zine of Millie EX1

Sep. 20th, 2025 02:32 pm
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Posted by Sortition Social

Entry syndicated from zine of millie [feed link]

zine of Millie EX issue 1, 2025-09-20

(no subject)

Sep. 25th, 2025 10:41 pm
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september 25th, 2025: I guess you didn't know it but I'm a fiddle player too, and if you'd care to take a dare I'll make a bet with you.
NOW YOU PLAY A PRETTY GOOD FIDDLE BOY, but give The Devil her do...
I'LL BET A FIDDLE OF GOLD AGAINST YOUR SOUL CUZ I THINK I'M BETTER THAN YOU‼️

weird web october is happening again!

Sep. 24th, 2025 04:20 pm
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hello to the people in my RSS feed 👋 next month i'll be participating in weird web october, a month-long challenge to make websites based on a variety of prompts. it doesn't have to be fancy! it can be an otherwise blank website with a single jpg! it can be a bunch of black text on a white background!

let's make websites together 🖳

(no subject)

Sep. 23rd, 2025 09:16 pm
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september 23rd, 2025: Although USB-A was deliberately designed to not be reversible in order to keep manufacturing costs low, reversible USB-A connectors have been created.

(no subject)

Sep. 21st, 2025 10:29 pm
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september 21st, 2025: To my friends in the southern hemisphere, happy spring equinox, and to my friends in the northern hemisphere, happy autumn equinox.

Entry from House of Nettles

Sep. 21st, 2025 06:57 am
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Posted by Natalie Weizenbaum

Entry syndicated from House of Nettles [feed link]

in a better world, Hornet Silksong would be a woman who loves her pet dog so much her partner gets jealous. but instead she lives in a world where every god specifically chooses to make all dogs rabid

(no subject)

Sep. 21st, 2025 01:32 am
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Posted by Greg Jensen

Entry syndicated from BarleyDog [feed link]

Juniper, a dog, seems ambivalent about her unicorn-themed sleep mask, despite being cozy in a pink-and-blue fleece blanket.

Juniper, a dog, seems ambivalent about her unicorn-themed sleep mask, despite being cozy in a pink-and-blue fleece blanket.

Juniper’s increased time around young kiddos has generally been good for her. She seems to have intuited that they are juvenile humans and seems to dote on them. She certainly tolerates a level of child goofiness and energetic play that she wouldn’t abide from grown adults. Even so, the sometimes you get the impression that even “tolerate” is pushing it a little bit.

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Posted by Natalie Weizenbaum

Entry syndicated from House of Nettles [feed link]

This is an impressive follow-up to Hollow Knight not just in that it's another very good game (absolutely not a guarantee from a developer with only one game under their belt, no matter how successful that game was), but in that it understands deeply what makes a game effective specifically as a sequel. It's a checkerboard of expectations met and subverted: the core logic of the combat and feel of movement is essentially the same, but the single most powerful tool in HK1—the downward aerial "pogo" attack—is dramatically harder to use. Even early game bosses often do 2 masks of damage, but Hornet can heal three masks at a time. The familiar spell mechanic is back (renamed "skills" but otherwise identical) but it's augmented with equippable weapons that use a totally new economy.

The result is a game that presents the player, from the moment they first try platforming with the new diagonal aerial attack, with a potent cocktail of familiarity and challenge. This proved too much for players who expected their skill at HK1 to automatically make them excellent at Silksong, but it's excellent design. A new game should challenge old players, and when those challenges subvert the best play patterns in the first game, they increase the challenge more for experienced players than they do for players who (perhaps boldly) pick up Silksong as their first entry in the series. Silksong demands that the player adapt to new styles of movement and resource economies, but at its heart it's still a game about careful positioning and weaponized acrobatics.

So, is it hard? Not really. For all the hullabaloo on release about how difficult Silksong is, the main difference between its main quest bosses and Hollow Knight's are that the early-game bosses are somewhat harder, which is about what one would expect from a sequel. Once you get past the first few intro bosses, you end up at around the level of HK1 bosses in similar positions like Mantis Lords, Soul Master, and of course our very own Hornet. Even the optional bosses are mostly pretty straightforward, with only a couple exceptions. The mandatory platforming is a little more difficult across the board than HK1, in part because of the less forgiving pogo and a larger suite of movement mechanics, but there's no single sequence mandatory or optional that comes close to the sustained difficulty of Path of Pain. If anything, I wish there were a bit more difficulty in the game, and I'm hoping the DLC will provide that.

What people are complaining about, when it comes down to it, is that the game demands they break out of their comfort zone. And it makes some sense! The most diehard Hollow Knight players have been building their mental model of what being good at Hollow Knight entails unhindered for eight years. Every Hollow Knight DLC introduced new challenges that tested the same skills but harder. Silksong asks for more, or at least for a reframing of the way players think about the game.

