-
-
-
- Mood Fabric's Mystic Swamp Digitally Printed Stretch Neoprene/Scuba Knit
- I chose neoprene because it's luxuriously, flatteringly thick, durable, and still relatively trendy in fashion after years of being delegated to seat covers and boring functional garments. I've never sewn with it before and heard terrible things, but I'll try it.
-
- This print in particular is so unique. In a sea of tropical island palm tree prints, this one has swamps! I grew up in swamps and live in a swamp, and I never see our biome fantasized into artwork like this. It's also bright and pastel without entering some generic rainbow or pastel goth palette. It even includes that incredible glowing sulfur color from PANTONE's 2021 Color of the Year. I adore this fabric.
-
-
-
- I paired it with a seafoam invisible zipper, pastel rainbow thread, and gray thread.
- pattern-making
-
-
-
- This is my only picture of my pattern for now. I make them out of thick paper and hang them by piercing a full set with a safety pin then hanging them from yarn bows.
-
- I've never made a raglan sleeve and don't even own any, so this was a real challenge. I started with a regular sloper, taped them together, cut them along the "raglan line," used that to sew a knit bodysuit, then fitted and seam-ripped and resewed until it was spot-on.
-
- I've never designed a mock turtleneck either, even though I really ought to have by now. For some reason, I imagining it should be more tapered, but the neck is relatively tubular. The triangular muscles connecting the neck to the shoulders aren't as important, especially with my placement of the scoop "neckline." It also took several iterations before it was long enough to actually look like a turtleneck.
-
- Sleeves are sleeves. Princess lines and tiers-and-panels are practically my specialty, so no problem there. Then I traced my comfiest pair of full-coverage underwear for the leg openings. As with most of my tiered designs, the tiers of the skirt only start an inch or so from under the previous tier. That bottom tier isn't much longer than the tier on the top. This reduces bulk and fabric consumption, which is 100x more important on a swimsuit made of pricy fabric. The length of the tiers took a lot of experimentation. They need to be balanced, fall at flattering points of my body, begin at comfortable points on my body, and work with the print.
-
-
-
- I was very conscious of the print while cutting. I used the white sky as an anchor and draped a few different placements - across the collarbone, across the bustline, and my chosen placement, atop the chest. The print has dense dark areas and light fluffy areas, and this placement emphasized femininity. The grays and trees are at my breasts, emphasizing them while still looking painterly and abstract enough to not be garish. The blacks and voids are at my waist, neck, upper arms, and crotch. Then the dense, difficult-to-read green foliage obscures my lower body. Perfect! I matched the arms, which puts the placid blue water on my forearms, so the part I see the most is my favorite part of the print. Overall, perfect sizing and placement in my eyes.
-
- As for sewing, these are all serged seams using pastel rainbow thread. The edges are serged with gray. The tiered were basted and gathered by hand. It was very, very easy. Whoever told me neoprene doesn't hold stitches must have had a very finicky machine.
-
- The top is supported by underwire and thin cups. I cut up an old bra and attached it to the lining by hand. It was kind of nerve-wracking doing the fittings because any markings or fittings involving stretchy material around the breasts are difficult to achieve accuracy with, but the final fit is perfect.
- outcome
-
-
-
- I've taken it to the beach and the pool and feel so special. No one has a swimsuit like this. The colors are adorable and unique. The print is so intricate compared to the rest of the market. The design is relatively modest but still youthful. I get so many compliments.
-
- It's very comfortable to wear, too, which was my number one design goal here. The skirt isn't too bulky, so I can get away with oversized jeans as my coverup. I feel confident under the thick fabric and tiered skirt, and the long sleeves and tall neck protect me from the full blast of the sun. My thighs do show, but whatever. They're usually underwater anyway. The swimsuit maintains its shape well underwater, too.
-
- Then when I was done, I immediately sewed four mock turtleneck undershirts based off this pattern and love them, too!
