#monothetic
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rhynerd · 3 months ago
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The old time radio nerd in me demands that I chime up with something:
A majority of old radio shows were designed to only be heard once: on their scheduled air date.
Most series were not transcribed unless being used for something like the Armed Forces Radio or set to played on a holiday. There’s plenty of episodes and/or shows that only survived for as long as they have because somebody recorded them and other folks made sure that copy was cared for and copied in turn.
One of my favorite shows is Yours Truly, Johnny Dollar, which was one such show that had quite a few episodes transcribed but also had a lot of people recording episodes before then. Yet there’s still plenty of gaps. Best example I can think of is from when the series tried out doing five part 15 minute episodes over the course of a business week. One such was called the Salt City Matter, which to my knowledge is still missing one of its episodes. If there are any copies of that one episode in particular they were either too damaged to work. If we’re lucky, maybe there’s a copy that’s just under restoration work right now or there’s a collector who’s for a working copy they’re about to move out of their “for my ears only” section and place into public domain.
Now let’s jump forward a few dozen years into something going on right now. A game called Beacon is about to lose its developing company. When that company goes, it’ll have to be taken off of any storefronts. Thing is, the devs have stated that they’re going to put the game up on the Internet Archive once it’s no longer for sale.
You want lost media? Look towards that missing episode of Yours Truly, Johnny Dollar: The Salt City Matter. You want commercially unavailable media? Wait five or so days and look at Beacon then.
I really hate that so many people can't tell a difference between "lost media" and "commercially unavailable media".
Like there's a TV tropes article that calls the SNES Lion King game "lost media".
No? We have ROMs and there's carts on ebay?
But it's no available in the Nintendo Switch store, so it's "lost media".
Like, don't get me wrong, the fact that there's so many games (especially Nintendo console games!) that you cannot legally purchase right now is definitely a problem, but it's a mostly separate problem from lost media, which is where there's no archived versions anywhere, and it's potentially completely lost.
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gmrstudios · 2 years ago
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A Sense of Doubt blog post #2914 - College Professor Fired for Showing a Painting of Muhammad. https://sensedoubt.blogspot.com/2023/02/a-sense-of-doubt-blog-post-2914-college.html #academicfreedom #islamophobia #accreditation #litigation #arthistory #monothetic https://www.instagram.com/p/CokasUWp8eKlnrK9AEPvGAygeg1K2PNh8h0iP40/?igshid=NGJjMDIxMWI=
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thecuddlymuffintop · 2 years ago
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Right now, I'm mutating my way to glory in the rogue lite top down shooter, Beacon, over on my YouTube channel as part of Short Game Fridays.
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gmlocg · 1 year ago
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2,916.) Beacon
Release: February 27th, 2019 // December 15th, 2021 | GGF: Exploration, Bullet Hell, Twin Stick Shooter | Developer(s): Monothetic LLC | Publisher(s): Monothetic LLC | Platform(s): Windows (2019)
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hardcoregamer · 6 years ago
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Climbing the Genetic Ladder From the Alien Death-Pit of Beacon
While a bit rough around the edges, Beacon is still an incredibly sleek, stylish trek across a sharp-looking sci-fi landscape.  The multiple biomes feature a nice variety of aliens, monsters and robots to pump electro-plasma into, with the combat broken up by intricate levels hiding goodies just off to the side or buried under several layers of secrets. 
Keep reading!
https://www.hardcoregamer.com/2019/03/06/climbing-the-genetic-ladder-from-the-alien-death-pit-of-beacon/326242/
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linuxgamenews · 6 years ago
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Beacon Linux release coming later
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Beacon is a science fiction-themed action roguelite coming to Windows, then Mac and finally Linux. While gameplay itselft plays like a top-down shooter. Which all sounds interesting, since we posted news back in April. With the Itch release coming available via Windows for $19.99 USD. So what about Linux support? Well it's coming apparently, but we just received an update. The news is interesting but may or may not come as a surprise.
Here's the Linux support update:
"There's no change on the Linux front – our plan is to focus on the Windows version while it's in early access, then put together the Mac and Xbox versions after we hit full release. Once all of those are done we'll be taking a look at other platforms, including Linux."
So the game engine of choice here is Unity 3D. Which is a huge plus but I'm somewhat at a loss from this update. You know what I mean, Linux is clearly comes in as the very last here. Since we have to wait through Early Access, then a Mac release. Only then will we finally we see native support. Which could very well be a year from now.
Beacon roguelite First Access Trailer (Windows, Mac and then Linux)
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As for gameplay, the players have the task fighting through a randomly generated alien world. Since you are in an endless search for your ship’s emergency distress beacon. Your only hope to signal for rescue after crash landing. While in your search you’ll not only find weapons and items to help you. You will also be collecting DNA from the enemies you defeat. When you inevitably die, you get the opportunity to integrate the DNA collected. So you can add this into your genome. Allowing you to alter your statistics. And also gain gameplay -altering physical mutations for your next clone's life. Beacon aims to combine fast, frenetic action with ambient exploration, giving the player a rich world to scavenge on their mission to find rescue. The new Feral Fury adds a host of new content. Including new weapons, items, mutations, enemies and locations!
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In the First Access build, players will receive the first four levels, populated with over 20 enemy types, over 50 potential mutations, and more than 125 different items (including over 50 weapons). We’re planning to release regular content updates to the game as we continue through early access, alongside changes stemming from player feedback and suggestions. Upon final release, all purchases through Itch.io will also receive a Steam key for the game. The game is also available for purchase from Itch.io for $19.99 USD. While more information and details are on the official website.
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videogametrailers · 6 years ago
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Beacon - Early Access Trailer (rougelite/indie)
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bestgamesintheplanet · 6 years ago
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BEACON (monothetic)
Sci-fi Action Roguelite. Collect DNA from enemies and mutate yourself to victory!
Buy it for $15.99 (Windows)
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oneangrygamer · 7 years ago
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Beacon, Hardcore Twin-Stick Shooter First Access Is Playable Via Itch.io
Beacon, Hardcore Twin-Stick Shooter First Access Is Playable Via Itch.io | #IndieDev #IndieGaming #Roguelike
Two years ago the game Beacon was introduced by developer Monothetic. The Unity 3D-powered title was pitched as a trap-laden, isometric shooter with tons of weapons, lots of traps to dodge, and a cool synth-fueled soundtrack in a violent, stylistic alien world that begs for you attention in order to maintain a fine thread on survival. (more…)
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unity3dforyou · 6 years ago
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RT @MONOTHETIC: You're gonna need some bigger droids if you really want to stop me from getting to my Beacon! #madewithunity #gamedev #indiedev https://t.co/YSTeYNgZmn
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ijtsrd · 4 years ago
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Compact Monothetic C semirings
by Boris Tanana "Compact Monothetic C-semirings"
Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-5 | Issue-2 , February 2021,
URL: https://www.ijtsrd.com/papers/ijtsrd38612.pdf
Paper Url: https://www.ijtsrd.com/mathemetics/algebra/38612/compact-monothetic-csemirings/boris-tanana
callforpaperarts, artsjournal, peerreviewedjournal
In this article we present a brief history and some applications of semirings, the structure of compact monothetic c semirings. The classification of these semirings be based on known description of discrete cyclic semirings and compact monothetic semirings. 
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hearthglow · 7 years ago
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Article: The Organization of Roman Religious Beliefs
King, Charles. "The Organization of Roman Religious Beliefs." Classical Antiquity 22.2, pgs. 275-312, 2003.
Summary: Different religions organize their belief systems differently, but the classification of "belief" is still a valuable category. Roman religion allowed incompatible beliefs to exist simultaneously thanks to three main structures:
polymorphism (multiple divine identities with incompatible attributes)
orthopraxy (standardized ritual)
pietas (reciprocal obligation)
The article begins with what we might call Belief Discourse. One side claims the term is "profoundly Christian in its implications; it was forged out of the experience which the Apostles and St. Paul had of the Risen Lord" (275). The emphasis and centrality of the concept is invariably colored by our experience in a Christianized society, and thus its usage in academia cannot escape such monotheistic connotations. Thus, the Greeks and Romans did not have "beliefs".
On the other hand, King argues that by implying Christianity invented belief, academics fall victim to the same Christianizing bias and imply a Christian uniqueness. This "uniqueness" of Christian experience is the same basis of ongoing narratives about a "natural" evolution from chaotic polytheism to idealized monotheism. King goes on to point out that people worldwide hold plenty of secular beliefs as well: that it will rain on Tuesday, or that world peace will eventually be accomplished. Even academic positions are themselves beliefs. It is also not enough to define a religion purely in terms of similarities and differences to Christian mechanisms.
