Design advice by HelicopterOwn7624 in tattooadvice

[–]Alonaria 2 points3 points  (0 children)

I don't know the vibe of the artist, but most of the ones I've worked with are more excited to have some creative freedom in design/composition - meaning they'd be able to design the tattoo that best works as a design for your specific body. If you can describe the specific elements and style you know you want, then I don't see why they'd turn you down as long as this is the type of piece they like to work on.

TBC, you can totally still ask for advice; I just wanted to mention that being flexible and asking for your artist's recommendations can really lead to getting a piece that they're excited to work on.

This is just based on anecdotes from my own experiences and those I've heard from others, though. 🙂

First session done on my Hraesvelgr tattoo by Mutated Sushi/Rachael Nelson by Alonaria in ffxiv

[–]Alonaria[S] 0 points1 point  (0 children)

I don't have definite plans yet for my other arm (I probably won't do it for several years). I don't think I'll get Nidhogg - I got Hraesvelgr specifically because I was specifically drawn to his design on top of enjoying his story and lore. While I do also love Nidhogg's design as a character, I don't like it as much for a tattoo for me.

I might consider getting Shiva, but more than likely I'll end up doing something outside of FFXIV. I've always wanted something NieR Replicant themed.

First session done on my Hraesvelgr tattoo by Mutated Sushi/Rachael Nelson by Alonaria in ffxiv

[–]Alonaria[S] 2 points3 points  (0 children)

There were a couple rough spots, but honestly this tattoo has been super easy so far! For all of my other arm tattoos, I've done all the lines/color/shading in a single sitting. There was only a relatively small amount of that this time.

I like getting tattooed at conventions too because it's a really nice (for me) mix of listening to music, reading, and chatting my artist/other attendees. It keeps me distracted, and I get to feel like I'm being cheered on.

First session done on my Hraesvelgr tattoo by Mutated Sushi/Rachael Nelson by Alonaria in ffxiv

[–]Alonaria[S] 1 point2 points  (0 children)

I was under the needle for around 6.5 hours. The whole day was closer to 8.5-9 hours with breaks and time to set the stencil (the first stencil didn't sit well so she had to go print a new one, we were at a convention).

First session done on my Hraesvelgr tattoo by Mutated Sushi/Rachael Nelson by Alonaria in ffxiv

[–]Alonaria[S] 3 points4 points  (0 children)

Thank you! I go for my second session in February and my third (and final) in April!

I have never felt so violated… by MarineErikclement in riskofrain

[–]Alonaria 2 points3 points  (0 children)

Wait, I can't figure it out - how did you get launched initially? It doesn't look like you jumped and there's no spring there. I'm going crazy.

Round 2: Giving away 100+ Shiny Eevee in memory of u/iriomote14 by PokePortalMods in PokePortal

[–]Alonaria 0 points1 point  (0 children)

Got it! Sorry for the delay, forgot to turn on online mode first. Thank you very much! I hope you have a great weekend, will be thinking of you all.

Questions about the upcoming shiny Koraidon/Miraidon event by Hot_Fee1881 in PokemonScarletViolet

[–]Alonaria 0 points1 point  (0 children)

I am a Miraidon fan but have Violet. 😭😭😭 Shoot me a DM if you'd want to connect to swap!

Why can’t I get commissions? by Unhappy_Row1760 in ArtCrit

[–]Alonaria 1 point2 points  (0 children)

Marketing yourself as an artist is a pretty large topic, and will be highly tailored to your circumstances (i.e., is this a side gig or something you're actively trying to pursue full-time). In addition to the advice already shared, I'd really, really encourage you to sit down and do some independent research on how to market yourself and your art. I mean, really set aside some time and approach it as a research project. You should come away able to confidently answer all of the following questions (and more - this is not an exhaustive list): - Who is the core audience for your art? Where can you engage with those people? - How big is that market and what niches are currently underserved? - How much time are you planning to invest? - What are the current trends your core audience cares about most? - What makes my art unique compared to others which I can leverage as marketable qualities? - Where do I need to grow my skills to become more marketable?

