#Canal Dark Tutorial
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blogpopular · 3 days ago
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Nicho Secreto de Canal Dark Que Monetiza Com Um Vídeo
Na era digital, a criação de conteúdo tem se tornado uma poderosa ferramenta de geração de renda. Com o YouTube em constante expansão, canais “dark” — aqueles em que o criador não aparece — têm ganhado destaque como uma forma prática e eficiente de monetizar. Dentro desse universo, surge um nicho secreto de canal dark que monetiza com um vídeo, um formato altamente estratégico que permite ao…
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cami-dialover · 10 months ago
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HAUNTED DARK BRIDAL - Download - PTBR ver.
Muito bom dia, boa tarde e boa noite para todos que leem este post, meu nome é Adri e eu serei a sua anfitriã nesse tutorial bem simples. De inicio eu já gostaria de agradecer a todos por estarem lendo e acompanhando as minhas postagens, obrigada mesmo, agora sem enrolação vamos ao tutorial.
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Instalação do Emulador ->
Antes de tudo, para ser possível acessar o jogo você deve fazer a instalação do PPSSPP EMULATOR, que pode ser encontrado neste link: PPSSPP
Clicando no link, vocês se deparão com esta pagina
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Cliquem no "Download" com o simbolo azul ao lado, essa parte depende bastante de seu tipo de computador
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Se você tiver um Windows (o que é o meu caso), apenas instale a primeira opção dos instalers azuis, "Download PPSSPP Instaler", o download pode dar um erro, dizendo que o arquivo é noscivo, mas podem instalar de boa que não ira dar nenhum problema no seu computador.
Depois de instalarem, ira criar uma rquivo com o nome "PPSSPP setup" em seu computador, clique nele com o botão esquerdo do mouse. A próxima parte é bem simples, o programa apenas pedira uma autorização e logo em seguida iniciará o download do emulador.
Quando instalado ele irá aparecer assim em sua lista de aplicativos:
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Instalação do Jogo ->
Agora a melhor parte! A instalação do jogo Haunted Dark Bridal, esta parte é bem simples.
Vocês irão pegar o arquivo do jogo neste link: Diabolik Lovers by Naoki (Link conseguido pelo canal fumicia).
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Este link abrira está pagina no mediafire, podem instalar o arquivo, ele possui 1,1gb de tamanho.
Quando instalarem, ira ser criado um arquivo em zip no seu computador (vocês precisarão do Winrar para essa parte, mas eu acredito que a maior parte de vocês tenham o programa, se não tiverem me mandem mensagem no pv que eu ensinarei a instalar certinho), extraiam o arquivo em uma pasta de sua escolha.
Depois de extrairem o arquivo, irá criar uma pasta com o nome de "Diabolik Lovers", que é a onde o jogo estará.
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Retornando ao PPSSPP, abram o aplicativo.
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Eu já possuo o jogo instalado, mas ele não aparecerá sozinho no emulador. Para conseguir abrir o jogo pela primeira vez, cliquem na parte escrita "Carregar..."
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Cliquem duas vezes na pasta "Diabolik Lovers"
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Cliquem no arquivo com o nome "dlovers" e prontinho! O jogo vai abrir automaticamente na abertura querida de Haunted Dark Bridal!
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O jogo esta completamente em japonês, mas possuem muitas paginas no tumblr que fizeram as traduções dos capitulos do jogo, a maioria está em inglês, eu, pessoalmente, utilizo da pagina Dialovers Translations que está 100% completa.
Se for de interesse, eu posso fazer a tradução do jogo em pt-br, comentem se vocês acharem necessário!
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Guia de Controles ->
O emulador é um pouco dificinho de se mexer, já que se baseia nos controles do nintendo, ele possui um guia de controles:
Para o acessar, clique no "esc" do seu teclado, vá em configurações, controles e mapeamento de controles, você pode reconfigurar as teclas do jeito que gostar.
Para um tutorialzinho:
O "espaço" de seu teclado é o start do game, a onde você pode pular as cenas do começo do jogo como introduções e a musiquinha de inicio.
O "X" é o botão de selecionar, é a onde você vai clicar quando precisar selecionar algo como o botão de "start" que aparece no inicio do jogo, como também a onde você vai clicar quando for pulas as falas durante o jogo.
O "Z" é o botão de cancelar, a onde você vai clicar se quiser voltar para a tela inicial ou pausar o jogo.
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chaoticcrow3 · 2 years ago
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Come to the dark side, we have plushies! Look at this cute hand sized Darth vader. He's a perfect gift for the Star Wars fan in your life. If you want to make him yourself, see the link, as this is not my pattern. Finished on Oct 8, 2022.
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satellite-blossom · 3 years ago
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Come and see Kitty’s Candy Sweeties !
New art from me, yay ! I’ve never loved a piece as much as this one, so feel free to click and zoom on it, there’s a lot of little details to see !
If you like this piece don’t just like it : reblog it !
More info about the characters and my process under the cut !
Story bit :
These characters all rock their uniform for the Kitty’s Candy Sweeties, a mix of a maid café and a diner owned by Kitty the cat !  Even though it is a maid café, workers' uniforms can vary a lot. Kitty values the expression of one's personality through clothing, so all she really asks for is a somewhat lolita outfit (so a dress with a bell shape). If one has nothing that fits, or no idea what to do, Kitty will gladly sew them a uniform herself.
