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Two different animation commissions combined into one! Added some fun sound effects too hehe 🎬✨ Commissioned by Jim55 and Cameron The Corgi #commission #cartoon #anime #artwork #furry #furryart #digitalart #furrycommission #yaoi #dog #corgi #hyena #bara

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CSS Tip! ✨ You can create these parallax effects and image cross-fades with scroll-driven animations 🤙 img { animation: fade; animation-timeline: view(); mix-blend-mode: plus-lighter } img:last-of-type { animation-direction: reverse; } @​keyframes fade { to { opacity: 0; }} This one's fun! 😁 The trick with the cross-fading image is to make use of one animation that runs at the same time on two images inside a container. You use the same animation, animation-timeline, and animation-range. But, you use animation-direction: reverse on one of the images so they go in the opposite direction 🫶 The use of mix-blend-mode: plus-lighter; produces a better cross-fade result 💯 A viewTimeline (view()) works because you know that both images are the same height. The range you can use is img { animation-timeline: view(); animation-range: cover 45% cover 55%; } That means when the image has covered 45% of the scrollport (In this case, the window), start the animation. And finish when it has covered 55% 🎬 How about the slight parallax? This is a trick with calc(). You know the top of the small image and the big image line up. And you can do this by absolutely placing the caption outside of the small image. The trick is to translate the small image by a distance so it lines up with the bottom of the big image. You can do that like this :root { --catch-up: calc( var(--big-height) - var(--small-height) ); } @​keyframes move { to { translate: 0 var(--catch-up); }} Then drive that animation with a scroll-driven animation using the container of both images as the driver 🤙 /* section contains both images */ section { view-timeline: --container; } .img-fader { animation: catch-up both linear; animation-timeline: --container; animation-range: 50vh calc(100vh + (var(--big-height) * 0.25)); } That's it! Scroll-driven image cross-fading and parallax effects without any JavaScript. This demo will work in all browsers as there is some JavaScript in place where the API isn't supported 🤙 To do that, it uses GSAP ScrollTrigger 🏆 As always, any questions, requests, etc. hit me up! 🤙 CodePen.IO link below 👇

jhey ʕ•ᴥ•ʔ

242,205 views • 2 years ago

CSS Trick 🍏 You can create that Apple-style blowout text effect with CSS scroll animations and fixed positioning ⚡️ .word { animation: blowout; animation-timeline: --section; } @​keyframes blowout { 0%, 95% { background: transparent; } to { transform: translateZ(99vh); background: #000; } } The trick here is to fix the position of some things in your layout and then animate them based on their non-fixed containers ⭐️ The .word is position: fixed within a that has a height of 200vh section { view-timeline: --section; } section:first-of-type { height: 200vh; } Every section has a view-timeline: --section that creates a scoped ViewTimeline for each section's children 🤙 As that first section scrolls out of view, you increase its opacity and move it on the z-axis towards you. That gives it the impression of scaling up 🆙 .word { animation: blowout, fade-in; animation-timing-function: ease-in; animation-fill-mode: both; animation-timeline: --section; animation-range: exit-crossing 10% exit 0%; } You can use the exit-crossing range combined with the exit range to get a timing you like ✨ Definitely experiment with these ranges to see how they play. The timing function creates interesting effects too! At the same time as the text scales up, you need to fade in the video and the text that goes with it. Again, you can use the parent container's ViewTimeline --section p, video { animation: fade-in, fade-out; animation-timing-function: ease-in; animation-fill-mode: both; animation-timeline: --section; } p { animation-range: entry 10% entry 35%, exit 0% exit 25%; } video { animation-range: entry 0% entry 25%, exit 10% exit 35%; } The timings are slightly different here. Again, you can play with them to get something that feels right for you! @​keyframes fade-in { to { opacity: 1; }} @​keyframes fade-out { to { opacity: 0; }} Theoretically, you should be able to do something with animation-direction: reverse/alternate like yesterday's demo video { animation: fade 2 both linear alternate-reverse; } The trick with this effect is all about timing and creating containers that are bigger than the content and using them to drive the animations 🏎️ The scroll-driven signature is a bonus! ✍️ Perhaps a follow-up on that one 🤙 As always, any questions, requests, etc. Hit me up! With this demo, the GreenSock ScrollTrigger code is included where the CSS scroll-driven animations API is not supported 🙌 That means you could use this demo today! CodePen.IO link below! 👇

jhey ʕ•ᴥ•ʔ

270,144 views • 2 years ago

(TL;DR warning again) 41 years ago this month my local UHF channel began airing a kids cartoon unlike anything I'd ever seen before. Half-hour installments. Amazing animation which seemed a cut above most early 80s American childrens TV to that point. And the scripting was of a decidedly more adult nature than either Voltron or G.I. Joe. It only took one episode to suck me in. Because of the airplanes turning into robots, of course. It was the era of Optimus Prime duking it out with Megatron. Every American boy in 1985 adored both Transformers and GoBots. But these giant swing-wing "veritechs" were piloted by men. Against enormous aliens who were decidedly different from any I'd seen in any science fiction TV show before. And one episode's plot bled into another. These weren't capsule stories. The entire thing was one big story. Which I avidly tuned in to before school day after day. The war against the Zentraedi segued to the war against the Robotech Masters, which segued to the war with the Invid. I had no idea at the time I was seeing an Americanized kitbash of three distinct Japanese shows. It was all just extraordinary to me, and I never noticed the seams which had been papered over by American writers. There aren't many sci-fi franchises which have had an impact on me like ROBOTECH. Not even STAR WARS. The only sci-fi show which has a larger presence in my mental landscape is STAR TREK. And I not only owned the entirety of ROBOTECH on VHS—grainy TV tapes at first, then store-bought official copies after—I played the Palladium role-playing game with my H.S. friends. The remastered DVD sets which emerged 20 years ago never sat right with me because the sound effects got re-done. And it wasn't until I was on deployment trying to watch ripped .mp4 of the remasters that I realized just how badly those re-done sound effects jagged on my ear. I still remembered *all* the broadcast effects as they had been. And I wanted them back. Amazon briefly had rights to and streamed an "original broadcast" edition of ROBOTECH which kept the old effects. But this was license short-lived. And I ended up buying a *second* set of DVDs in the vain hope of getting a broadcast-true edition in hard media. Except, that set also ended up being the remastered sound effects. What to do? I kept hearing about "legacy" copies from turn of the century. After VHS, but before the remasters. This week I finally located a full 14-disc set of the "legacy" DVDs which supposedly are closest to broadcast. After ripping them to .mkv it seems true. I finally have digital hard media of the actual ROBOTECH I remember from my youth. 🤓

