#minecraft crucial 2
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my room on my friends modded minecraft server! im really happy with how it came out! also glad i found the "Wattle and Daub" block i used for the walls, both bc it looks good and also bc it has a goofy name :]
#minecraft#modded minecraft#my build#crucial 2 modpack#minecraft build#hehe wattle and daub#my favorite game: wattle daubs!#was going to post this yesterday but i forgot bc of the supperball#also bc i stayed up for 33 hours (not reccomended)
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“why does joel tease jim” bc he’s the little baby brotherrrrrr. teen lizzie and joel trying to court each other and then jimmy (oblivious) is like “I WANNA BE INCLUDED TOO” so now their dates are the two of them and Jimmy. Joel starts incredibly annoyed, but he bites his tongue bc he knows how much her brother means to Lizzie and he really doesn’t wanna mess things up. but as a the visits go on and on he finds, more and more, himself feeling charmed by Jimmy’s earnestness and how relaxed Lizzie seems by him being around and dear lord he’s so easy to rile up and tease— and suddenly one day he realizes he wouldn’t have it any other way anymore. of course Jimmy’s coming along, it’s Jimmy.
empires s1 was peak bc i truly think contextualizing jimmy and joel as “your wife/sisters’s brother/husband” actually explains most of it
#sorry this one actually is just microwave noise. im throwing spaghetti at the wall (this post)#I can not confirm possible parts 2-3 w the other’s perspectives but know they’re happening in my brain regardless#this is a slightly altered empires where they Didn’t start as just some guys playing Minecraft okay#we’re Pretending they’ve had empires the whole times and are just the next successors. yes it complicates the seablings lore WORK WITH ME#just come play in my sandbox of pretending I’m not definitely Jimmy/the annoying younger sibling#anyway. them both as their components but crucially a trio. always the 3 of them#(except of course the end. until suddenly both of them are gone.)#(until suddenly Joel’s alone again)
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The Final Four: Match 1 of 2
Propaganda under the break
Why they deserve to be the ultimate wizard according to YOU:
Mud Wizard:
Vanquished (so far): NZ/Aotearoa Wizard, Amaury Guichon, Orb Wizard, Vermin Supreme, Caleb Widogast
"Actual real-life wizard beats out any fantasy/literary/tv wizard"
"real life boots on the ground cop-fighting wizard"
"he fought the police while being knee deep in mud"
"i just learned about german mud wizard but i respect his field tactics"
"Mud wizard has field experience ... mud wizard is the one you need on a battlefield"
"I'm sure the other dude is very cool but throwing cops in the mud >>>>>>"
"some choad i've never heard of vs the funniest got damn video i've ever seen"
"my boy mud wizard getting the recognition he deserves. there is a mud wizard in all of us. and it says ACAB"
"absolutely german mud wizard its not even a question"
"German mud wizard uses his powers for good"
"Mud wizard is objectively cooler"
"Mud wizard takes direct action against cops. He's doing good old fashioned wizardry ... mud wizard embraces the chaos of magic"
“Outplayed cops with mud magic.”
Ged:
Vanquished (so far): Raistlin Majere, Marcia Overstrand, Magnus Bane, Carter Kane, Gandalf
"Ged is everything to me. not least the fact his first nickname is sparrowhawk and those are such cool birds"
"in the first book he was at the worlds edge minecraft style. he was fighting a deep dark evil at the world border in the middle of the SEA. That's a wizard!"
"[The first book] not only answered that question of how a wizard became powerful but also what that power means and what the consequences of having it, and the consequences of just existing as a person are. It’s about pride, and love, and responsibility, and about being young, and it’s fucking gorgeous."
"ged FUCKS (literally and figuratively)"
"Just to reiterate: he raised the dead in highschool, speaks dragon language, and fixed death"
"the only archmage who learnt that being a goatherd was undoubtedly superior."
"Btw can turn into a dragon. No biggie. In a world where any transformation is extremely high tier magic."
"His emotional arc of learning to accept his flaws and also to be more humble is just… so relatable"
"Vote for him. Vote for his big stick. Vote for his birds. Vote for his degree. Vote for his evil shadow self."
"This man is truly tapped into powers that are old and deep and dangerous. and he is also. crucially. just some guy"
"VOTE GED or your ass is getting stranded in the tombs"
"Ged didn't become archmage and then quit to go herd goats to lose a poll bracket"
"ged literally became archmage like acknowledged as the greatest mage in earthsea and decided to go live out his days herding goats."
#wizardbracket#germany#the german mud wizard#mud wizard#german mud monk#german mud wizard#a wizard of earthsea#ged#sparrowhawk#earthsea#ursula le guin
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❌Welcome to the Null Project - Prologue.❌
TW: Blood, gore, multiple character death, (some) jumpscares, disturbing/unsettling content.
The purpose of this blog is to recover a project/event made for @kiingkiismet ’s discord community created by Kuiper (kismet), @elitebuster2012 , and @greynightshade in October 2020 called The Null Project, also called “NULL” by past participants and myself.
Video recovery credits from the defunct twitter to @cosmiicchaoss !
NULL was an ARG/unfiction, interactive “who dunnit” Halloween project surrounding the death of my character, Crux. There were clues and mini puzzles littered around the discord server before translating to a more immersive game medium such as Minecraft that multiple people in the server had access to.
The community worked together to figure out the active, ever changing storyline that spanned from October 2020 to (estimated) January 2021 before it was abandoned in Act 2-3 due to life issues.
4 years later, I feel comfortable enough to showcase this for my current community who would otherwise have no context for this alternative universe that concerned a major character in Kismet’s custom species and universe, Starliians, and how influential it was even though the events and snapshot of the characters and their behaviors in that time were apart of an alternative universe.
❌Disclaimers❌
1. Lost media — Due to mental health issues and a hacking of my account in 2021, a lot of the media has been lost to time and have not been recovered, so a lot of the crucial details would have to be filled in second-hand in “in a nutshell” posts for context, including the various in-character role play events as the community created self-inserts that were also apart of the story as some were friends of Crux, in character.
Also due to a lot of things being lost media, I’m gonna be editing and updating things with the help of friends and community members since my memory is shit LMAO. that being said, a lot of posts will include a “last updated” thing to show what was edited, when, and why. There’s also a lot of omitted community members since some of them I do not associate with anymore for personal reasons.
