Last week's CSA delivered this week
{
"type": "entry",
"published": "2025-09-17T12:18:27-07:00",
"url": "https://aaronparecki.com/2025/09/17/6/",
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"csa"
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"content": {
"text": "Last week's CSA delivered this week"
},
"author": {
"type": "card",
"name": "Aaron Parecki",
"url": "https://aaronparecki.com/",
"photo": "https://aperture-media.p3k.io/aaronparecki.com/41061f9de825966faa22e9c42830e1d4a614a321213b4575b9488aa93f89817a.jpg"
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This week's CSA minus the shishito peppers we already ate
{
"type": "entry",
"published": "2025-09-16T19:21:30-07:00",
"url": "https://aaronparecki.com/2025/09/16/11/csa",
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"csa"
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],
"content": {
"text": "This week's CSA minus the shishito peppers we already ate"
},
"author": {
"type": "card",
"name": "Aaron Parecki",
"url": "https://aaronparecki.com/",
"photo": "https://aperture-media.p3k.io/aaronparecki.com/41061f9de825966faa22e9c42830e1d4a614a321213b4575b9488aa93f89817a.jpg"
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"_id": "45979426",
"_source": "16"
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{
"type": "entry",
"published": "2025-09-17T00:52:35-07:00",
"url": "https://beesbuzz.biz/blog/8098-Health-stuff-positive",
"category": [
"health",
"fibromyalgia",
"chronic pain",
"fatigue",
"GERD",
"reflux",
"music"
],
"name": "Health stuff (positive)",
"author": {
"type": "card",
"name": "fluffy",
"url": "https://beesbuzz.biz/",
"photo": "https://beesbuzz.biz/static/headshot.jpg"
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"_id": "45973523",
"_source": "2778"
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{
"type": "entry",
"published": "2025-09-16T17:35:17-0400",
"url": "https://martymcgui.re/2025/09/16/stellar-scrapmn-is-hauling-on-the-playdate/",
"category": [
"games",
"making",
"Playdate",
"playjam8",
"game-jam"
],
"name": "Stellar Scrapm'n is hauling on the Playdate",
"content": {
"text": "Last weekend, I joined forces with my buddy Hunter to make a game for PlayJam 8, a game jam for the adorable yellow Playdate game console.\nIntroducing: Stellar Scrapm'n! Descend into debt as you ascend to the stars in a clunky little hauling ship. Crank to steer through rocky caverns in search of valuable junk you can sell to pay off a little bit of that financial liability at a time. Also: robots will shoot at you, pew pew, watch out!\nGraphic design is my passion.If you're so inclined, we'd be grateful if you checked it out! You can check out our jam entry to download, rate, and review.\n\nExplore a rocky planet with space-like controls!Haul resources with your dinky ship!Try not to get shot up too much!\n\nIf you have a Playdate, you can sideload the game. If you\u00a0don't\u00a0have a Playdate, you can still check it out by grabbing the Playdate dev kit and using the Playdate Simulator!\nThe review period is open until September 22nd. Check out the other submissions, too! There's slightly more than a dozen little games to check out.\nThanks for reading. You may also enjoy Hunter's post about the game / jam. Feel free to eject at this point because what comes next is-\nSomething like a dev logA skippable cutscene for context\nHunter and I are both computer science boys with web business\u00a0jobs. We don't write much code that looks like\u00a0game code day to day, but we do enjoy dabbling in \"the game dev\". Hunter has done some pretty impressive projects in Unity in the past, I enjoy working through Godot tutorial content to keep up with that community, and we are both drawn to the rinky-dink little Playdate console with its retro-aesthetics, thoughtful constraints, and inviting dev tools and documentation.\nBefore we knew about Playjam, Hunter had been building up a Metroidvania game, inspired by working through SquidGod's YouTube tutorials\u00a0for working with the Playdate. I recognized a lot of the fundamentals from working through a similar Godot course from Heart Gamedev. Neither of us had done a lot with Lua, but the Playdate API and docs offer a lot of structure for folks coming in with experience working with\u00a0other\u00a0languages.\nWhen PlayJam 8 came across our radar, it seemed like the perfect opportunity to work on something together, sharpen our skills, and have fun making a thing. So, we cleared our calendars and set our expectations for success. How hard could it be? (This is foreshadowing.)\nIt starts with a theme\nPlayJam8 kicked off on Friday with the announcement of the theme:\u00a0ascending. Hunter and I (along with my producer, Amy) brainstormed a lot of potential concepts. Being nerds, we thought a lot about\u00a0space and our nostalgia for retro games about space.\nThis is when Hunter introduced me to Space Shuttle Project for the Nintendo Entertainment System.\n\nWe did not make a \"shot for shot remake\" of Space Shuttle Project. You are free to imagine what it would be like!\nWe were more interested in making a game where you are\u00a0in\u00a0space, rather than\u00a0getting to\u00a0space. Unfortunately once one is\u00a0in\u00a0space, the concept of \"ascending\" becomes murky as references like \"up\" and \"down\" become negotiable. Another thing that is negotiable is\u00a0money\u00a0and getting to space is\u00a0expensive. Hunter was reminded of Hardspace: Shipbreaker\u00a0where, good news, you've got a cool space job but, oh no bad news, you're in crippling debt and the exchange rate for your hard labor will not fix that. Maybe you can\u00a0ascend\u00a0to financial freedom??