Brad R. Torgersen

66,248 views • 5 months ago

Here's my first series of Anime created by Generative AI. Vidu 2.0 is a groundbreaking advancement for storytelling in the Anime style. #vidu @Viduforhuman Hi everyone 😊 😉 Here's my first AI-created Anime series. The name of my anime is Kuro & Yuki. I won't spoil the story for you, but it begins with these two boys locked up in what appears to be a highly secure institute/prison. Yuki has reached the age where he has awakened his power. While wandering the corridors of the institute, he meets Kuro, a boy with autism. It's a fleeting encounter as they end up being separated. As the story unfolds, you'll understand who they really are and why they are locked up. I don't plan on making episode 2 yet, even though I've grown attached to my characters' story. I'll continue the story only if a lot of people are interested and want to know what happens next. Otherwise, I'll explore other universes and styles of Anime 😉 Tools: - Epidemic Sound (For sound effects) - Vidu AI (to transform frames into animation) - ElevenLabs (for certain expressions) When I say Vidu 2.0 is a game-changer, I mean it. I had already made my animation with the previous version of Vidu, but when they gave me access to the beta, I urgently changed my plans and recreated all the animations. Let me tell you, it's a whole new level. My first animation was ultra frustrating to bring my ideas to life! Really! And since Vidu couldn't handle many image styles, I clearly couldn't bring my ideas to life. But with Vidu 2.0, I enjoy it much more! For the first time, I really get to bring my ideas to life! Until now, I always had to make compromises. Of course, Vidu is still not perfect, and there are still many obstacles, but it is a truly magnificent advancement! (and it surpasses all the Anime-style AIs I've tested recently) Moreover, Vidu 2.0 is fantastic for special effects, but also for embedding elements into the video (like a hand that appears and interacts with the character, or another character; and the best part is that they perfectly match the style of the original images!) * The animations/images and voices are AI-generated * The SoundDesign is traditional and done by me * The story was entirely written by me (I don't use AI to create my stories, it's important to me to write them myself) The voices were generated thanks to Nijivoice (for secondary characters) and Hailuo Audio (for main characters). I thank Yachimat (yachimat - AI Short Anime) for introducing me to Nijivoice, it's very generous of him! During the beta, we didn't consume credits, otherwise, this animation would have cost me around 20,000 credits, ha ha. Vidu 2.0, with its superb stability and fidelity to the style of images, offers brand new horizons for storytelling! One problem with Vidu 2.0 is that for now, you have to manually extend videos (by exporting the last frame). As you can see, this allowed me to create long scenes with different actions, and everything fits together perfectly! There are still many obstacles to storytelling, such as character consistency (I use the image to video function; I produce my images with Nijijourney) and it's always laborious to have a consistent character! The same goes for backgrounds. Here are the points I've identified that would facilitate storytelling: For Vidu: - Function to extend videos (you can already do this manually by exporting the last frame) - Function to invent the beginning or end of a video using a single frame (you can already do this manually by putting a completely white or completely black image as the first or last frame; this technique also allows you to have very dynamic results with Vidu 2.0! ) - It's difficult to obtain facial expressions for certain image styles (the same image style that the previous version couldn't handle at all). - More dynamism There's always room for improvement, but Vidu 2.0 has truly opened up exciting new possibilities for creative storytelling. ai aiart aianimation aianime ainews anime animenews aitools aitool

Naegiko

67,209 views • 1 year ago

26.09.03 🎬 12 Years of Cha Eunwoo, the Actor From his brief first appearance as the healthy version of Ahreum in My Brilliant Life on September 3, 2014, to the actor he is today, every role has added another character, another story and another facet to Cha Eunwoo’s acting journey. After his first appearance in My Brilliant Life, his early years brought a fictionalized version of himself alongside the future ASTRO members in To Be Continued, followed by another playful take on “Cha Eunwoo” in My Romantic Some Recipe, where he quite literally steps out of a cardboard cutout and into a young woman’s life. Hit the Top introduced him as MJ, a popular idol with a confident presence, while Sweet Revenge saw him once again appearing as a fictionalized version of himself. And in Top Management, he became Woo Yeonwoo, a member of the struggling idol group S.O.U.L. trying to find its place in the industry. Each of these early roles brought something different, marking the beginning of a filmography that would soon expand into increasingly diverse characters, stories and genres. Then came the leading roles: the reserved honesty of Do Kyungseok in My ID is Gangnam Beauty, the naive yet increasingly courageous Prince Yirim in Rookie Historian Goo Haeryung, the gentle Angel Raviel in Soul Plate, and the hurt and sadness beneath Lee Suho’s distant exterior in True Beauty. With Jeon Taeryong in Decibel, Yohan in Island and Jin Seowon in A Good Day to Be a Dog, Eunwoo continued to broaden his range — moving between action, humor, tragedy, romance, physical intensity and quiet emotion. And his recent characters have revealed still more sides: the pain and intensity of Kwon Seonyul in Wonderful World, the introverted but quirky dreamer Ahn Yeonmin in The First Ride, and the principled, reserved and mysterious Lee Unjeong in The WONDERfools. A prince and a priest. A student and a teacher. An idol and a Navy submariner — just some among the different characters he has brought to life. Through subtle glances, expressions, body language, timing, physically demanding performances and emotional intensity, Eunwoo has continued to find a different way of bringing each character to life. Different characters. Different emotions. Different worlds. Happy 12th Actor Anniversary, Cha Eunwoo. 💜🥳 12 years of acting — and so many more characters still waiting to be brought to life.✨ #CHAEUNWOO #차은우 CHA EUN-WOO OFFICIAL