2. This is an AU and not canon — for some characters, their presentations, actions, and experiences are not going to be accurate to their canon if you know them as they are in my normal universe. Despite some feats being carried over into my main stories, a majority of these events ARE NOT CANON or NO LONGER ACCURATE. A lot has changed in 4 years lol.
3. This is no longer an active story — If you’re a person unfamiliar with my world or my stories and you stumbled here by accident, welcome! this isn’t anything to really follow other than to archive an event that is dear to my and my community’s hearts. If you are still interested, however, follow my main blog for my active projects that are still being worked on and involve a lot of these characters, or follow me on my main socials!
Act and RP Tags:
ACT I | ACT II | ACT III (incomplete/lost)
CRR - Community Roleplay Responses: the in-character roleplay responses to events. This will also be notated in posts that involve them.
Character/Group Tags:
This is to jump to anything involving specific characters or to link to their bios, some characters belong to friends and my community, they will be credited accordingly!
The Resistance (the “good guys”):
Crux | Puns | Ember/El | Jackson | Kamikaze | Soliana | Esmeralda | Arietta | Rinny | Sylvan (previously named Eden) | TBC…
The Nyxian Cult (previously called The Somnii)
Nyx | Cassian | Bradley | Ouen | Izotl / Jag | Jackie
Other:
Misc | Shitposts | Fan Art
Last updated: 10/20/24 - 4 PM EST
#intro#the null project#oc au#oc art#ocs#oc rp#unfiction#roleplay#horror art#minecraft#artists on tumblr#digital illustration#digital art#art#digital painting#starliians#kiingkiismet
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the most annoying Smash Brothers character butterfly effects me into studying Japanese
(Big Earthbound/MOTHER 3 spoilers ahead!)
Back in December of 2018, Super Smash Brothers Ultimate for the Nintendo Switch had released. I didn't think much of it at the time--it was just a game that I'd end up playing with my cousins over Christmas break. It functioned great as a party game back then in that more innocent time, since we all sucked equally at it.
We'd most often play with the standard rule set, forcing ourselves to choose random characters so nobody could get good at using one spammy character.
It was this fatal mistake that introduced me to the character known as "Ness", otherwise known as the kid who screams "PK Fire" several times before exclaiming "Okeh!". If you know how to do this, he becomes a rather irritating character to play against in casual settings.
Fortunately for my cousins, they only suffered the wrath of Ness for one single game.
Unfortunately for everyone, I decided I would get better at playing Ness in Smash Brothers just for the fun of it.
Fortunately for everyone, I didn't really become much better than knowing how to use the shield button and following the PK Fire spam with a swift swing from his trusty wooden bat--which is still annoying to play against, but not terrible to avoid if you know how to.
Of course, when I got my butt handed to me repeatedly in Smash's online matchmaking, I stopped really trying to get better at the game. Even through that disappointment, though, there was still a nagging impulse to try Earthbound, the game that Ness originates from.
Fast forward to 2020, the year the world went weird. In the boring isolation of the pandemic summer, between bouts of working on a Minecraft mod that never got finished, wasting away on the servers of Team Fortress 2, and attempts to stay in shape for the upcoming soccer season, I started playing games on my 3DS again, sticking mostly to eShop-exclusive titles such as indie and Virtual Console games. (RIP 3DS eShop, you will be sorely missed by many.)
Of course, in the midst of indie titles like VVVVVV, Cave Story, and The Binding of Isaac, there lay Earthbound: the original Earthbound-inspired indie RPG. About depression.
I'm kidding, of course. Earthbound explores more existential/absurd themes as opposed to tackling depression. In fact, the only Earthbound-inspired indie RPG I can think of is OMORI. (I think Undertale ends up getting lumped into that category a lot too because of its substantial story--though at that point I'd rather just call the genre "Indie RPGs with interesting stories". But enough ranting.)
Surprisingly, I'd managed to play Earthbound without getting major spoilers about crucial story moments--which I think really adds to the experience of anything. Though, that's kind of obvious. Still, I think the story still lands and hits just as hard even if you know what's coming.
Earthbound, as mentioned earlier, is a 1994 SNES RPG produced by Ape Inc. and HAL Laboratory (yes, the masterminds behind the Kirby series!), written/directed by Shigesato Itoi and with (legendary) lead programmer Satoru Iwata. There's more interesting history behind the game and its development, but I'll leave that up to you whether you want to read into it more or not.
The story of Earthbound itself is built upon the quest for Ness (and his friends) to save the world from the evil alien Giygas--though the looming threat of world destruction honestly feels so minor in the quirky world of Earthbound. Sure, there's robots and animals that have been influenced by Giygas to kill you, but Giygas's influence ends up nothing more than a justification as to why otherwise peaceful entities go out of their way to chase you down on the overworld map.
There's so much to Earthbound to unpack that, again, I've only really got space to discuss my top-very-most-favorite moments of the game.
Perhaps one of the best moments of the game happens about a third of the way through its course--it's got no official name, but Earthbound fans know it as the "Coffee Break" scene.
After defeating a mound of ooze that's been terrorizing the curious Mr. Saturns, Ness's party takes a short rest in a hot spring while drinking coffee served by a Mr. Saturn. The screen fades to black, and an epic monologue begins scrolling in front of a psychedelic blue-and-green background. The end of this monologue is perhaps the most inspiring part:
One thing you must never lose is courage. If you believe in the goal you are striving for, you will be courageous. There are many difficult times ahead, but you must keep your sense of humor, work through the tough situations and enjoy yourself.
(Earthbound "Coffee Break" Scene)
Now, when I experienced this scene for the first time, I was nothing but a weird anxious mess of something between a middle schooler and a freshman, daunted by the world and its uncertainty. So of course this scene resonated well with me.
Four(ish) years later I'm in a much better place psychologically and these lines still inspire me. I've been fortunate enough to receive a print with those exact lines that's now proudly displayed on my dresser in my room.
This is just one example of Itoi's masterful writing in action--though unfortunately it's not the 'original original' text--it's been translated. I think the translators did an excellent job with these games--but no matter how good a translator is, it's just fact that you're not reading the original text and thus you might not be picking up on the author's true voice.
