Another NodeJS script took the sorted glyph directory structure and reassembled the text. There were plenty of flaws, so as a verification step I made a close-enough font and re-typeset the whole booklet.

Adobe was like, "Save your work to the cloud?"

And I was like, "HISSSSSSSSS!"

Though ironically I did end up saving my work to Google Drive, and anyway my dependency on Creative Suite is still unfortunate, I really want to distance myself from these tools in the long run.

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By aligning the scanned pages and slicing them all into line images, I was able to build a directory of PNG lines of text whose names were indexable. A little NodeJS script broke those into ~17.5k glyph images, which I sorted by hand. I used some tricks to sort most of them quickly, but wound up manually sorting about 5,000 of them.

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This is like a new, baby version of Codex Seraphinianus— there are meaningful illustrations, and hundreds of lines of expertly typeset text that no one's managed to decipher yet.

For the longest time, the chief obstacle was that there was no transcript. People were trying to transcribe it by hand, substituting the glyphs with letters of known alphabets, but this was tedious and error-prone.

You can maybe guess where this is going.

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That said, for the physical edition for Nintendo Switch, Jason Roberts— the game's creator— made a companion booklet called "Traditions of the Scattered Path", in a new invented language that *does* carry textual information!

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Well, the game's got no dialogue, but it does depict text— it's just text in a constructed alphabet, that doesn't convey any textual information. It's there for show.

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Here's the whole scene with the perspective CSS property commented out.

Again, everything is 2.5D, which works well most of the time, because most of this stuff faces the "camera". Wires that intersect the middle of the capsule are an exception, as their SVG is perpendicular to the "camera", and so a hodgepodge of ortho line segments is used as a stopgap.

Looks good, right? But again, it's incompatible with VR and has what I think is an unavoidable performance bottleneck: CSS recalculation.

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Remember when I posted that CodePen two or three weeks ago, and was like, "look what I can make with SVG+CSS, but it's not like it's the *real* haha just a little browser trick nothing serious!"

😅 Well... after promising I wouldn't invest too much time in getting it to replicate basic Verreciel functionality, I went and did the math necessary to drive wire connections.

It also supports web fonts, Unicode, and overengineering.

Who wants to play with something silly real quick?

Here's a little interactive panoramic thingamajig that looks a whole lot like the Verreciel cockpit, amirite?

The idea is, there'd be an SVG file where all the UI went, and refreshing this page would load them up and display them, without having to hack the game somehow.

I'd really like Verreciel's UI to be artist-accessible. And then I'd like to give a specific artist access to it. 😃

Welcome home. Adding a couple glyphs to Jonas Hermsmeier's Verreciel vector font. (Does anyone know that human's Merveilles handle?)

Hey folks, I know I haven't posted much in a while but it's because I went down a rabbit hole.

That Latin stuff I was transcribing two weeks ago comes from a book containing made up alphabets, which, you know, is occasionally relevant to our interests 😄

I've spent more time than I probably should have "researching" its author, but the upside was I had a reason to email the director of a rare books library in Germany, and we had a delightful correspondence.

So! Bullshit alphabet, anyone?

Does anyone here know Latin relatively well?

Google Translate is struggling with parts of this transcription, and there's a subtlety in this passage that I want to be sure I'm interpreting correctly. Here's what I'm looking at, in two different layouts. Transcription will follow:

The boat folks are off sailing, post pictures of breadfruit

Historically, Drivey has always been written in a scripting language. That includes its levels.

But now that the whole thing runs in a browser, I decided this past weekend to make these levels from HTML.

While JavaScript is primarily procedural or functional, HTML is declarative: it represents a program as a static declaration of its contents. It's the perfect fit for level design.

Like themes, Drivey HTML levels can now be dragged and dropped into Drivey and it'll load them!

@neauoire Merveilles theme support is finally in. 😝 I might tweak it a bit, but the results are pretty fun so far.

Here's Drivey sporting the Nightowl theme

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Hey, remember the Apple Fax Drive? 😏 Did anyone here fax their friends with this thirty years ago? I think I'm dating myself

Current status of my submission:

Not done. Getting there, but not done. Maybe halfway done.

I'm actually pretty pleased with myself; I learned how to install and work with XCMDs; I fleshed out all my cards, and have them linked together; I think it'll be a fun stack, once it's finished, and there's few obstacles.

I have a greater understanding of what it takes to make a stack. And I'm excited to try everybody else's!

Oh, and before I forget: my stack is only 56k! I'm shocked, tbh.

Another taste.

I think this OS is gonna sell like hotcakes, Sculley. Who could turn down this feature set?

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Merveilles is a community project aimed at the establishment of new ways of speaking, seeing and organizing information — A culture that seeks augmentation through the arts of engineering and design. A warm welcome to any like-minded people who feel these ideals resonate with them.