CHA EUNWOO PROJECTS

15,703 views • 1 month ago

North & South on the Amiga – One of the most charming 16-bit takes on the Civil War! Infogrames brought the humor of the Belgian comic Les Tuniques Bleues to life in this 1989 Commodore Amiga classic. Pick the Union or Confederacy, conquer territory across the USA map, manage railroads for income, and dive into hilarious arcade-style battles. Pure strategy mixed with cartoon action! Here are 5 interesting facts about the Amiga version: 1. The game is directly based on the long-running Belgian comic series Les Tuniques Bleues by Raoul Cauvin and Willy Lambil. It keeps the light-hearted, satirical tone instead of a serious war sim, complete with cartoonish characters and animations. 2. Released in 1989 by Infogrames for Amiga and Atari ST. It was the original version, developed in-house with stunning colourful graphics, sampled sound effects, and a memorable soundtrack by Charles Callet that includes funny national anthem parodies depending on the language chosen. 3. Five languages supported right from the start: English, French, German, Spanish, and Italian. The menu has fun hidden touches, like clicking on the photographer's backside for a funny reaction. 4. Strategy meets arcade perfectly – move armies on the map to capture states, then switch to real-time mini-games when attacking forts (dodge cannon fire and plant dynamite) or trains (race along the tracks). Army battles let you command infantry, cavalry, and artillery with side-view chaos. 5. Excellent two-player support with hotseat or simultaneous play. The game is fast-paced, accessible, and sessions usually last 15-30 minutes, making it perfect for quick matches or long rivalries. A true Amiga classic that still holds up for its humour, presentation, and addictive blend of strategy and action. Who’s played it – North or South side?

Commodore Computer Museum 🕹

19,517 views • 6 months ago

For the second straight year, an album I heard in March blew me away, and ran away with this title. The Red Herring for 2024 ALBUM OF THE YEAR GOES TO… Boundaries’ “Death Is Little More” 💿Released: March 29 Top 3 tracks: 🎤Easily Erased 🎤Turning Hate Into Rage 🎤Darkness Shared I loved a LOT of records this year. I really did. But this record has finished as my album of the year by a wide margin. Boundaries is yet another band that I’ve seen grow over the years from a little Connecticut band, to now being on some MASSIVE tours. They are a band essentially built for me. Their breakthrough to me, was 2022’s “Burying Brightness.” That was their spring board that really helped them find their sound. And after they learned to walk, THIS album has them SPRINTING. This is one of the most aggressive records of the year, and it’s admirable but what I love most is the touches of melody they have now spread throughout the record. Songs like Easily Erased and Scars on a Soul are two that feel like they could have been standard boundaries song, but those small touches thrown in have made them into masterpieces. Blames Burden featuring Markus Vik from Invent Animate sees the band taking a somewhat new direction too, and really comes with a surprise left hook towards the end of this album, just when you thought you had it figured out. The classic Boundaries sound, combined with these new touches have made for an outstanding album worthy of being worn like a badge of honor by the members of this band.