Nowhere is this clearer than in the removal of the Shade Cloak, and with it the elimination of almost any form of invulnerability-frame evasion in the game. By volume, this wasn't a huge part of the base game—it's an ability you only get in the postgame, so the bulk of the fights you face won't involve it at all. But the postgame fights and many of the DLC fights, which is to say generally the most difficult fights in the game, are built with the expectation that you'll be able to occasionally dodge right through an attack. Silksong has no such expectation, and I think that's tremendously to its credit even as it drives experienced Hollow Knight players mad.

Removing the expectation that players can regularly dodge through the attacks of postgame bosses makes the design and play of those fights vastly more interesting. Dodging attacks through careful positioning brings all the game's movement mechanics to bear in fights, and is what makes the marriage of platforming and action combat so successful. Combined with the substantial wider diversity of directionality in Silksong's attacks relative to the base game, it gives fights the potential to be very deep puzzles about how to most effectively deal damage without taking it. This is all inherent in Hollow Knight as well, but the Shade Cloak offered a safety valve for players to avoid engaging with it in exactly the fights where it was most compelling. Silksong is richer for its absence, and I think this particularly speaks to Team Cherry's maturing understanding of what's effective about their own design.

Not Being Able

Sep. 26th, 2025 11:00 pm
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Posted by Sortition Social

Entry syndicated from eladnarra's blog [feed link]

I wrote in my last post that I had a lot going on in July and wasn't sure how much I'd be able to do to celebrate Disability Pride Month. The answer, as it turns out, was... zero posts, zero projects. But hey, with crip time, who says a month can't be two or three.


It is hard to keep going with blogging, and once you've stepped back from the habit it can be a tricky one to jump back into. It's a bit like riding a bike, when the motions are already there you don't even have to think about it, it's muscle memory. But once you've maneuvered your days without it, the practice can become daunting rather than freeing.

— Anne Sturdivant, Your blog is a vulnerability.

A Rough Month (Written )

I'm tired.

I'm not sleeping well. I wake up groggy every day; not sure if it's my ME/CFS (which causes unrefreshing sleep) or the sleep meds.

I've had difficult-to-control heartburn since February; whenever I think meds and lifestyle changes have helped somewhat, it comes back. I miss pizza.

My POTS symptoms are worse. It could be the summer heat or lack of electrolytes (which I had to pause because they can exacerbate my heartburn). Or something else; I guess we'll see if adding yet another med helps keep my heart rate from spiking.

I triggered my arm repetitive stress injuries (RSIs) in May and have been dealing with symptoms ever since. Sometimes the pain is constant. At other times it's a latent sensitivity, ready to flare into pain the moment I type too long or so much as think about doing some embroidery.

I went to Ft. Lauderdale for 3 nights to see a specialist, who yelled at me for still being worried about how COVID might make me worse. It's been nearly 3 weeks and I'm still not recovered from the travel.

I've had on average 3 doctor appointments or tests per week since I got back. It took 3 tries for them to get a good vein the other day. I'm 15 pounds lighter than I was at the start of the year, but not intentionally.

This all sounds melodramatic when I write it out. I'm fine, I'm safe. I'm just feeling pretty poorly and sorry for myself. I've been stuck on the couch with a million things I want to work on, but no energy to do any of it.

BRAIN FOG ENCROACHES. THE COUCH CALLS. TIME TO STOP.

Pride (Written , , & )

Sometimes it's hard to feel pride.

Lately I watch TV, I go to doctor appointments, and I rest. The Internet Archive Fundraiser Zine was successful (raised over $500!), but my crash means that the zine itself has stagnated. I feel anxious every time I think about it; the work others have put into it, the work that still needs doing.

Everything in my life happens in slow motion. My education, my career that never had a chance to take off and is now grounded (maybe permanently), my work on this website, my artistic practice in embroidery and zines. Most of the time I'm able ignore the internalized ableism that I'm not worth anything if I can't "produce," but what if I want to? What if I want to contribute to making the world better, to our household finances? What if I want to make art?

[3 Weeks Later: Now where was I...?]

Pride makes sense to me in abstract, for folks who are LGBTQ, POC, and/or disabled. There's power in taking something about yourself that people denigrate or attack and saying, "no, fuck you, I'm proud of that." And I am proud of how being a part of the disability community influences my politics and my actions. I'm proud of the things I've accomplished, like getting a degree, in spite of the barriers imposed by both my body and by institutions.

But when I'm in a period where the only thing I can accomplish is rest, when I'm treading water with millions of healthcare appointments on the horizon... it's hard to feel that pride. Because I'm still stuck in the mindset of defining myself by what I can do, even if it takes a long time. And somehow in my mind, rest doesn't really count as a thing to be proud of.

I'm working on it.