\nThis sounded like a fun kernel of an idea, but of course we needed something simpler to implement. I was reminded of one of my favorite childhood games, Solar Jetman: Hunt for the Golden Warpship. This old ad for the game, in my opinion, does not explain the gameplay very well, but the vibes are incredible:\n\nA vaguely game-shaped collection of mechanics\nBased on our inspirations, we planned more-or-less these features:\nA little ship that can navigate by rotating 360 degrees and using a thruster. \"Space-like\" in that there is no drag - objects in motion stay in motion.\n Navigating cavernous rocky spaces which can damage you if you bump into them.\n Goodies to pick up and carry.\n A base where you can drop off goodies for points / money / upgrades.\n Obstacles and enemies to interfere with your fetching.\n Weapons to destroy obstacles and enemies.\n Multiple levels to progress through as you strip each environment of resources.\n Interstitials for story.\nFriggin' tools\nHere are some things that we used:\n\nNobleEngine library / engine for Playdate\n \nLDtk 2D level editor\u00a0and the PlaydateLDtkImporter\n\n \nAnimatedSprite\u00a0library\n \nAseprite / Libresprite for new sprites / art\n Some assets that Hunter had collected over the years for the rocky terrain and SFX.\nStruggles\nWe had a lot of quick wins early on, but stubbed our toes many times. I'm tired, so this won't be hour-by-hour or day-by-day. Feel free to skip this unless you are future me (or Hunter)!\nA recurring theme for me personally: I often knew the concepts for what I wanted to accomplish but had little or no practice directly with the tools, like LDtk and Aseprite. Climbing multiple learning curves during a crunch is stressful!\nIt's a little tricky to get curvy \"cavernous\" shapes with 2D tilemaps, but it's not too bad. What\u00a0is\u00a0bad is the feeling you get when the Playdate's native \"axis-aligned rectangles only\" physics system goes haywire every time your ship touches terrain. We reined in a lot of the chaos, but there are still plenty of places where a wall tile's bounding box doesn't line up with the actual pixels, making it look like your ship has suddenly stopped for no reason, or like you're embedded in the rock.\nI went down a lot of rabbit holes for the physics issues, including evaluating alternate physics engines (which usually require building C extensions and wholly separate level-creation tooling) and adding a layer to take over to see if there was \"really\" a collision when the Playdate says there was. We simply ran out of time on this.\nThe other major toe-stubber was our choice to bring in, but not\u00a0commit to, the Noble Engine.\nThe built-in concepts of Scenes that you can move between, with Noble taking care of transitions and lifecycle management, sounded like a great way to separate out concerns. Our focus started on the GameScene, which holds the level and player and enemies and collectibles and- you know, gameplay.\nUnfortunately, we did not test our understanding of how Noble manages multiple scenes until very late. It turned out we were making sprites that Noble could not clean up on transition, loading things before Noble was ready, expecting things to be cached that Noble was throwing away, and more. A mess!\nAfter finding this out so late, my instinct was to cut our losses and drop features like a title screen and different levels, which would have let us focus on building the game as if Noble's scene management stuff wasn't there. Unfortunately, I ignored that instinct and spent a lot of time moving code around, chasing down references, touching many parts of the project, breaking-and-fixing, finally getting things barely-working. The result is that we got our title screen, but we didn't have time to add any actual interstitials or extra levels. So... the menu basically serves no purpose, haha! Bonus: I accidentally left in a debug option in the player controls so you can bounce yourself to the title screen and back again and resume with everything exactly where you left it. And by \"exactly where you left it\" I mean it reveals some object cleanup bugs that we missed, as all enemies, collectibles, and even fired bullets suddenly return from the void! \ud83d\ude02\nThis was a triumph\nI tend to focus on the negative, but this whole thing was pretty fun and we learned a lot! To ask \"what would I do differently?\" would be foolish - time only moves in one direction - I am grateful for the experiences and will carry this learning into the future.\nHunter and I both want to keep filling in the holes in the project, and (eventually) release something that feels like a complete game experience. I think that rules!\nI look forward to becoming more fluent with the tools that were new to me! Theory is not the same as practice, and I could use more practice. Particularly the meta-practice of doing things that I am not already \"good\" at. Practice at being bad at something and struggling to get better.\nHell yeah!",
"html": "<p>Last weekend, I joined forces with my buddy <a href=\"https://gamedev.hunterpankey.com/\">Hunter</a> to make a game for <a href=\"https://itch.io/jam/playjam-8/entries\">PlayJam 8</a>, a game jam for the adorable yellow <a href=\"https://play.date/\">Playdate game console</a>.</p>\n<p>Introducing: <a href=\"https://schmarty.itch.io/stellar-scrapmn\">Stellar Scrapm'n</a>! Descend into debt as you ascend to the stars in a clunky little hauling ship. Crank to steer through rocky caverns in search of valuable junk you can sell to pay off a little bit of that financial liability at a time. Also: robots will shoot at you, pew pew, watch out!</p>\n<img src=\"https://media.martymcgui.re/5b/aa/26/e6/8d3eeff9c8a39e485a9c535f22315c9575eb7a9ae1653803e8a91116.\" alt=\"\" />Graphic design is my passion.<p>If you're so inclined, we'd be grateful if you checked it out! You can check <a href=\"https://itch.io/jam/playjam-8/rate/3886395\">out our jam entry to download, rate, and review</a>.