The Red Herring

23,476 views • 1 year ago

🛠️ Patch Notes - Early Access Patch 2 We are incredibly excited to be releasing our largest patch yet, marking the One Month Anniversary of our Steam Early Access Launch! Patch 2 is chock full of highly requested features such as Weapon Tryout, the ability to Respec, DLSS / FSR Upscaling and Controller Remapping. Lots of Balancing and Quality of Life improvements, Audio, Animation, and Visual Effect polish as well as a multitude of bug fixes are also included! Between DLSS and FSR, numerous CPU, GPU performance improvements, and memory optimization we are confident that your experience of playing No Rest For The Wicked will be significantly smoother across a wide range of hardware. For NVIDIA users, we are excited to mention that there’s a new Game Ready Driver for No Rest for the Wicked! Be sure to check out our Patch 2 Highlight Video and the full patch notes below. ⚔️ Performance: • Performance Mode now lowers texture resolution, reducing crashes on lower-end machines • Numerous Significant CPU optimizations • Fixed performance degradation that might occur on some gamepads • Fixed numerous memory leaks • Reduced instantiation spikes for numerous objects • Disabled detail meshes on generic humanoids faces when not needed • Reduced latency, overhead and improved stability of GPU Culling • Optimized texture resolution and memory budgets for Steam Deck • Optimized Art content in Ship Prologue and its cinematics • Removed unused weapon assets to free up memory • Removed leftover developer tools to free up memory • Optimized CPU spikes of a variety of common content loading operations • Added texture streaming for character portraits during dialogue interactions to save memory • Fixed some persistent log spam being generated by potatoes in Nameless Pass • Cleaned up numerous NPC prefabs, reducing memory footprint and instantiation costs • Optimized Ambient Occlusion Rendering • Extended GPU culling usage for more cases • Configured and optimized pooling for more prefab instantiations reducing CPU spikes ⚔️ Gameplay Systems: • Added new Respec System! ⚬ Players can now Respec by examining the statue in the Cerim Crucible Atrium ⚬ Respec allows players to take back Attribute Points that have been allocated at the cost of 1 Fallen Ember per Attribute Point returned ⚬ Players can then allocate returned Attribute Points for no cost at the Respec screen or in the existing Stats screen ⚔️ Quality of Life: • All weapons can now be equipped regardless of their Attribute Requirements to allow players to try out weapons they acquire ⚬ Weapons that the player does not meet the requirements for will deal less damage through negative scaling on the Attributes that are below the weapon’s Attribute Requirements • Inventory Items can now be docked to compare them ⚬ Press F (Keyboard) or Y (Controller) to dock items and hover other items to compare • Brought back the Misc category to the Inventory ⚬ Housing items, Runes, Fallen Embers and other miscellaneous items will now be sorted into this category and free up space from other categories • Vendor screens are now sorted by item type so that items are more organized for purchase • Improved Stamina player HUD brightness for better visibility, and readability of stamina debt • Added side notifications for when Danos Sacrament Upgrades are completed • Added Floor Indicators under the Clock HUD to show the Cerim Crucible floors • Improved visibility of LB/RB button icons for Equipment HUD on Steam Deck ⚔️ Settings: • Added support for Upscaling with DLSS 3.7 and FSR 2.2 • Added custom key rebinding options for Controller • Added support for Mouse Buttons 4,5 and F1-F12 Keys for custom Keyboard bindings • Default Keyboard layout set to Mouse+WASD • Added support for worldspace Player HUD (Stamina wheel, NPC name tags, etc) brightness to UI Brightness setting ⚔️ Content Additions: • Added a new set of enchantments • All Throw runes can now be added to Spears ⚔️ Loot: • Added Pig Sticker Blueprint to Fillmore's Level 1 Shop • Added Assegai Blueprint to Whittacker's Level 1 Shop ⚔️ Balance: • Nerfed Throw runes ⚬ Reduced Poise Damage on all Throw runes ⚬ Reduced Damage on Ice Throw Rune • Nerfed Focus Regeneration enchant curve so that it no longer generates too much Focus too quickly • Focus Regeneration enchantment no longer drops with Gloves and now only drops with Helmets • This includes enchanting items at Eleanor • Falling Sky and Woodland Protector’s initial item levels were set too high and have been lowered to the intended levels ⚔️ Weapons: • Updated animation for backstabbing with Staves, Spears, Greatswords and Great Hammers • Updated visual effects for Piercing type weapon attacks (such as Spear or Rapier) ⚔️ Enemies and Bosses: • Polished Darak boss fight ⚬ Improved behavior to prevent him standing idle after attacking ⚬ Improved behavior when fighting ranged builds • Added Bite Attack to Plague Rat • Added Back Attack to Risen Axe Bruiser • Added escape logic to Risen Fire Bomber • Added Elemental Affix visual effects to Nith Brute, Nith Screamer and Shackled Brute • Adding cloth simulation to Boarskin Bruiser • Polished rigging on Plagued Boomer • Reduced camera shake intensity on Risen Hammer Bruiser, Boarskin Bruiser and Riven Twins • Smaller enemies can now smash breakable objects (barrels, crates, etc.) ⚔️ NPCs: • Changed the name of the worried woman in the Sacrament Town Square to Nell • Polishing dialog for Druo, Lucian and Everwyn • Updated the dialog for NPCs at the Cerim Gate in Nameless Pass • Added eavesdrop to Sleeping Guard Gerard in Sacrament ⚔️ Areas: • Improved collision, faders and set dressing in Prologue Ship, Orban Glades, Mariner’s Keep, Nameless Pass, Sacrament, Multiple Sacrament Interiors, Cerim Crucible, Cerim Cave, Riven Twins Boss Arena and Potion Seller Cave • Polished lighting for the ship in Prologue, Sacrament and Cerim Crucible • Updated foliage in various locations • Added physics and wind simulation to Spruce trees ⚔️ Cinematics: • Polished animations for characters in the Inquisition Arrival cinematic • Improved lighting, character rim lighting and volumetrics for the Prologue Ship Crash Outro and Inquisition Arrival cinematics • Removed a background character who was blocking part of the view in the Inquisition Arrival cinematic • Fixed cloth and camera pops in the Inquisition Arrival cinematic ⚔️ Audio: • Environment update for Sacrament: ⚬ Added Ambience Emitters for certain Residential and Vendor buildings like the Cook, Tavern, Woodcrafter and Enchantress ⚬ Updated zone beds and oneshots for unique parts of town (Cemetery, Poor Area,Training Grounds, Dasha Sanctuary) ⚬ The church near the cemetery now has bells ringing to service playing at certain times of day, followed by churchgoers praying and chanting from behind the doors. ⚬ Updated ambience for Sacrament Town Square to feel busier during the day ⚬ Updated environment audio for the Cerim Gate zone in Mountain Pass • Increased audio buffer to help alleviate audio crackle artifacts • Increased available audio resources to help prevent sounds from dropping out during long play sessions • Updated audio for Cerim Vision cinematic • Updated audio mix for Barrel and Crate destruction • Saluting Guards in Sacrament now have sound • Added Weapon-specific Impacts on parrying and blocking actions • Added ladder sliding sound effects for Kickdown Ladders • Added sound effects for going down Ladders • Added new sound effects for Plague-Enchanted weapons • Polished audio for Bounties enemies • Fixed missing sounds for Plagued Mutant Soldier • Fixed rain sounds appearing in Sacrament Interiors • Fixed enchantment-specific weapon whooshes cutting a bit too early • Fixed NPCs not making footstep sounds when walking around • Fixed environment states sometimes not resetting when returning to the main menu ⚔️ VFX: • Blood effects are now juicier and used more often! • Improved blood visual effects attachment to characters bodies from attacking and getting hit • Increased intensity of shiny item drop VFX ⚔️ Bounties and Challenges: • Updated Crustacean Conundrum bounty to spawn 14 Crabs while still only requiring 8 Crabs be killed to complete ⚔️ Localization: • Added and updated localized text in many places across multiple languages • Added localization support for new Controller Remapping screen and for various missing localized elements • Fixed incorrect font on the Activities screen ⚔️ Bug Fixes: • Fixed various enchantments on unique weapons and rings that weren’t working properly • Fixed Rested Bonuses for sleeping in beds • Fixed Key Items respawning after pick up • Fixed navigation in Nameless Pass which was preventing certain enemies and the Riven Twins boss from patrolling and moving to the player • Fixed Echo Knight falling off the arena and blocking progress • Fixed Cerim Armor missing upgrades at Filmore • Fixed Risen Pavise, Eye of the Beholder and Wooden Howler Shields not showing their proper models • Fixed SHIFT key not being recognized in the Main Menu • Fixed certain environment textures overriding certain armor textures • Fixed certain armor having missing or incorrect cloth simulation • Fixed rigging on certain armor • Fixed The Wallow boss attacks not having sound effects • Fixed Falling Sky Blueprint not giving the Unique version of the weapon when crafting • Fixed an issue where completed but not yet turned in bounty/challenge rewards were being automatically given to the player at reset • Fixed wall cannons not firing in Cerim Crucible • Fixed XP UI not showing “Max Level” after reaching the level cap • Fixed Level and XP UI being present without a Character selected in the Main Menu • Fixed “Long Area Name” appearing on the map where map is unavailable (such as Cerim Crucible) • Fixed being able to skip through locked doors in The Shallows • Fixed players getting stuck at the end of the entrance corridor in the Echo Knight Arena • Fixed Enchant Item Challenge counting enchanted items that are picked up • Fixed mortuary guard popping in on screen during Spoken and Unspoken quest • Fixed extra Elsa map marker during the Spoken and Unspoken quest • Fixed Giles and Petra standing instead of sitting on the chairs in Caroline’s Inn • Fixed Arrows not hitting Plagued Wolf • Fixed Wolf and Plagued Wolf target point • Fixed Tanth Knight getting stuck during patrolling in Mariner’s Keep at Endgame state • Fixed Darak leaving his shield in Orban Glades when he escapes • Fixed chest opening VFX in Performance and Balanced quality presets • Fixed Wolf having a dance party after death • Fixed Chest floating in the air in Mariner’s Keep • Fixed incorrect texture on the Crafting Table • Fixed 4096x2160 resolution appearing as 256x135 aspect ratio, instead displays as 1.9:1 • Fixed overblown bonfire lighting at The Shallows • Removed rogue rim light at The Shallows • Removed lighting debug shortcut See the full patch notes here -

