Friday, June 24, 2016

DIY ultralight wallet

So I made a thing and thought I'd share. Just in case any one else wants one of these things.


My current wallet is a rad Batman wallet my sister gave me years ago to replace the batman wallet I've had since I was a kid. It's now disintegrating so I decided to make a new one with my sweet new crafting stuff.

The search

I looked and looked for a decent free cloth wallet pattern, but they're hard to track down. Art of manliness has a sick leather design, but I wanted something that would work better with my current material. I stumbled across this design and really liked it. So I looked at the measurements on the site and made my own pattern. It's not exactly the same. Mine came out a little shorter, but I'm happy that I made something that looks good and should be durable.


So armed with my pattern I got to work. Luckily I managed to think through the process enough not to mess it up when the time came.

Here is the pattern. The yellow portions are the seams, the different colored portions denote different sections of the wallet. the black portions will be boxed in to create the card pockets, which are blue.

So let's get started:
  1. Seam the top and bottom of the big piece, and the top of the smaller piece. It helps to iron in the seams, since they are small and fiddly.
  2. Stack the smaller piece so the seam ovarlaps the dividing portion of the front and back of the big part. Sew in the baffles for the cards. Start along the bottom edge, and follow up and around the dividing sections, then continue all the way down the bottom edge.
  3. Assemble wallet inside out (make sure it will flip right-side out into the wallet you want!!! Check. This will be easy to screw up). The pockets will be facing in.
  4. Pin and sew together along both sides. I managed to miss the pocket portion on the first try, so I added a third line of sewing and triple seamed the other side as well. Make sure you lock the stitching in place (you stitch back and forth a bit at the end) since this seam will be taking all the stress of the construction, other than shoving cards in the pockets.
  5. Flip back out
  6. Enjoy a lightweight and durable wallet that you had the pleasure of crafting yourself.

Friday, October 2, 2015

Attack on Titan review

How to summarize my feelings. I gave it a "meh" on facebook, but that doesn't really cover it. I liked some stuff about it. I just really disliked some other stuff. So let's break it down:

  • Fight scenes. A little more gory than I really like, but they were epic and original, so can't really complain.
  • Setting. The setting is really crazy awesome. It's not your typical post-apocalyptic setting at all. Not saying it's entirely original, but it sings it's own song, and it's really commendable.
  • It made me think. A lot. So I always really love that. The thematic elements are fairly varied and not pushed in your face obnoxiously.
  • The pacing was AWful. The pacing of the whole show, and the pacing of each episode. They dump everything into one episode instead of referring back to previous stuff and the whole show goes nowhere. Really slowly.
  • Most of the characters were really annoying. They are either whiny or caustic. They don't seem like people, they just seem like plot points. Much of this is probably attributable to bad subs and pacing, though.
  • I lied about none of the themes being in your face. There was one they pushed to an obnoxious level. The horrors of war! Granted this is like the one theme you can get away with pushing b/c I doubt you can ever over state it.
I didn't hate it, I just didn't' agree with the hype. It ain't that great. It was worth it to watch, but I don't think I'd recommend to people. If you would enjoy it you've probably already seen it or made up your mind to.

Thursday, February 5, 2015

Bully tactics

Social Media is awesome, though it continues to break my heart, haha. Blocked again by someone of relatively high profile that I admire, for the heinous crime of disagreeing with them and trying to express myself rationally.

Ah well.

I have noticed trends, though. Trends of bad behavior. They belong to no one particular group. They are tactics or arguments people make that I absolutely loathe. Not an exhaustive list, just thought it'd be fun to write about.

1. "Your not speaking out against this thing means you love that thing!" I simply cannot describe how many ways this is not only wrong, but also stupid. Don't do this. Ask them if they have an opinion on that thing. Don't assume their position. And don't attack them for being silent. There's plenty of good reasons for keeping your mouth shut.

