Showing posts with label Concept. Show all posts
Showing posts with label Concept. Show all posts
Friday, March 20, 2015
Easy Redstone for Your Convenience (Bonus Post!)
Hello! I'm N8thanH, and welcome back to Across the Mayonnaise! In Yesterday's post, I promised I'd do a double-post this week. As I promised, here I am! Another usual-length post. You lucky ducks. t:
For this one, I have two simple Redstone circuits. They are very compact, and could make your experience a good amount easier!
Extra Convenient Boat Dock
I made this one a week or two ago. This boat dock's Redstone is totally contained (except for the back, but that shouldn't be a problem), so it should be easy to build it in the water, and also, it's tileable. That means that you can continuously build it next to itself.
This dock is actually pretty simple, but by no means was it simple to develop. When you first encounter it, the dock should be clear of water.
When you click the button, it'll throw out a boat, and release the water. Before, I had hoppers in this dock, so you could just throw it back, and also a dropper that bumped the water up. But, I was having issues with it while making the dock more compact, and I decided to remove it. The other flaw is that if you click the button a second time, the water also toggles. That issue is minor, but it annoys me nonetheless. I may be able to fix it, and I'll try if I do a tutorial on this dock.
Anyways, you just have to place the boat in and sail off. Another design flaw: only the middle pressure plate actually triggers the circuit. At least it's really hard to avoid, if you can at all. I don't think so.
So, from there you can sail where you need to. Once you decide to return, you can simply drive through the pressure plates without flooding the dock, land the boat, break it, and place it back in the dropper.
Here's the Redstone circuit. If you can see where the input is, find that. When you click the button, the wire branches in two directions. One goes to the circuit in the center of the dock, which is an RS-NOR latch, also known as a Memory Cell. The other branch, which has some delay, delivers a pulse to the dispenser once there's no power going to it.
On the far left is the second input; from the pressure plates. It causes the adjacent Redstone Torch to turn off, thus allowing the one across from it to turn on, and delivering a pulse to the dispenser. That event only happens once; the Memory Cell must be flipped by the button to happen again. This is why the dock doesn't flood when you're trying to pull in. I'd appreciate it if the other side only pulsed once too, but it's not governed by the Memory Cell.
The Stew Machine
I have to say that I'm really proud of this one. It's a little self-serve vending machine with a Mooshroom! It kind of reminds me of a particular kind of Japanese vending machine that could heat up little boxed meals for you. I remember seeing a YouTuber who does reviews of the food inside various ones. Maybe search them up on Google.
Anyways, here's my machine! :3
To use this machine, you just have to push the button. It'll dispense a bowl, and allow you to click the mooshroom behind the glass.
Then, you can milk the mooshroom as much as you want. I'm pretty hungry, so I'll have three bowls!
Once you're done, all you have to do is throw the bowl at the mooshroom. Then, the door closes again.
Here's a tour of the redstone. The redstone in this machine is slightly more complicated, so I'll show you guys some nice screenshots.
This is where the button connects to the circuit. You can see that it runs in various directions.
In the back, there is another Memory Cell, only this one is a vertical model. When the button is pushed, it causes that wire coming from the button to stay powered until the cell is flipped.
One of the branches of the circuit goes up to this piston. The redstone torch makes it so that the piston retracts when you push the button, and extends when the Memory Cell flips back.
Connected to the bottom torch from the Memory Cell, there is another branch that runs this way. Note that it's not connected to the line running from the button. This line causes the dispenser to shoot out a bowl.
The repeater runs to a single dot of redstone. I was having trouble with this dot powering the hopper and thus locking it, so the circuit was never turning off.
Speaking of the hopper, it runs underneath the latch, and it switches the latch to its default state.
Sorry if this is still confusing. I'll do a video tutorial another time.
Well, that's it for this bonus post! As always, I appreciate your feedback. Thanks for reading!
I'll see you all next post. Until then!