</p>\n\n<img src=\"https://media.martymcgui.re/fb/5f/d3/5c/85af032b51b5a61a64172a66057b01c30b83b036f6c04c43665b58e5.\" alt=\"\" />Explore a rocky planet with space-like controls!<img src=\"https://media.martymcgui.re/f0/41/fa/1f/97f5fc6d4358fc57df6a7d4f5cc7c3ff6362228748152157962b7b30.\" alt=\"\" />Haul resources with your dinky ship!<img src=\"https://media.martymcgui.re/5a/26/08/9d/db6c910882709e4b683bef97797891b1062b8cae0f0315ba30292b64.\" alt=\"\" />Try not to get shot up too much!\n\n<p>If you have a Playdate, you can <a href=\"https://play.date/account/sideload/\">sideload the game</a>. If you\u00a0<i>don't</i>\u00a0have a Playdate, you can still check it out by grabbing the <a href=\"https://play.date/dev/\">Playdate dev kit</a> and using the Playdate Simulator!</p>\n<p>The review period is open until September 22nd. Check out the other submissions, too! There's slightly more than a dozen little games to check out.</p>\n<p>Thanks for reading. You may also enjoy <a href=\"https://gamedev.hunterpankey.com/2025/09/16/stellar-scrapmn-a-game-for-the-playdate-console/\">Hunter's post about the game / jam</a>. Feel free to eject at this point because what comes next is-</p>\n<h2>Something like a dev log</h2><h3>A skippable cutscene for context</h3>\n<p>Hunter and I are both computer science boys with <i>web business</i>\u00a0jobs. We don't write much code that looks like\u00a0<i>game</i> code day to day, but we do enjoy dabbling in \"the game dev\". Hunter has done some pretty impressive projects in Unity in the past, I enjoy working through Godot tutorial content to keep up with that community, and we are both drawn to the rinky-dink little Playdate console with its retro-aesthetics, thoughtful constraints, and inviting dev tools and documentation.</p>\n<p>Before we knew about Playjam, Hunter had been building up a Metroidvania game, inspired by working through <a href=\"https://www.youtube.com/@SquidGodDev\">SquidGod's YouTube tutorials</a>\u00a0for working with the Playdate. I recognized a lot of the fundamentals from working through a similar Godot course from <a href=\"https://www.heartgamedev.com\">Heart Gamedev</a>. Neither of us had done a lot with Lua, but the Playdate API and docs offer a lot of structure for folks coming in with experience working with\u00a0<i>other</i>\u00a0languages.</p>\n<p>When PlayJam 8 came across our radar, it seemed like the perfect opportunity to work on something together, sharpen our skills, and have fun making a thing. So, we cleared our calendars and set our expectations for success. How hard could it be? (This is foreshadowing.)</p>\n<h3>It starts with a theme</h3>\n<p>PlayJam8 kicked off on Friday with the announcement of the theme:\u00a0<b>ascending</b>. Hunter and I (along with my producer, Amy) brainstormed a lot of potential concepts. Being nerds, we thought a lot about\u00a0<i>space</i> and our nostalgia for retro games about space.</p>\n<p>This is when Hunter introduced me to <a href=\"https://www.mobygames.com/game/34303/space-shuttle-project/\">Space Shuttle Project for the Nintendo Entertainment System</a>.</p>\n\n<p>We did not make a \"shot for shot remake\" of Space Shuttle Project. You are free to imagine what it would be like!</p>\n<p>We were more interested in making a game where you are\u00a0<i>in</i>\u00a0space, rather than\u00a0<i>getting to</i>\u00a0space. Unfortunately once one is\u00a0<i>in</i>\u00a0space, the concept of \"ascending\" becomes murky as references like \"up\" and \"down\" become negotiable. Another thing that is negotiable is\u00a0<i>money</i>\u00a0and getting to space is\u00a0<i>expensive</i>. Hunter was reminded of <a href=\"https://hardspace-shipbreaker.com/\">Hardspace: Shipbreaker</a>\u00a0where, good news, you've got a cool space job but, oh no bad news, you're in crippling debt and the exchange rate for your hard labor will not fix that. Maybe you can\u00a0<i>ascend</i>\u00a0to financial freedom??</p>\n<p>This sounded like a fun kernel of an idea, but of course we needed something simpler to implement. I was reminded of one of my favorite childhood games, <a href=\"https://www.mobygames.com/game/7377/solar-jetman-hunt-for-the-golden-warpship/\">Solar Jetman: Hunt for the Golden Warpship</a>. This old ad for the game, in my opinion, does not explain the gameplay very well, but the vibes are incredible:</p>\n\n<h3>A vaguely game-shaped collection of mechanics</h3>\n<p>Based on our inspirations, we planned more-or-less these features:</p>\n<ul><li>A little ship that can navigate by rotating 360 degrees and using a thruster. \"Space-like\" in that there is no drag - objects in motion stay in motion.</li>\n <li>Navigating cavernous rocky spaces which can damage you if you bump into them.</li>\n <li>Goodies to pick up and carry.</li>\n <li>A base where you can drop off goodies for points / money / upgrades.</li>\n <li>Obstacles and enemies to interfere with your fetching.</li>\n <li>Weapons to destroy obstacles and enemies.</li>\n <li>Multiple levels to progress through as you strip each environment of resources.</li>\n <li>Interstitials for story.</li>\n</ul><h3>Friggin' tools</h3>\n<p>Here are some things that we used:</p>\n<ul><li>\n<a href=\"https://noblerobot.github.io/NobleEngine/\">NobleEngine</a> library / engine for Playdate</li>\n <li>\n<a href=\"https://ldtk.io/\">LDtk 2D level editor</a>\u00a0and the <a href=\"https://github.com/NicMagnier/PlaydateLDtkImporter\">PlaydateLDtkImporter</a>\n</li>\n <li>\n<a href=\"https://github.com/Whitebrim/AnimatedSprite\">AnimatedSprite</a>\u00a0library</li>\n <li>\n<a href=\"https://www.aseprite.org/\">Aseprite</a> / <a href=\"https://libresprite.github.io/\">Libresprite</a> for new sprites / art</li>\n <li>Some assets that Hunter had collected over the years for the rocky terrain and SFX.