Well a day turned into just a few hours. I am moving over to @twisterghost and will sunset this account eventually.

Thanks to everyone who is following me now, and double thanks if you follow me again at the new account!

Gonna give it one more day but I'm thinking I might be switching over to my new instance full time.

If you'd like to keep following me, please follow me at @twisterghost

I'll be posting this a few more times as I get closer to cutting off this account, and I'll do an account redirect/migration, whatever that actually does.

Making a quesadilla for lunch and using the two-plates-around-it-to-flip-it-without-spilling-everythung method

Gonna be a good one

If I'm following you twice right now, it's because I've set up an instance elsewhere and I'm deciding if I want to make the full switch or not.

Waiting on a response from the relay server to see what that's like to help me discover stuff. Once I get that settled I'll see how search and some other features feel before deciding where to go.

Big ups to @mastohost for great service, regardless.

Biting the bullet and setting up my own instance through masto.host. I'll poke at it for a bit and if I'm happy with the service, I'll be sure to be clear about how to follow me in my new space.

I considered self hosting and managing but I just don't have the bandwidth to focus on that right now.

So, watch this space I suppose. I'd like to be building more tabletop tools that follow these guidelines. The landscape is pretty just apps that are either too overbearing, require a subscription, or crusty and janky.

The goals are:

* Character/monster bank
* No login (all local data)
* Auto save state, come back whenever
* Minimal, effective, clear design
* FAST - little-to-no load time, lightweight at run time

As a DM, I just want a combat manager that does exactly what I need, and nothing more, that is available at a whim, that I can preload with entities and gives me the clear overview and organization I need, and I don't want to have to log in to something for it.

Also its just a fun project.

A little more work on my tabletop combat manager this weekend. It is still ugly as sin but it has some semblance of styling. Planning to take a real stab at the overall style later on, focusing on functionality right now.

I also moved it over to github to help with visibility. You can follow the project here if you'd like: github.com/twisterghost/combat

It is way too early to really use, but for funsies I'll be deploying nightlies to combat-manager.mjb.sh/

Working on building an actually good combat manager for tabletop games. One that is clear with how it works, is immediately available when you need it, doesn't require an account or subscription, lets you save player data locally to be recalled at-will, yet still does a little bit of work to help you with stuff like tracking status/spell timings, having a display of player stats, etc.

I've yet to find one I like so I'm making it for myself, and hopefully others find it useful, too.

anyone ever told you "premature optimization is the root of all evil"?

let me tell you a story. about computers and javascript and hitler and the soviet union.

a friend of mine just dug up some numbers and did some math for my dyscalculic ass and came up with the conclusion that just by transmitting the minified version of jquery around (not even executing it!), Planet Earth is likely using up somewhere between 7-14 billion kWh of power every year.

let's put that into some perspective.

world war two was the single deadliest conflict in human history. it killed somewhere around 80 million people, which at the time was three percent of *all humans, everywhere.* it left europe in ruins, and nowhere was the damage so intense and horrific as the Soviet Union.

the Battle of Stalingrad is one of the most famous battles of the war. two million people died there alone. in the opening salvos the entire city was flattened by nazi and soviet bombs alike. eventually the Union prevailed, at a tremendous cost.

but Stalingrad was only one of the cities flattened, only one of the battles fought as Europe burned. the devastation was so comprehensive that nearly every western nation had to rely on aid from the US, one of the only powers on either side whose economy was intact, to rebuild. (it didn't help that American wartime policy was designed more to inflict as much Nazi death and destruction as possible on the Soviets, of course).

if we add up the energy of every single explosive device detonated over the course of that terrible war, from hand grenades all the way up to the two atom bombs the US detonated over japan, slaughtering civilians en masse and turning two cities to rubble in the space of a moment, we get the figure of about 3 megatons. or in kilowatt hours, 3.4 billion, spread out across all those years of war.

compared to 7-14 billion kWh just to transmitting the same tangle of bytes around again and again. every single year.

and that's just jquery. not the cost of executing it. not the mass of other garbage javascript and analytics and social media spyware, which now often adds up to megabytes per page. not the cost of rendering or running any of that.

just to zap jquery back and forth across the internet to every computer accessing a website that uses it.

a final point of comparison, now that i have your attention: bitcoin uses up 46,000 billion kilowatt hours per year. a number which is likely to keep on growing.

draw your own conclusions about web design & software optimization.
The blood moon rises once again.

Please, be careful Link.

Cleaning the house, maybe some game dev, then heading to the Baltimore Guinness factory this afternoon

Really wild week between the 12+inches of snow, violent crime that disrupted work on Wednesday and just general political goings-ons.

Hey, 2019, you okay? Wanna pull back a little bit?

Show more
Mastodon

Server run by the main developers of the project 🐘 It is not focused on any particular niche interest - everyone is welcome as long as you follow our code of conduct!