Oh, but before I go, here's the Impromptu Random Bonus Screenshot of the Day! This one is of HowlingW0lf from our very own server. I think it speaks for itself. :D
See you guys next week!
For this one, I have two simple Redstone circuits. They are very compact, and could make your experience a good amount easier!
Extra Convenient Boat Dock
I made this one a week or two ago. This boat dock's Redstone is totally contained (except for the back, but that shouldn't be a problem), so it should be easy to build it in the water, and also, it's tileable. That means that you can continuously build it next to itself.
This dock is actually pretty simple, but by no means was it simple to develop. When you first encounter it, the dock should be clear of water.
When you click the button, it'll throw out a boat, and release the water. Before, I had hoppers in this dock, so you could just throw it back, and also a dropper that bumped the water up. But, I was having issues with it while making the dock more compact, and I decided to remove it. The other flaw is that if you click the button a second time, the water also toggles. That issue is minor, but it annoys me nonetheless. I may be able to fix it, and I'll try if I do a tutorial on this dock.
Anyways, you just have to place the boat in and sail off. Another design flaw: only the middle pressure plate actually triggers the circuit. At least it's really hard to avoid, if you can at all. I don't think so.
So, from there you can sail where you need to. Once you decide to return, you can simply drive through the pressure plates without flooding the dock, land the boat, break it, and place it back in the dropper.
Here's the Redstone circuit. If you can see where the input is, find that. When you click the button, the wire branches in two directions. One goes to the circuit in the center of the dock, which is an RS-NOR latch, also known as a Memory Cell. The other branch, which has some delay, delivers a pulse to the dispenser once there's no power going to it.
On the far left is the second input; from the pressure plates. It causes the adjacent Redstone Torch to turn off, thus allowing the one across from it to turn on, and delivering a pulse to the dispenser. That event only happens once; the Memory Cell must be flipped by the button to happen again. This is why the dock doesn't flood when you're trying to pull in. I'd appreciate it if the other side only pulsed once too, but it's not governed by the Memory Cell.
The Stew Machine
I have to say that I'm really proud of this one. It's a little self-serve vending machine with a Mooshroom! It kind of reminds me of a particular kind of Japanese vending machine that could heat up little boxed meals for you. I remember seeing a YouTuber who does reviews of the food inside various ones. Maybe search them up on Google.
Anyways, here's my machine! :3
To use this machine, you just have to push the button. It'll dispense a bowl, and allow you to click the mooshroom behind the glass.
Then, you can milk the mooshroom as much as you want. I'm pretty hungry, so I'll have three bowls!
Once you're done, all you have to do is throw the bowl at the mooshroom. Then, the door closes again.
Here's a tour of the redstone. The redstone in this machine is slightly more complicated, so I'll show you guys some nice screenshots.
This is where the button connects to the circuit. You can see that it runs in various directions.
![]() |
| I was using Spectator Mode for these screenshots, if you can't tell. |
The repeater runs to a single dot of redstone. I was having trouble with this dot powering the hopper and thus locking it, so the circuit was never turning off.
Speaking of the hopper, it runs underneath the latch, and it switches the latch to its default state.
Sorry if this is still confusing. I'll do a video tutorial another time.
Well, that's it for this bonus post! As always, I appreciate your feedback. Thanks for reading!
I'll see you all next post. Until then!
Oh, but before I go, here's the Impromptu Random Bonus Screenshot of the Day! This one is of HowlingW0lf from our very own server. I think it speaks for itself. :D
See you guys next week!
Wednesday, November 26, 2014
Texturing in the Clouds - New Texture Pack and Texturing Map in the Works!
Hello, I'm N8thanH, and welcome back to Across the Map!
In today's post, I am proud to reveal two projects of mine, which are currently being worked on simultaneously.
The first is something I had started a long time ago, and kind of forgot about: a texture pack creation world. It was originally just going to be a demo world, so I could get into texture pack reviews on YouTube, since I was inspired by a YouTuber named CocoSmackdown, who had an interesting showcase series.
