Hoy he estado practicando para dibujar fondos realistas. He hecho uno facilito. No está mal, pero sé que puedo mejorar.
Today I've been practising to draw realistic backgrounds. I've made an easy one. It's not bad, but I know I can improve.
Por cristinardvaya
He mejorado algo del mundo de Minecraft en el poco tiempo libre que he tenido estos días. He hecho el techo del pasillo (junto con algo de decoración) y he investigado sobre bloques de comandos.
I've improved some of the Minecraft world in the little free time I've had these days. I've made the ceiling of the corridor (along with some decoration) and I've done some research on command blocks.
Esto es solo la punta del iceberg. Esta es la primera planta de 6. En cada planta estoy haciendo unas salas del Enterprise de TOS. En esta primera planta es solo la sala del transportador.
This is just the tip of the iceberg. This is the first floor (of 6). On each floor I'm doing some of the Enterprise rooms from TOS. This first floor is just the transporter room.
He tenido que hacer un mapa de las plantas para tener claro dónde está cada sala. Más tarde subiré esos mapas (y por fin las siguientes páginas del cómic)
I had to make a map of the floors to know where each room is. Later I will upload those maps (and finally the next pages of the comic)
Siguientes páginas del cómic. Ayer no me dio tiempo a acabarlas y por eso las subo hoy.
Next pages of the comic. I didn't have time to finish them yesterday, so I'm uploading them today.
(Previous) || (Current) || (Next)
Page 5/35 || Page 6/35 || Page 7/35
Beginning of the comic
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6/35
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Qué creéis que le pasa a McCoy? Está nervioso?
What do you think is wrong with McCoy? Is he nervous?
Por cristinardvaya
I'd like to know what other people think about this person. I think he/she/whatever is being racist and talks about things he/she doesn't know
Every day the people of this planet surprise me more and more, and we are supposed to be advanced, 21st century-minded beings. I don't understand why you think that about Spain and France.
what a deal.
More pages of the comic!
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Begining of the comic
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Page 19/35
Some questions are solved, but others remain unanswered.
Por cristinardvaya
Chapters: 1/1 Fandom: Star Trek: The Original Series Rating: General Audiences Warnings: No Archive Warnings Apply Relationships: Leonard "Bones" McCoy/Spock Characters: James T. Kirk (TOS), Leonard "Bones" McCoy (TOS), Montgomery "Scotty" Scott (TOS), Pavel Chekov (TOS), Nyota Uhura (TOS), Hikaru Sulu (TOS), Spock (TOS), Mirror Spock (TOS) Additional Tags: Psychological Trauma, Emotions, Episode: s02e10 Mirror Mirror, A little bit of TOS Spones, Star Trek TOS Spoilers about some episodes Summary:
El doctor McCoy desarrolla un trauma al ir al universo del Mirror y tiene que luchar contra ese trauma con tal de volver a ser el mismo de antes. La ayuda de Spock es primordial para sobrepasarlo.
Esta es una pequeña narración que he escrito basándome en un post que realizó https://bearsinpotatosacks.tumblr.com/post/641668500608499712/so-this-post-this-post-and-this-one-have-all
Mi historia está en español, puede que más adelante la traduzca al inglés para aquellos que no entienden el castellano.
This is a narration that I wrote inspired by https://bearsinpotatosacks.tumblr.com/post/641668500608499712/so-this-post-this-post-and-this-one-have-all
This story is in Spanish, but I might traduce it into English later, for the ones who don’t understand Castillan.
Cómo calmar a un McCoy furioso:
How to calm an angry McCoy:
Opción 1:
Option 1:
- "Look, I'm gonna-"
Opción 2 (solo si la opción 1 falla):
Option 2 (only if option 1 fails):
Quizás más adelante haga una continuación a este post 😆
Maybe later I will make a continuation to this post 😆
Referencia:
Por cristinardvaya
¿Imaginas un día de San Valentín en el Enterprise?
Can you imagine a Valentine's Day on the Enterprise?
Todo el mundo recibiendo y regalando cosas a la gente mientras Spock mira, pensado lo ilógica que es esa fiesta. ¿Por qué es ilógica? Quizás porque él cree que el amor debe desarrollarse todos los días del año, con paciencia y cuidado, y no le encuentra el sentido a mostrarlo en masa en aquel momento.
Everyone receiving and giving things to people while Spock watches, thinking how illogical this party is. Why is it illogical? Maybe because he believes that love should be developed every day of the year, with patience and care, and he doesn't see the point of showing it massively at that moment.
McCoy, por el contrario, quiere enseñarle al vulcaniano que ese día especial se celebra para llevar más allá el amor. No es una simple fiesta que se olvida el día siguiente; es el instante para preguntarse a uno mismo si lo está dando todo a la persona que más quiere. O, por el contrario, para dar el primer paso en una relación.
McCoy, on the other hand, wants to teach the Vulcan that this special day is celebrated to take love further. It's not a simple celebration that is forgotten the next day; it's the moment to ask yourself if you are giving everything to the person you love the most. Or, on the contrary, to take the first step in a relationship.
Un clásico es vestirse de Cupido con sus alas de angel y sus flechas de amor.
A classic is to dress up as Cupid with his angel wings and love arrows.
Aunque Spock haya recibido un flechazo, no parece que amor sea lo que siente ahora mismo
Even if Spock has had an arrow shot, it doesn't look like love is what he's feeling right now
Referencia:
Por cristinardvaya
This part doesn't contain spoilers.
The Quarry is a videogame created by Supermassive Games, the same people who created Until Dawn and the Dark Pictures Anthology series (Man of Medan, Little Hope and House of Ashes). The protagonists, just like in Until Dawn, are a group of teenagers (although they are around 18, I'd call them youngsters. You know they are that age because they say more than once that they're going to start university). During the summer, they are the monitors at Hackett's Quarry camp, run by Chris Hackett. The trouble starts when two monitors turn up early for the camp.
Personally, it's a game that I really liked, because it has a lot of mystery and I like to try to figure it out before a character tells you, and also, it has choices and that makes you responsible for what happens in the story. It's like choosing how each character develops and how they behave, whether you want them to misbehave with each other, or get along better. I liked it more than Until Dawn, for me the story is more interesting and the decisions are much more important (which means that you don't need to know how to play videogames to get a good ending, because many of the deaths are due to bad decisions or not having done enough research), apart from the fact that it's not such a gore game (I can't stand gore, although after a while watching horror videogames, I'm getting used to it 😅).
I've seen people who have played it complain that "they got a bad ending". You don't get a bad ending, it's triggered by your decisions (it's true that you can miss a Quick Time Event, that is, miss a key or button to dodge something and die, and for me that doesn't really matter, it's just a matter of reflexes and being aware. What's so funny if a character dies for not jumping properly? That happens in real life, but in games and movies the deaths are usually not so pathetic). But still, from what I've seen, it's much more about the decisions. As I was saying, the ending is chosen by you, and because there are so many important decisions, there are many possible endings (each character can have up to 10 different ways to die and there are 9 characters you can control). Obviously, if you get all the youngsters to survive, that's a good ending, but there are more characters besides them that you can also cause to die or not. More things I liked were how they connected all the dots in the story at the end.
There are also things I didn't like about the game, for example, some characters change their minds drastically without any explanation, or have an attitude that also changes suddenly, as if bits and pieces of the story had been cut and pasted. Another thing in relation to character development is that they don't tell each other things. They've seen something strange, dangerous or whatever, but they don't tell the others, or they're trying to help you, but they're not able to tell you, that gets on my nerves 😠. And I'd better not talk about many of the dialogues, which seem to have been forced… In this, the game developers could have made more effort so that the story would have a better sense, continuity and some situations wouldn't be heavy, uncomfortable or unnecessary. Although I must admit that the characters become more serious as the game progresses, and that's a plus (considering that at the beginning they behave as if they were 12 years old).
Well, after giving my opinion, I'm going to comment on some things about the story that I saw, and that are pretty close to what I would have chosen (I'm not summarising because it's a very long story and it's not at all the same playing it or watching it as reading a summary):
Spoilers from here:
There are 10 chapters and a prologue. Between each chapter the game is "paused" and the typical person appears who advises you what to do, as in other videogames by these creators. She's an old woman in this case, and she'll show you possible futures if you find her tarot cards.
One point I liked is that this old woman is to blame for everything, because if she didn't have Silas in her show as an attraction, Caleb and Kaylee wouldn't have tried to help him escape and neither of them would have ended up as lycanthropes. Also, the fact that she tries to convince you not to kill Silas, especially in the last moments of the game when you're aiming for him, is great.
I also really liked the fact that decisions that don't seem to matter can later help you save a character or avoid risking their life, for example, if when Laura is in the cell she misbehaves with the sheriff, then he kills her in the fight at the Hackett's house. Or, if you break the door of the wooden house where Abi and Kaitlyn had the luggage, they can hide when the werewolf attacks them on the radio. Or even, if you find a stuffed animal with Kaytlyn, then you can save her in the final fight in the wooden house if you don't want to kill Caleb turned into a werewolf.
One thing I didn't like is the behaviour of the Hackett family. They are supposed to be protecting the teenagers, but they don't warn them. I'm guessing it's because they've already been in trouble with other people and don't want to go to jail or anything like that (throughout the game you find out what the Hacketts are really like and how long they've been covering up their crimes - in fact, Travis, the sheriff, became a sheriff to cover up them). But once the youngsters know what's going on, it wouldn't hurt to tell them that they're saving them. I also liked the development of Travis' character, who only wanted to kill Silas to free his family. He comes across as menacing, sinister, even as a bad person at first, but if you choose correctly, you grow fond of him in the end, as he can trust you and show you his good side (he's one of my favourite characters along with Laura and Kaytlyn).
And an important detail is to take evidence, clues and that. They help you to discover the story, to explain some things or even to prove the innocence of the protagonists, and they are very interesting. On the credits screen, you'll hear the people doing the podcast that Ryan was listening to at the beginning. Depending on whether you saved all the young people or not, the front pages of the newspapers will say that they'll go to jail or that they were attacked by a bear, but at the end of the podcast, that headline may change depending on the evidence you found during the game (there are 10 pieces of evidence, one for each chapter). If you didn't find any or not enough, they won't investigate what happened (the Hacketts will still cover it up if they're not dead), but if you have enough, you can get the mystery solved.
Finally, you can't save all the characters that appear at the end (on the screen when you go name by name to see if they are alive or dead). The main objective would be to save the young people and remove the curse of Hackett's Quarry by killing Silas, but if you can save the members of Hackett's family, all the better. I saw an ending where all the young people lived and also Bobby (a brother of Chris Hackett), Travis (the other brother, the sheriff), Jebediah (the father), Max and Laura. The mother Constance, Chris, Kaylee, Caleb and Silas died. Doing a bit of research, to get the best ending you need Kaylee (in fact it's not your choice whether she dies or not), Chris and Silas to die. I didn't care if Constance died, because I didn't like her reaction when she found out her granddaughter was dead: she blamed Travis (on one hand it's his fault for not containing Laura in the cell), but is it really his fault? I mean, she has three electrified cells in the basement, one for each family member that is a werewolf, and that night, which is when they have to lock them up because the young ones are in the camp, they don't. They decide it's better that Chris is being tied to a wooden beam in the attic and Kaylee and Caleb I don't even know where they left them (because they turn up in the forest). Laura was smart by leaving Max on the island, but the Hackett family let theirs go away. It's something I don't understand. I also don't know if the first werewolf who attacked the teenagers (specifically Nick, right after playing Truth or Dare) was Silas or one of Chris's two sons. If it was Silas, it would justify the hunters being around, but they could have warned the youngsters that Nick was going to transform and they should lock him up, and thus help them and shelter them at their home. But well… here it seems that they don't think.
One last thing I didn't like is Ryan's attitude right after they meet Laura and she tells them what she's been through. He behaves as if he hasn't seen what has happened to Nick. It's normal that he doesn't want to kill Chris, because he has known him for a long time and his children are his friends, but after hearing that Chris' brother had Laura and Max locked up, and after having seen many suspicious clues, his opinion about the Hackett family should have changed a bit. It's because of this "flaw" that Ryan stopped being one of my favourite characters (not that he's a character I hate either, but I stopped liking him so much). I put flaw in quotes because it's not a flaw of the game as such, the character may have that personality and that way of seeing things, but I don't share it, it's something that doesn't make much sense to me and makes that scene strange.
Despite these things without apparent sense, I really liked the story, it was very interesting, and the fact that they put all the pieces together at the end makes you hooked to it and want to know what else happens. There are moments of tension when you don't know what will be best for the characters, and that's the essence of the game and what I like the most: that your choices save or kill the characters, and not a silly thing like not hitting a key when it's due (I have to add that sometimes it's better not to hit it, for example, when you're struggling with Constance, so you save her. However, in those cases you have to hit it more than once, so they also count as a choice).
Seguramente esto ya lo haya pensado alguien, pero...
This has probably already been on someone's mind, but....
En la Tierra (aunque suene raro decirlo) muchas veces utilizamos el nombre de la persona que lo descubrió o inventó en partes del cuerpo, fórmulas, teorías...
On Earth (although it sounds strange to say it) we often use the name of the person who discovered or invented it in body parts, formulas, theories...
Lo más característico son las unidades para medir magnitudes (el tesla, el amperio, los hertzios...) o el nombre que tienen algunos elementos de la tabla periódica (Copernicio, Rutherfordio, Mendelevio... -estos nombres no son de descubridores-).
The most characteristic are the units for measuring magnitudes (tesla, ampere, Hertz...) or the name given to some elements of the periodic table (Copernicium, Rutherfordium, Mendelevium... -these names are not related to the ones who discovered them-).
Otros ejemplos serían, las leyes o ecuaciones de Maxwell en Física
Other examples are Maxwell's laws or equations in physics.
El complejo de Golgi en Biología
The Golgi aparatus in Biology
Los ácidos y bases de Brönsted-Lowry en Química
Brönsted-Lowry acids and bases in Chemistry
El triángulo de Tartaglia en Matemáticas
Tartaglia's triangle in Mathematics
Y muchos más que hay en ciencia.
And many more in science.
Todo el mundo de este planeta sabe esos nombres. Por eso, si alguien lo menciona, se sabe de qué se está hablando.
Everybody on this planet knows these names. So if someone mentions it, we know what they are talking about.
Pero... ¿Y en el hipotético caso de que nos encontráramos con una especie inteligente extraterrestre?
But... What if we were to meet an extraterrestrial intelligent species?
Humano 1: No se me mandan los mensajes aquí dentro.
Human 1: I can't get messages sent in here.
Humano 2: Sí, este edificio es una auténtica jaula de Faraday.
Human 2: Yes, this building is a real Faraday cage.
Extraterrestre: ¿De qué estarán hablando?
Extraterrestrial: What are they talking about?
(Para quien no sepa qué es una jaula de Faraday, puede buscarlo en internet, pero su funcionamiento básico es el de no dejar que tenga campo eléctrico en su interior)
(For those who don't know what a Faraday cage is, you can look it up on the internet, but its basic function is to not let an electric field be inside it)
Lo que quiero llegar a decir, es que ponemos nombres a las cosas en honor a sus descubridores, pero no tenemos en cuenta que son nombres que solo nosotros entendemos.
What I am getting at is that we name things after their discoverers, but we do not take into account that they are names that only we understand.
Llevando esto a Star Trek, los humanos del Enterprise saben bien a qué se refieren cuando hablan. ¿Y Spock? ¿Se aprendió todos esos nombres para comprender a los ilógicos humanos con los que convive? Si lo hizo, seguramente no sepa todos. ¿Y en Vulcano también tienen nombres así para describir cosas parecidas?
Bringing this back to Star Trek, the humans on the Enterprise know what they mean when they talk. What about Spock, did he learn all those names to understand the illogical humans he lives with? If he did, he probably doesn't know all of them. And do they have names like that to describe similar things on Vulcan?
Bones: Spock, ¿en los vulcanianos los islotes de Langerhans cuánta insulina producen?
Bones: Spock, in Vulcans, how much insulin do the islets of Langerhans produce?
Spock: 🤨 ... Perdóneme, doctor. ¿Los islotes de... quién?
Spock: 🤨 ... Forgive me, Doctor. The islets of... whom?
(Son un grupo de células que produce insulina en el páncreas)
(These are a group of cells that produces insulin in the pancreas)
Pensando sobre esto también se ve que estas casualidades también ocurren entre nosotros mismos. La manera más clara de verlo es con las unidades de medida de la distancia, el peso o la capacidad. Tenemos metros, millas, yardas, pulgadas... Y cada una de esas unidades se define según un criterio aleatorio (por eso se creó el Sistema Internacional de Unidades).