Kitty is cheerful yet mysterious woman who little is known about. She is actually a retired magical girl in the sense that she was a Gem Captor until Léa appeared on Mobius, getting the role. Kitty thus take a mentor role for Léa, as she seems pretty concerned about turning Léa away from some of her own youth’s mistakes. Her birth name is Candice, though at some point during her journey on Mobius she renamed herself. Purple is the only friend of hers who knows her old name, and why she changed it.
Lily is a friend of Kitty. She is bubbly and quite excitable, getting a little hyper at times. She loves sweets, sugar and baking, but she can get a little messy. She loves mixing different fashion styles and loves decora fashion.
Anabelle is a creative gal who loves cute pastel aesthetics. She is a lifestyle sweet lolita. This squirrel manages to canalize Lily’s energy into something more elegant. She loves creative activities, decorating and planning.
Myrtille is an alt girl who uses her harsh exterior to hide her soft core. Her mantra is "fake it till you make it" : she is actually pretty shy and anxious, but she hopes to hide it under bold dark fashion. She is the newest recruit of the café and wasn't really sure it was a good place for her, but all the others do their best to make her feel at ease. Kitty sew her outfit for her and allows her to keep her make-up, as not to disturb her. The cut is reminiscent of punk lolita while retaining a pastel palette.
You can see a few things the café serves on this art : cupcakes, hot beverages, smoothies, ice-cream, ...
Art bit :
Kitty and all the others are very, very, very old OCs, so they really needed a redesign.
 This isn’t even the oldest sketch of them, but here is an old sketch of Lily, Kitty and Anabelle (Myrtille is also an old character, just not featured here) :
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Kitty’s haircut was changed as it felt a little plain. She is actually one of my oldest Sonic OC, predating Léa, and it was starting to really show. I struggled to find a haircut until I screwed around on Picrew and realized that I really likes a haircut there so I gave it to Kitty, but I kept her little heart-shaped ahoge. For her outfit I went for a more classic lolita look, so I played more on the lace and bows than on patterns.
Lily isn't any kind of mouse : she is a brush mouse. it's a specie of rodent that lives in mountainous areas of Mexico and has the particularity of having some puff of hair at the end of its tail. Since this specie lives in Mexico I gave Lily a Spanish word as a surname : "turrón", a kind of sweet close of nougat. She even has colors inspired by turrón’s. Her original name was "Lily Chantilly" (Lizzie was already a change), but it was already the name of a brand and a bunch of other things so I changed that.
Anabelle didn’t have much to her at the beginning, so I went back to the drafting table with her. I started by making her a specific breed of squirrel : the Cape ground squirrel. This specie lives in South Africa so I decided to try my hand at drawing coils for once. I didn't have as many resources on this topic as I had for straight hair, but I did my best using a few tutorials and a lot of references (I don’t wear my hair like this a lot). Anabelle is supposed to be fatter than the others, but I don't think it's that noticeable with the shapes of the dresses. I mostly draw the same body types so it’s a little hard for me to deviate from the two body types I always draw... A concern I had while coloring her was to not make her look like a bootleg Sally Acorn, and I think I managed to avoid that !
Lastly, Myrtille is a Khalag Tazi, a dog breed with long ears covered in hair, so the long things on the side of her head are her ears, not pigtails ! Originally they were going to be the same hue as the rest of her fur, but it didn’t look good so I picked a color between her fur and her hair.
I decided to go beyond my usual shading style to texture not only the shoes, but also the hair and food ! Hopefully it’s noticeable...
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supersizemeplz · 3 years ago
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Werther’s Caramel
Winston Duke x Black PlusSized Reader
Another #supersizedfic mini. I know nothing about taking a flight so hopefully I got some descriptions right. Though there isn’t many. This was inspired by the tweet below and the initial idea for the fic has been sitting to collect dust until a hour or so ago. Enjoy!
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Intercom speakers, commercials from televisions, and blended conversations fought against one another for dominance. Hundreds of tiny wheels moved in a non-synced dance, following behind their owners. Keeping up as best they can as if they were small children with a long legged guardian. The hustle and hassle of the airport was busier this evening than anyone had expected. A small crowd of people were stationed near your designated area, waiting to board the plane that would take them to the peaceful destination of their choice.
An airpod rested in your ear as you waited for your turn to get onto the large aircraft. The soft voice of Sza waltzing through your ear canal. Wiggling your toes against your slides, you could faintly see the white polish they held from the thin fabric of your neon purple socks. "Have a great flight." An attendant spoke out to no one in particular, more likely saying it because it was her job. You flashed a small smile as you walked through the single door and behind the people in line ahead of you.
Aside from accidentally being shoulder checked with someones bag as you passed, it was a smooth transition to your seat. You sat in the window seat, opening the small cover to see the lot of the airport. A few workers moved about quickly as they did they're jobs. Taking a deep breath you relaxed against the seat and smiled. You deserved a break, and you didn't mind having to take it alone. Movement to your eyes brought your attention to your seat mate, you assumed before he confirmed it by putting his carry-on over head. He stood tall, with broad shoulders and toned arms that matched his physique really well. His eyes never met yours but you didn't mind the extra moments to admire him.