2. "One bad apple spoils the bunch." This one has many forms, but it's nearly always a hypocritical application of a group judgement. Islam is a favored whipping boy right now. The problem with this is both personal accountability and disparate groups under a larger umbrella. Is this a group problem or subgroup problem? If you don't know, don't attack the larger group. Extremism by any other name would smell as sweet. As sweet as bantha poodoo.

3. Last and definitely least is the classic ad hominem. Seriously. Attacking someone for having a different opinion than you is textbook incivility. Let's all strive for better.

Friday, August 23, 2013

Nerd cred

So the math already came in handy. I am now the proud owner of a hot pink compass (Thanks, Bib!).

I was trying to figure out how I'd use that to slice up a circle (I have a ruler, and a calculator as well) so I can use the sweet wind projects book my Mom gave me. Turns out you can use the radius of the circle and the compass to mark any number of divisions provided you aren't scared of a little math.  :)

So you draw a circle, then make a starting point with your ruler. Let's say you need to divide the circle into three to make a 3 bladed pinwheel. Well you know that the three blades will take up a third of the circle, which means they'll be 120 degrees. Well that's not very helpful since you need a right triangle to use sines and such. But hey! You can draw a triangle between your center point, and two imaginary points at 120 degrees. Then you can slice that in half to form 30-60-90 triangles!  :D

Anywho, the short of it is you multiply your radius times the square root of three. That's the distance between your starting point on the circle, and the next third (since I can only measure straight distances with my current tools).



Pinwheels here I come.

Thursday, August 22, 2013


Been studying for the GRE and made a frightening discovery. I really do like math, haha. It's full of fun and interesting and unambiguous puzzles. It's full of interesting relationships and complex behaviors of simple things.

Guess it's just another gadget to play with.

Well that and it's the foundation upon which almost all that we love is built. So it's kind of important. Just saying.  :)

Saturday, September 29, 2012

Night Sky

Lately I have finally gotten around to installing a game I bought last December in the Humble Indie Bundle 4.

Night Sky is a beautiful game in look and sound. It has a very relaxing, ambient feel similar to Osmos, though obviously the gameplay is completely different.

In Night Sky you control a sphere through physics intensive platforming challenges. Your ability to control the sphere changes from level to level. Mostly you'll use the arrow keys to bounce off of various obstacles and jump ramps, but sometimes even this will be taken from you and only gravity will propel you. You will also slow down for precise control, control pinball paddles, speed up to make long jumps, and reverse gravity. You also power various apparatuses with your motion.

I've not beaten it yet, but the content I have seen has been very satisfying and I can't wait to dive back into the beautiful dreams of Night Sky.

Thursday, September 13, 2012


I have been playing Starfarer for a few months now. It's a slick tactical top-down space combat game. In the long run it will feature a campaign as well, but that is very much in the works.

The combat is the real gem of the game. It's been very nearly the only focus of development up to now, and it really shows. There's a variety of ships and weapons to play with, and each with it's own give and take.

 You pilot a single ship arcade style and give high-level commands to your fleet. Starfarer eschews RTS conventions in favor of way points for things like attack, defend, and scout. You can also give commands on individual ships like escort and defend. Then the marvelous AI decides which ship to send on each mission.

Each ship's payload is customizable and can be tricked out with hull mods to suit your play style or address a ship's strengths and weaknesses. Each ship is also equipped with an active system, like flares or teleportation. Mastering the use of these systems is key to success.

There are missions to challenge you, and a small sandbox campaign. You start with a single frigate and work your way up to a full armada by raiding enemy fleets. The only aggressor in the beginning is the pirates, but you can make enemies of any of the various factions.

In a word, the game is brilliant. When you shoot an enemy the hull starts to fracture and glow. If you hit them really hard you'll see melty bits floating into space. When you disable a ship there's a very satisfying screen-whitening explosion. Everything has been crafted with a love that shows in every detail.

It's a steal at the pre-order price of $10, and you'll get access to all the preview builds, which usually come out every few months.

See also:
And here's a few photos to massage your eyes with awesome!
The campaign map. Small fish in a big pond.
My small force. I'm piloting the more fragile of the two.  : )
The tactical map. This is where you give the orders.
Victory! Though I'd have preferred to take out that other ship, boardable ships are always a nice bonus.