Since I rediscovered this map, its purpose has kind of changed to a world that you can download, and go about completing textures in. (Sorry, I don't have a download yet; the map isn't nearly complete.)
My second new project is, well, my own texture pack, called Cloud 16. It's more-or-less a 16-bit-style texture pack, which I will show off in a bit. It's the reason map development hasn't gone faster, but I have been enjoying the experience. Just bug me in the comments if you want me to pick up the slack. I'll take any attention I'm given. XD
Back in the day of 16-bit game consoles, they didn't have it easy. They didn't have every color in the world, and at least in the case of the Super NES, could usually only display 128 different colors at a time, out of a pallet of 13,768, or, if an extra bit is given to a color, then about 16 thousand. It sounds like a lot, but on the Red/Green/Blue (RBG) color channels, you can use only every 8th level on typical channels, which can do 0-255 on each color.
The colors differ quite drastically, so you need to use techniques that you wouldn't normally, such as dithering. Here, I'll post my texture for Dark Oak Wood down here, so you can see what I did, along with FreshCraft, another incomplete pack of mine. I've used it a lot in past posts.
I think that the Dark Oak still looks good in Cloud 16, but in practice, dithering only looks good from a distance, where the colors blend together. Just trust me; it looks good in-game. You'll see it soon.
Well, I digress. Getting back to the map, so far, I've completed one floating island (or as I like to say, Skisland) so far, and finished all the textures on it in Cloud 16. This is the first one, and it's a small forested island, known as Lightly Forested Forest. (In truth, I think "lightly forested" might be a bit of an understatement... :I)
The purpose of the island is to provide an environment for players to focus on the basic blocks; dirt, grass and other ground covers, tall grass and ferns, snow, stone and the ores are all blocks of note on the Skisland. It's also meant to emulate a small forest, so hopefully the texturer (made up word for the win!) will find it inspiring.
I'm sure you are excited to see it, so let's head into the map, which I have currently named Skylight Texture Packing World. (Anybody have a name suggestion? I'm happy to consider it!)
The map is not a flat world; it's just a typical map for Minecraft 1.7. The terrain is here if people want to see it, but this map is boring.
Generally, Minecraft is only as exciting as you make it. So, I took the initiative, and made the sky interesting.
These islands were crafted using MCEdit. I copied a chunk of land out of the ground, and rounded it out. Next, I ran SethBling's Floating Island filter, to make the bottoms more jagged. I cut the craters afterwards. They are done with only one brush-stroke, which can explain the roundness.
Since I had water running off the large Skisland, I decided to flood this crater.
Now, about that Skisland... I made it a long time ago. I was going to build a town on it, but when the purpose of this map shifted, I changed my attention to making a starter Skisland, which was Lightly Forested Forest. I will make some more Skislands, then return to this one when it's time to make it.
Anyways... Right over by the crater of Lightly Forested Forest, I placed a TNT cannon, a variety that I believe is known as an Icarus Cannon; a cannon designed to launch players. On that note, let's launch ourselves.
Skszzzzzz.... POW! (Fun with onomatopoeia. :3)
This is the peak altitude! It's so high, you can't see the Skislands!
We have landed! Sorry for the lack of captions; I wanted Google to make a GIF out of these photos. It made one for me last post... :o
So, now that we are up here, let's take a look at the Skisland!
This seems like a good time to load up Cloud 16. Let's do it.
Yes, I can assure you that this isn't just a shader test effect. I guess my art style is just a lot more vibrant than the default textures. XD
So, starting from this chest, I will give you a tour while you take in my awesome new texture pack. :3
Here's the inside of it, by the way.
The book contains some poetic thoughts, and a list of blocks to texture. Don't worry if the book is inconvenient; I'll include a TXT file with the map, with all the blocks to texture.