Anyway, continuing on with Earthbound's awesomeness, there's a scene much later in the game where Ness ventures deep into "Magicant"--a world formed from his own memories. This is where I feel like Earthbound's story's "coming-of-age" portion hits the hardest. It's a very literal representation of Ness reflecting on himself and continuing to grow throughout his adventure--especially at the end of the stage, where upon defeating "Ness's Nightmare", a short cutscene plays where our hero receives massive boosts to every single stat--much more substantial than after any other fight. It's to reflect him overcoming his fears and doubts, and growing immensely as a result--returning to that idea of courage again.
If I ramble any longer about Earthbound, though, I'll never finish this post.
So, moving on, after beating (and loving) Earthbound, I obviously searched for similar games to play next.
MOTHER 3 tends to be high up on these lists of "what to play post-Earthbound". Being another game written and directed by Shigesato Itoi, I obviously had to try it next!
Unfortunately, it's never been officially released in English. In fact, at this point, it's just comedic how Nintendo sort of refuses to mention the game to non-Japanese audiences outside of Smash Brothers. There's even a Robot Chicken skit about it!
Thankfully, there's a fantastic fan translation for the game (project lead Clyde "Tomato" Mandelin) that lets stupid Americans and other English-speakers play the game without learning a new language.
So I'd tried this fan patch that same summer. Unfortunately, I got stuck right before the best part of the game started, so I never got further than the beginning of Chapter 4.
And it stayed that way for years.
Until last summer.
Towards the end of the summer last year, I'd picked my now-modded 3DS back up again and decided to hack the MOTHER 3 fan translation onto it.
I know I said the game only gets good after Chapter 4, but that's not because the beginning of the game is terrible. It's just sort of slow--at least in my opinion. The story for these sections are fantastic too--it's very good exposition, in my opinion. Somehow, though, the later story manages to dwarf that excellent exposition with how well it's done.
There's so much else I could rave about this game too--but again, in the sake of finishing this today, I've got to stick to my favorite parts.
First, the hardware upgrade. The graphics and soundtrack for MOTHER 3 are permitted to be much more expressive because of refined console capabilities. Every single animation is so expressive--from the cutscenes to the gameplay, everything just exudes personality. Perhaps the expressiveness of it all makes it an excellent case study for the idea of "show, don't tell"-- something I've noticed quite a few modern games lacking in.
Shigesato Itoi obviously does a wonderful job of tackling emotional themes again in this final installation of the MOTHER series. This game's story jumps from character to character at the start of the game, eventually focusing on Lucas's response to the rampant urbanization of his once-peaceful hometown--as well as his dead mother, missing brother, and mourning father. His ragtag party grows to include his dog Boney, the assertive princess Kumatora, and the limping thief Duster.
There's a scene late in the game where the party washes up on the shores of Tanetane Island and consumes psychoactive mushrooms, leading to a miserable trip filled with hostile hallucinations. At points, people important to the party members end up ridiculing and threatening them. There's an incredibly memorable moment where Lucas hallucinates his brother and his father threatening to beat and flog him. It's easy to see this scene as just "Generic Drug-Fuelled Hallucination Scene #87", but in reality it confronts these very real (and sometimes rational) fears of being betrayed by those closest to us.
Again, I could go on and on about MOTHER 3, but for the sake of time, I have to move on.
After beating MOTHER 3, I started reading into a lot of media regarding it--stuff I'd avoided beforehand to avoid any more egregious spoilers than the ones I'd already unfortunately received. One of the most interesting pieces of media, in my opinion, were the lead translator's "commentary" on the process of translating the game. (These notes can be found here, if you're interested!)
Being an aspiring story-rich-game developer myself, the notes were incredibly fascinating to me, with all the minute changes and creative liberties that were taken in order to preserve the original intents of the game while preparing it for Western audiences. If I remember correctly, the team needed a programmer to modify the text scrolling methods the game had in order to print English text properly!
This ultimately inspired me to start learning Japanese myself, in hopes of trying out the original, untranslated MOTHER 3 and experiencing the differences for myself.
After weeks of literally studying just the characters of Japanese hiragana and katakana, I'd finally started actually "studying" Japanese with the help of Duolingo and my friend who'd been part of a Japanese exchange program before.
Just over 200ish days later, here I am with a 199-day streak on Duolingo spending hours earlier today studying how to discuss public transport and houses in Japanese. It's a slow process, but if I keep studying my textbooks and learning vocabulary, I'll become more and more fluent until I can play MOTHER 3 untranslated.
And to think this all began with the worst character to play against in Super Smash Brothers Ultimate.
…
Thanks for reading ALL of this! I know it's SUPER long, so I really appreciate it!
See you later!
…
(PS: There's probably issues with my post. Unfortunately, I'm a little pressed for time right now, so I can't really go back and proofread right now. Sorry!)
