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Small project: algorithmically-generated skies in the rough style of Steven Universe's backgrounds. I'm still working on them, but I already like how they're looking. (Using Rust+Cairo.)

Today I learned:
1. Plymouth—the software for displaying graphical loading animations for Linux systems—has its own custom scripting language, and
2. This dynamic type union thing is a feature of that scripting language:

I'm doing some basic experimenting with SpryTile, which is a lot of fun so far.

I'm experimenting with keeping track of inventory in D&D using paper slips instead of rewriting and erasing items on a sheet. …I also just really like making little things out of paper.

Next time I run a tabletop game I'm gonna use this enemy list:

the operator for when you're not completely publicly out but you still want to convey to other queer people that you're queer

I am gonna cross-post my drawings here, too, 'cause I like putting my creative stuff on Mastodon. Day one: Lúcio, my typical character choice in Overwatch.

…I made this for a reason and I completely forget what that reason was, but I still like it anyway:

I've always wanted to decorate my home as if I were an NPC in an indie game, so I also was working on doing some stencils for geometric hanging flags tonight. I like the design, but I discovered I can't skimp on the stencil materials. Next attempt coming soon.

I haven't had a lot of time for art-related stuff recently, but today I worked on a tiny Haskell library for quick-and-dirty algorithmic pixel art:

…this is the prettiest bug I've had so far in this project:

I'm not 100% in love with this art style—it's kind of bland—but it works pretty well for prototyping, at least.

I've thought in the past about making a vaguely Animal Crossing-inspired gardening game, so I've started writing a prototype in Löve and working on rough-draft pixel art for it:

…been a while since I did any pixel art work, so I practiced with some fake video game tiles: