#00ff00 — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #00ff00, aggregated by home.social.
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While working on a color font project I ran into some nice Illustrator shenanigans.
Depending on your values, Illustrator likes to bitmap your gradients when outlined in a CMYK file, sometimes with values not even that far outside of the gamut. But sometimes other colours far outside of the gamut work fine.
And once in a while there is a bug where white suddenly gets turned in #00FF00 when outlined.
So I guess we need to develop a safe for CMYK color space for color fonts?
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@trini if you're not that into CSS, and furthermore, into GTK-flavoured CSS, this might provide some helpful hints overall. This is how I'm configuring the battery widget to have a background colour for its status:
@keyframes blink { to { background-color: #ffffff; color: #000000; } } /* #battery.charging { background-color: #00ff00; color: #000000; } */ #battery:not(.charging):not(.full) { background-color: #ffffbb; color: #000000; } #battery.warning:not(.charging) { background-color: #ffd000; color: #000000; } /* Using steps() instead of linear as a timing function to limit cpu usage */ #battery.critical:not(.charging) { background-color: #ff0000; color: #ffffff; animation-name: blink; animation-duration: 0.5s; animation-timing-function: steps(12); animation-iteration-count: infinite; animation-direction: alternate; }The Styling wiki page may provide more hints, and the respective module wiki pages.
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why is battlestar galactica color graded like that when they're on a planet. why is foliage boosted all the way up to #00ff00
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Seems like everyone including BART's official web pages calls the priority seats green. To me they look yellow. Do I have some weird form of partial color blindness? I always thought I was better than average at seeing color distinctions.
The RGB value in this pic is #d4d807. Pure green would be #00ff00 and pure yellow would be #ffff00. I call this yellow with a very small touch of green added.
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i hate medium enough as it is without somebody deciding it would be cool to have their page background be #00FF00 green
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That's assuming we've got something like
:root {
--primary: #00FF00;
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Du hast zufällig den RGB Hexcode einer Farbe, gefunden. Aber wie sieht die aus?
Spielerei mit imagemagick:display -size 100x100 xc:"#00FF00" &
Beenden mit: killall display
In die Manjaro Konsole ist dafür schon ein onMouseover per default eingebaut.
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Another interesting thing: the test begins with a colour that is obviously blue or green, if you say "this is green" to something obviously blue and "this is blue" to green it alternates between #0000FF and #00FF00 and if you keep saying the wrong thing as a result your boundary is at hue 180, which is cyan #00FFFF
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Well, to be fair, in general ALL map tiles should be low-saturation.
Because the characters and monsters and targets are high-saturation.
If your grass is #00ff00, then nothing in the world can be greener than that. You can't have a lusher tree that stands out, or a character wearing a bright green parka...
So map tiles are almost always value-differentiated, low-saturation tiles... at least on top-down maps.
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@TrentWalton Make it only using #00ff00, boom, Matrix'd! (this looks really freakin' cool)
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One of the joys of my early D&D experiences was discovering Dragon Magazine. I wasn’t just excited to have new optional rules, I was excited because I could read ideas shared by other people running the game. Sometimes these articles would open up ideas that I would never have had otherwise. Other times, I would have a general idea that certain adventures or campaign elements would be fun, but reading about them bumped that option up my list of things that I wanted to implement right now.
What’s that? Am I saying Dragon Magazine or some other periodic source for fantasy roleplaying has emerged? Not exactly, but I think there is a modern trend that gives me a similar feeling. Various RPG companies have adopted a model of publishing short PDF products that are centered around a focused topic. These are often easy to digest, and from a company standpoint, it keeps customers engaged with the RPG between larger, major releases. In some cases, this also allows the company to fund a larger product that consolidates these smaller releases.
Some of the RPG companies that I’ve seen engage with this approach have been Green Ronin, with discreet rules, adventure, and NPC releases for Mutants & Masterminds, Schwalb Entertainment, with tons of adventures, player’s options, monsters, and optional rules for Shadow of the Demon Lord, and Modiphius with various adventures, mission briefs, and NPCs for their 2d20 games. Another company that has been releasing some of these smaller products is Kobold Press.
Disclaimer
I did not receive a review copy of this product and purchased it on my own. I have received some review material from Kobold Press in the past. I haven’t had the opportunity to use any of the material in this product. I am very familiar with D&D 5e both as a player and as a DM.
You Find Yourself In A Forgotten Temple
Designer: Victoria Jaczko
Editor: Jeff Quick
Cover Artist: Fred Fields, Marcel Mercado, William O’Brien
Interior Artists: William O’Brien
Graphic Designers: Marc Radle, Kennedy WilliamsThematic Inclusions
This product is 15 pages, including the title page and three pages of ads for other Kobold Press products. I know I must have seen this in other products before now, but it did jump out at me that we don’t have an OGL page, we just have a paragraph at the bottom of the title page citing the Creative Commons license for the 5e OGL. The trade dress matches the standard Kobold Press offerings, utilizing some of the artwork that has appeared in other products. That’s not a knock, by the way. Kobold Press commissions some great artwork, and it’s great to see it get reused in appropriate products.
What Are We Doing Here?
In some ways, this is an extension of what Kobold Press did with their Patreon, when they were publishing their Warlock zine, but in full color and with a trade dress that matches Kobold Press’s full release products. While we’ve seen Kobold Press consolidate collections of Warlock articles into hardcover and larger PDF releases, there have been a few PDFs released in this format as part of a connected series that haven’t yet been collected into a single product (for example, the Book of Blades series).
The history of these releases has evolved a bit over the last few years. Some of the earliest releases are polished up compilations of blog articles. Others have been interesting “quick responses” to some of the D&D 2024 playtest materials, like the monster criticals product. Not all these ideas work for me, and many of them really go off on a tangent, but they are fun tangents. The kind of things that I used to appreciate in Dragon Magazine, where I may not have used an article wholesale, but the concepts were intriguing enough to work into what I was doing at the moment.
While You Find Yourself in a Forgotten Temple is a self-contained release, there was a previous release that explored a similar theme, You Find Yourself in a Haunted House. That product had a similar page count and the same author.
Into the Lost
In this case, the product is looking at the tropes associated with forgotten temples and how they are used in 5e SRD adventures and campaigns. Each section of the product builds a few definitions, then uses those definitions to build the next section of the product. For example, the first section is about themes associated with forgotten temples. The next section looks at the tropes that are usually associated with different lost temples in different regions. Then, once those temples are introduced, each one of these temples is given a handful of themes from the previous section.
I really like this kind of setup and payoff with design, although I want to make sure we keep in mind that this is a 15-page product. Each of these themes is summarized in a paragraph, and each of these temples are described in a paragraph. It’s an effective way of presenting the material in an efficient manner, but there isn’t a lot of room for a deep dive. For example, in a longer product, I would be thrilled to see some nuance about how different geographic locations and the tropes associated with those temples can bleed into perceptions of cultures in those regions.
The next section of the product looks at curses associated with temples, with a focus on the curses being an ongoing curse reinforcing the themes of the temple, not just a condition that is assigned to the PCs if they fail a save. Each one of these curses is broken down into a warning, a trigger, and a resolution. These are framed as complex curses–a Remove Curse can be used to make a curse temporarily go dormant or to allow another save, but something must be done to fully remove the affliction. This isn’t completely new to D&D 5e. Van Richten’s Guide to Ravenloft introduced the concept of complex curses. I’m happy to see it revisited and tied to the subject matter (although it’s not presented in exactly the same format as it appears in Van Richten’s).
The next section explains the types of traps that might appear in a lost temple. There are only three traps included, but each one is used as an example of how and why different traps are deployed in the setting. These examples are environmental, structural, and wards. The traps are okay, but I like how those traps are included to illustrate the definitions in the product.