"The last snow of the season has passed; it's time to head out and explore the wilderness. A small forest, dotted with light trees and small plants seems perfect. Why not explore, and do something fun? It seems that many people appreciate this place; to each, their own reasons. Time to head out!"
We went up that little hill seen two screenshots ago. Here, there is a small clearing, with some jungle trees and cocoa beans. Plants won't grow on this map, since I set the Random Update speed to 0 using a gamerule. Gosh, the bean items always look like rabbit droppings to me. >.>
Now, hanging an immediate right will take us to another clearing, with a Dark Oak tree in the middle, surrounded by Podzol, ferns, and saplings of all sorts.
Do you guys think my ferns look okay? I was trying to make them look better this morning. I think they look okay. Not great; just alright.
Also, it's worth noticing these little snowdrift with some snowballs on them. These are supposed to be melting snow forts, as if some children have been playing here.
Heading counter-clockwise around the tree about a quarter of the way and going straight, we reach two things: a pile of logs, which will be in the center of the photo below this text. Slightly in the background, there is a cave. I will show you a better angle in a moment. Er, however fast you can read. No pressure.
Here is the cave! I loaded the walls with ores, and random ore products left behind. Yeah, it sort of goes against the theme of this island. Luckily, it's sort of hidden.
Getting into the details of this tunnel, I decided to be kind of goofy on the signs here. I realized that what I was doing with the signs was sort of counterproductive, so I decided to poke fun at it. :V
Here are the contents of the chest. I named it before I'd place it, so people would get the idea better. :/
The Redstone is animated, by the way. I decided to use a Paint.NET plugin I have to make a GIF to show you guys. Sorry for the poor quality and if it doesn't animate for you on your choice reading device. Such is the nature of GIFs. They only have 8-bit color. You should have an idea of what that means after what we've talked about today. ;D
I believe GIFs have access to 256 colors. Not many at all... 0_0
Anyways, the only area I have left to show you is this little cave. I made this mycelium bed while I was texturing it. Also, this cave has the, ah... exit. There is also a gravel wall, should you want it.
Well, that's all I have to show for today! As always, your feedback and suggestions are appreciated, and thanks for stopping by my blog! I'll see you all next post. Until then!
In today's post, I am proud to reveal two projects of mine, which are currently being worked on simultaneously.
The first is something I had started a long time ago, and kind of forgot about: a texture pack creation world. It was originally just going to be a demo world, so I could get into texture pack reviews on YouTube, since I was inspired by a YouTuber named CocoSmackdown, who had an interesting showcase series.
Since I rediscovered this map, its purpose has kind of changed to a world that you can download, and go about completing textures in. (Sorry, I don't have a download yet; the map isn't nearly complete.)
My second new project is, well, my own texture pack, called Cloud 16. It's more-or-less a 16-bit-style texture pack, which I will show off in a bit. It's the reason map development hasn't gone faster, but I have been enjoying the experience. Just bug me in the comments if you want me to pick up the slack. I'll take any attention I'm given. XD
Back in the day of 16-bit game consoles, they didn't have it easy. They didn't have every color in the world, and at least in the case of the Super NES, could usually only display 128 different colors at a time, out of a pallet of 13,768, or, if an extra bit is given to a color, then about 16 thousand. It sounds like a lot, but on the Red/Green/Blue (RBG) color channels, you can use only every 8th level on typical channels, which can do 0-255 on each color.
The colors differ quite drastically, so you need to use techniques that you wouldn't normally, such as dithering. Here, I'll post my texture for Dark Oak Wood down here, so you can see what I did, along with FreshCraft, another incomplete pack of mine. I've used it a lot in past posts.
I think that the Dark Oak still looks good in Cloud 16, but in practice, dithering only looks good from a distance, where the colors blend together. Just trust me; it looks good in-game. You'll see it soon.