King then heads into a longstanding and particularly harmful misconception about Roman religion: that it had no beliefs whatsoever and its rituals were simply empty cult acts. He traces the core of this theme to a fundamental incompatibility: Christians are defined through their commitment to core teachings/tenets, with membership defined by a shared theological stance. This orthodoxy "erects barriers between sets of beliefs by stressing the correctness of a particular set of dogmas" (283). While this is an ideal vision that fails in practical reality (look at just how many sects Christianity boasts now and throughout its history), it is an ideal that has formed a lasting standard for religion itself. Meanwhile, Roman polytheism allowed multiple sets of conflicting beliefs, a structural difference that has proven utterly incomprehensible to generations of academics. If Roman polytheism did not define beliefs, did not create litmus tests for membership or boundaries for theological organization, then it was a failed religion. Some academics even argued it openly:
Rose, 1933 (summarized by King): Noting that various Roman sources give different names for the god worshiped at the festival of the Lupercalia, Rose concluded that no Roman either knew or cared what the ceremony was about and they were all simply acting out of habit. Failure to agree on details is thus equated with the absence of belief. …One should stress that Rose [meant] the festival continued for centuries without anyone having a clear belief about what they were worshiping. (291)
Veyne, 1997: "Lacking a common doctrine, Romans did not know what to think; consequently they assumed nothing and believed nothing." (291)
To confront this argument, King invokes the idea of polythetic sets. Consider a set of beliefs terms A, B, and C. The Christian set would require belief in A-B-C in order to be labeled a Christian - a monothetic set with all beliefs in common. A polythetic Roman pagan set, however, has no such requirement. One member holds beliefs A, B, and C; a second holds beliefs A, C, D, and E; a third holds B, F, and G. Our second and third members do not hold any beliefs in common, but would still be considered within the Roman set. Those beliefs with the highest degree of consensus and frequency can be considered to have a higher validity, but do not invalidate the others through sheer popularity.
The remainder of the article focuses on the three core mechanisms that Roman polytheists used to structure their beliefs:
1. Polymorphism
Definition: Roman gods possess more than one form or aspect.
"The god one prayed to in a particular situations, and under a particular name, could be the same god that one prayed to under a different name in a different context" (292).
If gods have multiple forms and multiple aspects, then contradictory beliefs can be equated directly, and the resulting logical inconsistency can be dismissed as an attribute of divinity (292-293).
Examples:
Catullus 34 equates Diana, Juno Lucina, Trivia, and Luna. "May you be hallowed by whatever name pleases you."
Varro (LL 5.68-69) equates Luna, Diana, Juno Lucina, and Proserpina.
Augustine quoting Varro (De Civ. D. 7.24) equates Proserpina with Vesta, Ops, and Tellus. 
Elsewhere Varro equates Tellus with Juno; Ceres with Ops; and implies a equation of Ceres with Proserpina.
This polytheistic system "rested on the idea that the number of aspects a deity possessed was unknown and possibly quite large" (295).
Allowed for specificity in prayer (Jupiter Propugnator vs. Jupiter Fulgur), explained the possible failure of prayers (you had prayed to the wrong aspect), but also reduced the ceremonial obligation owed to the gods (ie. you could worship Jupiter and thus have paid cultus to all his aspects at once). 
Allowed religions innovation to be presented as tradition (see Romans incorporating Greek aspects, provincial aspects). 
Allowed compartmentalization of borrowed traditions (if one form of Jupiter does something unacceptable for worship, you have numerous other aspects to worship instead).
The gods did not have to function according to human rules of consistency - religious tensions were defused, as any Roman would be aware of multiple religious interpretations. 
Arnobius, an ex-pagan convert to Christianity, professed that "what was important to the pagans was not to reconcile the contradictions, but to focus on the points that all the various conflicting scenarios had in common, that the gods existed and had power" (297).
2. Orthopraxy
Definition: A focus on correctness of ritual/behavior, not correctness of belief (orthodoxy).
Religious disputes focused on "details of ritual procedure, accusations that accepted procedure had not been followed, jurisdictional battles over who would control ritual procedure, and hostility toward alternative religious hierarchies that challenged the priests' right to define ritual for the whole community" (297).
See suppression of Bacchic cult in 186 BC and later oppression of Christians: variant beliefs were fine, but leaving the boundaries of the entire system could not be tolerated by the authorities. Still, there was never a systematic policy to suppress all competing forms of religious hierarchy.
NOT an alternative to belief, but a form of cultural/communal unity that left belief to the discretion of the individual.
"Depends on the belief that the gods want specific ceremonies to be performed in a particular way and that it is possible for humans to know exactly which rituals the gods want" (298).
"If the gods could have multiple identities with incompatible attributes, and it was impossible to know how many identities any given deity possessed, then the gods' natures were unknowable and it made sense to concentrate only on basic points: that the gods had powers and that they wanted offerings” (300).
3. Pietas
Definition: A relationship framework between two parties in familial, political, and religious contexts. Components include:
Reciprocal - Gods can give benefits to humans; humans give offerings and reverence to the gods. Interdependent but not equal.
Obligations are binding, long-term and often permanent - One could be born into an ongoing familial or societal relationship with the gods, which it was one's duty to continue. 
Parties can be linked in multiple relationships simultaneously. 
Both individuals and groups can be linked. 
Obligations owed to each party can be ranked in a hierarchy of importance. - Relationships are not exclusive. 