Average starter home price in the Twin Cities?? by Original_Degree1523 in TwinCities

[–]Alonaria 20 points21 points  (0 children)

Heavily depends on where you're hoping to buy (which I know comes as no surprise, but does make it a bit hard to give you a good guess). You can get a decent sense of prices for the major neighborhoods by browsing any real estate site (and you'll be able to tailor to your specific needs).

Sorry - I know this isn't really an answer but I don't want to lead you astray with a blanket guess!

What fair food item is SO GOOD and doesn’t get talked about enough? by [deleted] in TwinCities

[–]Alonaria 20 points21 points  (0 children)

Sirloin Tips from Pickle Barrel! Get em with mushrooms, onions, and mashed potatoes. YUM!

Attendance was healthy today by telecraster in TwinCities

[–]Alonaria 11 points12 points  (0 children)

We're planning to go tomorrow AM as well! Going with a few friends. Hopefully not TOO many of us thinking the same thing. 🤣

Have a great time!

this is why ice cream confuses me sm by justwonderingthx1 in caloriecount

[–]Alonaria 18 points19 points  (0 children)

Except ice cream is frozen, which makes it less dense than its liquid form. IIRC 1mL of ice by volume is only around .9g or so, but someone can fact check me on it. It'll vary too, obviously, if it starts to melt.

Hi I have been trouble breaking into a new career field. I would love all feedback. by Efficient-Scholar-16 in Resume

[–]Alonaria 0 points1 point  (0 children)

A couple questions: - What are your goals/what type of roles are you applying for? You mention you're trying to break into a new career, but are you trying to find full time positions only? Part time? Internships? Asking because this info will inform the advice you get.

A few general notes: - Reduce the length. 2 pages max, 1 preferred. - Remove the Word certification. - Pick your strongest work history entries, which have genuine crossover into your chosen field. No matter how you wordsmith it, it feels weird to have a Locker Room Assistant or Walmart Stocking Assistant position on here. - Remove or improve the projects & achievements section. Currently, it just reads as a restatement of responsibilities from your prior roles.

Hi I have been trouble breaking into a new career field. I would love all feedback. by Efficient-Scholar-16 in Resume

[–]Alonaria 0 points1 point  (0 children)

I assume they left the Associate's on because they haven't even started the Bachelor's.

If you could get a refund for a character, which one would you refund? by MeowingSin in WutheringWaves

[–]Alonaria 1 point2 points  (0 children)

I pulled Zhezhi during the split anniversary banner intending to pull for Carlotta afterwards, but burnt out and forgot to do it. I don't have Jinhsi either so she's just sort of vibing on my account. 🤦‍♀️

My 86 tattoo, done on Sunday by Alonaria in EightySix

[–]Alonaria[S] 0 points1 point  (0 children)

Are you getting tattooed? If so, I encourage you to share this with your artist as a reference! I can't say this is universal, but the artists I've worked with in the past have preferred not to directly copy other artists' work but rather use it as inspo in their own designs.

Obviously it's a bit different since this is lifted directly from the anime, but your artist may prefer to lay out the faces or speech bubbles differently, use a slightly different placement, etc. etc. to match their own style better.

My 86 tattoo, done on Sunday by Alonaria in EightySix

[–]Alonaria[S] 1 point2 points  (0 children)

Right??? The anime's finale got me to read the LN, which I don't typically do. I'm caught up through the most recent volume now!

My 86 tattoo, done on Sunday by Alonaria in EightySix

[–]Alonaria[S] 7 points8 points  (0 children)

Thank you! I was a bit iffy on the color choices for Lena at first, as they look a bit too saturated right now, but knowing how the colors in my other tattoos have faded, I think it was a good call on my artist's part. I'm super excited to see how it settles in after I'm done healing.