Dark gray Nike shorts covered his equally toned thighs. He didn't miss a leg day, you were certain. His matching sweatshirt hid the thin chain he wore around his neck but you could definitely make it out from the light hitting it when he moved around. Once he took a seat and adjusted with the little leg space granted to him, he happened to look over to you. He smiled and your heart skipped a beat. A small gap caught your eye. "Hi, how are you? I’m Winston." His voice sent a tingle over your body as you replied politely with your name.
Nothing more was said once he nodded at your response and you went back to your window view. You moved your focus to turning you phone to airplane mode, happy when a third person didn't come to separate you and the handsome giant. Flight attendants began to head towards the front for their usual instructions and you half listened to their words. Having heard them a few times before.
Though you were relaxed and comfortable with the flight experience, not everyone was as experienced. You looked over at the tense male beside you, seeing him take deep breaths as the flight attendants continued their live action tutorial. He rested against the cushioned seat with a grip to the arm rests on either side of him. A small smile caught your lips before you knew it. First time flyer.
You went into your fanny pack, searching for the golden wrappers that always had a home in your purse. "Want a caramel?" Your voice was soft and easing, catching his attention despite the distraction up front. He looked to the candy in your hand before he looked back at you. "It'll help you relax a bit. You look a little stressed."
Contemplating a moment more, he accepted the offering and watched you pop one in your mouth before following your action. “Thanks.” He enjoyed the candy before he gave a nervous chuckle. “It’s that obvious, huh..”
You gave a soft laugh, nodding. “Yeah. With the death grip you have on those poor armrests..” Turning your body towards him as well as you could, you gave him a genuine smile. “I was the same way my first trip, and I was solo. These bad boys helped a little along with the grip I had on the armrests.”
“Ok..” He chuckled a little, loosening his grip on them. “I guess I didn’t realize how much I’m afraid of heights.” You could still see a little uneasiness in his posture so you became the support you’d wanted in your nervous moment. Holding out a hand, you offered your support.
“If anybody asks I’ll tell them I’m a little nervous.” You winked, teasing. He laughed at that as he accepted your hand. A small squeeze to his hand made him relax more with a slow breath. “There you go.”
He spoke you name after a small moment of silence between you both. You acknowledged him with a friendly, “Yes?”. “Do you mind if I have another one of those caramels?”
Laughing, you took out two and handed them to him. “I told you they’d help.”
Your daughter let out a laugh, stopping her current task of stirring the noodles. “Mama, there ain’t no way daddy was scared of flying.” She sigh happily, shaking her head. “All we do is travel now.”
You grinned. “I got him into it, hunny. We decided to spend that trip together since we were both alone. Going to restaurants and tours together..” The memories of the trip flashed through your mind in pieces. “He took me back there to propose a year later, actually. We got married once we came back and brought two beautiful children into the world, you and your brother.”
“Awww. How come you’ve never told me this story before? I just figured you liked the candy a lot.” She smiled. Her focus going back to the food.
“I do. They’re my favorite.” You laughed, moving about the kitchen with ease. “I just happened to bag you father with them.” Winking, you both giggled at the fact.
"What y'all in here gossiping about?" Winston entered into the room, kissing your daughters forehead before he came to you. Slipping his hands around your waist, he smiled.
"Nothing, just telling her a story from the past.. You want a caramel?" You held up the gold wrapper from your apron pocket. He smiled, accepting the candy with a smile. Pecking your cheek as he thanked you and went back to check on your son. You and your daughter looked to each other once he left the room before laughing loudly.
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Taglist
@sisterwifeudaku @kumkaniudaku @wawakanda-btch @theunsweetenedtruth @marvelmaree @chaneajoyyy @wakanda-inspired @princesskillmonger @liviy00 @xsweetdellzx @muse-of-mbaku @killmongerdispussy @thehomierobbstark @princessstevens @killmongerthiskoochie @cecereads209 @beautifullmelodyxx @soufcakmistress @melodyofmbaku @awerkofart
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viciousedits · 4 years ago
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psd tutorial #2 by starfalledits
please, if this tutorial was useful for you in any way, like/reblog the post if you’re a lovely person, follow me on twitter @vicxtorvale. and remember treat people with kindness, always.
PORTUGUÊS
Oi morecosssssss. Como estão? Espero que em casa e bem <3 Um anony me pediu tutorial de psd laranjinha e cá estou eu. Vamos ao tutorial!
1. Curvas - para ajustar a luminosidade da imagem
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2. Pesquisa de Cores - vamos usar a pesquisa de cores para usar um ‘filtro’ pronto do photoshop e dar uma mudada drástica nas cores e ficar com esse aspecto rosado. Use o filtro 2Strip.look e deixe a opacidade em 47%:
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3. Misturador de Canal - para intensificarmos o tom rosado e mudar algumas cores como o verde em azul
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4. Cor seletiva - para mexermos com as partes vermelhas e amarelas, para caminharmos para o laranja que todos amamos
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5. Curvas - para deixarmos as partes com mais brilho opacas. 