-
-
-Last updated July 28, 2022
+
+artfight 2022: team bloom
+august 25, 2022
+#personal #artfight #art
+
+what's artfight?
+Artfight is an online art game every July. You post profiles for your original characters then go off browsing to find someone else's character to draw. Everyone's sorted into teams and each "attack" or drawing is valued for a certain number of points, so one side wins at the end of the event. You don't get anything for winning, and people game the system so bad that it's hard to even care about the competitive side of the site.
+
+It's more fun to approach the game with your own personal challenge. I know a lot of people try a new style or technique during this month, like my friend trying single-layer digital paintings. My personal approach this year is thematic. I'm drawing cute couples! I don't usually draw boys, so it's a good compromise if his girlfriend will be in the frame, too. Also, more characters per attack = more points!
+
+It's a huge community, so at least a few people are bound to draw your characters, which is such a fun surprise when it happens. Some people like to make art in return for people who attack them, too, as thanks. Their discord is probably the best place to get attention, but it's intimidatingly fast for me.
+
+my attacks
+These are the characters I drew.
+
+
+My pixelart of Lune_Archon's Sano Amaterasu, a horned goddess with her harp. (75x75px, 45 colors)
+
+
+
+My pixelart of Skye_0723's Aisu and Luna Starleaf, a winged warrior and his druid wife who can turn into a pink unicorn. (163x157px, 79 colors)
+
+
+
+My pixelart of EmmArrGus's fisherman Brody and his shark girlfriend Char. (150x123px, 54 colors)
+
+
+
+My pixelart of BlackReshiram's Lilac, a fluffy pink dragon girl. (51 colors)
+
+my defenses
+These are my characters, drawn by other people.
+
+CawfeeCakes's bust of Rune. He's so sad, he's droopy!
+
+
+Lune_Archon's bust of Tessa with a vampy lip!
+
+
+BlackReshiram's illustration of Abbey in an adorable style!
+
+
+do you recommend this game?
+It's one of the more fun art communities these days. A lot of communities have turned completely business-minded or are littered with off-topic content. Artfight, however, is necessarily interactive and collaborative, more like how art communities felt in the 10s. I try to play every year to motivate myself to draw more, especially things outside my comfort zone of cute girls.
+
+This community has a lot of overlap with Toyhouse and Tumblr, though, so don't be surprised if you keep running into massive text walls of character permissions and "original character donut steal" warnings. There's also a wide range of ability. I see everything from grainy photos of lined paper to Tearzah copycat artists to university illustration students. It feels like old DeviantART in that respect.
+
+You should know that the servers reliably crash during the first week of July every year, so if you do want to play, prepare during June. Upload a few characters and their reference pictures, find targets you'd like to draw, and save their usernames and reference pictures. Even if the servers crash, you've got everything you need for a few days.
+
+
+Last updated June 4, 2022
diff --git a/src/diary/hold/210218 b/src/diary/hold/221103
similarity index 100%
rename from src/diary/hold/210218
rename to src/diary/hold/221103
diff --git a/src/diary/hold/210318 b/src/diary/hold/221201
similarity index 100%
rename from src/diary/hold/210318
rename to src/diary/hold/221201
diff --git a/src/diary/hold/200806 b/src/diary/hold/221215
similarity index 52%
rename from src/diary/hold/200806
rename to src/diary/hold/221215
index 5c98090..50d9c94 100644
--- a/src/diary/hold/200806
+++ b/src/diary/hold/221215
@@ -4,6 +4,17 @@ august 6, 2020
#game
Blessfrey is a 2D action RPG developed for PC by Chimchooree.
+
+a Godot Engine action rpg inspired by Guild Wars 1's class and skill systems, which were in turn inspired by Magic: The Gathering. You will amass a large library of skills through exploration and practice, but you may only take 8 with you into combat. You will also befriend AI companions and manage the skillbars of your team. Plan synergies and team strategies to overcome each challenge. Enemies will be have skillbars of their own, so the same skillbar won't work everywhere! No decision is permanent, so experiment to your heart's content.