Well, I digress. Getting back to the map, so far, I've completed one floating island (or as I like to say, Skisland) so far, and finished all the textures on it in Cloud 16. This is the first one, and it's a small forested island, known as Lightly Forested Forest. (In truth, I think "lightly forested" might be a bit of an understatement... :I)
The purpose of the island is to provide an environment for players to focus on the basic blocks; dirt, grass and other ground covers, tall grass and ferns, snow, stone and the ores are all blocks of note on the Skisland. It's also meant to emulate a small forest, so hopefully the texturer (made up word for the win!) will find it inspiring.
I'm sure you are excited to see it, so let's head into the map, which I have currently named Skylight Texture Packing World. (Anybody have a name suggestion? I'm happy to consider it!)
The map is not a flat world; it's just a typical map for Minecraft 1.7. The terrain is here if people want to see it, but this map is boring.
Generally, Minecraft is only as exciting as you make it. So, I took the initiative, and made the sky interesting.
These islands were crafted using MCEdit. I copied a chunk of land out of the ground, and rounded it out. Next, I ran SethBling's Floating Island filter, to make the bottoms more jagged. I cut the craters afterwards. They are done with only one brush-stroke, which can explain the roundness.
Since I had water running off the large Skisland, I decided to flood this crater.
Now, about that Skisland... I made it a long time ago. I was going to build a town on it, but when the purpose of this map shifted, I changed my attention to making a starter Skisland, which was Lightly Forested Forest. I will make some more Skislands, then return to this one when it's time to make it.
Anyways... Right over by the crater of Lightly Forested Forest, I placed a TNT cannon, a variety that I believe is known as an Icarus Cannon; a cannon designed to launch players. On that note, let's launch ourselves.
Skszzzzzz.... POW! (Fun with onomatopoeia. :3)
This is the peak altitude! It's so high, you can't see the Skislands!
We have landed! Sorry for the lack of captions; I wanted Google to make a GIF out of these photos. It made one for me last post... :o
![]() | ||
| Last post's Auto Awesome. Not bad... I'm looking forward to one today! :D |
So, now that we are up here, let's take a look at the Skisland!
This seems like a good time to load up Cloud 16. Let's do it.
Yes, I can assure you that this isn't just a shader test effect. I guess my art style is just a lot more vibrant than the default textures. XD
So, starting from this chest, I will give you a tour while you take in my awesome new texture pack. :3
Here's the inside of it, by the way.
The book contains some poetic thoughts, and a list of blocks to texture. Don't worry if the book is inconvenient; I'll include a TXT file with the map, with all the blocks to texture.
"The last snow of the season has passed; it's time to head out and explore the wilderness. A small forest, dotted with light trees and small plants seems perfect. Why not explore, and do something fun? It seems that many people appreciate this place; to each, their own reasons. Time to head out!"
We went up that little hill seen two screenshots ago. Here, there is a small clearing, with some jungle trees and cocoa beans. Plants won't grow on this map, since I set the Random Update speed to 0 using a gamerule. Gosh, the bean items always look like rabbit droppings to me. >.>
Now, hanging an immediate right will take us to another clearing, with a Dark Oak tree in the middle, surrounded by Podzol, ferns, and saplings of all sorts.
Do you guys think my ferns look okay? I was trying to make them look better this morning. I think they look okay. Not great; just alright.
Also, it's worth noticing these little snowdrift with some snowballs on them. These are supposed to be melting snow forts, as if some children have been playing here.
Heading counter-clockwise around the tree about a quarter of the way and going straight, we reach two things: a pile of logs, which will be in the center of the photo below this text. Slightly in the background, there is a cave. I will show you a better angle in a moment. Er, however fast you can read. No pressure.
Here is the cave! I loaded the walls with ores, and random ore products left behind. Yeah, it sort of goes against the theme of this island. Luckily, it's sort of hidden.