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6. Cor seletiva - para deixarmos as cores mais acizentadas e intensificar as áreas escuras
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7. Vibração - para acender um pouco as cores
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8. Mapa gradiente - inverta ele para darmos mais um pouco de efeito opaco. Deixe o modo de mesclagem dele em luz suave e a opacidade em 21%
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9. Balanço de cores para tirar um pouco o amarelo predominante
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10. Cor seletiva - para mais uma vez intensificarmos as partes vermelhas e amarelas, e deixar um pouco mais opaco as áreas com mais brilho
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11. Preto e branco - para darmos uma pequena mudada na luz. Deixe o modo de mesclagem em diferença e a opacidade em 12%
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12. Brilho/Contraste - para ajustar um pouco a luz
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13. Vibração - para mais uma vez dar um pouquinho só de intensidade nas cores
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14. Matiz/Saturação - para alterarmos o tom das partes com ciano
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15. Cor seletiva - para mudarmos de novo o tom do ciano, darmos o tom mais alaranjado do vermelho e intensificarmos as áreas mais escuras 
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16. Matiz/Saturação - para finalizarmos com um tom mais alaranjado
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É isso pessoal, espero que tenha ajudado, caso tenha alguma dúvida é só enviar uma ask que irei te ajudar. SE ALGO FOI ÚTIL PARA VOCÊ, POR FAVOR, DÊ LIKE/REBLOG NO POST. Vejo vocês no próximo tutorial.
ENGLISH
Hi bbyssssss. How's it going? I hope at home and well <3 An anony asked me a orange psd tutorial and here I am. Let's go to the tutorial!
1. Curves - to adjust the brightness of the image
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2. Color lookup - let's use color lookup to use a photoshop 'filter' and give a drastic change in colors and get that rosy look. Use the 2Strip.look filter and leave the opacity at 47%:
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3. Channel Mixer - to intensify the rosy tone and change some colors 
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4. Selective color - to adjust the red and yellow parts, open the way to the orange we all love
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5. Curves - to make the parts more glossy opaque
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6. Selective color - to make the colors greyer and intensify the dark areas
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7. Vibrance - to light up the colors a little
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8. Gradient map - invert it to give us a little more opaque effect. Leave its blending mode in soft light and opacity at 21%
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9. Color balance - to take a little of the predominant yellow
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10. Selective color - to once again intensify the red and yellow parts, and leave a little more opaque the areas with more brightness
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11. Black and white - to give a little changed in the light. Leave blending mode in difference and opacity at 12%
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12. Brightness/Contrast - to adjust the light a little
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13. Vibrance - to once again give a little bit of intensity in the colors
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14. Hue/Saturation - to change the tone of the cyan parts
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15. Selective color - to change the tone of the cyan again, give the more orange shade on the red and intensify the darker areas
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16. Hue/Saturation - to finish with a more orange tone
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That's it guys, I hope it helped, in case you have any questions just send an ask and I will help you. IF SOMETHING WAS HELPFUL TO YOU, PLEASE LIKE/REBLOG THE POST. See you in the next tutorial.
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justanotherblonde · 4 years ago
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Excerpt: Art is a Blast
hi. “Art is a Blast” is mayhaps my most controversial chapter to date? it’s not an easy one. yes there’s fun Deidara art, but there’s also Sasori dealing with some serious issues. read it if you’re up for that. if not, that’s cool too, friends ❤
i’ll be posting a new piece tomorrow. thanks for reading 🌹
following on from the last teaser (just a bit of exploding art, lol):
“What did you bring for breakfast, mn?” Deidara asked, unzipping the insulated bag and disrupting Sasori’s train of thought.
Sasori moved to unpack hot pumpkin rice porridge, homemade pickles and hard-boiled eggs, laying them out on a corner of the table Deidara hastily cleared. One of the unbaked sculptures fell to the floor with a dull smack, flattening the bird’s beak into its head.
“Oops, haha,” Deidara giggled. “I’ll fix him up after breakfast. I’m going to work until I run out of clay, mn.”
Lips pursed so tightly they were a thin line, Sasori pulled a thermos of coffee out of the bag and poured two cups.
“You’re filthy. Go wash your hands at least before we eat,” he said in a soft yet somehow sinister voice.
“It’s fine! Gonna eat a pound of dirt before you die, mn.”
Sasori glared. “Wash your goddamn hands or I’m taking all of it back. You can go scrounge something from the dumpsters you love so much!”
“Gee, sorry Mom, mn,” Deidara retorted, rolling his eye. If it had been anyone else, he would have goaded them further, but Deidara knew that Sasori really would take all the food back and leave him to starve. He’d suffered Sasori’s wrath throughout the first semester, like the first time he turned up late to one of Sasori’s sculpture tutorials. Sasori had refused to give him any materials to work with and forced him to sit on his hands for an hour. I guess I shouldn’t have expected him to lose the temper just because we’re dating… mn, Deidara thought with a pout.
The only tap was outside the warehouse, a public faucet on the side of the building used (presumably) by sanitation workers to scrub the canal-side pavement and the floor around the dumpsters. Deidara had never seen anyone use it. He briskly sloughed the dirt and clay from his hands, spending a moment to pick what he could out from under his fingernails. He would have to redo his nail-polish later…
At the door to his workshop, he twisted the handle with dripping wet hands, pushed the door open and then—
—BAM!