</li>\n</ul><h3>Struggles</h3>\n<p>We had a lot of quick wins early on, but stubbed our toes many times. I'm tired, so this won't be hour-by-hour or day-by-day. Feel free to skip this unless you are future me (or Hunter)!</p>\n<p>A recurring theme for me personally: I often knew the concepts for what I wanted to accomplish but had little or no practice directly with the tools, like LDtk and Aseprite. Climbing multiple learning curves during a crunch is stressful!</p>\n<p>It's a little tricky to get curvy \"cavernous\" shapes with 2D tilemaps, but it's not too bad. What\u00a0<i>is</i>\u00a0bad is the feeling you get when the Playdate's native \"axis-aligned rectangles only\" physics system goes haywire every time your ship touches terrain. We reined in a lot of the chaos, but there are still plenty of places where a wall tile's bounding box doesn't line up with the actual pixels, making it look like your ship has suddenly stopped for no reason, or like you're embedded in the rock.</p>\n<p>I went down a lot of rabbit holes for the physics issues, including evaluating alternate physics engines (which usually require building C extensions and wholly separate level-creation tooling) and adding a layer to take over to see if there was \"really\" a collision when the Playdate says there was. We simply ran out of time on this.</p>\n<p>The other major toe-stubber was our choice to bring in, but not\u00a0<i>commit to</i>, the Noble Engine.</p>\n<p>The built-in concepts of Scenes that you can move between, with Noble taking care of transitions and lifecycle management, sounded like a great way to separate out concerns. Our focus started on the GameScene, which holds the level and player and enemies and collectibles and- you know, <i>gameplay</i>.</p>\n<p>Unfortunately, we did not test our understanding of how Noble manages multiple scenes until very late. It turned out we were making sprites that Noble could not clean up on transition, loading things before Noble was ready, expecting things to be cached that Noble was throwing away, and more. A mess!</p>\n<p>After finding this out so late, my instinct was to cut our losses and drop features like a title screen and different levels, which would have let us focus on building the game as if Noble's scene management stuff wasn't there. Unfortunately, I ignored that instinct and spent a lot of time moving code around, chasing down references, touching many parts of the project, breaking-and-fixing, finally getting things barely-working. The result is that we got our title screen, but we didn't have time to add any actual interstitials or extra levels. So... the menu basically serves no purpose, haha! Bonus: I accidentally left in a debug option in the player controls so you can bounce yourself to the title screen and back again and resume with everything exactly where you left it. And by \"exactly where you left it\" I mean it reveals some object cleanup bugs that we missed, as all enemies, collectibles, and even fired bullets suddenly return from the void! \ud83d\ude02</p>\n<h2>This was a triumph</h2>\n<p>I tend to focus on the negative, but this whole thing was pretty fun and we learned a lot! To ask \"what would I do differently?\" would be foolish - time only moves in one direction - I am grateful for the experiences and will carry this learning into the future.</p>\n<p>Hunter and I both want to keep filling in the holes in the project, and (eventually) release something that feels like a complete game experience. I think that rules!</p>\n<p>I look forward to becoming more fluent with the tools that were new to me! Theory is not the same as practice, and I could use more practice. Particularly the meta-practice of doing things that I am not already \"good\" at. Practice at being bad at something and struggling to get better.</p>\n<p>Hell yeah!</p>"
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"type": "card",
"name": "Marty McGuire",
"url": "https://martymcgui.re/",
"photo": "https://martymcgui.re/images/logo.jpg"
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"_id": "45971275",
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{
"type": "entry",
"published": "2025-09-15T18:44:10-07:00",
"url": "https://nadreck.me/2025/09/not-worth-the-argument/",
"category": [
"quotes",
"social-computing",
"social-media"
],
"name": "Not worth the argument",
"content": {
"text": "Jay Springett has a nice piece over on his site called \u201cJust Like Stuff\u201c, and I appreciated the comment about not arguing with people about anything on the internet:\n\n\n\n\nI\u2019ve had a hard rule for almost twenty years, related to, but separate from,\u00a0not posting negative things on the internet:\u00a0I don\u2019t argue with people about anything on the internet.\n\n\n\nI grew up in the late 90\u2019s and early 00\u2019s on phpBB forums. At university I was immersed in the blast furnace of 4chan for days at a time. Maybe it\u2019s the Gen-X hangover I carry as a Gen-Y geriatric millennial, but I realised in my early 20\u2019s that I just don\u2019t care enough. I spent whole days, whole summers even when I was younger, lost to endless back-and-forth about whether a band sold out, what sci-fi books were overrated, or particular egregiously on my side, what choice of operating system or KDE vs GNOME proved you were secretly a poser. My mind boggles at it all now, the thought of spending my youth in a permanent trial by forum post. I saw the pattern in my self, how it was making me feel and how permanently warfare online was effecting other people so I opted out.\u00a0\n\n\n\nThe times I have argued about something on the internet as an adult, have all resulted from a lapse in judgement, and without exception left me feeling guilty and full of shame. Not because of what others might have thought about the argument, but because I had wasted my energy and got emotionally involved in something that just\u2026 didn\u2019t matter.\nJay Springett, \u201cJust Like Stuff\u201c\n\n\n\n\nSounds about right to me. I spent enough time in my teens and early twenties getting into arguments on forums and IRC channels and whatnot, and yeah. I just don\u2019t care enough. To borrow a line from War Games, \u201cThe only winning move is not to play.\u201d",