The Lurking Supernatural
After isolating the theme, attaching those themes to a specific temple, and then filling out the temple with some appropriate traps, now we move on to what kind of forgotten god makes sense for the locations and themes that have been used so far. As with our previous tropes and definitions, we get a constrained list of lost gods, and what themes and elements should accompany those gods:
- Blood God
- Mad God
- Snake God
Each god’s entry is formatted with the same sections, looking at the god’s Forms and Purviews and Ideas to use in their temples. Earlier in the product, we didn’t get much discussion of what locations and cultures might say in a wider sense, but what I appreciate in this section is that the themes of these gods aren’t only presented along one path.
There are examples of how a blood god might be less about evil and sacrifice, and more about warfare and ferocious defense of something. Mad gods could be ominous eldritch beings bringing an end to things, or they could be trickster deities that never “shut off.” The only letdown in this section is the Snake God example, which mentions that you can play against type, but doesn’t give many examples of what a positive snake deity might represent, even though we’ve actually got some historical evidence that could inform this–immortality, protection, and secret wisdom, for example. Despite the lack of non-malevolent snake god traits, I still appreciated this section.
There is a three-part table for determining what secret the temple could hold. Each one is a d12 list, and each header can be rolled separately, to connect a type of lore with a form of lore, and the effects of utilizing this lore.
The last section includes magic items. These aren’t just random magic items, however, but each of the items is tied to a different thematic element of a lost temple. Our examples include:
- Serpent God’s Temple–Serpentine Chain
- The Sunken Temple–Folgos Cannon
- The Forgotten Temple to Unknowable Gods–Brain Needle
The Serpentine Chain is fun, and the Folgos Cannon (a lightning gun that recharges when loaded with saltwater) is interesting, but the Brain Needle is just beautifully twisted, giving the user a variety of special abilities based on the intelligence score of the creature whose brain you tapped before you injected yourself with their brain juice.
Earlier in the document, I noticed that the spell level was referred to as “circle,” but an interesting addition to these magic item entries is a gold piece price for each. Each of these items is Legendary, but they range in price from 30,000 to 40,000 to 60,000 gp. While it’s not easy to extrapolate too much from this hint at Tales of the Valiant rules, it does at least nod toward magic item pricing that isn’t variable and isn’t blanket across a specific rarity.
You Have Chosen Wisely
I’m not going to say that I haven’t seen similar material in other products over the years, but I don’t think it’s the novelty of the elements that speaks to the utility of this product, it’s the carefully laid out process of building on definitions in discrete chunks. We don’t just get a longer section talking about best practices for lost temple adventures, we get a section that defines elements, which gives way to another section that defines elements, and connects the previous elements, etc. It’s procedural and actionable, and it makes all of the points that it presents in an extremely clear manner. I really appreciate the definitions of themes, the discussion of curses, and the Dark Secrets table especially. And oh, that lovely Brain Needle.
You’re Gonna Get Killed Chasing After Your Damn Fortune And Glory
I understand that the product has a limited number of pages, but my blue-sky wish would be a little more examination of how terrain-based themes for temples can be used in both a positive and a negative manner, even if that once positive temple ends up being cursed. I’m not sure what would have had to have been sacrificed (ahem), but I would have liked maybe one or two more example divinities, and maybe another sample curse. I liked the thematically aligned magic items, but I almost wish the connected items were mapped to the same element of the temple. For example, three magic items, each connected to one of the example divinities.
Recommended–If the product fits in your broad area of gaming interests, you are likely to be happy with this purchase
I think this is a good product that keeps you on track when trying to design your temple-based adventure site. Even if you’ve built a hundred lost temple dungeons across your career, I think this product is engaging and clear enough to make it fun to sit down and start from scratch, keeping all of these points in mind, to make your 101st lost temple dungeon. The Dark Secrets table alone is going to be useful to mine for ideas around which to build the rest of your adventure site.
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<span style="color:#ff0000;">G</span><span style="color:#ffaa00;">o</span><span style="color:#aaff00;">o</span><span style="color:#00ff00;">d </span></span><span><span style="color:#00ffaa;">n</span><span style="color:#00aaff;">i</span><span style="color:#0000ff;">g</span><span style="color:#aa00ff;">h</span><span style="color:#ff00aa;">t</span>
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Found a video on youtube titled "10 hour greenscreen" that's just a 10 hour silent video with a #00FF00 background.