The bird by the door exploded, flinging shards of clay in every direction; one caught Deidara on the arm and another on the cheek before tinkling to the ground.
“Haha!” he clapped his hands and exclaimed gleefully. “It worked! I don’t need to test any more. We’ll pack them tonight when it’s dark and cool, and set them out after midnight. Should get results by mid-morning, mn!”
He looked to Sasori, not expecting to see such a furious expression on his face. A bowl of porridge and the coffee thermos were splattered across the floor and work table, the former because Sasori had dropped it in shock, the latter because it had been knocked over by a shard of clay.
Sasori threw the spoon in his hand down to the floor with a clatter and stormed over to Deidara. With his face so close their noses were nearly touching, he fumed:
“You. Are. Going. To. Hurt. Someone. With this pointless installation!” He stepped back and waved an arm at all of the statues, then brought his hand back to Deidara’s face, reaching for the cut but pulling back at the last minute. “I’m having no part of this! I’ll see you at home tonight for dinner if you want it, but I’m out. Bye.”
He roughly pushed past Deidara and disappeared before Deidara could even begin to process what had just happened.
“What a big baby, mn,” he muttered.
After a moment Deidara became aware of his stinging arm and the blood trickling down his cheek. He wiped it, looked at his hand—more blood than he was expecting, actually—then rubbed it into his trousers with a shrug. His phone alarm went off, meaning the statues in the kiln were done. He strode to the worktable, knocked back one of the remaining cups of coffee, and then went back to work.
Continue reading on AO3 from Chapter 1
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blixeniana · 5 years ago
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La collaborazione con Bitrix
Terza settimana di Luglio ► Un membro dello staff di Dark Vanities durante un percorso di assistenza clienti con il servizio internazionale Bitrix24 riceve la seguente proposta: rappresentare l’Italia attraverso Bitrix raccontrando la propria esperienza e suggerendo possibili miglioramenti. (l’articolo verrebbe lanciato ovunque nel weeb)
Fine Luglio 2019 ► Il team di Dark Vanities ricevve la mail, entro fine giornata il progetto è in atto, le schede sono pronte, la collaborazione ha inizio.
Fine Agosto ► La bozza è quasi pronta: lord Keim viene selezionato con entusiasmo quale rappresentante degli utenti italiani per il servizio: fotografia, schede, articolo e promozione social sono a un passo dal divenire una cosa sola.
Perché è accaduto? → Bitrix24 è un servizio di website building dedicato a imprese, liberi professionisti ed enti privati. (a chiunque crei un account ma le funzionalità offerte sono mirate a una cooperazione efficiente per quanto concerne “employers & employees taskforce”). Il servizio attualmente (2019) è poco conosciuto benché modestamente utilizzato. Dark Vanities si è offertra non solo di fugnere da testimonial per una promozione di massa del servizio, MA ANCHE di realizzare (e promuovere in aprte per conto proprio) dei tutorial in italiano da pubblicare sul canale YouTube. 
Quali vantaggi ne ricavano le parti? Semplice: VISIBILITÀ.
Dark Vanities tramite il progetto Testimonial riceve credito e ampia promozione “gratuita”; Bitrix riceve un sostegno concreto da parte di una fetta di consumatori attualmente in crescita, se è vero che gli utenti italiani non sono molti, lo è anche la totalte ignoranza da aprte di questa potenziale fetta di target market nei confronti del servizio.
La differenza tra Dark Vanities e gli altri utenti del servizio (italiani) sta nel passaggio dalla categoria Consumatori alla categoria Collaboratori, in altre parole dal progetto Testimonial al progetto Tutorial, quest’ultimo di iniziativa del team di freelancer, dunque completamente spontaneo.
Bitrix24 si è dimostrata entusiasta del coinvolgimento di Dark Vaniteis, della sua immediata proposta di adesioen al progetto, ma cosa assurdamente di rilievo, l’iniziativa del team di freelancer (non del tutto “altruistico a forfé”) di sostenere il servizio tramite i video in programma.
Non ci resta che aspettare e sperare in un risvolto gratificante e meritato. ♦
Dark Vaniteis e la sua graduale ascesa ci hanno sempre resi ben disposti nei loro confronti, siamo favorevoli ai metodi e ai contenuti, ma l’icnredibile boom che hanno avuto in Agosto, mese per nulla facile da sostenere se pensiamo alla piattaforma di YouTube (Agosto è il mese più scarso in termini di iscritti e visualizzazioni), questo incredibile decollo verso la gloria ci lascia col fiato sospeso. Ma staremo a vedere!
Romilda Vain ♣
link al sito web ► Dark Vanities
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acepolh · 2 years ago
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Camera retro maddu magalhaes
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syzygyzip · 6 years ago
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His Cage pt. 2: Wheel of Fortune
This essay may be read on its own, but it is a follow-up to another essay which psychoanalyzes the figure of Holy Knight Hodrick, a character from Dark Souls 3. In this section, the method and purpose of Dark Souls analysis comes under investigation, catalyzed by other images from Hodrick’s environment.