Thinking about this also shows that these coincidences also occur among ourselves. The clearest way to see this is with the units of measurement of distance, weight or capacity. We have metres, miles, yards, inches.... And each of these units is defined according to a random criterion (that is why the International System of Units was created).
Si varia mucho de unas regiones a otras en nuestro planeta, ¿qué nos hace pensar que no variará en otros?
If it varies greatly from one region of our planet to another, what makes us think that it will not vary in other planet?
¿Y el tiempo? Los segundos se definen así:
What about time? The seconds are defined like this:
Un segundo es la duración de 9 192 631 770 oscilaciones de la radiación emitida en la transición entre los dos niveles hiperfinos del estado fundamental del isótopo 133 del átomo de cesio (133Cs), a una temperatura de 0 K.
One second is the duration of 9 192 631 770 oscillations of the radiation emitted in the transition between the two hyperfine levels of the ground state of the 133 isotope of the caesium atom (133Cs), at a temperature of 0 K.
Esto quiere decir que un segundo se mide en referencia a las oscilaciones de la radiación entre niveles cuánticos determinados de energía de un átomo de Cesio, de un isótopo determinado, y a una temperatura determinada (que resulta ser el 0 absoluto, algo que no se ha alcanzado nunca en un laboratorio). Se llegó a esta definición gracias a que, desde siempre, se llevaba utilizado esta fracción de tiempo (debido a lo que tarda la Tierra en dar una vuelta alrededor del Sol) y la intentaron acomodar a algo relacionado con la materia.
El problema viene cuando en otros planetas el tiempo de traslación no es de 365 días (aproximadamente). Ya es difícil que coincida la forma de medir el tiempo en ese planeta con la de la Tierra tardando el mismo tiempo en dar una vuelta alrededor del Sol, por eso ya no digo si no tarda lo mismo.
This means that a second is measured in reference to the oscillations of radiation between given quantum energy levels of a Cesium atom, of a given isotope, and at a given temperature (which happens to be absolute 0, something that has never been achieved in a laboratory). This definition was arrived at because this fraction of time (due to the time it takes the Earth to go around the Sun) has always been used and they tried to fit it to something related to matter.
The problem comes when on other planets the translation time is not 365 days (approximately). It is already difficult for the way of measuring time to coincide with the one in the Earth if it takes the same time to go around the Sun, so I don't say if it doesn't take the same time.
Lo que quiero llegar a decir es que todo lo que conocemos está relativizado. Intentamos acomodar nuevos descubrimientos a teorías que ya conocemos que creemos que son ciertas y tememos tener que borrar todo y empezar de nuevo. Tenemos miedo de pensar que lo que sabemos es mentira. Porque, en realidad, sabemos muy poco del mundo que nos rodea, y si el mundo nos hace ver que estamos equivocados y no conocemos nada sobre esta vida, nos invade una sensación de soledad, duda y sobrecogimiento que nos hace sentir míseros, pequeños y pasajeros en este infinito universo.
What I am trying to say is that everything we know is relativised. We tend to fit new discoveries to theories we already know that we believe they're true and we are afraid of having to erase everything and start all over again. We fear to think that what we know is a lie. Because, certainly, we know very little about the world around us, and if the world makes us realise that we are wrong and know nothing about this life, we are overcome with a sense of loneliness, doubt and awe that makes us feel miserable, small, transient in this infinite universe.
Perdón por este post tan largo. Todo esto es muy profundo, y espero que hayáis llegado hasta aquí y entendido mi mensaje. Gracias 🖖😄
Sorry for this long post. This is all very deep, and I hope you have made it this far and understood my message. Thank you 🖖😄
Por cristinardvaya
While fooling around on YouTube I discovered these amazing videos. He tells you what the USS Enterprise from TOS looks like with a 3D model (which I understand he made). Any true Star Trek fan has to see it.
It tells you how each deck is organised with all the rooms
I can't even imagine the amount of work that went into making this, he had to research and make the model. Just great
And not only does he have these videos, he has also made other videos explaining other Star Trek ships.
Go and see them
My blog mainly about Star Trek, Spones (Spock x McCoy). I make drawings. Free to use them but giving my name
128 posts