#blog#writing#learning japanese#learning a language#Earthbound#Mother series#mother 3#video games#shigesato itoi#super smash bros#duolingo#narrative#memoir#long post
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CAPTAIN IT'S ROBIN PLEEEEASE TELL ME ABOUT THE DEATH GAME RPG YOU PUT YOUR FRIENDS THROUGH I LOVE THOSE
ROBIN ROBIN MY DEAR DEAR MUTUAL ROBIN YOU HAVE NO IDEA WHAT KIND OF PANDORAN BOX YOU'VE JUST OPENED. LET ME TELL YOU ABOUT THE EXECUTION GAMES
The Execution Games (otherwise known as the exgames, or usually teg) is a series of death games run by yours truly, but more Specifically, is run by the hosts: Killer, Hunter, and Ripper. I'll talk more about them later because I can't ever shut up about them, but the players then include, surprise! me again, but also my dear friends :) who enjoy violence like me :) Teg was truly inspired by my obsession with last life and how badly I wanted to play with my friends, plus my inability to play minecraft at the time and my game design and digital storytelling muses, so you can see those influences. A good handful of us play characters that share names with us (helps that many of us have large hoards of names lol) and so p! is used for players, c! for contestants, the characters actually fighting in the games, and then there are also spectators (s!) who mainly watch, but also Can interact with the playing field in limited ways
As far as what the games actually look like, they go on a weekly basis, with wednesday being Execution Day (or exday), where every contestant must draw a card. The contestant who draws the ace is that week's Executioner, though there can be multiple as people lose lives and also become executioner if they draw the 2 or 3. If you're executioner, you need to kill someone by the end of next exday. Simple as that. If you don't, you become the target of the next week's executioner, and you take double damage from their attacks! :)
Now. the hosts. ohhhhhh the hosts. So the thing about teg is that it's a bit of a meta game. There's an item called your talisman that players have to carry around in real life, and if caught without it they're are consequences for their contestant, and all resources for crafting and whatnot come from photos of real life. So in this nature, the hosts are.. weird. They can talk to the players, for one thing. If we consider Killer (any prns), who was originally the sole host of the games and is their creator, well. a lot of players have talked to Killer directly, and more than once. It's a common occurrence. Killer knows the players, and knows the contestants, and knows the difference between them, because a crucial aspect of teg is this: the contestants are the manifestation of the player's desire to play. The games are violent, and deadly, and lead to heartbreak and destruction and anguish. So of course not every contestant might be happy about playing. But if the player is having a good time? sucks to suck <3 that's what it's all about
As far as the other hosts, they're all siblings, but the other two emerged after Killer. Despite this contradiction, Hunter (she/he/they/it/none) is actually the eldest, and while it doesn't do the hands-on hosting that Killer does, she is responsible for the story and lore of teg, as well as the world itself, the playing field, the arena the contestants find themselves in every games. They actually work with Killer in a sandbox to construct the new playing field between games <3 very sweet. What Isn't so sweet is the youngest bitch Ripper (he/she/they/any). This thing is a bastard. and rude. and generally awful. But Ripper's entire purpose is to be on standby in case of Killer's death, which spawned from a point in time where. uhm. some players were considering trying to kill Killer LMAO so yknow. Ripper can Only host if Killer is dead. which makes him a bit salty LOL
But all of that aside ! The point I touched on about contestants being forced to play even if they don't want to (which a lot don't LOL) is the part I think you'd enjoy as far as "forcing my friends to play death games with me ^_^" since as far as the actual players my dear wondrous friends, they ofc aren't forced to play if they don't want lol, but their contestants are held to their whims <3 and it is the job of me and Killer to keep that locked down YIPPEEEEEEEE!!! ^_^!!!
I'm now going to stop talking before this becomes four billion words LOL. but I love teg. There's actually a secret hidden tegblr that is extremely unfinished and hasn't been touched since the first exgames (we're currently on the fourth) but I've been wanting to revamp, and likely will once I'm back at college ! :D and if you want to hear more, there will certainly be more about it there <3 and also if anyone wants to talk more about teg more it is not hard to get me to talk about it. clearly ASDFLJSABDF. it's been my passion project for a couple years now and I love it dearly <3 so yeah. I love putting my friends through my deathgame rpg ^_^
#captain's mailbox#teg#literally robin you have no idea how happy this ask made me#we r in love now sorry you basically proposed to me (platonic and silly)#but yeah I. love teg. reallyreally wanna get tegblr up and running again. talk about my contestants. etc <3#also @ any teggers if you see this ily. thanks for letting me put you through deathgame <3#it is the best ever enrichment for me HEHEEEE ^_^#edit just started rereading this and it's kind of. incomprehensible in places ASDLFJBSADF but I did have to limit myself#because I Truly could talk about teg for hours. days. months years 4ever#so like idk if you're confused/curious please feel free to ask for clarification this was just excitable wordvomit LMAO
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I got a discounted Steam Deck and I have a few requests for if Valve ever makes a deck 2.
I think instead of using the leftmost mouse pad type thing as the scroll wheel, I think the L1 and R1 should have clickable scroll wheels, which would feel much more organic for things like scrolling through weapons in an FPS or Minecraft's hotbar. Plus, the clicking could be used for secondary hotbars, menus or weapons.
Second, while I like that you can "click" the mouse pads, I think each corner should be its own click. It would make it a bit more natural to map the top 2 as left and right click, and perhaps the bottom 2 could be like when some mice have extra buttons on the side.
Third, I think the pads having mouse acceleration by default is a bit weird and makes things harder to navigate, especially on desktop mode that I'm betting most people using the deck seriously will be primarily using. I also wonder if maybe the corners of the pads should be separate buttons rather than part of the pad, so that clicking doesn't accidentally cause you to slip the cursor and accidentally click the wrong thing, which I have done.
Fourth, I think that there should be additional USB and C ports for things like wired keyboards, mice, or Bluetooth devices that need adapters to function. It would also make porting over files a bit easier than the microSD slot is. And given things like a keyboard and mouse might be crucial to certain games, it should probably have a kickstand and maybe even an HDMI port.
Fifth, and this is much more minor, I think modification should be a bit more accessible, maybe with a hatch on the back held by a screw rather than just screws on a flat back. That way you could throw bigger SSDs in more easily and also do RAM upgrades, which would definitely extend its lifespan. I wanna get a lot of use out of this thing, even with the discounted price and a drop from its initial price on top of that. Plus, if you make the shell more accessible, people can customize the shells, and maybe Valve could even sell their own first party ones. Different colors or patterns would be neat.
I'm still pretty happy with it, but these are all small things that would push it from "something I'm happy with" to "certified best handheld machine I could possibly buy".
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Some conclusions and theories about the event. Starting with the conclusions: The whole idea of the event is very cool, in many aspects it works, but fails in others that are crucial. For example, if the objective is for any team to win, the separation of teams should have been more balanced. Even the CC's agreed with this. Red Team, for example. They started with the disadvantage of not having active players, half of the team doesn't enter, and it is precisely the half that would be suitable for the purgatory challenge, which is half knows PVP and mechanics. So they are unbalanced, they noticed that, even qEtoiles, who is from the other team, noticed it. Supposing the red team is the cursed one and needs to win so all the eggs don't die, how would that be a fair challenge? Because the missions aren't easy either, they worked hard to accomplish them, but in the end the 2 rival teams appeared and defeated them because they don't have good PVP representatives and no one knows much mechanics to help evolve their weapons, armor, etc. The Red team is practically the people who do Lore, puzzles and constructions, there is no PVP tryhard (qCarre is good, but he alone hires all the other teams is complicated) or mechanics. If they can't switch teams, and I don't think they can, maybe the solution is to give different missions to the groups, something that fits their skills, even add puzzles since the red team is 99% Lore, and maybe eliminate the possibility of enchanting weapons, or armor, because finding enchantment books is also not easy. Make Minecraft a little more raw, so to speak. Now my theory: Although I consider the possibility that the red team is the cursed one, I think that, if I analyze the egg videos, the blue one is the cursed one, because Dapper said that qBBH NEEDS to win. If so, it would be nice for ADM's to provide a way to find out about the cursed team. Obviously, not to spoil the surprise, but it would be interesting if, somehow, they realize that they are competing against each other wrongly and thus have the chance to change things.