+
+ Okay, I lied. Blessfrey also has a dual job system. The job you pick at character creation is permanent, but you can take a second as a side gig. Change your side gig frequently to find the best combinations!
+
+ Blessfrey is a dungeoncrawler, so you will find some shops and quests in the hub town, but the local dungeon is deep and full of mysteries to uncover. I started working on it to learn a wide range of programming concepts (games are very complex software) but also to realize my dream game (because what gamer doesn't have a dream game?).
+
+ I'll put an HTML5 demo up here soon-ish. Keep checking! Learn more on the Blessfrey page.
+
+ Presskit is available here.
+
diff --git a/src/diary/hold/210415 b/src/diary/hold/221229
similarity index 100%
rename from src/diary/hold/210415
rename to src/diary/hold/221229
diff --git a/src/diary/hold/230112 b/src/diary/hold/230112
new file mode 100644
index 0000000..ece809c
--- /dev/null
+++ b/src/diary/hold/230112
@@ -0,0 +1,105 @@
+
+gator swimsuit
+october 20, 2022
+#fashion #swimwear #design-process #animalparade
+
+concept
+Gator is part of Animal Parade, a collection that emphasizes the individualism of clothing. Every garment should be valued and individualized, even basic undershirts, sleep masks, etc.
+
+All the designs are named after important animals in my life. The swimsuit is named Gator because of the gator who lives in my subdivision. I've seen him during walks. Absolutely unnerving.
+
+
design process
+I haven't had a swimsuit for years and never like any anyway. I browsed online catalogs in English and 日本語 and window-shopped everywhere in town, searching for both style and technical inspiration. I've never worked with active wear garments, so I studied the inside of nearly everything at Dick's Sporting Goods to understand the style elements, seams, and findings typical of swimsuits and active wear in general. I learned a lot but liked virtually nothing.
+
+ 1.5 piece
+ The swimsuits that stood out to me were treading the line between one piece and two-piece. I can't find my old collage, but here's a quick one. Sorry for not remembering the source of the images. I iterated over the concept in sketches a little.
+
+
+
+
+
+
+ Ideas:
+
+ - Connecting the top and bottom with interlocked tricot loops, criss-crossing over the belly and lower back.
+ - Overlapping hanging petals of tricot over a tiered swim skirt.
+ - Long-sleeve mock turtleneck shirt under a spaghetti strap wrap one piece
+ - flowing panel under the bust line, worn over a tiered swim skirt
+ - Ruched bodysuit worn under a structured balconette tank
+
+
+
+ This is where the two-piece idea led. I like the sheer fabric in the central examples from the collage. I love texture, so all the ruching and gathers really stand out to me, too. I wonder how feasible it would be to make two "two-pieces" - one relatively basic bikini with a loop in the center front of the swim bottoms, and another sheer, pintucked overlay with a tricot panel peek-a-boo skirt that fastens onto the loop. The overlay is tiered in the back then parts around the sides until it fully exposes the midriff in the front.
+
+ I'm not sure tricot or mesh would be sturdy enough for pintucks, so I checked if chiffon swimwear is even a thing. It actually is! Plenty of chiffon sleeves and panels floating around out there.
+
+ I really like this design. The central fastener on the swim bottoms isn't like anything I've seen in stores. The suit's connected in enough places that it shouldn't become a shapeless bubble nor flap up and show too much skin underwater. I bet it'd be gorgeous to watch float and flow in the waves.
+
+ Unfortunately, pretty or not, I don't think it's practical. Chiffon is a dainty fabric, and swimming is not a dainty activity. I lean against brick and against concrete without babying my clothes. Chiffon isn't that comfortable to wear dry, and I cringe imagining soaking wet chlorine chiffon Saran-wrapped over my torso. Not to mention, I don't know how comfortable I am with a two-piece anyway? Body insecurities!
+ Back to the drawing board!
+
+ made for me
+ Instead of synthesizing the prettiest elements into one swimsuit, I should be synthesizing the most practical elements into one swimsuit. People who feel confident and comfortable in their clothes are the prettiest!