No Rest for the Wicked

184,300 views • 2 years ago

Salzburg is one of those cities where the setting does half the work. The Salzach River runs through the middle of town. Church domes and towers rise above the old streets. Hohensalzburg Fortress sits on the hill, with the Alps close enough to appear behind the rooftops. Most people arrive knowing two things about Salzburg: Mozart was born here and "The Sound of Music" was filmed here. Both are part of the city, but there’s a lot more going on once you get beyond them. For centuries, Salzburg was ruled by prince-archbishops who held both religious and political power. Their wealth helped build many of the churches, squares and palaces that still shape the old city today. The historic center has been a UNESCO World Heritage Site since 1996. Start around Getreidegasse before it gets too busy. The street is lined with narrow buildings and old iron signs hanging above the storefronts. Mozart was born here in 1756, and his childhood home is now a museum. The side passages are just as interesting as the main street. Some cut through buildings and open into courtyards. Others lead you onto completely different streets. Keep walking and you eventually reach Salzburg Cathedral and the broad squares around the Residenz. A few blocks can take you from tight medieval streets to wide Baroque plazas. Hohensalzburg Fortress has been sitting above the city in some form since the 11th century. It was expanded again and again over the centuries and became one of the largest preserved castle complexes in Europe. You can take the funicular up, though the walk is worth doing if the weather is good. From the top, the old city spreads out below, the Salzach cuts through the middle and the Alps sit beyond the rooftops. After coming back down, cross the river toward Mirabell Gardens. The gardens are one of Salzburg’s best-known "Sound of Music" locations, but they’re worth seeing even without the movie connection. The view back toward the fortress is one of the better ones in town. I’d leave some space in the day after that. Walk along the river. Stop somewhere for coffee and cake. Cross one of the bridges because something on the other side looks interesting. Salzburg is compact enough that you can wander for a few hours without getting very far from where you started. Food is pretty straightforward here in the best way. Schnitzel, sausages and dumplings are easy to find, especially in the traditional restaurants around the center. Then there’s Salzburger Nockerl, a sweet soufflé traditionally shaped into peaks meant to resemble the mountains around the city. It’s a little theatrical, but that’s part of the fun. If you have another day, head south to Hellbrunn Palace. Prince-Archbishop Markus Sittikus had it built in the early 1600s as a summer retreat, and the grounds are still known for their trick fountains, hidden jets of water designed to soak unsuspecting guests. Apparently wealthy hosts were messing with their visitors long before anyone called it a practical joke. Salzburg also works well as a base for getting into the countryside. Lakes, villages and mountains are close enough that you don’t have to go far before the city gives way to a very different landscape. I wouldn’t treat Salzburg as a quick stop between Vienna and somewhere else. You can cover the famous sights in a day, but two or three nights gives you a much better feel for the place. Walk Getreidegasse early. Go up to the fortress. Spend time across the river. Have a long lunch. Come back out in the evening when some of the day-trippers have left. And if you love "The Sound of Music," go see the filming locations. If Mozart is the reason you came, visit the house where he was born and spend more time with the music. Just don’t let either one become the whole trip. Salzburg was here long before Hollywood arrived, and there’s plenty to see once you stop looking for the version of the city you already know. If you like traveling this way....learning the history, food and people behind a place....that’s what I write about in my newsletter. Travel with a little more soul. Join us:

The Timeless Traveler 🇺🇸

27,340 views • 1 month ago

September 1, 2020. With coronavirus cases going up, like the rest of the world, Mumbai too was in lockdown. The media asked some tough questions. To Bollywood. Presenting the trailer of #CultureVulture featuring ShauryaTyagi Rashi Mal suchitra pillai KATIE IQBAL #AkshayAnandKohli #IvanRodrigues Vishal K Bharadwaj Samir Bharadwaj Abhishek D Shah Anshuman Sharma Raja Sen and my two idols #NageshKukunoor with Cameron Crowe | Music by Rahul Rajkhowa #AugustusHenry | Additional Score & Sound Design by #IvanAvakian | Additional Editing #RameezDalal T.S.Suresh | Written, designed, directed, shot, editing, VFX and produced by yours truly, Sudhish Kamath. This post romance satirical stoner retelling of Casablanca / Play it Again, Sam / Ijaazat / Devdas / almost every love story ever made is conversation film about the conversations we must have this election season. If you are a culture vulture (a film critic, movie blogger, podcaster, influencer or just a fan of the movies), email [email protected] and we'll send you the film before the release to watch, review, roast, recommend or just trip. If you're a journalist, please do give us a voice and some space before guidelines for OTTs, Broadcast Bill and Telecom Bill proposed make it impossible for us to make anything remotely out of the box, mad or fun. I got into this DIY pandemic project knowing fully well that the space for independent films - especially an anti establishment stoner film - had shrunk but then, it felt all the more important to document the chaos unravelling on our screens in the aftermath of a tragedy. Also, I didn't want to go crazy sitting at home doing nothing. Thanks to the overwhelming response to the preview we had in November, I now know it's the best thing I've ever done on impulse. Now it's entirely up to YOU to take it to the world. Subscribe to to watch the film real soon. We'll drop the film once we have 5000 subscribers. You can make it happen quicker by also reposting to help us spread the word.

Sudhish Kamath

14,661 views • 2 years ago

I revived my 14-year-old dog with peptides. 6 months ago, he was slowing down fast. He was limping, achy, getting up slowly, and couldn't jump on the couch. We honestly didn't know if we had 6 months left with him. Today, our boy is running, jumping on the patio, going on long walks again, and even his hearing is back. I approached his protocol the same way I'd approach mine. - We started with BPC-157 and TB-500. 1-2 mg a day, 5 days on, 2 days off, injected basically the same way you'd inject a human. Within a couple of weeks, we saw less limping, less stiffness, he was moving better, etc. - Then we ran his labs the same way I run mine. Everything looked good except some minor kidney markets, and at his age kidney issues can spiral into problems dogs don't come back from. We addressed this with a bioregulator stack, again the same ones I use. - Then we put him on TRT. We're all aware of what happens to men when testosterone tanks with age. Now consider that we neuter our dogs, cut off their testosterone production entirely, and never think about it again. We put our boy on testosterone and the change was immediate. Within days of the first shot he became a different dog. We started with one shot a week, but just like in humans, by day 5 or 6 the levels drop and you get peaks and troughs. So we split it into two shots a week: Tuesday and Friday. We started conservatively, around 20mg per shot, and titrated up from there based on how he responded and how his labs looked. We landed at about 60mg total per week for a 70 pound dog, keeping a close eye on labs the whole way. That made a huge difference. Shot day is like a revival for him. ... And it's not just us, in fact other families are running the same protocol and seeing similar results. 6 months ago we were counting the time we had left with him. My kids were horrified by the thought that he would no longer be there as they grew up with him as their full-time guardian. Now I genuinely believe we have another 3 years. If you have a dog, understand that he's aging the same way you are. He needs help, but he can't do the research... you can! And after seeing what this protocol did for him, I knew other dog owners deserved access to it too, so check the tweet below.

Michael Morelli

862,536 views • 2 months ago

First Impression About Neverness To Everness CBT This will be a long or short one and I mostly have plenty of good to say about the game so far and some bad. First I want to get out the way: Graphics In short, we already know its good! But this is definitely playing some part on performance on my end and it wasn't entirely bad experience at all just some fps drops here and there but its playable and 90% of time it was smooth so the performance issues is a easy fix (apart from some I've seen have already started having crash issues so it'll be different for all of us depending on your specs) I'm well in range of the specs so if I'm having some small issues that mean whoever has worse specs will have it worse. Performance/Optimizing the game etc is not something that should be ignored anyway and most of the time developers of recent time feel like they don't care about improving it, I hope NTE by release or during the test will fix the issues by then (crash problems etc + its day one of the test anyway) Second: Combat Just like wuthering waves, the games combat is fun (I still think it can benefit more on having more effects/impact frames etc to really nail the combat experience...) I know people have compared some characters to WuWa characters as "plagirism" but most part alot of characters in the game have their own charm and uniqueness to the combat The boss enemies also may have some unpredictable patterns and can put alot of pressure or aggression on you but isn't exactly too hard thankfully! But its still great because I like how fast pace and intense the fightings are when your in the boss fights Common enemies don't have much going on for them. Third: Story Unlike Genshin and Wuthering Waves the story for NTE or Neverness to Everness is actually more "Human" one of my viewers described it as and I actually agree, I'm not saying WuWa nor Genshin storytelling is bad but the way NTE tells its story is more morden and you can easily be engaged with it and understand everything clearly! The story is also pretty goofy and just like zenless they have great animations and (VERY) expressive with their animations which makes for great overall experience and I prefer this storytelling the most out of other games. (this is a personal preference) The gacha system is some sort of board game but the game gacha is F2P friendly?(For now for what I've seen) and there's no 50/50.. I was also almost able to max out alot of characters that aren't S rank in almost a day too Thats all so far, I'm still experiencing more as I go but this sums up my 5 hours so far into the game on stream and would love to see y'all in the next stream tomorrow. After I reach 50 hours or more I will do a video in conclusion about the game and what more I would love to see. TDLR: The game is good/great don't worry, just some small stuff that can make it better or some stuff that need fixing (despite the combat plagirism drama that was going on)

