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sielearned bits
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siel
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yes i'd be interested! i just finished skyward sword and loved it (it's such an emotional, romantic game, no one warned me!!). curious how you combine those worlds in your AU!

i'd also love a witch hat atelier RP! the anime is coming out soon, i wonder if that would drum up more interest? apart from the gorgeous art and world building, there are a few angles to RP from, so i wonder what a site would choose to focus on:

- the slice-of-life RP of learning to draw glyphs for low-grade magic and traveling with your mentor to help people, interacting with other classes from the central school (the underwater tower, i'm forgetting the name lol)
- the dramatic, large-scale secret that magic is usable by all but hoarded by the few/privileged (i think you'd need a decent amount of players playing commoners to drive home this tension)
- the political intrigue between the 'rebel' and 'orderly' witch factions. i like how the rebel faction in WHA isn't a simple evil, for example they want to use healing magic again but it's forbidden, creating a fun moral quandary to RP with.

not that it'd need it, but i wonder how a WHA RP would incorporate the glyph-based magic system in combat. it'd be pretty funny if you actually had players draw and post their glyphs in combat threads. like actually come up with their own designs to invent spells like Coco and her friends do in the story. i doubt it would be easy to manage but i'd unironically love that
last edit on Jun 9, 2023 23:44:46 GMT by siel
212written posts
sielearned bits
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siel
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currently playing fire emblem 3 houses. i didn't know anything about fire emblem apart from playing roy in SSBM (my brother likes playing marth and we would have little swish swish fights on the racecar map before getting run over by cars)

i am enjoying the bejesus out of this. playing a professor and raising students?? top-down style tactical gameplay where you lead a mini army?? the tension between the church and 3 kingdoms?? honestly i was p narrow minded before and didn't try turn-based games for a long time bc i thought i wouldn't have the patience. but the slowed-down gameplay really allows for so much more depth to the story and characters. it's really fun ahh
212written posts
sielearned bits
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siel
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Yeah, that's always A Thing. Since TOTK and BOTW (honestly, Windwaker, Ocarina of Time, Majora's Mask, LTTP, et cetera) are all about exploring history/something happened in the past, as well as exploration, it'd probably work if the plot involved something like that. Maybe they cleared out the Ancient Weapons from BOTW and something happened, or we're just post-Imprisoning War and 
people are reeling from the shock of losing Rauru, but also still having to drive back the monster hordes Ganondorf summoned.
(Spoiler for TOTK; BOTW is old now, so.)

Anyway! It's something I wanna see but I'm so bad at taking charge of things. ¯\_( ͡° ͜ʖ ͡°)_/¯
Just vibing in post-calamity or yes, now post-imprisoning could be fun. Could even be fairly "slice of life" with encroaching monsters, yes. Relaxed but tense? If that makes sense lol
i always wanted to do a Majora's Mask style RP where you play out a fictional town as the moon comes closer and closer to crashing into it. that game is just so heavy with the existential dread and i love it. like imagine the whole community deciding how/where their characters die when it happens? plus exploring leading up to an apocalypse vs. post-apocalypse feels kinda refreshing lol

but yes i am surprised there aren't more zelda RPs. each game has such fun and simple world building.
212written posts
sielearned bits
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siel
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elli Avatar
just a few random tips in the hopes that, by repeating them, the concepts will finally stick in my mind. i've learned and re-learned this information at least three times by now.

when animating CSS properties, make sure that you've explicitly declared the base state.

for example, if i'm animating a box shadow that appears on hover and the base state is effectively `box-shadow: initial`, i still ought to declare the box shadow property as though it were invisible:

.animate {
 box-shadow: 0 0 0 rgba(0, 0, 0, 0);
 transition: box-shadow 0.4s;
}

.animate:hover {
 box-shadow: 0 8px 16px rgba(0, 0, 0, 0.25);
}

the same goes for transform animations, which are especially janky on text with no base state. use `translate3d(x, y, z)` instead of `translateX` or `translateY` which triggers hardware acceleration -> smoother animation.

.animate {
 transform: translate3d(0, 0, 0);
 transition: transform 0.2s;
}

.animate:hover {
 transform: translate3d(0, -1em, 0);
}

avoid animating margins and top/bottom/left/right - prefer transform where possible.

sometimes `backface-visibility: hidden` helps - it depends on the animation.

selectively use `will-change: transform` for heavy transform animations, as a last resort.

anyway, we'll see if i remember next time i have to animate something. 🫠
i'm still so noob with animations and how/when they use GPU and what it means for performance. even recently, learning how to use the performance tab of chrome dev tools was a wild ride for me. i found this article pretty helpful as an intro for some of the tips you've mentioned (though it's from 2016, not sure if a lot has changed since then). sharing in case it helps anyone else! www.smashingmagazine.com/2016/12/gpu-animation-doing-it-right/
last edit on Jun 5, 2023 23:33:28 GMT by siel
212written posts
sielearned bits
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siel
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how on earth do folks play a game beginning to end without getting distracted by other new shiny games?
taking all of my self control to finish witcher 3 before i follow the crowd and start zelda ...
this is meeeee

i still haven't finished witcher 3 DLCs because i got distracted by other games. same with breath of the wild (and now totk is out wowo)... with open world games, i find it hard to finish them completely because they're so expansive. i'm finding it much easier to finish linear games that don't let me run around and get side-tracked lol
last edit on May 22, 2023 19:53:24 GMT by siel
212written posts
sielearned bits
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siel
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i hate talking about coding on sites. it never goes well for me. i wish i knew how to be more approachable about it, because i genuinely love talking about coding with people, but i think i'm actually not very good @ explaining/can come off as unfriendly whenever i talk about it...

its really upsetting too because it just. it always feels like the air turns kinda hostile towards me, and i'm somewhat aware it's partly my fault, but i just. don't know. how to communicate elsewise.... so now i'm just terrified of bringing up the fact that i can code period.

i *think* i talked to you about css grid before somewhere (why is this the #1 conversation i have with ppl btw... i guess bc 9/10 dentists recommend css grid) and for what it's worth i 100% did not feel like you were unfriendly at all.

coding is just a hard thing to talk about in hobby circles. people have different motivations for coding and they don't always love it, they just want to get it working in any way possible and don't care too much about improvement beyond that (which, unless what they're doing is literally breaking their site, is honestly fine). i think i've mostly resorted to passively sharing articles and seeing which type of people engage, and then talking through that. idk if that works for you, but i hope you continue to share your passion in this thread at least :)
212written posts
sielearned bits
offlinecurrently
siel
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siel Avatar
it's really hard being that one person in the team/family/etc who actually speaks up about stuff. people will tell me in private that they agree with me, which feels good, but the toll it takes to be that person and be vulnerable and say what's on my mind is too much sometimes. i've spent maybe 95% of my time lately dwelling on uncomfortable conversations i've had to have. i just want to enjoy my life..

spoiler for very relevant comic panel (source: cheese in the trap)



last edit on Feb 11, 2022 22:52:40 GMT by siel