+
+
+ - I want less skin showing, but I want to feel the water on some part of my body.
+ - I prefer the collage swimsuits with tiered swim skirts. Many "modest" swimsuits look like short bodycon dresses. I'm not insecure about my swimsuit being too short; I'm insecure about showing the world my lower abdomen! If the tiers are detached and start high, it obscures this area without looking frumpy.
+ - Virtually every well-made sporting goods swimsuit (and almost every piece of male active wear for that matter) had raglan sleeves. This makes sense, since it's a sleeve that doesn't impede rotation of the shoulder, but I'm surprised it's raglan or bust for athletes. Guess I'll take note.
-
+
- Mock turtlenecks are just the best. I have a long neck, so they look good on me.
+
+
+
+
+ I drew and drew over the same croquis, but the big idea is a long-sleeved raglan with a mock turtleneck and tiered layers around the lower body. I facilitated between full-coverage bikini bottoms and shorts. I also had an idea for a swim obi belt. Obi belts were all over the runway a few years ago. I couldn't find anything quite like it on a swimsuit, but it seems like such a cool idea. Maybe not practical, but I'd go for it if it didn't require so much fabric.
+
+
+
+ Zuhair Murad presented some of my favorite obi belt looks during the Pre-Fall 2019 show. Photo credit to Emmanuel Giraud.
+
+
+
+ Anyway, this is close to what I made. I moved the zipper to the center back to avoid breaking up my beautiful fabric. I didn't care to insert piping into active wear seams. (yes, those aren't thick seams - that is piping.) I didn't make the obi belt either, but I might. I have long strips of fabric left over, and it might be enough to do something cool.
+ material
+
+
+
+ Mood Fabric's Mystic Swamp Digitally Printed Stretch Neoprene/Scuba Knit
+ I chose neoprene because it's luxuriously, flatteringly thick, durable, and still relatively trendy in fashion after years of being delegated to seat covers and boring functional garments. I've never sewn with it before and heard terrible things, but I'll try it.
+
+ This print in particular is so unique. In a sea of tropical island palm tree prints, this one has swamps! I grew up in swamps and live in a swamp, and I never see our biome fantasized into artwork like this. It's also bright and pastel without entering some generic rainbow or pastel goth palette. It even includes that incredible glowing sulfur color from PANTONE's 2021 Color of the Year. I adore this fabric.
+
+
+
+ I paired it with a seafoam invisible zipper, pastel rainbow thread, and gray thread.
+ pattern-making
+
+
+
+ This is my only picture of my pattern for now. I make them out of thick paper and hang them by piercing a full set with a safety pin then hanging them from yarn bows.
+
+ I've never made a raglan sleeve and don't even own any, so this was a real challenge. I started with a regular sloper, taped them together, cut them along the "raglan line," used that to sew a knit bodysuit, then fitted and seam-ripped and resewed until it was spot-on.
+
+ I've never designed a mock turtleneck either, even though I really ought to have by now. For some reason, I imagining it should be more tapered, but the neck is relatively tubular. The triangular muscles connecting the neck to the shoulders aren't as important, especially with my placement of the scoop "neckline." It also took several iterations before it was long enough to actually look like a turtleneck.
+
+ Sleeves are sleeves. Princess lines and tiers-and-panels are practically my specialty, so no problem there. Then I traced my comfiest pair of full-coverage underwear for the leg openings. As with most of my tiered designs, the tiers of the skirt only start an inch or so from under the previous tier. That bottom tier isn't much longer than the tier on the top. This reduces bulk and fabric consumption, which is 100x more important on a swimsuit made of pricy fabric. The length of the tiers took a lot of experimentation. They need to be balanced, fall at flattering points of my body, begin at comfortable points on my body, and work with the print.
+
+
+
+ I was very conscious of the print while cutting. I used the white sky as an anchor and draped a few different placements - across the collarbone, across the bustline, and my chosen placement, atop the chest. The print has dense dark areas and light fluffy areas, and this placement emphasized femininity. The grays and trees are at my breasts, emphasizing them while still looking painterly and abstract enough to not be garish. The blacks and voids are at my waist, neck, upper arms, and crotch. Then the dense, difficult-to-read green foliage obscures my lower body. Perfect! I matched the arms, which puts the placid blue water on my forearms, so the part I see the most is my favorite part of the print. Overall, perfect sizing and placement in my eyes.
+
+ As for sewing, these are all serged seams using pastel rainbow thread. The edges are serged with gray. The tiered were basted and gathered by hand. It was very, very easy. Whoever told me neoprene doesn't hold stitches must have had a very finicky machine.
+
+ The top is supported by underwire and thin cups. I cut up an old bra and attached it to the lining by hand. It was kind of nerve-wracking doing the fittings because any markings or fittings involving stretchy material around the breasts are difficult to achieve accuracy with, but the final fit is perfect.
+ outcome
+
+
+
+ I've taken it to the beach and the pool and feel so special. No one has a swimsuit like this. The colors are adorable and unique. The print is so intricate compared to the rest of the market. The design is relatively modest but still youthful. I get so many compliments.
+
+ It's very comfortable to wear, too, which was my number one design goal here. The skirt isn't too bulky, so I can get away with oversized jeans as my coverup. I feel confident under the thick fabric and tiered skirt, and the long sleeves and tall neck protect me from the full blast of the sun. My thighs do show, but whatever. They're usually underwater anyway. The swimsuit maintains its shape well underwater, too.
+
+ Then when I was done, I immediately sewed four mock turtleneck undershirts based off this pattern and love them, too!
+
+
+Last updated July 28, 2022
+
diff --git a/src/diary/hold/210304 b/src/diary/hold/230209
similarity index 100%
rename from src/diary/hold/210304
rename to src/diary/hold/230209
diff --git a/src/diary/hold/200903 b/src/diary/hold/230223
similarity index 100%
rename from src/diary/hold/200903
rename to src/diary/hold/230223
diff --git a/src/diary/hold/201210 b/src/diary/hold/230309
similarity index 100%
rename from src/diary/hold/201210
rename to src/diary/hold/230309
diff --git a/src/diary/hold/210429 b/src/diary/hold/230323
similarity index 100%
rename from src/diary/hold/210429
rename to src/diary/hold/230323
diff --git a/src/diary/hold/210513 b/src/diary/hold/230420
similarity index 100%
rename from src/diary/hold/210513
rename to src/diary/hold/230420
diff --git a/src/diary/hold/220908 b/src/diary/hold/230518
similarity index 100%
rename from src/diary/hold/220908
rename to src/diary/hold/230518
diff --git a/src/diary/hold/230629 b/src/diary/hold/230629
new file mode 100644
index 0000000..b237c00
--- /dev/null
+++ b/src/diary/hold/230629
@@ -0,0 +1,54 @@
+
+designing an achievement system (part 2)
+april 2, 2021
+#gamedev #gamedesign #achievements
+
+Designing an achievement system without any octopus tangles.
+
+a trusty mailman
+Octopus-tangling is a major design concern for a system that is so interconnected with every other system. I could scatter achievement code through every other system, but that would be a problem if I ever need to make a fundamental change to the achievement system. Also, tacking achievement code everywhere will make the other systems cluttered.
+
+Instead, Blessfrey's achievement system is broken into three main, self-contained pieces: event handlers, the Knowledge Base, and the MessageBus.
+
+Let's define the terms:
+
+
+- knowledge: each granular action or world event that contributes to earning an achievement
+- key: an id number that identifies a piece of knowledge
+- topic: just arrays of keys; used to categorize knowledge into groups
+- event handlers: they subscribe to topics, waiting for news that a specific piece of knowledge has been encountered
+- Knowledge Base: a singleton that stores all knowledge and facilitates the learning and forgetting of pieces of knowledge.
- MessageBus: a singleton that acts as a mailman; receives information about encountered knowledge and passes it off to all event handlers subscribed to that topic.
+
+Essentially, there is a database that stores all the achievements in the game, alongside a boolean value for locked or unlocked and some contextual information such as when they were unlocked. There are event handlers that wait for events to happen to unlock achievements and event handlers that wait for unlocked achievements to pay out rewards. Every event is filtered through the MessageBus and sent out to the relevant entities. This way, the only achievement code scattered everywhere are single MessageBus.subscribe("topic") lines.
+
+an example
+Let's say you get an achievement for finding the Nurse's Office. The moment the player loads into the Nurse's Office, data will zip back and forth between the MessageBus and the nurse's office object, different event handlers and the Knowledge Base.
+
+
+
+
+ - (Event Handler) At ready, event handlers call the MessageBus and subscribe to topics.
+ - (Nurse's Office) The player enters the Nurse's Office. The room object sends itself to the MessageBus.
+ - (MessageBus) Receives room object + sends it to all event handlers subscribed to the "place_entered" topic.
+ - (Event Handler) NursesOfficeEntered receives room object. If the room is the Nurse's Office, send its corresponding knowledge key to the MessageBus. It can also verify pre-requisites and gather additional data for the Knowledge Base. This way, the system supports anything I'd like to track about when or how knowledge was learned.
+ - (MessageBus) Receives the knowledge key + sends it to the Knowledge Base.
+ - (Knowledge Base) Finds the knowledge identified by the incoming key. "Learns" by setting that knowledge to true and filling in additional fields if extra data was sent. Sends the knowledge key to the MessageBus.
+ - (MessageBus) Receives the knowledge key + sends it to all "learned" event handlers.
+ - (Event Handler) KnowledgeLearned receives the knowledge key + calls code for any changes resulting from learning this knowledge. Maybe you'll get a Steam achievement, but if the Knowledge Base was being to facilitate game progression, a quest could update, the dialog system could unlock the option to ask about the Nurse's Office, or you could gain a Codex entry about the new location. The changes can be conditional, too, so the handler can track whether all necessary keys have been received before enacting the change.
+
+
+To use the achievement system for cyclical world events, you could trigger knowledge to be "forgotten" or ultimately set back to false in the Knowledge Base. This way, the phases of an event could begin anew.
+
+
+summary
+Achievements can come from any combination of in-game actions, so an achievement system should be designed separately from the rest of the game. I achieve this through a couple of separate objects.
+
+
+ - Event Handlers: The tracking, verifying, and reward payout should be contained within event handlers, which can be generated and freed as needed. They subscribe to general topics and wait for their specific event to occur.
+ - The Knowledge Base tracks the status of all knowledge in the game and can be used to understand how far the player and world have progressed.
+ - The MessageBus is very light and only allows event handlers to subscribe to topics and for incoming message to be transmitted through that topic. It has absolutely no unique checks or code to execute, impartially delivering mail to the address on the envelope.
+ - Another set of event handlers is concerned about the outcome of encountering and learning knowledge and can prompt changes or directly impact other systems, depending on pre-requisites met.
+
+
+Last updated July 28, 2022
+
diff --git a/src/diary/hold/210527 b/src/diary/hold/230727
similarity index 100%
rename from src/diary/hold/210527
rename to src/diary/hold/230727
diff --git a/src/diary/hold/230810 b/src/diary/hold/230810
new file mode 100644
index 0000000..1c4e58d
--- /dev/null
+++ b/src/diary/hold/230810
@@ -0,0 +1,55 @@
+
+skills aren't a manor; they're the DMV
+april 7, 2022
+#gamedev #gamedesign #skill
+
+designing on autopilot
+Phases are necessary for skills to be reactive. For instance, take Blessed Purity: Cure 2 poisons from target. Heal for 35 per poison removed. So the Cure keyword comes first, and Heal cannot activate until the Cure phase resolves. To lay out these phases, I partially copied Guild War's skill effects without much thought: initial effect -> main function (not sure if there's even a name for this) -> end effect. Most keywords are thrown into the main phase, anything that needs to happen immediately goes in initial, and anything that happens at the end goes in the end.
+
+Naturally, I had a lot of problems with flow. Some keywords (like Bleeding) can last up to half a minute, while others (like Attack) are executed instantly. When I let the skill run without breaks, the end effect executed long before earlier keywords finished up. When I forced keywords to execute one at a time, I had projectiles that awkwardly stuck around until an unrelated keyword timed out.
+
+It's time to actually turn my brain on and design with diagrams.
+
+
+building the skill like a manor
+
+
+
+If a skill was a manor, phases would be wings, keywords would be rooms, and doors would represent conditional statements. There are three main sections to stand in for the beginning, middle, and end. It makes sense if you don't really think about it. After all, the flow looks so clean and linear.
+
+
+
+criticism
+The concept of a phase brings nothing to skills. In Blessfrey and even Guild Wars, "initial effect" and "end effect" are used more like conditions than integral structure. The majority of skills don't operate in phases anyway.
+
+Worse, my careless implementation runs every keyword sequentially, undermining any distinction phases had. There's zero difference between putting Cure in initial or in the first line of main.
+
+Some keywords need to know what skill they belong to, what skill other keywords belong to, and who their user and target are. The poorly understood flow of skills sometimes causes this information to be freed with the skill before it's needed.
+
+
+It makes me wonder what a phase even is. I can't label the boundaries of the phase in the diagram because it's so arbitrary. Do skills need phases at all?
+
+Keywords already have all the structure they need built into them. Keywords lock their effect behind an entry condition (like curing a poison) and guard the exit with another condition (like a duration of 30 seconds). It would make more sense if end effect keywords instead listened for the resolution of given keywords, while all other keywords are free to fire off simultaneously.
+
+
+skills should feel like going to the DMV
+DMVs in my life have been all-day affairs of standing in lines that stretch around the building through the bad part of town, attended by only one service desk. Honestly, that's not too far off from my original skill design. I'm not referring to those DMVs, though. The new DMV in town is much more efficient, lets you sit as you wait, and (novel concept) has multiple service windows. That's a much better model for my skills.
+
+
+
+Since my "DMV" will be a separate entity from the skill (basically an event handler), it can preserve its data as long as needed, even after the main skill script dies. Flow is also more controlled, since the skill cannot progress its own current state.
+
+As for flow, obviously, skills without triggers can fire off immediately. The DMV will connect to the KnowledgeBase and begin listening for any event topics that would trigger the keywords. Once a keyword's conditions are met, it will become active and be applied to the target. The DMV also sets up a timer for its duration or listens for exit cues to know when to remove the keyword. Some keywords will never activate, but they will be freed once they had their chance. If Blessed Purity cures 0 poisons, heal will receive a sad "0" and die quietly.
+
+Under the DMV model, the skill's flow becomes more circular.
+
+
+
+superior design? hopefully
+Never thought I'd prefer the DMV, but you can learn design concepts from anywhere. This design is far more complex to implement, but it's the first design that allows me to build skills from conditional keywords that trigger simultaneously or in any particular order. I'll finally be able to add the skills I have in my head. It'll take a lot of time and work, but can't wait to get this up and running.
+
+Anyway, if you're doing anything on autopilot, especially designing the core mechanic of your game, stop immediately! A little foresight and I'd be leagues ahead by now. Or maybe not? Probably.
+
+
+Last updated April 7, 2022
+
diff --git a/src/diary/hold/210708 b/src/diary/hold/231005
similarity index 100%
rename from src/diary/hold/210708
rename to src/diary/hold/231005
diff --git a/src/diary/hold/220127 b/src/diary/hold/231116
similarity index 100%
rename from src/diary/hold/220127
rename to src/diary/hold/231116
diff --git a/src/index.py b/src/index.py
index 51350ee..69e96a4 100644
--- a/src/index.py
+++ b/src/index.py
@@ -283,7 +283,7 @@ def gather_and_sort(loc):
def is_it_time(date):
today = datetime.datetime.now()
today_string = today.strftime("%y") + today.strftime("%m") + today.strftime("%d")
- return int(date) <= int(today_string)
+ return True#int(date) <= int(today_string)
## Static ##
diff --git a/src/static/css/all.css b/src/static/css/all.css
index 6b88b59..2b25c49 100755
--- a/src/static/css/all.css
+++ b/src/static/css/all.css
@@ -49,6 +49,12 @@ h1,h2,h3,img,i {
margin: auto;
color: white;
}
+.code {
+ background-color: transparent;
+}
+.verse {
+ background-color: transparent;
+}
.grid {
height: auto;
diff --git a/src/static/css/demo.css b/src/static/css/demo.css
index e48c112..3b8ba39 100755
--- a/src/static/css/demo.css
+++ b/src/static/css/demo.css
@@ -2,7 +2,7 @@
grid-area: 3 / 1 / 4 / 4;
display: grid;
grid-template-columns: 1fr;
- grid-template-rows: repeat(6, auto);
+ grid-template-rows: auto auto auto;
grid-column-gap: 0px;
grid-row-gap: 2em;
color: white
@@ -12,7 +12,7 @@
text-align: center;
margin-top: 2em;
}
- .controls img { width: 10em; }
+ .box img { width: 10em; }
.demo-game iframe {
border: 2px solid #df85a5;
@@ -25,9 +25,35 @@
padding: 10px;
margin: auto;
}
- .demo { grid-area: 2 / 1 / 3 / 2; }
- .controls { grid-area: 3 / 1 / 4 / 2; }
- .system { grid-area: 4 / 1 / 5 / 2; }
- .story { grid-area: 5 / 1 / 6 / 2; }
- .characters { grid-area: 6 / 1 / 7 / 2; }
- .info { grid-area: 7 / 1 / 8 / 2; }
+ .demo {
+ grid-area: 2 / 1 / 3 / 2;
+ }
+
+ .box {
+ display: grid;
+ grid-template-columns: 1fr;
+ grid-template-rows: 2.5em 42em;
+ grid-column-gap: 0px;
+ grid-row-gap: 0px;
+ }
+ .jump {
+ grid-area: 1 / 1 / 2 / 2;
+ margin: auto;
+ font-size: 2em;
+ }
+ .long {
+ grid-area: grid-area: 2 / 1 / 3 / 2;
+ height: 44.625em;
+ overflow: hidden;
+ display: grid;
+ grid-template-columns: 1fr;
+ grid-template-rows: repeat(5, auto);
+ grid-row-gap: 50em;
+ }
+
+ .splash { grid-area: 1 / 1 / 2 / 2; }
+ .system { grid-area: 2 / 1 / 3 / 2 }
+ .story { grid-area: 3 / 1 / 4 / 2; }
+ .characters { grid-area: 4 / 1 / 5 / 2; }
+ .info { grid-area: 5 / 1 / 6 / 2;
+ height: 50em;}
diff --git a/src/static/img/ent/Sunset.bmp b/src/static/img/ent/Sunset.bmp
new file mode 100755
index 0000000..9bfa348
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diff --git a/src/static/img/ent/TavernMeal.png b/src/static/img/ent/TavernMeal.png
new file mode 100755
index 0000000..e5a4a44
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diff --git a/src/static/img/ent/oblivion_akavir.png b/src/static/img/ent/oblivion_akavir.png
new file mode 100644
index 0000000..f0c6f90
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new file mode 100644
index 0000000..4985b91
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diff --git a/src/static/img/ent/oblivion_inn.png b/src/static/img/ent/oblivion_inn.png
new file mode 100644
index 0000000..7f75454
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diff --git a/src/static/img/ent/oblivion_jeanne.png b/src/static/img/ent/oblivion_jeanne.png
new file mode 100644
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