"html": "<p>Jay Springett has a nice piece over on his site called \u201c<a href=\"https://thejaymo.net/2025/09/09/406-just-like-stuff/\">Just Like Stuff</a>\u201c, and I appreciated the comment about not arguing with people about anything on the internet:</p>\n\n\n\n<blockquote>\n<p>I\u2019ve had a hard rule for almost twenty years, related to, but separate from,\u00a0<a href=\"https://thejaymo.net/2024/06/23/344-not-the-sort-of-person-i-want-to-be/\">not posting negative things on the internet</a>:\u00a0<strong>I don\u2019t argue with people about anything on the internet</strong>.</p>\n\n\n\n<p>I grew up in the late 90\u2019s and early 00\u2019s on phpBB forums. At university I was immersed in the blast furnace of 4chan for days at a time. Maybe it\u2019s the Gen-X hangover I carry as a Gen-Y geriatric millennial, but I realised in my early 20\u2019s that I just don\u2019t care enough. I spent whole days, whole summers even when I was younger, lost to endless back-and-forth about whether a band sold out, what sci-fi books were overrated, or particular egregiously on my side, what choice of operating system or KDE vs GNOME proved you were secretly a poser. My mind boggles at it all now, the thought of spending my youth in a permanent trial by forum post. I saw the pattern in my self, how it was making me feel and how permanently warfare online was effecting other people so I opted out.\u00a0</p>\n\n\n\n<p>The times I have argued about something on the internet as an adult, have all resulted from a lapse in judgement, and without exception left me feeling guilty and full of shame. Not because of what others might have thought about the argument, but because I had wasted my energy and got emotionally involved in something that just\u2026 didn\u2019t matter.</p>\nJay Springett, \u201c<a href=\"https://thejaymo.net/2025/09/09/406-just-like-stuff/\">Just Like Stuff</a>\u201c\n</blockquote>\n\n\n\n<p>Sounds about right to me. I spent enough time in my teens and early twenties getting into arguments on forums and IRC channels and whatnot, and yeah. I just don\u2019t care enough. To borrow a line from War Games, \u201cThe only winning move is not to play.\u201d</p>"
},
"author": {
"type": "card",
"name": "Nadreck",
"url": "http://nadreck.me",
"photo": null
},
"post-type": "article",
"_id": "45960777",
"_source": "2935"
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Y’all, this one is close to me. A San Diego mutual aid organizer I’m connected with needs support to pay for a jaw surgery they’re having soon: https://gofund.me/09d07f525
Any amount helps and boosting is much appreciated. 💛
{
"type": "entry",
"published": "2025-09-14 20:58-0700",
"url": "https://gregorlove.com/2025/09/yall-this-one-is/",
"category": [
"MutualAid",
"SanDiego"
],
"syndication": [
"https://bsky.app/profile/gregorlove.com/post/3lytwj33qec2y"
],
"content": {
"text": "Y\u2019all, this one is close to me. A San Diego mutual aid organizer I\u2019m connected with needs support to pay for a jaw surgery they\u2019re having soon: https://gofund.me/09d07f525\n\nAny amount helps and boosting is much appreciated. \ud83d\udc9b",
"html": "<p>Y\u2019all, this one is close to me. A San Diego mutual aid organizer I\u2019m connected with needs support to pay for a jaw surgery they\u2019re having soon: <a href=\"https://gofund.me/09d07f525\">https://gofund.me/09d07f525</a></p>\n\n<p>Any amount helps and boosting is much appreciated. \ud83d\udc9b</p>"
},
"author": {
"type": "card",
"name": "gRegor Morrill",
"url": "https://gregorlove.com/",
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Happy #8bitday yesterday! It was the 256th day of the year.
See last year’s post for why the 256th day is 8-Bit Day: https://tantek.com/2024/256/t1/happy-8bitday-binary-byte
Since last year, the related Wikipedia article on “Programmer’s Day” (https://en.wikipedia.org/wiki/Programmer%27s_Day) was updated to finally acknowledge worldwide observation of the day.
This year, inspired by the old 5k (bytes) competition (https://the5k.org/about.php), I suggested to a few friends that it may be possible to build an entire website where each resource fits into at most 8-bits worth of bytes. 255 bytes maximum size HTML, and maximum size of any linked external stylesheet, image, or even script file.
Constraints are key to good, creative, and often innovative design.
https://www.smashingmagazine.com/2023/06/design-constraints-challenges-opportunities-practical-strategies/
I have some ideas for how to create meaningful HTML documents in ≤ 255 bytes. I also have some experience with creating interesting style sheets under similar constraints with the invention of TSS (Tweet Style Sheets or Text Style Sheets) at the 2010 Twitter Annotations Hackfest (#tanhf). TSS links and details on https://indieweb.org/TSS
Intuitively I think a home page ≤255 bytes may be the most challenging, like displaying and linking to a stream of posts, in addition to basic about info. Post permalinks could display short notes (like old 140 character posts), requiring pagination to view anything longer. Images would be another interesting challenge, since even a 32x32 black & white (1-bit) icon would already be 128 bytes. What can fit into a 255 byte PNG or JPEG?, nevermind SVG, which will be much harder than HTML due to its much longer tags and attributes.