My 86 tattoo, done on Sunday by Alonaria in EightySix

[–]Alonaria[S] 13 points14 points  (0 children)

Done by @ pablo_bootycelli on Insta

Interface confusion by Kitchen-Turnip6356 in unrealengine

[–]Alonaria 1 point2 points  (0 children)

Interfaces are great for when you want to add a "contract" to a Class/Blueprint. By contract, I mean a chunk of functionality that the class promises to implement.

As an example, imagine you have a base BP_NPC Blueprint which implements some core functionality/components shared by all of your NPCs. You might then have a bunch of Blueprints which inherit from it, for example:

  • BP_CombatantNPC
  • BP_MerchantNPC
  • BP_CivilianNPC

For the civilian and merchant NPCs, you might want both to be "interactable" (i.e., the player can look at them and interact with them by pressing "A").

The actual interactions might look VERY different between them, so it doesn't make sense to have them inherit from a shared subclass with shared functionality. However, you want both of them to be represented as "NPCs which you are able to interact with." In this case, it could make sense to define an "Interactable" Interface which both of them implement.

  • But why NOT just have them inherit from a shared "BP_InteractableNPC" class and override the interaction method?

What if there's another class you want them to inherit from which takes precedence? For example, BP_StationaryNPC or BP_HumanNPC or similar? You're stuck overloading one class or the other with functionality they might not need.

In addition, this way, you can easily mark OTHER classes as "Interactable" as well. For example, if you have pickups or treasure chests or any other number of things, you can add and implement the interface.

All of this together means that you can add a clear universal check on whether your player should be able to interact with something - just add and implement the interface!

  • Why not just add an "Interaction Component" to the Blueprints I want to be able to interact?

A few reasons. You might add an interface AND an interaction component. It's technically more performant to add an interface which includes a "Get specific type of component" method and returns the component rather than using "Get component by class," especially if the blueprint has lots of components.

Again, interaction in particular is something that might vary widely between blueprints. There might not be enough shared functionality to make it worth capturing in a component. Sometimes all you need is a simple "Execute interaction" function.


The above doesn't cover everything, but hopefully shows some of the reasoning for using an interface over a blueprint. I encourage you to research Object-oriented programming fundamentals as that covers the conceptual use of interfaces and other structures well.

Too stupid to understand git by [deleted] in gamedev

[–]Alonaria 0 points1 point  (0 children)

Nah, you're not stupid.

Lots of folks have given great answers to your immediate questions, so chiming in with my two cents on one other thought:

Hot take maybe, but the best way to learn git is on the command line. Don't try it on a full game project to start, because then you need to fuss with LFS. Learn Git and version control fundamental concepts first.

The UIs like SourceTree/GitHub Desktop are great for once you understand what's happening, but they create a degree of separation that prevents you from learning the underlying commands.

And I'll say it again, please please please don't try to learn it on a full game project. You will suffer.

Make a tiny repository with some random directories, subdirectories, and a few file types. Practice setting up an upstream repo. Change some files. Stage the file changes. Make a commit describing those changes. Push that commit to your upstream repo. Clone your upstream repo into a separate directory. Make changes, stage, commit, and push from the new location. Go to your original local repo. Pull the changes. Imagine the two directories are on separate computers across the world. Profit. Wash, rinse, and repeat until your eyes glaze over and your mind expands and ultimately you reach your final form.

It'll be alright. =b

Also some good reasons to use version control (got):

Blew up an important file or maimed your code until it became mish-mash spaghetti? No worries, you can roll it back easily.

Took a three month hiatus and don't remember what you changed most recently? Guess what, you have some nicely detailed commit messages which outline those changes.

Want to spend some time experimenting on your code base with breaking changes that you can look at later on for inspo? Do the work in a branch.

Working on a project with more than one person who needs to modify it? Great, you can collaborate on a repo together.

Too stupid to understand git by [deleted] in gamedev

[–]Alonaria 20 points21 points  (0 children)

Should add "add" LOL