Grief (Written , , & )

I lost a lot when I got sick. Playing viola in a youth orchestra, rock climbing, being a straight A student at a college prep high school. The life I'd planned.

I don't know if I ever grieved properly for it. At first I was too tired to do so; strong emotions are just as tiring as reading or going for a walk. And eventually it was just... the way things were. No sense in getting upset about it, you know? It doesn't change what happened, and it's not like I dislike my life now.

But that grief is always in the background, ready to pop up the minute things get worse. While I may be used to the limitations I've had ever since I got sick, like not being able to work full time, new limitations restart the adjustment process. Realizing I can't work part time, either. Realizing that embroidery and web development hurt my arms, when they were meant to be physically doable hobbies to replace ones like rock climbing and viola.

It's the same grief, but new again.

There's also grief of lost opportunities once I got sick. Sometimes it's simple; not getting a tilt table test and medication when I was first diagnosed with POTS, because the pediatric cardiologist dismissed my (extremely disabling) symptoms as not that bad. Other times it's complex, like losing touch with my viola teacher after getting sick and only learning that she'd died years after her funeral.

Grief surrounding my chronic illnesses mingles with grief for people, in sometimes confusing ways.

I didn't get to know Anne Sturdivant as well as I wanted. We shared a few of each other's posts on our blogs, and we'd chatted on Mastodon about things like COVID and ME/CFS. It meant a lot to me when she included my Dispatches from VR zine in one of her bookmark posts, and even more when she mentioned one of my posts when writing about vulnerability:

Your vulnerable posts may have the effect of causing or prompting a reader to also be more vulnerable. In fact, my desire to be more vulnerable on this weblog was directly influenced by another blogger on my blogroll who posted a wonderful if not tragic post about the illness we both have and rolled it into a post about slow technology. The method of both taking time to write the post as energy allows, but also documenting the places where the breaks were taken and providing a date, is a raw example of vulnerability that I admire greatly. What if a blog post was marked up like a Word document with all the edits with corresponding dates? I should experiment with that.

— Anne Sturdivant, Your blog is a vulnerability.

I worried when Anne disappeared from the internet in January, but we were just Mastodon mutuals, so even if it hadn't been inappropriate to reach out offline, I didn't know how. All I could do was wait, occasionally checking her account to see if I'd missed a post, sending a message in February in the hopes that it wouldn't bother her. I was terribly sad to learn in June that she'd passed away. And it was very strange to learn recently that she was already gone by the time I messaged her.

I feel grief for the version of her I was privileged to get to know: a great web developer who "put pixels in their place," someone who loved her garden, and an advocate for those of us with ME/CFS. I feel grief for not getting to know her better; for the ways my fatigue and anxiety threw up barriers to connection. And I grieve for the ways she (and many others) have been abandoned in "post-COVID" times to navigate a society and healthcare system that are not only uninterested in treating ME/CFS patients, but are actively endangering us.

Vulnerability (Written & )

This post I'm writing is another exercise of vulnerability, like the one that partly inspired Anne. I've cried a few times writing it, and I've once again documented the breaks I've had to take while writing it, making my fatigue and limitations visible instead of hiding them.

She wrote about vulnerability being a risk online. I don't write under my legal name, but it still feels risky to write this. I hope that my pseudonym means that none of my online identity will somehow be used against me by a government agency, but these days with data brokers compiling tons of personal information, who knows. More likely, by being vulnerable I open myself up to the risk of being misunderstood.

Will people read this post and think I'm writing for attention, playing up my symptoms and struggles for pity? Will they read my reaction to Anne passing away and think I'm making her untimely, tragic death all about me, a person who barely knew her?

I don't know. Like Anne's post, this one has had many twists and turns while writing that I didn't expect, and I don't know if it says what I want to say. Writing a post in two pieces nearly a month apart was unavoidable and necessary, but it's also been disruptive. Things feel disjointed, unfinished. Still, hopefully it does some justice to the complexity of being chronically ill and disabled. To the tension between disability pride and the disappointment of not being able to do what you want to do. To just a few of the many shades of grief.

Your blog is a vulnerability. Make it raw.

— Anne Sturdivant, Your blog is a vulnerability.

(no subject)

Sep. 19th, 2025 04:36 am

Power, Skill, and Silksong

Sep. 18th, 2025 11:21 am
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Posted by Natalie Weizenbaum

Entry syndicated from House of Nettles [feed link]

While this blog post does contain specific mechanical spoilers about Hollow Knight: Silksong, they're only at the very end, clearly marked, and hidden by default. Most of the post is spoiler-free.

Many games, video and otherwise, are structured in a way that presents the player with both challenges tools they can use to address those challenges. In video games specifically, much hay is made online of the challenges themselves: everyone talks about Ornstein and Smough, Absolute Radiance, or Balteus. But to the player in the moment, the shape of the tools they use determines as much or more about their actual experience.

Tools aren't just in-game items. They're anything that aids the player or allows them to engage with the game, from their character's stats to movement mechanics to the very concept of "make your character not be where the attack is". In sports, the players themselves are the most important tools. In chess, the pieces are tools but so are rules castling and stalemates. It's an intentionally broad term to discuss a broad set of game structures.

These tools are not only the ultimate determiner of how difficult the challenge is[1], a well-designed arsenal gives players the opportunity to sculpt their experience, creating a mode of play that fits both the needs of the challenge at hand and their own personal preference. Often players end up self-sorting into two rough camps: those who choose one set of tools (a "build") and stick with it for every challenge and so experience challenges that may be easy for others as very difficult when the tools they've chosen don't line up well, and those who see each challenge as an opportunity to puzzle out the exact optimal set of tools and so take down the challenge as easily as possible. I myself fall into either camp depending on the specific context[2].

One of the first thing a player will ask when choosing which tools to use is, "what's the most powerful?" And in some cases the answer to this is straightforward. In Dark Souls, the Straight Sword Hilt is certainly among the weakest weapons you can use by any objective measure. But in many cases the answer is unclear. There is no consensus "best" weapon in Dark Souls nor its successors, because what "power" even means depends on the player's play style, their goals, and to a substantial degree, their skill.

Defining Skill

I want to take a moment here to clarify what I mean by "skill", at least for the purposes of this post. I don't really want to get into the weeds discussing video game difficulty here and now, but I do think that discourse has made it difficult to mention skill as a concept without raising everyone's hackles and bringing in a bunch of extra baggage. So I'll try to be explicit about how I'm using the term here.

I'm not talking about skill as in some sort of innate talent at video games or even specifically hand-eye coordination or twitch reflexes. What I mean is something that comes with practice and, especially, shedding the fear of the unknown.

Every player, no matter how good or bad their reaction speed, is worse at the game in the initial phase when they're still getting used to it. Everyone loses some percent of their possible effectiveness from needing to manually think through which actions to take, from not fully understanding the challenge they're currently facing, and from not knowing how to match those actions up with that challenge. I'd go so far as to say that for almost everyone, this lost effectiveness is so large that it makes up the vast majority of the reason they fail the challenges with which a given game presents them.

The other side of this coin, then, is that players can increase their effectiveness simply by paying attention to their experiences and internalizing them through practice. This scale of practice-driven effectiveness is what I mean here by "skill". I certainly don't mean it as any measure of the player's "quality" in a moral sense or whether they've "really" engaged with the game. There's nothing better about spending the time practicing a game so you can beat it blindfolded except inasmuch as that experience is intrinsically rewarding to the player.

Power and Skill in Dialog

What's the more powerful ring in Dark Souls, Tiny Being's Ring which increases the player's max HP by 5% or Red Tearstone Ring which adds 50% attack power when the player is below 20% HP?

It's tempting to say that the answer is Red Tearstone Ring hands down. It's a staple of all the most challenging ways people play the game: Soul Level 1 runs, hitless boss fights, and speed runs. Tiny Being's Ring on the other hand is available as a starting item and is handily outclassed by numerous other rings which the player could use in that slot.

I don't think this answer is wrong at all, but I do think it's incomplete. For an unskilled player, Red Terastone Ring might as well have no ability at all. When the whole game is full of unknown monstrosities with unfamiliar moves, the safest course of action is to never be below 20% HP if you can help it. Any time you find yourself that low, your first priority should be finding a safe spot to heal. Tiny Being's Ring may not have a dramatic effect, but if that little HP bump saves you from one hit that would have killed you otherwise it's at least doing something.

We can think of power as a way of talking about what's most effective at helping a given player overcome challenges with the least amount of effort. From this perspective, how powerful something is depends on the player who's using it. This sort of "power" doesn't make sense as a metric in its own right—for a low-skilled player, Tiny Being's Ring is stronger than Red Tearstone Ring. For my friend who never uses spells in Hollow Knight, the underwhelming Grubsong[3] charm is stronger than the excellent Shaman Stone[4].

But this is a little unsatisfying, because games are fundamentally social even when they're single-player and tightly individualizing the concept of "power" cuts off any ability to discuss it with others. What I think most people mean in practice when they talk about it is something more like power pegged to some sort of implicit "average player", although where this player falls specifically in terms of skill and preferences is left unspecified, sometimes to the result of confounding the whole conversation. If this average player is pretty good at Dark Souls, maybe Red Tearstone Ring is better for them because they might be able to survive long enough to get in some hits at 20% HP, but it's still much weaker than one of the better options like Ring of Favor and Protection[5]. I think if you posited this to a player, they wouldn't argue.

The power of tools affects skill as well. I talked about a tool's power as its effectiveness in helping a given player overcome challenges with the least amount of effort. In turn, exerting effort to overcome challenges is how the player builds skill. So we can see tools as lowering the skill bar for facing a given challenge, and we can see their power as how much they lower it[6].

Another Perspective on Power

I want to look at this from a slightly different angle, though, inspired by my recent experience playing through Silksong and discussing the merits of various builds with my friends. I want to look at which tools are best the first time through a game. In other words, I want to view a tool's power as the lowest overall skill required to overcome a challenge with that tool across all starting skill levels. Red Tearstone Ring rates poorly on this metric because it only becomes strong in the hands of players whose skill levels are already high, but Tiny Being's Ring rates poorly as well because it doesn't lower the skill requirement much for anyone.

This is particularly interesting in the context of Silksong because it's full of tools that are at their best when the player is already skilled. Hollow Knight's spell mechanic is the same way: you accumulate "soul" by hitting enemies, and you can spend it either to heal or cast spells. While spells can do a lot of damage, using them concretely eats into your ability to survive fights.

So, are spells powerful in Hollow Knight? By this metric, which I'll call "initial power", I think they're good but not amazing. Their damage output is big enough that learning to use them effectively can shorten some fights enough to make up for lost heals, but not so strong that you can rely on only using them and never healing without investing a lot more time into building skill.

By contrast, we can also talk about "final power": the power of a tool once the player has built up their skill and understands the game's challenges. (We can frame this as the tool with the biggest overall reduction in skill required to overcome a challenge with that tool across all skill levels.) Hollow Knight's spells rate very high here, because once you're getting hit infrequently enough they can massively accelerate fights and reduce the overall risk.

The Part Where I Talk About Silksong

I'm not going to spoil anything you can't find in Act 1, but I will talk frankly about certain mechanics.

Reveal spoilers

There are so many Silksong mechanics whose power scales up with the player's skill: skills work just like Hollow Knight's spells, of course, but tools are also easier to stomach incorporating into your routine if you're confident you'll win a fight before having to go farm more of the crafting materials needed to create them. Some crests place restrictions on healing which are mitigated by better positioning skill (as well as of course taking less damage). The upgraded Hunter crest directly scales its damage with how infrequently you get hit. At the far end, Barbed Bracelet can double your damage at the cost of doubling all damage you receive in what amounts to this game's own Red Tearstone Ring.

But this line of thinking was most proximately inspired by thinking about the Reaper crest. If you're not familiar, this crest gives Hornet a moveset with very long-range swings including a pretty straightforward downward aerial attack (which is incredibly important in these games for both platforming and dealing with enemies) in exchange for being quite slow.

I heard someone (tentatively) call Reaper a "noob trap", but I don't think that's right. I think rather that it has a high ratio of initial power to final power. Reaper's long range isn't just comfortable (although it is also that), it's forgiving. It allows players to be messy in their positioning and inaccurate in their guesses about what enemies will do next with much more generosity than other crests. And when you're fighting new enemies or traversing a new platforming challenge, that's extremely valuable. On the other side of the same coin, the cost of pushing less damage is relatively lower early on because it's not always obvious when it's safe to land multiple attacks anyway.

Reaper (along with tools like Warding Bell that similarly forgive sloppiness) are perfectly suited to playing in an exploratory style, learning the rhythms of enemies and fights that you're seeing for the first time. They provide initial power which lets players build the familiarity they need to take full advantage of other tools that are better at higher skill levels. It's not so much a "noob trap" as a "noob aid". More importantly, the concept of "initial power" and "final power" help us understand why that is.


  1. The phenomenon of the Dark Souls Soul Level 1 run is a sort of inverse example of this. The player chooses to specifically limit their toolkit by never leveling up (character level itself being of course a tool) in order to dial in a harder difficulty on a game they've already played, and so experience it from a different perspective. ↩︎

  2. When I played Shin Megami Tensei III: Nocturne, I would look up each fight and meticulously plan out builds hours in advance, carefully breeding the exact right demons to meet every challenge I faced. On my first run through a Soulslike game, I instead tend to stick pretty assiduously to a single build. Interestingly, I'm playing Silksong more like SMT than like Dark Souls: I have a main loadout I mostly use for traversal, but I'll switch that up to some degree for most boss fights. ↩︎

  3. You gain soul (a meter used for healing) every time you get hit. The rate on it is appalling. ↩︎

  4. Increases both the size and damage of all spells. I got a lot of mileage out of this bad boy in my playthrough. ↩︎

  5. Increases max HP, stamina, and equip load by 20%. Incredibly strong, but notionally "balanced" by the fact that it breaks forever if you take it off. Here's by Dark Souls hot tip of the day: don't take off Ring of Favor and Protection. ↩︎

  6. Again, I want to be clear: I don't think this means that players who use all the tools available to them are "worse" in any sense at all. Finding ways to lower the skill bar is the game just as much as building skill to meet that bar. A player choosing where in the interaction of power and skill is most satisfying for them is player customization just as much as choosing a Greatsword because it makes them look like Guts. ↩︎

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Posted by mpklamerus

Entry syndicated from The Virtual Moose [feed link]

Like what are we even doing here? Why are IF Comp and $109 Adventure Game Challenge allowing AI slop in their competitions? Doesn’t that defeat the whole point? I don’t think any game jam or competition should allow AI art. I have a billion other reasons why I’m against using that stuff to make games but it especially seems to go against the spirit of making something for a jam where things can be messier and more personal. If I’m following along with a jam and see a game that clearly uses it, I’m going to give it the lowest possible rating because it’s boring shit. Bruno has a much more elegant take on this and the use of AI in IF Comp but I mostly wanted to vent because….fucking why use it? The sooner this bubble bursts, the better. Every jam allowing it should be embarrassed.

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Posted by Freya

Entry syndicated from COOL・GOTH・ZONE [feed link]

yoo..

it took a little while but i got a new filter built out a couple weeks ago. i'd have blogged about it sooner but i havent been in as much of a writing mood recently and i'm not sure why. maybe weltschmerz? in any case tho since my plans for the weekend got fucked up1 im forcing myself to do the blog post now. and it looks like this btw:

front view of the new vcf module. i ran out of wd40 to use as cutting fluid so the holes for the jacks ended up misaligned and i had to file them back into alignment and now theyre too wide. oops! back view of the module, i was kinda ill when i was doing the panel wiring so i wasnt really thinking the cable routing thru properly but it's not too bad compared to some of my earlier modules. the panel mounted electrolytic caps are kinda goofy but there was no good way to fit em on the board so whatecer......

the new module is a voltage controlled filter based on the filter section of the edp wasp, a weird little synth from the late 70s that as far as i can tell was produced by a british company that only seems to have existed for like 5 years. originally i was gonna go with an ms-20 type filter like basically every other diy synth head seems to, but i didn't really like the idea of my first vcf having a different roll-off depending on whether it was in low pass (12db/oct) or high pass (6db/oct) mode, and tbh i just didn't really understand how it worked at all. so i did some digging around for a filter design that had a high pass with 12db roll-off and found jurgen haible's wasp clone, which seemed to do exactly what i wanted and also included band pass, notch pass and distortion, which seemed like a nice set of bonus extras.

now, something i always like to do before trying a circuit out on breadboard is to to try and figure out what the thing's outputs should look like using a simulator. this especially is true for cases like this where weird and kinda rare parts2 are involved, but unfortunately cos the wasp filter relies on (mis?)using inverters as comparators my usual circuit simulator of choice, circuit.js, just could not handle it at all. so i had to give in and finally learn how to use kicad. finding models for this thing is a pain and i still don't really 100% get how the simulation stuff works but after a couple weeks i finally got my head around it and, now knowing what i should be seeing on the oscilloscope, i went on to breadboarding it....

early version of the vcf module built on breadboards

it looks kinda clean but dont let it fool u this thing was a nightmare to prototype. i think something's up with the translucent breadboard cos it would just cut out at random and screech at me if i touched the pots wrong. this and having to learn how to use kicad were the main reasons this thing took so long to build, but i kept struggling thru it anyway cos there were features to be added.....

first was exponential cv input. for this i took a look at the cgs twin cmos filter and borrowed part of the cv input design, which involved switching the entire filter core to run between 0v and -5v instead of 5v and 0v3. once i'd done that though i found that i was getting no output at all, which had me stumped as to whether it was just my breadboards finally giving up. but nah turns out i needed to add an extra trim pot for centering the frequency control, which is missing from the cgs schematic and only mentioned in passing halfway down the page. my bad for not reading i guess. whatever.

once i'd done that i got to looking at ways of moving the distortion section to be either before or after the filter. i had a few ideas but i was totally pissed off at the breadboard situation by this point and really didn't feel like doing much more prototyping, so instead i decided to just drop the distortion and notch pass sections entirely (i wasn't super feeling the sounds from them anyway) and use the 3 inverter gates that were freed up by this to make it into a dual vcf. i then also decided that it made no sense to drop £5 on a rotary switch for changing filter mode like the original wasp has, so i changed the design to just have separate outputs for lp/bp/hp. i haven't done a huge amount of testing of this, but as long as they're feeding into high impedance inputs i think they'll all be usable simultaneously?

finally with the distortion section gone the remaining parts of the schematic was all stuff i (mostly) understand, and it seemed like there was no real need to be running the core(s) at -5v specifically, so after seeing a forum post where someone had adapted the wasp filter to work as a guitar pedal running between 9v and 0v i decided to just try running the core on -12v instead, which seems to work fine and also means the input and output don't need to be scaled up/down. i did leave the attenuation pot on the input though so that the volume can be tuned to give the resonance room to go wild/crazy without clipping 😈

overall i'm real happy with how this one came out4. now that it's fully built and i'm not having to wrestle with the janky prototype setup i can really appreciate just how good it sounds, and i totally get why people seem so enamored with this goofy old synth's filter section. the resonance sounds sick too, and the cv input works great, although i haven't bothered tuning it to v/oct yet5. now i just need to build an lfo to plug into it....

as always i've updated the synth page so u can see it in the rack and hover over it and see it light up etc if u want, and u can also check my eurorack module schematics repo if u wanna see the stripboard layout. i realised kicad schematics look kinda nice and they'd probably be useful to have so i'm planning to go back thru and add real schematics for all my previous designs at some point too. idk when that'll happen tho cos tbh i've fallen down a hole playing tony hawk games and will be in that hole for some time i think

start tony

see u in the next,

– freya


  1. i ordered a new laptop that was meant to arrive a couple days ago so i'd planned to be setting up linux on that this weekend but fedex bungled it so bad they had to phone up and ask what my address was so now its not arriving til tomorrow. cool

  2. until now i'd been avoiding designs that use the lm13700, since they're kinda annoying to get hold of in the long out of production thru-hole package these days. i recently found out that there's a chinese company making clones of it under the name "xd13700", which is great! but so far only lcsc stocks them, which means putting together a big order to offset the p&p and waiting a while for delivery.... hard stuff for my adhd-having ass

  3. not sure why this is required exactly but to be blunt i barely understand the "state variable filter" concept to begin with and it works so 🤷‍♀️

  4. other than the panel itself, which i fucked up due to running out of "cutting fluid" (wd40) while drilling the holes for the output jacks and being too stubborn to go out and buy more

  5. fuck tuning all my homies hate tuning

[syndicated profile] sortition_social_feed

Posted by Sortition Social

Entry syndicated from The Works of Egan [feed link]

Last month, someone found and posted my Kill Your Backlog post to some bootleg Canadian version of Reddit, and some folks (including the OP) thought it was a good or at least interesting idea. But a handful of people left comments about how they can’t imagine how and why someone would buy a game and not play it, or why someone would treat their games like work/homework, and while I think it's possible those people are just young and don't know what it’s like to have either the money to buy more than one game at a time or real responsibilities that stop you from playing video games for more than 30-60 mins at a time most of the time, or maybe they're one of those weirdo normies who only plays like one game a year, I also guess I don’t really think about a “backlog” the same way other people do when first presented with the idea. And it really got me thinking about what my concept of a backlog actually is, what purpose it serves for me, and whether the KYB method even fits with how I think about my backlog.

I don't think of my backlog as a list of tasks to complete because I think I have to. It's a list of games I want to play for some particular reason. There are plenty of games in my various libraries that I bought on a whim for a song or in a bundle, that I never played, and that I look at and think “actually I don’t give a shit about that.” That stuff doesn't count as part of what I consider my backlog. Everything on my list is something I want to go and dedicate time to experiencing for its own specific reason. The scales of those reasons vary wildly from game to game, but there's always a reason.

Maybe I’m interested in exploring a particular genre more deeply, or I want to see what a follow-up or precursor to another game has to say in context and/or conversation with that other game and/or its contemporaries. I guess it can be sort of an academic study for me sometimes, purely because that’s how I think about things.

Not everything gives me some incredible epiphany that results in a thousand or more words on my blog (in fact most do not), and I have games that I just enjoy playing because games are fun and I’m not thinking that deeply about it, but I am very interested in experiencing as much as I can (as long as there's some interest in it for me) and seeing what I make of it, whether it’s as simple as seeing what all the fuss is about, or seeing how a game relates to others I’ve played, how it handles a genre, how it translates certain ideas to gameplay, etc, etc, etc.

There are games in my backlog that I bought in bundles and sales, but they're only in my backlog because I think there's something to get out of them. Not because I bought them and I feel bad or have some kind of completionist complex. Again, there are plenty of games I've bought, been given, or likely got for free somewhere like EGS that I have no intention of ever playing, and that doesn't bother me. That's not what my backlog is.

And for that matter, it doesn't bother me that I will probably never clear all of the games from my backlog. It will continue to grow with the years, and I'll almost certainly die having never played something that I wanted to play. That's fine. Playing games and having played them isn't my life's work or raison d'être. Having a backlog is just a good way for me to remind myself of what I want to one day play. Because there's a lot I want to play! But it also isn't just a wishlist, my backlog is still made up of games that I've purchased, or otherwise have immediate access to.