The archived FAQ for the5k competition is a good start for answering various questions about how to build an "8-bit" website: https://web.archive.org/web/20050310075803/http://www.the5k.org:80/2001faq.asp
I would add to that proper use of progressive enhancement (https://en.wikipedia.org/wiki/Progressive_enhancement), that is, all the content on a page is viewable, and all links, buttons, forms etc. work without loading any scripts.
Besides the5k.org, have there been any similar challenges or competitions for 1k bytes, or 512 bytes? Why did Stewart pick 5k bytes instead of something smaller?
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"text": "Happy #8bitday yesterday! It was the 256th day of the year.\n\nSee last year\u2019s post for why the 256th day is 8-Bit Day: https://tantek.com/2024/256/t1/happy-8bitday-binary-byte\n\nSince last year, the related Wikipedia article on \u201cProgrammer\u2019s Day\u201d (https://en.wikipedia.org/wiki/Programmer%27s_Day) was updated to finally acknowledge worldwide observation of the day.\n\nThis year, inspired by the old 5k (bytes) competition (https://the5k.org/about.php), I suggested to a few friends that it may be possible to build an entire website where each resource fits into at most 8-bits worth of bytes. 255 bytes maximum size HTML, and maximum size of any linked external stylesheet, image, or even script file.\n\nConstraints are key to good, creative, and often innovative design.\nhttps://www.smashingmagazine.com/2023/06/design-constraints-challenges-opportunities-practical-strategies/\n\nI have some ideas for how to create meaningful HTML documents in \u2264 255 bytes. I also have some experience with creating interesting style sheets under similar constraints with the invention of TSS (Tweet Style Sheets or Text Style Sheets) at the 2010 Twitter Annotations Hackfest (#tanhf). TSS links and details on https://indieweb.org/TSS\n\nIntuitively I think a home page \u2264255 bytes may be the most challenging, like displaying and linking to a stream of posts, in addition to basic about info. Post permalinks could display short notes (like old 140 character posts), requiring pagination to view anything longer. Images would be another interesting challenge, since even a 32x32 black & white (1-bit) icon would already be 128 bytes. What can fit into a 255 byte PNG or JPEG?, nevermind SVG, which will be much harder than HTML due to its much longer tags and attributes.\n\nThe archived FAQ for the5k competition is a good start for answering various questions about how to build an \"8-bit\" website: https://web.archive.org/web/20050310075803/http://www.the5k.org:80/2001faq.asp\nI would add to that proper use of progressive enhancement (https://en.wikipedia.org/wiki/Progressive_enhancement), that is, all the content on a page is viewable, and all links, buttons, forms etc. work without loading any scripts.\n\nBesides the5k.org, have there been any similar challenges or competitions for 1k bytes, or 512 bytes? Why did Stewart pick 5k bytes instead of something smaller?",
"html": "Happy #<span class=\"p-category\">8bitday</span> yesterday! It was the 256th day of the year.<br /><br />See last year\u2019s post for why the 256th day is 8-Bit Day: <a href=\"https://tantek.com/2024/256/t1/happy-8bitday-binary-byte\">https://tantek.com/2024/256/t1/happy-8bitday-binary-byte</a><br /><br />Since last year, the related Wikipedia article on \u201cProgrammer\u2019s Day\u201d (<a href=\"https://en.wikipedia.org/wiki/Programmer%27s_Day\">https://en.wikipedia.org/wiki/Programmer%27s_Day</a>) was updated to finally acknowledge worldwide observation of the day.<br /><br />This year, inspired by the old 5k (bytes) competition (<a href=\"https://the5k.org/about.php\">https://the5k.org/about.php</a>), I suggested to a few friends that it may be possible to build an entire website where each resource fits into at most 8-bits worth of bytes. 255 bytes maximum size HTML, and maximum size of any linked external stylesheet, image, or even script file.<br /><br />Constraints are key to good, creative, and often innovative design.<br /><a href=\"https://www.smashingmagazine.com/2023/06/design-constraints-challenges-opportunities-practical-strategies/\">https://www.smashingmagazine.com/2023/06/design-constraints-challenges-opportunities-practical-strategies/</a><br /><br />I have some ideas for how to create meaningful HTML documents in \u2264 255 bytes. I also have some experience with creating interesting style sheets under similar constraints with the invention of TSS (Tweet Style Sheets or Text Style Sheets) at the 2010 Twitter Annotations Hackfest (#tanhf). TSS links and details on <a href=\"https://indieweb.org/TSS\">https://indieweb.org/TSS</a><br /><br />Intuitively I think a home page \u2264255 bytes may be the most challenging, like displaying and linking to a stream of posts, in addition to basic about info. Post permalinks could display short notes (like old 140 character posts), requiring pagination to view anything longer. Images would be another interesting challenge, since even a 32x32 black & white (1-bit) icon would already be 128 bytes. What can fit into a 255 byte PNG or JPEG?, nevermind SVG, which will be much harder than HTML due to its much longer tags and attributes.<br /><br />The archived FAQ for the5k competition is a good start for answering various questions about how to build an \"8-bit\" website: <a href=\"https://web.archive.org/web/20050310075803/http://www.the5k.org:80/2001faq.asp\">https://web.archive.org/web/20050310075803/http://www.the5k.org:80/2001faq.asp</a><br />I would add to that proper use of progressive enhancement (<a href=\"https://en.wikipedia.org/wiki/Progressive_enhancement\">https://en.wikipedia.org/wiki/Progressive_enhancement</a>), that is, all the content on a page is viewable, and all links, buttons, forms etc. work without loading any scripts.<br /><br />Besides <a href=\"http://the5k.org\">the5k.org</a>, have there been any similar challenges or competitions for 1k bytes, or 512 bytes? Why did Stewart pick 5k bytes instead of something smaller?"