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My first aphmau’s theory post. Hope you guys like it
Theory: The Connection Between "Aphmau: MyStreet" and "Minecraft Diaries"
**Introduction**
"Aphmau: MyStreet" and "Minecraft Diaries" are two popular series created by the YouTube content creator, Aphmau. While they appear to be separate narratives with their own unique characters and storylines, fans have speculated that there may be deeper connections between the two universes. This theory explores potential links and shared lore that suggest "MyStreet" and "Minecraft Diaries" are interconnected within a larger multiverse.
1. Shared Characters and Alternate Realitie
One of the most striking connections between the two series is the presence of several characters who appear in both "MyStreet" and "Minecraft Diaries." Characters such as Aphmau, Aaron, Garroth, Zane, and Katelyn exist in both series but with different backstories, personalities, and roles.
- **Alternate Realities:** This suggests that "MyStreet" and "Minecraft Diaries" might be alternate realities of the same universe. The characters are essentially the same individuals but living different lives due to the divergence of their worlds. In "Minecraft Diaries," the characters are deeply involved in a high fantasy setting with magic, mythical creatures, and kingdoms. In contrast, "MyStreet" places them in a modern, slice-of-life context.
- **Reincarnation or Parallel Lives:** Another possibility is that the characters are reincarnations of their counterparts in different timelines or parallel lives. The memories and experiences of one life might subtly influence the actions and choices of their alternate selves.
2. The Role of Magic and Mystical Elements
Magic plays a crucial role in both series, but it manifests differently.
- **Minecraft Diaries:** Magic is overt and prevalent, with characters practicing various forms of sorcery, using magical artifacts, and encountering mystical beings. Aphmau herself is a powerful mage and a key figure in the series' lore.
- **MyStreet:** While magic is less prominent, there are still significant mystical elements, such as the Ultima werewolf curse affecting Aaron. These elements suggest that magic exists in the "MyStreet" universe but is more subdued or hidden from everyday life.
- **Connecting Element:** The presence of magic in both series could imply that the worlds are connected through magical dimensions or ley lines. Characters with strong magical abilities in "Minecraft Diaries" might still retain a latent connection to magic in "MyStreet," influencing their abilities and experiences.
**3. The Shadow Knights and Theories of Convergence**
The Shadow Knights are a common thread in both series, representing a dark and mysterious force.
- **In "Minecraft Diaries,"** the Shadow Knights are a malevolent group that poses a significant threat to the protagonists, with a complex history tied to dark magic and ancient curses.
- **In "MyStreet,"** the Shadow Knights appear as a gang with a sinister agenda, often clashing with the main characters.
- **Theory of Convergence:** The recurring presence of the Shadow Knights suggests a convergence point between the two universes. They might be an interdimensional threat, capable of crossing between worlds and affecting the lives of characters in both series. This could imply that events in one series have ripple effects in the other, with the Shadow Knights serving as agents of chaos that bridge the two realities.
**4. The Timeline and Multiverse Hypothesis**
- **Timeline Divergence:** It's possible that "MyStreet" and "Minecraft Diaries" are set in divergent timelines of the same universe. At a critical juncture, events in the world split into two separate paths—one leading to the high-fantasy world of "Minecraft Diaries" and the other to the contemporary setting of "MyStreet."
- **Multiverse Hypothesis:** Alternatively, both series might exist within a multiverse, where each universe is a distinct reality among many. Characters and elements can occasionally cross over or influence each other due to the thin barriers between these worlds. This hypothesis aligns with the concept of infinite possibilities, where every choice creates a new branch of reality.
Conclusion
The theory that "Aphmau: MyStreet" and "Minecraft Diaries" are interconnected within a larger multiverse offers a compelling explanation for the shared characters, magical elements, and recurring themes in both series. By viewing them as alternate realities or parallel lives, we can appreciate the rich and complex tapestry of storytelling that Aphmau has created, where each universe enriches the other through subtle connections and shared lore. But hey. It just a theory. A APHMAU THEORY!
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Context: I proceeded to get violently ripped away from hyper-fixating on Minecraft back into FNaF thanks to the stellar story Solar Lunacy. (TL;DR Read Solar Lunacy, it's amazing go read it.)
- FNaF is a crucial and ineluctable part of my life. Every day, I interact with it in some way either through music, artwork, or Diemand herself since she's a stylized version of FNaF Diemand. Even so, this does not mean I don't enjoy other games; I started 2023 in a Zelda and Minecraft mood. (I call these phases 'moods', which is a simpler way of saying I'm hyper-fixating.) It shifted when I stumbled on some amazing artwork of Sun and Moon with the description stating it was from a scene from the fanfic Solar Lunacy by @bamsara. I was in a Minecraft mood at the time but decided as a joke to read it. Unbeknownst to me I was about to be violently ripped away from Minecraft and thrown back into FNaF full-force.
- This fanfic is phenomenal. It's an X-reader but what makes it special for me is that it stays in a platonic relationship instead of diving into a romantic one or... worse. X-readers are all I read because I want to interact with the characters, I don't want to date them. I rarely find a story that satiates my desire for engaging character interactions and a compelling story platonically. The story feels more like an FNaF story than just a story with the characters in it. Sun is usually personified by the community as a wholesome bean but in Solar Lunacy he also has a dark side. FNaF is scary and this fic reminds you.
- Also, I do not imagine Diemand as being the Y/N in the story, I just use her because: (1) My human drawing skills are lackluster, and (2) she's my mascot/icon/personification character anyway.