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Hodrick as meta-critique of Freudian psycho-interpretation
Dark Souls 3 is known for its skillful, self-reflexive commentary; this game is keenly aware of the subculture that surrounds it. That in mind, what are we to make of the relatively blatant symbolic suggestiveness of Hodrick and the Greatwood? Perhaps their on-the-nose imagery is a reaction to analysis of previous Dark Souls games: the castration narrative is often cited in symbolic interpretation of Dark Souls 1, and the birth canal-esque passage of Dark Souls 2’s tutorial area is a classic introduction for people that play around with interpreting Dark Souls psychologically. And surely those myths and images are semi-intentional, relevant, and illuminating, but they are by no means the place to stop. This lore video points out how the vertebrae shackles collected by Mound-Makers resemble inkblots, the old psychoanalytic tool etched into the cultural memory as an image of Freudianism. One “reads out” of the inkblot the contents of their own unconscious. The understanding of projection, and the compensatory nature of the unconscious was one of the most significant discoveries at the dawn of psychology. Dark Souls could symbolize the principle of this discovery in a number of ways, but it is very intentional with its images, so when it decides to show us an inkblot in particular, the historical context is helpful. It’s an old and simple technique, which traces only the broad strokes of the analysand’s complexes. Likewise, Hodrick, the Greatwood, and Mound-Makers provide the interpreter with the rudiments for symbolic exploration of Dark Soul environments. 
Though this area is introductory, it is – like any part of the unconscious – inexhaustible in its depth and generous in its mutability. Consider the amorality of the Mound-Makers. Are they good or evil? Vicious or tender? Sustainers of maya or karmic accelerationists? There is so much room for the player to read into this allegiance a preferred moral perspective, at least partially determined by the general attitude the player keeps in regards to the slaughter of enemies. For the totally “unimmersed,” Dark Souls is a game and a game only, to be played, poked, prodded, to be mastered and speedran, and in that case of course any covenant is merely functional, there to surround and present a mechanic. For that player, the Mound-Makers are truly amoral. But for those who roleplay, who make at least some of their choices based on the imagined ethics of their avatar (despite extremely scarce moral responses from the game itself!), the issue is a little more complicated. Those who are simply in the habit of asking themselves, “Do I want to ally myself with this person’s values?” will not find an easy answer. On the surface, the covenant is abhorrently nihilistic, but a seasoned player may come away with a different take. So in this way the Mound-Makers, like the inkblot, are a measure of a player(/-character)’s feeling-involvement, which is itself born out of the player’s interpretational attitude.
When analyzing an object in a video game, always take into account the method by which it is encountered! Though the route to all this Freudian material in the Undead Settlement is a little arcane, it needs to be. The cryptic riddle about “Nana”, the obscure side-streets: these are there to make the player feel as though they are uncovering something secret. The obscurity is baked-in to make obvious that this material is repressed.
Though the riddle is strange, it is spoken aloud to the player, which is actually quite a telegraph by Dark Souls standards. The handiness of this secret is also metaphorically descriptive of this level of interpretation. If one stops at the purely Freudian: the mother, the father, the phallus, then they will project that schematic onto every available target. They will see reality as nothing more than a circus of oral fixations and castration dramas. If this stage of psychoanalysis is not passed through, it is nothing more than another cage to be carried around. It is the most rudimentary place to get stuck in the engagement with the unconscious.
The Armory of Symbols
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What are we to make of the fact that the treasure of this area is the transposing kiln? This round thing, this simple, Arthurian symbol of the Self? It is both representative of the totality, and a totally profane and reductive simplification. I’ll explain what I mean by that.
On the one hand it is a true grail, because it has the capacity to turn the game’s hardest challenges into new tools. This is a fantastic life lesson, fundamental and perennially true. It is the pure gift of interpretation. It is said that the Buddha, in his realization that there is nothing outside of Nirvana, thereby saw that even the most torturous experiences of life, and the most unforgiving realms of Hell, were not apart from Nirvana, and that seeing them in this way thereby rectified this subjective experience of being in Hell. Once it was rephrased as Nirvana, it was always Nirvana, because all the suffering was born out of false views. Anyway, that is a very lofty height of interpretation, but one can see the boundlessness of the tool. That when the true cosmic appropriateness of an instance of suffering is groked, it is changed. On the other hand, transposition is a cheap parlor trick. It changes the essence of a boss into a weapon. It really only does one thing. Some of these weapons are useful, and most are flashy. It is almost mandatory for these weapons and spells to have a unique gimmick. So most of the time they convey to the wielder some unique flavor, some specific characteristic to consider, but even collecting such interpretations as these is merely a “building a collection.” Pinning down butterflies into a glass case. It is really no different than stockpiling corpses as Hodrick does. This device encourages the player to keep fighting, collecting, stacking bodies, finding new and interesting ways to kill people.
And ultimately, the same is true of collecting symbolism. Stockpiling a collection of unused weapons is no more or less a perversion that keeping a catalogue of archetypes for its own sake. The psychological interpretation of Hodrick, the Greatwood, and their unsightly tableau is relatively simple and straight-forward because it is meant to provide the player-interpreter with an introduction to the technique. The “game” of symbolic analysis is pointless if you spend your time taking potshots.
