Cheating Sparky with over 10GB of JSONs, and lots of scripting
Scraping images and comparing them to win virtual currency? It's more likely than you think...
Hi! Welcome to the dumping grounds for my thoughts, experiments, ideas and whatever else I decide to write up.
These aren't particularly well-organized, and I don't plan for them to be - I just write about whatever occupies my time or thoughts without much regard for how interesting it might be. The things I generally tend to think about, however, tend to be tech or programming related, so it's likely you'll see quite a bit of that here.
This site is also actually a proxy of my cohost page! The posts are just presented in a more convenient way, and are generally easier to embed and share.
Scraping images and comparing them to win virtual currency? It's more likely than you think...
How I wrote cohost-blogger
, my own custom blogging software solution built entirely on Cohost, and why GhostCMS fucking sucks
A visual effect breakdown of my NotITG playable arrow music video made for six impala's "eyes in the water"
Or, as an alternative title, "how the number 2.4MB slowly drove me insane".
I feel like it's only right for me to revisit this tool once more, half a year since my last post on it.
Reversing a pretentious so-called "essential" Minecraft mod to get $4.99 cat ears for free, for everyone.
Please note that a very small portion of this 10 minute article is spent actually explaining metatables.
Don't give Jill a Lua API and networking access. Only cursed nonsense will come out of that.
I will one day learn that living life on the edge with no backups is a bad idea, but until then..
To celebrate said Binding of Isaac mod releasing, I decided it'd be fun to go over the history of how I started working on the mod, how development of the mod went, and insights into how the Isaac modding API sucks balls.
You may have heard people in the Isaac modding scene use IsaacScript, a TypeScript drop-in for Isaac modding. But what is it exactly, and is it any good, or is it just a meme?
Smashing polygons into smaller polygon pieces with a quick, memorable and efficient algorithm!
If you've ever written any sort of UX/UI component, you'll likely have encountered the problem of easing - making things move in a nice-looking way. So, here's my idea. I've used this method in a few games and UIs and it works really well.
What I realized was, the shader design of running code for every single pixel of an image isn't only applicable when your GPU allows you to do it.
Listen, I know it might sound like the post title is unrelated at first, but stay with me here...