An individual worshiper can sacrifice on behalf of an entire family/community, fulfilling pietas obligations for the whole. No one Roman has to worship every god.
Different relationships held different intensities and duties. Resources could be concentrated on the most relevant divinities. 
"A conceptual mechanism by which a very disunified mass of ritual behavior could be presented as being to the overall benefit of the community as a whole" (307).
In conclusion, King reiterates that it is the patterns in how beliefs are organized, not their presence or absence, that defines the difference between monotheistic and polytheistic religions.
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epicmeetsfail · 6 years ago
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Beacon extends early access genetic experiments to Steam https://ift.tt/2tG1apD
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Entering early access on Steam today after some Itch exclusivity, Monothetic’s roguelike shooter Beacon has a delightfully grim concept – Freja Akiyama has been smashed into soup by a hard landing on an very hostile planet. Fortunately her ship’s escape pod comes equipped with a cloning bay and gene-splicing lab. Each time she dies, you get to jam a few rogue strains of collected alien (or even robot) DNA into her next iteration, visibly mutating her. It’s like a stylish future-tech version of The Binding Of Isaac’s blobby sprite abominations. See the new trailer below.
(more…)
February 27, 2019 at 02:34PM
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kazvent · 7 years ago
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Breve: Beacon, un roguelike en el que ganamos las habilidades de los enemigos al morir, llegará pronto a PC
https://ift.tt/2iefP43
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El estudio Monothetic ha anunciado que su juego Beacon, un título de disparos con perspectiva superior, muerte permanente y otras características roguelike, estará disponible la semana próxima en el programa de acceso anticipado (First Access) de la plataforma itch.io. La descripción del titular no hace tal vez demasiada justicia a Beacon, donde la mecánica de aprendizaje de los enemigos va más allá de la simple copia de habilidades y se adentra en el terreno de la redefinición de la propia protagonista. Cada vez que muere Freja, la dura comando militar que controlamos en el juego,… Leer noticia completa y comentarios » from ElOtroLado.net https://ift.tt/2HMfNQM via IFTTT
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hardcoregamer · 6 years ago
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Monothetic’s Beacon Enters Early Access Later This Month
Beacon is a rogue-lite shooter that is all about collecting potentially-useful DNA strands from fallen alien foes, alongside the regular items and weapons you’d expect from a science fiction-themed venture. 
Go look!
https://www.hardcoregamer.com/2019/02/05/monothetics-beacon-enters-early-access-later-this-month/324223/
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linuxgamenews · 7 years ago
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Beacon roguelite action could see a Linux release
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Beacon is fast action exploration game coming to Mac and Windows, but no Linux? So we reached out to developer Monothetic team. Who are finally announcing that on Monday, 30th April 2018. The early access build of Beacon will be made available to the public. So expect to see this through Itch.io’s Refinery toolset. Also available for $19.99 USD. Since the games development uses Unity 3D, what about a Linux release?
Linux support:
"We're building Beacon on the latest version of the Unity engine. We would love to port the game over to Linux at some point in the future. But given the small size of our team we're staying focused on releasing it on PC, Mac & Xbox One. Before we look at branching out to other platforms."
Since this is not a no, details seem to be based on success of the release. Which we have seen before. Namely Early Access releases, with limited platform support. So hopefully the DRM-free version from Itch will be playable via Wine. More to come soon.
What is Beacon?
Beacon is a science fiction-themed action roguelite that plays like a top-down shooter. Players will have to fight their way through a randomly generated alien world. Stuck in an endless search for your ship’s emergency distress beacon. Which is also the only hope to signal support after crash landing. In your search you’ll not only find weapons and items to help you. Also be collecting DNA from the enemies you defeat. When you inevitably die, you have the opportunity to integrate the DNA from your collection into your genome. Allowing you to alter your statistics. And gain gameplay-altering physical mutations for your next clone's life.
Beacon action exploration Trailer (Windows, Mac, no Linux yet)
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Beacon aims to combine fast, frenetic action with ambient exploration, giving the player a rich world to scavenge on their mission to find rescue. Itch.io’s toolset provides a great amount of control over distributing in-development games. Making it perfect for the initial release of Beacon. Monothetic wants to make sure that the game goes out to a (relatively) small number of people. Since they understand that this will be be finished product. And who might be keen to helping shape the game to completion. As such, the first release will initially have a limit of 1000 keys. With further keys being releasing later via demand. So in the First Access build, players will receive the first four levels. Including over 20 enemy types and over 50 potential mutation. With more than 125 different items (including over 50 weapons). Monothetic are planning to release regular content updates to the game. While they continue through early access, alongside changes stemming from player feedback and suggestions. All purchases through Itch.io will also receive a Steam key for the game. More information is available at beacon.monothetic.com. Since Monothetic are going about the release in a more objective manner.
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