Wheel of Fate
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Understanding the symbolism of the Mother through the eyes of Hodrick may be relatively simple, but the Undead Settlement also provides us with a more complex and transpersonal variation of the birth motif, localized at the far edge of town, hidden in a valley below. There we find catacombs tunneled into the rock, reminding us of the community of villagers who labor all day burying their dead. The Great Mother is thereby invoked, in her role which deteriorates form, which composts. The bodies decay, return to the Earth, and nourish new life. We see the skeletons sprouting branches in this dank place.
Also in the catacombs there are the dual figures of Irina the saint and a statue of Velka, goddess of sin, both of whom sit abandoned. The juxtaposition of these two sacred feminine figures is symbolically dense and deserves its own essay, but I mention it here as an echo of Kristeva’s philosophy that we passed by earlier: that of the child’s necessary bifurcation of the Mother into sublime and abject.
Velka alone is highly useful here, amplifying the Great Mother motif to a vast and cosmic context. Velka is a notoriously elusive figure in Dark Souls: she is never seen, rarely spoken of, her motivations are unknown, her ontological status unconfirmed, her objects and attributes seem to contradict each other. Nevertheless she is a crucial if not essential force in the world, and her presence can be inferred for those with eyes to see.
The main Velkan element that should be addressed here is her association with Karma, which is perhaps her principle attribute. From the beginning of DS1, she is introduced as governess of ethics, law, and equity. She explicitly oversees sin, guilt, and retribution. What practices are promoted through this governance? Mechanically, there are primarily two: keeping track of invasion penalties (in DS1) and resetting the world. If you incur penalty as an invader, the Blades of the Dark Moon will find you and punish you. So Velka prolongs and complicates PvP dynamics.
Resetting the world is an effect Velka provides that suggests forgiveness. If you aggro an NPC, and wish to get on good terms with them again, Velka allows that condition. In this way too, Velka is prolonging interpersonal relationships, but it is the relief of debt rather than the accruing of debt. Velka keeps the cycle going, she is like a keeper of the wheel that turns the age. In Dark Souls 1 a statue associated with Velka turns with the cranking of a wheel, in a room full of bonewheel skeletons. In Dark Souls 3, a similar statue turns with the cranking of a wheel in a room full of flies. In both cases, the wheel is hidden in a wet chamber behind an illusory wall. This suggests that behind the façade of the world, there is a primal place from which time is manipulated (though in this case it is but a single “tick” of the clock, an off-to-on switch which causes a fixed rotation).
Does Karma cause the rise and fall of the great ages? Is the distribution of karma the grease that turns the wheel of the world? It does seem to be that desire is what sustains the age of fire. Consider the enemies in the place where the wheel turns: bonewheels, who cling to their instruments of torture, to their suffering; flies, who bury themselves in a mountain of rotted food, a symbol of greed.
The skeletons who throw themselves into combat, and the flies which gorge on their rotting piles: either is a handy metaphor for Hodrick. His lust for the battlefield is another way of keeping himself stuck on the wheel of Samsara, collecting those shackles, representing the Velkan attachments of karma. Velka’s totem, the Raven, is found in flocks on a ravaged cliff in the settlement, among a wealth of corpses to be looted. The Raven is “associated with the fall of Spirit into that which is impure and enjoys carnage […] To raven is to plunder. This is what the word means. To have a ravenous appetite suggests greed and lust and insatiable desires.”(Valborg) Ravens keep the circus of suffering going!
Grist for the Mill
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Velka is a bleak goddess, associated with “lifehunt”, the capacity to drain the essence of life, dreaded even by the gods. For this reason one of her attributes is the scythe, so she is something of a reaper figure. But we have seen she is also life-giver and sustainer, through her arbitrage of karma. This ambivalent nature is expressed by the Raven, which is a solar bird yet dyed deep black, who is cruel and enjoys carnage, yet in many myths is associated with the bringing of light and the creation of a new world.
The raven flies to and fro between the solar orb of eternal life and the dying eyes of man in time. He mercilessly pecks away at the delusions formed like veils over the cornea's shield until he penetrates to the darkness of the pupil's cavity and releases the invisible light within. (Valborg)
If the goal of Dark Souls is the realization of the Dark Soul -- the unique potential of the human being -- then perhaps Velka and her karmic processes are meant to midwife that birth as well. Could all the weight of karma, the pain of enduring a body, the cruelty of life’s entropic march … could it all be in service of birthing the Anthropos? It would explain why the Lords of Dark Souls are so antagonist to the Ashen One -- in Gnosticism and Buddhism the makers, the deities, are said to envy the actualized human being. And to be fair, the theme of surviving hardship and loss is central in Dark Souls’ reputation, and something to which countless players can attest, on practical or psychological levels (eg: “Dark Souls Helped Me Overcome Depression”).
Identity Riddles
I am the one who is disgraced and the great one. Give heed to my poverty and my wealth. Do not be arrogant to me when I am cast out upon the earth, and you will find me in those that are to come. And do not look upon me on the dung-heap nor go and leave me cast out, and you will find me in the kingdoms. And do not look upon me when I am cast out among those who are disgraced and in the least places, nor laugh at me. And do not cast me out among those who are slain in violence.