- Links: Bamsara's Account: bamsara.tumblr.com/
Solar Lunacy: archiveofourown.org/works/3715…
The jacket: www.tumblr.com/bamsara/6880616…
- Time: 4/11/23 - 4/18/23
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How to Set Up Permissions on a Free Minecraft Server with Plugins
Setting up permissions is a crucial part of managing a successful Minecraft server, especially when you're running a free Minecraft server with plugins. Properly configured permissions can enhance the player experience, ensuring fair gameplay, managing commands, and protecting server resources. In this guide, we’ll walk you through the process of setting up permissions on your server, so you can maintain control while allowing players to enjoy the features you’ve added through plugins.
Why Permissions Matter on a Free Minecraft Server with Plugins
When you run a free Minecraft server with plugins, it's essential to create a structured environment where each player has the right level of access. Permissions help you define what players can or cannot do on your server, from using commands to interacting with certain blocks or items. Without a permissions system, every player would have the same access as admins, leading to potential griefing or unintentional server damage.
By setting up permissions, you can assign specific roles, such as "Admin," "Moderator," or "Player," and ensure that each role has the correct level of access to features and commands.
Step-by-Step Guide to Setting Up Permissions
1. Install a Permissions Plugin
To get started, you’ll need a permissions plugin that is compatible with your free Minecraft server with plugins. The most popular permissions plugins include:
LuckPerms – Known for its flexibility and ease of use.
PermissionsEx (PEX) – A classic choice with a robust command system.
GroupManager – Simple and effective for basic permissions needs.
For this guide, we’ll focus on LuckPerms, but the process is similar for other plugins.
How to install LuckPerms:
Download the LuckPerms plugin from a trusted site like Spigot or Bukkit.
Place the downloaded .jar file into the plugins folder in your Minecraft server directory.
Restart your server to load the plugin.
Once installed, LuckPerms will create configuration files that you can use to manage permissions for your server.
2. Configure Groups and Assign Permissions
Now that LuckPerms is installed, you’ll need to set up groups with different permissions. These groups will help you assign roles to players on your free Minecraft server with plugins.
Create groups – You can create different groups like "Player," "Moderator," and "Admin" to organize the permissions. Example command:bashCopy code/lp creategroup player /lp creategroup moderator /lp creategroup admin
Assign permissions to groups – Use LuckPerms commands to give specific permissions to each group. For example, you might want to give players access to basic commands, while moderators and admins have access to higher-level commands like banning players or managing plugins. Example command:bashCopy code/lp group player permission set essentials.home true /lp group moderator permission set essentials.kick true /lp group admin permission set * true This assigns the ability for "players" to set their home, "moderators" to kick players, and "admins" to access all commands.
Assign players to groups – Once your groups are set up, you can assign individual players to these groups based on their roles. Example command:bashCopy code/lp user [username] parent set player This command assigns the specified user to the "player" group. You can replace "player" with "moderator" or "admin" depending on their role.
3. Fine-Tune Permissions
As you add more plugins to your free Minecraft server with plugins, you’ll need to fine-tune the permissions. Each plugin will have its own set of permissions that you can assign to different groups. It’s important to refer to each plugin’s documentation to understand which permissions to set.
For example, if you install a plugin like WorldEdit, you may want to give your admins and moderators access to its commands but restrict regular players. You can do this by adding specific WorldEdit permissions to the appropriate groups.
4. Testing Permissions
Before inviting players onto your server, it’s crucial to test the permissions setup. Here’s how:
Create a test account – If possible, create a secondary account and assign it different roles (player, moderator, admin) to ensure permissions are working as expected.
Test commands and features – Log into your server with the test account and try using the commands and features assigned to that role. Verify that restricted features are properly blocked for lower-level players.
Adjust as needed – If certain permissions aren’t working or need tweaking, go back into LuckPerms and make adjustments.
5. Regularly Update Permissions
As you continue to add more plugins and features to your free Minecraft server with plugins, it’s essential to regularly update your permissions. New features may require new permissions settings, and keeping your server updated ensures a smooth gameplay experience.
You can also periodically audit player roles to ensure no one has been assigned incorrect permissions that could disrupt the server.
Best Practices for Managing Permissions
Use a spreadsheet – Keep track of the permissions you’ve assigned to each group. This makes it easier to manage and update permissions as your server grows.
Back up configurations – Regularly back up your permissions files in case something goes wrong, ensuring you don’t lose hours of configuration work.
Delegate responsibilities – For larger servers, consider assigning specific admin roles to help with permissions management.
Final Words
Setting up permissions on a free Minecraft server with plugins is essential for ensuring a well-organized, enjoyable experience for all players. With the right permissions plugin, you can easily assign roles and control access to various server features. Remember to regularly update your permissions as new plugins and features are added to keep your server running smoothly.
By following this guide, you’ll be well on your way to managing a secure and fun Minecraft server that players will love!