Why am I not playing these games as soon as I buy them? A lot of reasons! Maybe I was in the middle of another game, and by the time I was finished, yet another game had come out, or I just wasn't in the mood to play the game I bought in-between the two. Maybe I got really busy at work and was too exhausted to feel like picking up something new. Maybe I wasn't busy enough at work and got too depressed to feel like picking up something new. Maybe another game came out and blindsided me for a month and the other got left by the wayside. Maybe I randomly decided I wanted to rearrange my home office to leave room for my old CRT and then I bought a PS1 out of nowhere and now I'm playing with that. Maybe I stopped feeling like playing video games because one of my other hobbies was popping off and by the time I came back to games I was looking for something else. Or a big weird one that should be the subject of its own post: I was waiting for the right time and it hasn't come yet.

There are one million reasons not to do something. Between work, sleep, chores, bodily maintenance, interpersonal relationships, and other obligations, I sometimes have less than an hour a day to dedicate to one single hobby. Sometimes it's video games. There are approximately 8 trillion video games released every week. Some of them were released when I was four. Sometimes I realize I'm ankle-deep in seven games at once, two of which are 40–60-hour RPGs, one of which is actually a collection of 50 games, I have exactly 45 minutes of free time ahead of me, and I don't know which way is up, so I just scroll social media until it's time for bed.

Alright, but why am I buying games in the first place if I'm not ready to play them right then and there? A lot of reasons! Most of them are, "I thought I would play this right away, but then I didn't, and time kept moving forward." Others include: "there was a sale and the shiny thing tricked me," "it was my birthday and I had to ask for something," and "I wanted a little treat." I'm a human being and one of my special interests is video games. I have a lot of them. And not enough time to play them all. Mystery solved.

I think the popular concept of a backlog is simply "games I have purchased but haven't played yet," and the setup of the KYB method, and the intro to my post, are very much along those lines. Clearly, that isn't the idea of a backlog that I subscribe to, and I haven't actually carried out the KYB method of crossing games off my list in a while, so I've been wondering whether this method and presentation of my backlog is even something I still find useful. The method of playing something for 20 minutes to allow yourself to move on from it does seem antithetical to everything I've laid out about putting games in my backlog with a purpose. But there are some games, mostly older games, that I know will demand more of me than I'm willing to give, and/or that I just want a taste of out of academic curiosity, because of their importance to the history of a specific genre or game history as a whole. For those games, I think this method of diving in briefly and recording some thoughts could still work well. There are games that I'm curious about, but that I don't necessarily think will light my world on fire. I still want to play those games, and sometimes I need a way to make me play those games.

I'm not forcing myself to adhere to any one method of playing games or another, and the KYB method also works as a way to trick yourself into opening the door to what may end up being a longer experience. If I boot up a game intending to play it for 20 minutes, and end up loving it so much that I play the whole thing, then great!

I think there's still something to the method even if it isn't how I go about playing every game on my list. It's a good way to get me to actually play a game rather than sit around waiting to not be playing any other games (which won't happen), or for the "timing to be right" (which also won't happen). My biggest problem with games, and having a lot of games that I want to play, is actually starting one. The KYB method gives my brain a way to interrupt itself and just play a goddamn game.

I also think I might retool the way I add games to this particular list. Previously, I only considered a game a part of my backlog if I had bought it an arbitrary amount of time after which I could say I "never ended up playing it." I think it might make more sense and be more helpful to

Why do I feel the need to even have the concept of a backlog, and to catalog and list and write about things in this way? I don't know! That's just how I've always been! Who cares!

I like it this way. If you would not like it this way, then great. Don't do it. Who cares!

I think people hear the word "backlog," and think "requirement" or "compulsion," but that's not what it is for me. Maybe it is a compulsion, I certainly have compulsive tendencies, I don't know. For me, a backlog is a list of things I want or have been meaning to play. I just like to keep track of that sort of thing, because I do actually want to get around to these things one day. If I don't, fine. Life is busy, and there are more important things. But I'd still like to.

And I understand that there are people out there for whom games are just games, but that ain’t me. I'm built different (incorrectly). Maybe some people think this way of going about things is weird because it’s not how they do things, or they don't like thinking deeply about the media they engage with, or because it seems like it's making a lot of work out of something that should be fun, and I'm not getting paid to do that work. I don’t know what to tell you, man. I don’t get paid to be alive, but I keep waking up.

Thanks for making me think so much about all of this, random comments that made me kinda mad! Enjoy life with your normal* brains and reasonable amount of video games!

[syndicated profile] publicdomainreview_feed

Accused of posing as foreign royalty to lure her young suitor into a bigamous marriage, Mary Carleton was the subject of dozens of pamphlets and broadsides published in the mid-17th century, including by Carleton herself. Investigating the fraudster’s life, Laura Kolb finds a self-fashioning figure who both influenced the emergence of the English novel and serves as a strange precursor to our modern-day fascination with conwomen and counterfeits, like the heiress manqué Anna Delvey.

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