But I, I am compassionate and I am cruel. Be on your guard!
Do not hate my obedience and do not love my self-control. In my weakness, do not forsake me, and do not be afraid of my power.
-- excerpt from The Thunder, Perfect Intellect ca. 100-230
The abject Mother sits at the edge of the symbolic order, in fact it is her abjection that positions the boundaries of that order, yet it itself does not accept boundary. “Abjection preserves what existed in the archaism of pre-objectal relationship, in the immemorial violence with which a body becomes separated from another body in order to be” (Kristeva 10), referring to birth and symbolized by the Hodrick and Greatwood scene, but beyond that it also refers to the Dark Souls creation myth: the archaism in that case being the undifferentiated fog of arch-trees and everlasting dragons in the Age of Ancients. For there to be matter and objects, psyche (dragons etc) must be born into time. Once psyche has materialized itself upon the wheel of time, it cannot exist in immediate, gestalt totality – it moves and changes, expressing its fullness over aeons through its becomings. But everything must be accounted for; Karma only brings what is due. The mystery of how psyche is refined by its extension into matter will likely stay with us until the “end” of time. But with common sense we can suppose that the condition of duration allows things to be taken apart and put back together, and that at least in our mundane lives that process frequently brings about some freshness in the object. But neither the meaning nor mechanics of the larger karmic process can be groked, just as Velka and the Mother are archetypes who inherently escape the fixidity of signification. The ultimate force of taking things apart, entropy – symbolized again by the raven and its desecration of corpses – is something that has been deeply culturally villainized, and it usually takes a second to stop and consider how the diffusion of matter engenders the condition for new forms to grow.
[Ravens] tell of the renewal of the world in terms of the past which is yet to be. The unwanted Truth is told and its insatiable desire to express itself may produce terror and loathing in one who is not prepared to give up all to its insistent glare.
This is keeping with Kristeva’s view of the abject as the eruption of the Real into consciousness. Aside from their role in pecking open an aperture of light, crows have another specific job in the renewal of the world, as described in a number of myths: measuring the size and extent of that world, flying in “progressively longer intervals in order to estimate and report on the increasing size of the emerging earth.” The extremes of incarnation, the edges beyond which dwells the abject, are scoped out in order to create the blueprint; the raven brings knowledge of the schematics.
Interpreting by Attention
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And what about our own schematics? We’ve thrown away our tools – the colorful cast of characters transposed into weapons of interpretation – but perhaps it’s time to pick them up again. We cast them off because we didn’t want to fix the Dark Souls myth through explanation. Archetypes cannot be superimposed, prefab, onto a tableaux of psychological symbols. Interpretation is rather the act of elaboration: flying, as the raven does, around and around a widening and changing arena, reporting back continually new understandings of what is appropriate.
The meaning of a game is determined by what a player thinks and feels while they play it. What decisions they make, what their attention lingers on. The game is the inkblot. There are special times when the game insists upon a subject, like a film: for instance, when the crank is turned and the Velka statue rotates. But such a sequence has a different meaning in games than it does in film, because of its context: it anchors a player to a single necessary and unchanging action in the context of a world that is typically responding to their decisions with nigh-unrepeatable novelty. The fixedness of the cinematic exposes the malleability of the rest of the game. “Velka” is an approximation, an aggregate; she is not the same goddess in each playthrough, the scope and the flavor of her influence is always changing – but it is always reflecting the actions of the player.
So how then, can we arrive at a judgment regarding Hodrick? We can’t, because again, each player’s experience of him is different. Earlier I implied that Hodrick is clinging to the world, out of horror and alienation in regards to the Mother figure, and that his killing spree is only building his attachments, keeping him fixed to the wheel of incarnation. So what is the difference between his wild manslaughter, and Velka’s own penchant for carnage and lifedrain? Only the intent:
The transformation of relationship can come about through a genuine understanding of the difference between murder and sacrifice. Both kill or suppress energy, but the motives behind them are quite different. Murder is rooted in ego needs for power and domination. Sacrifice is rooted in the ego’s surrender to the guidance of the Self in order to transform destructive, although perhaps comfortable, energy patterns into the creative flow of life. (Woodman 33)
But see, it is only the inner experience of the act that has authority. In my view, Hodrick’s actions are clearly ego-driven, but another player with different exposure to this character could come away with a different impression. And the archetype speaks through the individual encounter itself, not through lore videos, essays, or any other metatext. This is a crucial function of video games that bears repeating and is rarely addressed. Games commonly use the act of killing as a metaphor for the transformation of relationship (the very notion of EXP hinges on that). The unconscious is receptive to these mutations regardless, but the nature of the effect is dependent on the conscious attitude of the player.
Kristeva, Julia. Powers of Horror. Columbia University Press, 1980.
Layton, Bentley, ed. The Gnostic Scriptures. Yale University Press, 1995.
Valborg, Helen. The Raven. Theosophy Trust, 2013.
Woodman, Marion. The Ravaged Bridegroom: Masculinity in Women. Inner City Books, 1990.
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riquezatanamente · 2 years ago
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che-hojas · 6 years ago
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manualdosnegocios · 3 years ago
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Como Criar VIDEOS para Canal Dark Dicas de Paquera (Tutorial no Canva)
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