Aruzien

55,067 views • 1 year ago

BREAKING: The entire media class is re‑laundering the genocidal atrocity propaganda rape hoax via an Israeli regime "Civil Commission" report the BBC calls "the most comprehensive to date". There's just one problem: Cochav Elkayam‑Levy set up that "commission" and is a proven propagandist liar and fraud. Early in the rape hoax she came out swinging with the most maximalist deranged hoax claims, producing a "photo showing women raped and killed" that was exposed by Max Blumenthal to have been of Kurdish women in Syria. She repeated the debunked ZAKA hoax claims of fetuses cut from wombs, which was so embarrassing that the Israeli regime's official rape hoaxer in charge of their propaganda operation, Ruth Halperin‑Kaddari, came out in a Times of London piece to denounce Levy as a grifter and hoaxer who should not be taken seriously, and say that she herself had cut off all contact with her because her blatant hoaxes and grifting jeopardized the entire propaganda project. Israeli media itself then ran reports exposing Levy as a fraud, having lied about having written a "report" to get an official position as a rape hoax official, and raked in cash for her "Civil Commission" which in fact was doing nothing at all and was just comprised of herself sitting in her home doing Google searches for insane rape hoax claims to put in a Google Doc. This is now the "Civil Commission" that has a BBC front‑page story laundering it, as well as Le Monde, ABC, CNN, soon to be followed by more. All of this is on the record. I and others noted this over a year ago. It's published in the Times of London. Everyone knows Levy is a grifter who lied and stole money for the fake "Civil Commission", funneling it into her own pockets. Everyone knows she's a serial propagandist liar who fabricates photos and repeats fetuses cut from wombs hoaxes with glee. And she just put out the most maximalist insane deranged rape hoax "report" that is debunked explicitly in all its claims by all the UN reports, both Patten and the UN CoI, the Amnesty report, the HRW report, and even the Israeli regime's own prior Kaddari "Dinah Project" report, which excludes all the most blatant rape hoaxes that Levy just dumped in there with glee. So the Israeli regime is actually promoting two different reports from competing rape hoax "commissions" that contradict each other! No, actually, they're promoting at least 3 or 4 different reports when you also include the Patten and UN CoI that all contradict one another!! And you know what the BBC does in its front‑page write‑up of it by Yolande Knell? They say: "While the UN and others have published reports on sexual violence during the attacks – in which about 1,200 people were killed and 251 taken hostage – this is the most comprehensive." They don't even bother reviewing its claims versus the other reports, including the UN ones that they herald as the gold standard in all their pieces and the Israeli regime's competing "official" Dinah one that they also gleefully laundered, and just say: OMG HERE IS THE MOST COMPREHENSIVE BEST ONE YET!!!! What the fuck are you talking about? THIS CONTRADICTS ALL THE OTHERS. IT REGURGITATES ALL THE MOST INSANE DEBUNKED HOAX CLAIMS AS DETERMINED BY THE OTHERS WHO LOOKED AT THE EXACT SAME MATERIAL. You can't even argue that because this one was just published they have some new information that no one else saw before. No, it's literally the exact same hoax claims that all these reports went over in detail and determined had no merit whatsoever, and that's by their already insane charitable to the rape hoax standards, as I and others have pointed out with regard to the Patten report (the UN CoI reports, also overly charitable, are the least worst). It is actually astonishing to me. After I saw the Daily Mail give it a write‑up yesterday, I now see that the BBC, ABC, Le Monde, CNN and soon likely NYT and Guardian actually also jumped on this. The Israeli regime's Foreign Ministry hasbara division proudly posted the Daily Mail piece and I thought for sure it would remain restricted to the tabloid rags. I thought for sure they would not have the shame to actually dare publish as a front‑page piece in the BBC. But of course even I at this point underestimated just how shameless these depraved genocidal Zionist scum in the media class are, and how owned they are by their Zionist masters. It actually is amazing. They are totally owned. Of course what this proves beyond all doubt is that the entire rape hoax, from start to finish, is nothing but a genocidal propaganda project. They just admitted it. The BBC, ABC, CNN, Le Monde, they just all came out and admitted it, that they only published what the Israeli regime and the lobby demanded they publish without any attempt to even do the most minimal factual review or care about the most basic journalistic standards. They just admitted it. It's shocking.

☀️👀

208,340 views • 5 months ago

Stargate Trivia: Window of Opportunity We had no idea this episode would become so beloved by fandom and yet, looking back, it’s easy to see why it has. It’s one of those "fun" episodes with a fairly straightforward premise that allows our characters to shine in ways unexpected. Specifically, Jack and Teal’c who, in the past, have relied on Carter and Daniel to handle the science and Ancient translations, and suddenly find themselves having to step into their team members’ shoes. Yes, it’s our version of Groundhog Day. And yet, in its earliest form, the pitch for this story was very different, much darker in tone. Originally titled Ad Infinitum, it involved the team gating to a planet and becoming trapped in a seemingly endless time loop orchestrated by a dying race seeking to buy more time to come up with a solution to an impending armageddon (which became the backstory of the device’s genesis mentioned in the episode by Malakai). Exec Producer Robert Cooper suggested another spin on the time loop angle and, while I was dubious at first (“Isn’t this Groundhog Day?”I remember asking. “Yeah,”was Rob’s counter.), I was proven wrong. Now, the “Groundhog Day” episode has become a staple of most every genre show. While there’s a lot to like about this episode, it was the “time off” montage that stands out. And it almost didn’t happen. The episode was timing short, it was clear we would need to come up with some extra scenes, and that gave Exec Producer Brad Wright (Brad Wright 🇨🇦) the opportunity to do something he had always wanted to do: see our characters golfing through the stargate. And so, several scenes were added (they were all scripted, not improvised as some fans assumed): the juggling, Teal’c’s repeated door run-in, Jack riding his bike through the corridors of the SGC, Jack trying his hand at pottery, the golfing through the gate and, oh yes, THE KISS. The latter was my former writing partner Paul Mullie's idea - in his pitch, an opportunity we could not pass up. Note: We made sure to have Jack tender his official resignation before dipping Carter and planting one on her, just to make sure we didn’t catch any flak from our Air Force tech advisors. One of the first pieces of Stargate-related artwork I put up on my office wall was some concept art from this episode - the stargate itself. As the seasons wore on, so did that original sketch, gradually fading away. My then writing partner mused that once the sketch vanished, it would signal the show's end. It took well over six years but , in the end, he was right.