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🚀💼 *Cultura Empresarial y Desarrollo de Talento: La Alquimia Organizacional* 🎯🧠 ¿Alguna vez te has preguntado por qué algunas empresas son verdaderos imanes de talento y otras son más bien campos de exilio profesional? Vamos, sabemos que todos hemos escuchado de esos lugares donde la creatividad florece y las ideas fluyen como en el mundo de 'Minecraft' 🌲🎮, construyendo mundo tras mundo sin límites. Pero, ¿qué tienen estos universos empresariales que los hacen tan atractivos? - **Cultura de Innovación**: Si una empresa fuera 'The Legend of Zelda', la cultura empresarial sería la Trifuerza, ese power-up que nos impulsa hacia la victoria. No se trata de copiar y pegar lo que hacen en Silicon Valley. Es crear un espacio donde el fallo es tan celebrado como el éxito, porque ambos son caras de la misma moneda del aprendizaje. Es una cultura que invita a desarmar la 'consola' para inventar un nuevo juego. - **Liderazgo Inclusivo**: La inclusión no es sólo un buzzword. Aquí la inclusión es el Super Mario invencible después de agarrar la estrella. Se trata de líderes que no solamente hablan sino que demuestran con acciones que cada miembro del equipo es crucial para el éxito del 'juego'. - **Feedback Continuo**: Olvídate del clásico 'Game Over'. Aquí se juega una partida donde el feedback es una herramienta para subir de nivel y cada comentario es una moneda extra que nos acerca a la siguiente fase. - **Desarrollo y Carrera**: La ruta no está marcada por un 'rail' como en 'Donkey Kong Country'. Aquí cada quien puede explorar y expandir sus habilidades, conocimientos y responsabilidades. Un mapa de carrera no rígido, sino uno que se va creando a medida que se avanza. - **Flexibilidad**: Imagina poder pausar 'Call of Duty' para tomarte un respiro. Así son las empresas que aprecian la flexibilidad. Saben que la vida no se detiene mientras estamos en el 'campo de batalla' laboral. Por eso, más que un horario, ofrecen una experiencia que equilibra el juego laboral con el 'juego' de la vida. Ahora bien, la alquimia para convertir la 'cultura empresarial' en la 'piedra filosofal' del desarrollo de talento es complicada, y no hay recetas mágicas. Pero el primer paso es soñar en grande, ¿verdad? Y tú, ¿qué power-up crees que nos falta para alcanzar el siguiente nivel en nuestra 'partida' de desarrollo empresarial? 👾 #CulturaEmpresarial 🌟 #DesarrolloDeTalento 🎮 #LiderazgoInclusivo 🔥 #Innovación Si crees que estoy en lo cierto, o incluso si crees que deberíamos explorar nuevas estrategias para ganar esta 'partida', ¡comenta aquí abajo! También, no seas tímido en taggear a ese compañero de 'equipo' que haría un buen 'player 2' en esta conversación. ¡Vamos a hacer de esto un multiplayer épico! 🎉
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oh hello
This is my blog, as you might expect.
This is also the introduction post, as you might expect (although I don't really need one, but it's fine).
I am aro/ace/agender. Pronouns are any for now while I figure out if I care about them or not.
I'll tag my stuff as, you guessed it, my stuff. And I'll also tag reblogs as rb, so for the like two (2) people following me they can block my endless ISAT reblogs.
That's all the crucial information you need to have, more below if you care
Here. A list of Things I Have Done That Are Significant because I have zero online presence except here, and thus have created nothing. So I figured I'd consolidate it so that people have a semblance of a chance to find it.
I'll update this when I feel like it.
My stuff that I made (how novel!):
A really long post talking about the Mending enchantment (and enchanting in general) in Minecraft: This link is the Mending one
A really long post talking about Herobrine in Minecraft: This link is the Herobrine one
A really, really long post talking about a theoretical MMO Minecraft experience I would like to see: This link is the MMO one
A rrally, really long post talking about the potion system in Minecraft and how it can be better: This is the link to the potion one
...
Aaand that's it for now! Yes, I know, I've done a huge amount of stuff. I'll make more long posts (mostly about Minecraft probably) later ig.
ok hf gl dont die byee
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How Generative AI is Changing the Gaming Industry
The gaming industry is no stranger to technological innovation. From the earliest days of pixelated graphics to the immersive experiences offered by virtual reality, technology has continuously pushed the boundaries of what games can be. Today, one of the most exciting developments transforming the gaming landscape is generative AI. This powerful technology is revolutionizing how games are designed, developed, and played, opening up new possibilities for creativity, personalization, and player engagement.
In this blog post, we will explore how generative AI is changing the gaming industry, from procedural content generation and AI-driven narratives to adaptive gameplay and realistic NPCs (non-playable characters). We'll also discuss the potential benefits and challenges of integrating generative AI into game development. Join us as we delve into the fascinating world of generative AI and its impact on the future of gaming.
1. Procedural Content Generation
One of the most significant ways generative AI is transforming gaming is through procedural content generation (PCG). This technique uses algorithms to create game content dynamically, allowing developers to generate vast, intricate worlds, levels, and environments with minimal manual input. Popular games like "Minecraft" and "No Man's Sky" have successfully utilized PCG to create expansive, ever-changing landscapes that keep players engaged for hours.
Generative AI enhances PCG by creating more sophisticated and varied content, such as unique terrain features, complex dungeons, and realistic ecosystems. This not only saves time and resources for developers but also ensures that players have a fresh and unpredictable experience each time they play.
2. AI-Driven Narratives
Storytelling is a crucial element of many games, and generative AI is revolutionizing how narratives are crafted and delivered. Traditionally, game stories are scripted by writers, leading to linear and predetermined plots. With generative AI, game narratives can become more dynamic and responsive to player choices.
AI-driven narratives can adapt to individual player actions, creating personalized storylines that evolve based on decisions made throughout the game. This results in a more immersive and engaging experience, where players feel that their choices truly matter and shape the outcome of the story.
3. Adaptive Gameplay
Generative AI is also enhancing gameplay by making it more adaptive and responsive. AI algorithms can analyze player behavior and preferences in real-time, adjusting game difficulty, pacing, and challenges to match the player's skill level and style. This creates a more tailored and enjoyable experience, as the game evolves to meet the player's needs.
For example, if a player is struggling with a particular level or enemy, the AI can dynamically adjust the difficulty to provide a more balanced challenge. Conversely, if a player excels, the AI can introduce more complex obstacles and adversaries to keep the game engaging.
4. Realistic NPCs and Interactions
Non-playable characters (NPCs) are essential for creating rich and immersive game worlds. Generative AI is significantly improving the realism and behavior of NPCs, making them more lifelike and responsive. AI-driven NPCs can exhibit complex behaviors, emotions, and interactions, enhancing the overall gameplay experience.
With generative AI, NPCs can learn from player interactions, adapt their behavior, and provide more meaningful and dynamic responses. This leads to more realistic and engaging interactions, where NPCs feel like genuine characters rather than scripted entities.
5. Game Development Efficiency
Integrating generative AI into the game development process can significantly boost efficiency and creativity. AI algorithms can automate repetitive tasks, such as creating textures, generating levels, and designing characters, freeing up developers to focus on more complex and creative aspects of game design.
Generative AI can also assist in playtesting and quality assurance by simulating various player behaviors and identifying potential issues or areas for improvement. This accelerates the development cycle and helps ensure that the final product is polished and enjoyable.
Challenges and Considerations
While generative AI offers numerous benefits, its integration into game development also presents challenges. Ensuring that AI-generated content is coherent, balanced, and aligned with the game's vision requires careful oversight and fine-tuning. Additionally, ethical considerations, such as the potential for AI to perpetuate biases or create inappropriate content, must be addressed.