Monday, September 10, 2012

Three word review

Last week I gained early access toFTL or Faster Than Light, and it's been blowing my mind. It's short and sweet; challenging, but not impossible. I have been watching a few streams over the weeks, trying not to go crazy waiting for this game, and in one of them someone asked what a good three word review would be. My first thought was "awesome, holy crap." I have now settled on "Can't stop playing." The developers describe it as a real-time spaceship simulation roguelike-like. That's very fitting, but also slightly convoluted, so allow me to break it down a little.

You begin in the hangar where you select your ship. You start with the Kestrel and unlock new ships as you play. Each ship also has a second variant that can be unlocked with different starting equipment and weapons. You can also customize your starting crew's names and appearances, though only humans have alternate skins (for male and female). When you're ready you launch into space and get ready for a great adventure. Or you fail miserably. Either way it's great fun.

The first thing you'll want to do is get your crew to their stations. The bridge, weapons room, shield room, and engine room all have consoles that can be manned. You will also be ordering your crew around to repair damage and fight enemy boarders. Other things you can control are the doors and airlocks and power distribution. Both are highly significant and vital to victory. Doors can be opened to vent oxygen. Airless rooms will extinguish fires and damage enemy boarders. But your crew will also asphyxiate without air so be careful. Power management is vital as you'll need to decide which part of the ship is most important at the time. Do you need that little bit of extra evasion or the medical bay for healing?

You jump from beacon to beacon searching for precious scrap and fighting rebels, pirates, and many many others. You jump from sector to sector at the long range beacons, hoping to make it to sector 8 to bring vital information to the remains of the routed Federation. Battles are tense and overwhelming at first, but eventually you find your rhythm and things get easier. You'll still fail a lot, though, which is all part of the charm.

I think FTL's greatest feature is the stories it generates. It's light on explicit story, but heavy on random laughs and events. Here are some of my favorites.

  • On my first play-through I made it maybe 3 nodes before jumping too close to star. I defeated the enemy ship, but the subsequent fires caused by the solar flares ended up killing all three of my crew members as they scrambled to repair the mounting damage to my ship.
  • I was fighting a mantis ship when a zoltan beamed aboard my ship. Zoltans are unique for having the least amount of health among the various races of FTL. I immediately vented the rooms he was in to try and take him down. He succeeded in breaking through my blast doors but only took one shot from a crew member to kill. It was pathetic and hysterical.
  • Loading down the starting cruiser with two mark 2 burst lasers and a mark 3 (Something I'd never seen 'til I bought that one). This amounts to an inordinate amount of pew-pew.
  • Having my last crew member cowering in the medbay as the ship burned around him so I could get the last few shots on the final boss with the aforementioned fire power.
 Seriously I don't know why you're still reading this.  :)  Go check out the site. Also here's some sweet videos and streams to watch (the streams have recorded videos). FTL releases on steam and GOG this friday, so get your $10 ready.

Wednesday, September 21, 2011

Indie stuff

It's hard to breach the impenetrable wall of AAA studios to get at the real people behind the games; to find out what makes each game live and breath. I think people want to feel the context as much as the experience. This is why the indie scene is so appealing. I can send an e-mail to most any indie game maker, and know that I'll get a response from someone who is very much like myself. Now granted there are the same kinds of people at AAA studios, but it feels like each indie game has more of a personality and more of a story to tell, because the less people there are working on something, the less noise there is in it. Everyone has a tremendous impact on the game, and everyone leaves their own mark. I just don't think you can feel that as much from the big studios.

Monday, April 11, 2011

Android closed?

I just want to point out the "d###ed if you do, d###ed if you don't"-ness of the latest Android hubbub.

People want a platform that isn't fractured and broken, but they don't want Google to close it off at all.  So which is it?  Can't really have both.  They have to do something if you want it to be more of a safe and structured environment.

Not trying to take sides, just objectively point out a flaw in the sensationalist Google-bashing tone I'm seeing so much of.