Joseph Mallozzi 🏴‍☠️

112,178 views • 3 months ago

Way back in 1996, I was working on Diddy Kong Racing. Probably the most fun I've had in my entire life! One of the most fun parts was creating animation sequences using the custom made software by Rob Harrison who was one of the lead programmers on the team. After I gave him a list of features I needed it to have, Robert created a great editor based on a simplified timeline editor similar to what I had previously used in Alias Poweranimator. Characters, objects and cameras would follow paths that I could draw to create motion, and along those paths I could place 'trigger' events which were usually icons that looked like a musical note or a special effect. So for instance, during the start sequence when Diddy Kong flies around the famous 'N64' logo high up in the clouds, Diddy Followed a path and as he hit triggers along the way, special sound effects were triggered and twinkle star particles were emitted. The sky background was simply a spinning cylinder with a basic blue sky texture on it. However, although it sounds simple, scenes soon became very complicated, and this WIZPIG end sequence after defeating him for the first time was a lot to handle. I made the characters follow paths which ran all over the place triggering sound effects as they ran away from the evil boss! I had so much fun creating sequences, and doing WIZPIG's VOICE! But none of this would have been possible without the great work from Rob to give me a great tool to animate those sequences which really brought the game to life! All of the team worked their asses off in a red hot barn during that summer, but we loved every minute - and it shows in the game! I remember Chris Stamper being really impressed with the speed we were putting this kind of thing together thanks to the way we were communicating with each other as a team. But with this particular sequence he wasn't happy when he saw I was building a lighthouse. I remember him asking why I was wasting memory on graphics because it was in short supply - and everything should be built for a reason. (And quite rightly so) However, little did he know it would become a rocket ship for Wizpig to launch into space with, and ride around the space racetrack, but he soon found out! Lee Schuneman did a great job bringing the team together and getting them to trust in his vision of a racing game with an 'adventure' element. The amazing front end by Johnni Christiensen set it apart from many other games with it's bold use of colour and great cartoony style And that music you hear is by non other than my best pal David Wise! What a game! What a time we had! We all worked so hard - And some of the team now even work with me at Playtonic Games! (Paul Mountain, John Pegg, Martin Wakely) #DiddyKongRacing #GameDev #VideoGameHistory #Art #Characterdesign

KevBayliss_VideoGame_Artist

91,197 views • 7 months ago

Finished Pragmata. Genuinely a beautiful experience. A story about the family we choose instead of the one we are given. An inhuman girl on a different world learning what it means to be human, and an Orphan passing on the love his adopted parents gave him by doing the same for her. Certainly a game of the year contender, Pragmata has no fluff, bloat or instances of slow pacing. It offers a unique take on 3rd person shooter combat, blending it with a hacking mini-game that on paper sounds tedious and annoying, but somehow ends up being both creative and fun. Hugh and Diana are two halves of a whole, both in gameplay and the narrative. They don't work without each other, all of Hugh's weapons fulfill different roles inside the sandbox making no two options the same. Diana's hacking mods encourage strategy, quick thinking and moment to moment decision making without halting the fast paced combat. It's a system I don't think we've ever really seen before and the fact that Capcom was able to both make a hacking minigame that's fun instead of tedious and interweave it with real time combat without ruining the pacing, is truly a testament to how much creativity and thought went into the game design. The levels all encourage backtracking, have a ton of verticality and always remain a decent size so sections never drag on for too long, in fact I'd argue some sections of the game could've been longer. The small puzzles around levels or in training are less designed for challenge and more-so to breakup the combat, so you'll never be spending a lot of time frying your brain on any of them. The enemy design is varied and you have to approach all of them differently, using different weapons and hacking mods which are more useful on some than others, and the fact that all weapons (except your primary) and mods have very limited ammo means you'll be carefully considering what weapons/mods you use on what enemy, instead of randomly blasting any you come across with your strongest weapon. There's a good variety of unlockables as well, outfits for Hugh and Diana, new weapons, mods, the stuff you would expect, all the way up until you beat the game which will give you rewards to use in NG+, there's a good amount of stuff to play with and the customization is solid. If I had a few criticisms, I'd say I wish we got at least one more primary weapon and maybe a few more unique looking suits for Hugh, since some of them are borderline color swaps. The story is a fantastic one, character driven rather than plot driven. Hugh and Diana's adopted father/daughter dynamic carries the game on it's back, Hugh guiding and teaching Diana what it means to be human, providing her the small glimpses of joys that earth can provide and giving her the parental guidance and love she never received, just as his adopted parents did for him. It's all about the small character moments between these two. I teared up on multiple occasions, especially the ending which was heartfelt, satisfying and conclusive. Whoever decided that some of the collectibles would just be toys for Diana needs a raise, it might be the most sweet, wholesome collectibles in any game I've ever seen. I found myself wanting to find them just to watch Diana be happy and get her to draw more cute pictures, it's really the cutest thing. The music, art style, visuals, all of it is great though there's only two tracks that really standout in my mind and they both come at the every end. The game is on the shorter side, I did all available content and beat it within 13 hours, but NG+ offers additional content and beating the game unlocks a new mode, so there's still stuff left to do and new toys to play with. The shorter runtime encouraging replayability. This is what we needed, a cool new I.P with creative, innovative mechanics, a heartwarming story in an interesting new world and likeable new characters we all want to root for. Pragmata fucking slaps. 9/10.

🎮𝙆𝙖𝙞𝙮𝙖🎮

22,966 views • 5 months ago