Conclusion
Generative AI is undeniably reshaping the gaming industry, offering unprecedented opportunities for innovation and creativity. From procedural content generation and adaptive gameplay to realistic NPCs and AI-driven narratives, this technology is enhancing every aspect of game design and player experience. As generative AI continues to evolve, we can expect even more groundbreaking advancements that will push the boundaries of what games can achieve.
The future of gaming is bright, and with generative AI at the helm, the possibilities are virtually limitless. Whether you're a developer, a gamer, or simply a technology enthusiast, the impact of generative AI on the gaming industry is something to watch closely. Stay tuned as we continue to explore the exciting developments in this dynamic and ever-evolving field.
#GenerativeAI#GamingIndustry#AIinGaming#GameDevelopment#ArtificialIntelligence#MachineLearning#GameDesign#TechInnovation#InteractiveEntertainment#AI#FutureOfGaming#GameTech#ProceduralGeneration#ImmersiveGames#TechTrends
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Designing for Immersion: Creating Engaging Worlds in Game Design
Designing for immersion is a critical aspect of creating engaging worlds in game design, a skill often fostered at MAAC academy. Immersion, the sense of being completely absorbed in an alternate reality, is what keeps players invested and emotionally connected to the game. Achieving this level of engagement requires a multifaceted approach that integrates storytelling, visual and auditory aesthetics, interactivity, and environmental design. Each element must work harmoniously to create a cohesive and compelling game world.
Storytelling and Lore
At the heart of any immersive game world is a compelling story. Narrative provides context and purpose, drawing players into the game world. Effective storytelling involves well-developed characters, intricate plots, and meaningful quests or objectives. Lore, the background information that fleshes out the game’s universe, adds depth and richness. Games like "The Elder Scrolls" series and "The Witcher" are celebrated for their extensive lore, which players can explore through dialogue, books, and environmental storytelling. By embedding narrative elements throughout the game world, designers can create a sense of continuity and believability that deepens immersion.
Visual Aesthetics
Visual design plays a crucial role in immersing players. This includes everything from the overall art style to the minute details in textures and lighting. Consistency in visual style helps maintain the illusion of a cohesive world. High-quality graphics can enhance realism, but stylized art can be equally immersive if it suits the game's theme and tone. Games like "Horizon Zero Dawn" and "The Legend of Zelda: Breath of the Wild" use breathtaking landscapes and intricate character designs to captivate players. Advanced techniques like dynamic lighting, shadows, and particle effects can further enhance the visual experience, making the game world feel alive and responsive.
Auditory Experience
Sound design is another critical element of immersion. A well-crafted auditory experience includes ambient sounds, music, and sound effects that complement the visual and narrative aspects of the game. Ambient sounds like rustling leaves, distant animal calls, or the murmur of a bustling city can make the game world feel more real and immersive. Music sets the emotional tone and pace, adapting to different scenarios to heighten tension or underscore a sense of wonder. Voice acting adds another layer of realism, bringing characters to life through expressive performances. Games like "The Last of Us" and "Red Dead Redemption 2" excel in their use of sound to enhance immersion.
Interactivity and Gameplay Mechanics
Immersion is also fostered through interactive gameplay mechanics that make the player feel like an active participant in the game world. This includes intuitive controls, responsive environments, and meaningful choices. Open-world games, for example, offer players the freedom to explore and interact with the environment in various ways. The ability to influence the game world through player actions, such as altering the storyline or affecting the environment, can significantly enhance immersion. Games like "Minecraft" and "The Witcher 3: Wild Hunt" allow players to shape their experiences, creating a personal connection to the game world.
Environmental Design
The design of the game environment itself is fundamental to immersion. This involves creating diverse and detailed settings that feel authentic and lived-in. Environmental storytelling, where the setting itself tells a story, can be highly effective. Clues hidden in the environment, such as abandoned buildings, scattered belongings, or cryptic symbols, encourage players to piece together the narrative. Additionally, seamless world-building without noticeable loading screens or disjointed transitions helps maintain the illusion of a continuous, expansive world. Games like "Dark Souls" and "Bioshock" use environmental design to create atmospheric, immersive worlds that draw players in.
Conclusion
Designing for immersion in game design is a complex, interdisciplinary endeavor that requires careful attention to narrative, visual aesthetics, sound, interactivity, and environmental design. When these elements are skillfully combined, they create a compelling and engaging game world that captivates players, drawing them into an immersive experience. As technology advances and designers continue to innovate, the potential for creating even more engaging and immersive game worlds will only grow, offering players ever richer and more captivating experiences.
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Minecraft's Journey to Becoming a Worldwide Phenomenon
How Minecraft Became a Worldwide Phenomenon
Discover the captivating journey of Minecraft, from its humble beginnings to becoming a worldwide phenomenon, on SMATechs. This detailed exploration delves into the factors that catapulted Minecraft into the global spotlight, transforming it into more than just a game, but a cultural landmark. Here’s what our comprehensive feature includes:
1. Innovative Gameplay: Learn how Minecraft's unique sandbox gameplay, which allows for endless creativity and exploration, captured the imaginations of players of all ages across the globe. We examine how this open-world design challenged conventional game mechanics and offered a new form of play.
2. Community and Modding Culture: Uncover the pivotal role of the vibrant Minecraft community and its impact on the game’s popularity. From fan-created mods and elaborate builds to educational uses and global events, see how community involvement has been crucial in spreading the game’s appeal worldwide.
3. Educational Impact: Investigate how Minecraft transcended entertainment to become a powerful educational tool. We discuss its use in classrooms around the world to teach subjects like mathematics, history, and computer programming, further solidifying its status as a phenomenon.
4. Cross-Platform Playability: Analyze how Minecraft’s availability on nearly every platform — from mobile devices to consoles and PCs — made it accessible to a broad audience, significantly contributing to its global success.
5. Marketing and Partnerships: Explore how strategic marketing and partnerships expanded Minecraft's reach. From merchandise and spin-off games to collaborations with other media, these initiatives have kept the brand relevant and beloved.
For More Information
Website- https://smatechs.com/how-minecraft-became-worldwide-phenomenon/
Email - [email protected]
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