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Made a plan for upgrading the drives in a couple of my NASs. A lot of these 6TB drives are over 5 years old and two of them already failed so I'm sure the rest will be next soon. When I'm done with this migration, I'll end up with 36TB on the primary NAS, and 30TB on the backup NAS.
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Did all the prep work for this live edge table and got it cut down to size, but then realized we bought the wrong kind of epoxy so the pour has to start tomorrow.
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Cranking through the old 8mm tapes again! These are so old they don't play back well on the 2001-era camcorder, but this Japanese 8mm tape deck handles them just fine!
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"text": "Cranking through the old 8mm tapes again! These are so old they don't play back well on the 2001-era camcorder, but this Japanese 8mm tape deck handles them just fine!"
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{
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"text": "Want to read: Kitchen Confidential: Adventures in the Culinary Underbelly by Anthony Bourdain (ISBN 9780060899226)",
"html": "<p>Want to read: <span class=\"p-read-of h-cite\"><a class=\"u-url\" href=\"https://gregorlove.com/isbn/9780060899226\">Kitchen Confidential: Adventures in the Culinary Underbelly</a> by <span class=\"p-author\">Anthony Bourdain</span> (ISBN <span class=\"p-uid\">9780060899226</span>)</span></p>"
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I set up this box to be able to route phone calls from my FreePBX into my studio recording gear. Why? Just to see if I could I guess.
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"text": "I set up this box to be able to route phone calls from my FreePBX into my studio recording gear. Why? Just to see if I could I guess."
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{
"type": "entry",
"author": {
"name": "Jared White",
"url": "https://jaredwhite.com/",
"photo": null
},
"url": "https://jaredwhite.com/links/20250911/sabrina-carpenter-post-feminist",
"published": "2025-09-11T23:01:59-07:00",
"content": {
"html": "<blockquote>\n <h2><a href=\"https://www.usatoday.com/story/entertainment/music/2025/09/07/sabrina-carpenter-vmas-performance-2025/86031189007/\"></a></h2>\n\n <p>After she made a grand entrance by emerging from a manhole in the stage, the princess of lyrical sexual innuendos sang and danced onstage alongside a cast of backup dancers that seemingly included drag performers, mirroring the song\u2019s music video that featured Colman Domingo in drag.</p>\n\n<p>Before heading into a second round of the chorus, the performers pulled out picket signs with messages such as \u201cprotect trans rights,\u201d \u201cDolls dolls dolls,\u201d \u201cIn trans we trust\u201d and \u201cIf you hate you\u2019ll never get laid.\u201d</p>\n\n</blockquote>\n\n<p>I am <strong>fascinated</strong> by the new album <em>Man\u2019s Best Friend</em> by Sabrina Carpenter, and I have so many thoughts.</p>\n\n<p>Back when she really blew up in pop culture (at least to my knowledge) with the release of her massive hit <em>Espresso</em>, my casual impression was she\u2019s got real talent (I really do dig that song!) but it\u2019s kind of weird that she\u2019s going for the blonde bombshell sex symbol callback to Marilyn Monroe or whatever. Is that still a thing?!</p>\n\n<p>And <a href=\"https://www.reddit.com/r/Feminism/comments/1e9mebs/help_me_understand_sabrina_carpenter_and_the/\">comment threads like this on Reddit</a> echo those sorts of questions. This year in particular, I have been dismayed by the sudden lurch into a sort of \u201cwhite (supremacist) cis <a href=\"https://jaredwhite.com/tag/gender\">#gender</a> beauty\u201d aesthetic most epitomized by Sydney Sweeney\u2019s \u201cGot Great Jeans\u201d brouhaha. It <em>could</em> have been the case that Carpenter\u2019s vibe dips a toe into those same nauseating waters.</p>\n\n<p><strong>But nothing could be further from the truth!</strong></p>\n\n<p>As the link above indicates, Carpenter is going out of her way to support drag queens and trans people in an era when both groups are under alarming and vicious attack. Bravo! And you know you\u2019re in good company when <a href=\"https://www.yahoo.com/entertainment/music/articles/pedro-pascal-supports-sabrina-carpenter-150132226.html?guccounter=1\">Pedro Pascal</a> comes out in support of you!</p>\n\n<p>But more than that, <em>Man\u2019s Best Friend</em> is itself chock full of subtle digs at toxic masculinity, wrapped up in a very clever package which I think is Carpenter\u2019s superpower: <strong>humorous sexiness</strong>. The song <em>Tears</em> in particular is sheer brilliance. It\u2019s a fun catchy song, but if you pay attention to the lyrics, <strong>it absolutely kicks incel culture in the balls:</strong></p>\n\n<blockquote>\n <p>I get wet at the thought of you<br />Being a responsible guy<br />Treating me like you\u2019re supposed to do<br />Tears run down my thighs</p>\n\n <p>A little respect for women can get you very, very far<br />Remembering how to use your phone gets me oh so, oh so, oh so hot<br />Considering I have feelings, I\u2019m like, \u201cWhy are my clothes still on?\u201d<br />Offering to do anything, I\u2019m like, \u201cOh my God\u201d</p>\n</blockquote>\n\n<p>\ud83e\udd23\ud83e\udd23\ud83e\udd23</p>\n\n<p><strong>Best. Song. Of. The. Year.</strong> \ud83d\udc4f\ud83d\udc4f\ud83d\udc4f</p>\n\n<p>I think there\u2019s something special about this secret sauce which is that Sabrina Carpenter looks, sounds, and acts like the polar opposite of a \u201cwoke feminist scold\u201d \u2026yet draws some real lines in the cultural sand. <em>Treat LGBTQ+ people well. Respect women. Don\u2019t be a dumbass, or guess what? You\u2019re <a href=\"https://genius.com/Sabrina-carpenter-never-getting-laid-lyrics\">never getting laid</a>!</em></p>\n\n<p>P.S. <a href=\"https://www.youtube.com/watch?v=V9vuCByb6js\">Have you seen her totally unhinged music video yet? (Colman Domingo in drag!)</a></p>",
"text": "After she made a grand entrance by emerging from a manhole in the stage, the princess of lyrical sexual innuendos sang and danced onstage alongside a cast of backup dancers that seemingly included drag performers, mirroring the song\u2019s music video that featured Colman Domingo in drag.\n\nBefore heading into a second round of the chorus, the performers pulled out picket signs with messages such as \u201cprotect trans rights,\u201d \u201cDolls dolls dolls,\u201d \u201cIn trans we trust\u201d and \u201cIf you hate you\u2019ll never get laid.\u201d\n\n\n\nI am fascinated by the new album Man\u2019s Best Friend by Sabrina Carpenter, and I have so many thoughts.\n\nBack when she really blew up in pop culture (at least to my knowledge) with the release of her massive hit Espresso, my casual impression was she\u2019s got real talent (I really do dig that song!) but it\u2019s kind of weird that she\u2019s going for the blonde bombshell sex symbol callback to Marilyn Monroe or whatever. Is that still a thing?!\n\nAnd comment threads like this on Reddit echo those sorts of questions. This year in particular, I have been dismayed by the sudden lurch into a sort of \u201cwhite (supremacist) cis #gender beauty\u201d aesthetic most epitomized by Sydney Sweeney\u2019s \u201cGot Great Jeans\u201d brouhaha. It could have been the case that Carpenter\u2019s vibe dips a toe into those same nauseating waters.\n\nBut nothing could be further from the truth!\n\nAs the link above indicates, Carpenter is going out of her way to support drag queens and trans people in an era when both groups are under alarming and vicious attack. Bravo! And you know you\u2019re in good company when Pedro Pascal comes out in support of you!\n\nBut more than that, Man\u2019s Best Friend is itself chock full of subtle digs at toxic masculinity, wrapped up in a very clever package which I think is Carpenter\u2019s superpower: humorous sexiness. The song Tears in particular is sheer brilliance. It\u2019s a fun catchy song, but if you pay attention to the lyrics, it absolutely kicks incel culture in the balls:\n\n\n I get wet at the thought of you\nBeing a responsible guy\nTreating me like you\u2019re supposed to do\nTears run down my thighs\n\n A little respect for women can get you very, very far\nRemembering how to use your phone gets me oh so, oh so, oh so hot\nConsidering I have feelings, I\u2019m like, \u201cWhy are my clothes still on?\u201d\nOffering to do anything, I\u2019m like, \u201cOh my God\u201d\n\n\n\ud83e\udd23\ud83e\udd23\ud83e\udd23\n\nBest. Song. Of. The. Year. \ud83d\udc4f\ud83d\udc4f\ud83d\udc4f\n\nI think there\u2019s something special about this secret sauce which is that Sabrina Carpenter looks, sounds, and acts like the polar opposite of a \u201cwoke feminist scold\u201d \u2026yet draws some real lines in the cultural sand. Treat LGBTQ+ people well. Respect women. Don\u2019t be a dumbass, or guess what? You\u2019re never getting laid!\n\nP.S. Have you seen her totally unhinged music video yet? (Colman Domingo in drag!)"
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I watched Local Hero for the August IndieWeb Movie Club. I went into it knowing nothing about it and quite enjoyed it. There was some great, subtle humor in it and a surprisingly young Peter Capaldi (25!). It unfolded slowly but never felt slow or boring. I think it is one I would definitely re-watch sometime. Thanks for the recommendation, Thomas!
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"text": "I watched Local Hero for the August IndieWeb Movie Club. I went into it knowing nothing about it and quite enjoyed it. There was some great, subtle humor in it and a surprisingly young Peter Capaldi (25!). It unfolded slowly but never felt slow or boring. I think it is one I would definitely re-watch sometime. Thanks for the recommendation, Thomas!",
"html": "<p>I watched <i><a href=\"https://en.wikipedia.org/wiki/Local_Hero_(film)\">Local Hero</a></i> for the <a href=\"https://www.vanderwal.net/random/entrysel.php?blog=2128\">August IndieWeb Movie Club</a>. I went into it knowing nothing about it and quite enjoyed it. There was some great, subtle humor in it and a surprisingly young Peter Capaldi (25!). It unfolded slowly but never <em>felt</em> slow or boring. I think it is one I would definitely re-watch sometime. Thanks for the recommendation, Thomas!</p>"
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Have we come up with a better question than “how are you?” I haven’t known how to answer that for a while now; it changes frequently.
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"text": "Have we come up with a better question than \u201chow are you?\u201d I haven\u2019t known how to answer that for a while now; it changes frequently.",
"html": "<p>Have we come up with a better question than \u201chow are you?\u201d I haven\u2019t known how to answer that for a while now; it changes frequently.</p>"
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