Getting into the details of this tunnel, I decided to be kind of goofy on the signs here. I realized that what I was doing with the signs was sort of counterproductive, so I decided to poke fun at it. :V
Here are the contents of the chest. I named it before I'd place it, so people would get the idea better. :/
The Redstone is animated, by the way. I decided to use a Paint.NET plugin I have to make a GIF to show you guys. Sorry for the poor quality and if it doesn't animate for you on your choice reading device. Such is the nature of GIFs. They only have 8-bit color. You should have an idea of what that means after what we've talked about today. ;D
I believe GIFs have access to 256 colors. Not many at all... 0_0
Anyways, the only area I have left to show you is this little cave. I made this mycelium bed while I was texturing it. Also, this cave has the, ah... exit. There is also a gravel wall, should you want it.
Well, that's all I have to show for today! As always, your feedback and suggestions are appreciated, and thanks for stopping by my blog! I'll see you all next post. Until then!
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Thursday, November 6, 2014
Minecraft Color Spectrum: 1.8 Update!
Hello, I'm N8thanH, and welcome back to Across the Map! A while ago, somewhere over the release of Minecraft 1.8, I decided to organize every block in Minecraft into a color spectrum, as a utility I have yet to use. Nonetheless, on the slim chance that you have used it, I've provided an update to the spectrum, featuring all the blocks added in 1.8. (Sorry, guys. I don't really have anything to show for this week. Maybe I'll have something awesome next week. For now, we're doing something easy.)
So, added in Minecraft 1.8, we have...
So, I'll now do a run-through of all the categories that have been changed. Here we go!
Light-ish Gray
This chest overflowed. Here is where the Andesite actually is. :V
I also added the Iron Door, since I forgot to put it in there last time.
Light Beige/Creamy
The Birch Door is in, and I moved the White Stained Clay here. I couldn't find a good place for it... This place just seemed better than where it was. :t
Creamy Gold
There are no new items here, but the Glowstone has been moved here. I'm not sure if Glowstone was actually included originally.
Medium Brown
The Spruce Door is in place, with the other planks of its wood type.
Dark Brown
Likewise, the Dark Oak Door finds its respective spot, with the plank colors that make it.
Red
The new default Mushroom Blocks are the ones with the outer skin on all sides. Because that's the case, it's here, now. Also, TNT has been added, for if you happen to be using it for aesthetics, or your inner griefer wants your build to match the colors of your favorite block.
Dark Orange
Red Sandstone is here! This block should had been in 1.7, when Mesas were added. :t
Light Orange
Acacia Wood is found in the Dark Orange category, but because of prominent highlights all over its texture, it finds itself here.
The orange colors in this game are so different, I had to make two categories...
Cyan
Dark Prismarine fit best here. Otherwise, this category is as empty as ever. :t
Light Blue
Here is where the bulk of the Prismarine is! I'm always happy to have more stone-ish blocks in Minecraft. What is Prismarine, anyway? For all we know, maybe it's a clay? Regardless, to me, anything in Minecraft is stone-ish if it's only collectable with a Pickaxe.
This Color (Brownish-Pink?)
Once again, we have another category with no new blocks. However, Note- and Jukeboxes are now included. Hmm... They could make a neat floor pattern. Albeit, not a modern one, but a neat one.
Warm Gray (also known as the Misfit Category)
This category only exists because of oddball clay colors. But now, it's home to the Jungle Wood Door. As to why? See previous answer. Same with the chicken egg; see last post on my spectrum. ;D
Well, that's the updated color spectrum! So, now that I've outlived my usefulness, I'll call it here for this week. As always, your feedback, which I never get, would be appreciated. But, thanks for stopping by my blog! I'll see you all next week. Until then!
Wait, you actually do want to comment? By all means, do it! Just be sure to sign in before typing, if you have Blogger. See the top of the site. There should be a sign-in up on the Blogger header. :)
So, added in Minecraft 1.8, we have...
- Granite
- Diorite (Sorry if this text is hard to read. Not helping, you say?)
- Andesite
- Iron Trapdoors
- Different Colored Doors: Spruce, Birch, Jungle, Acacia, and Dark Oak
- Prismarine!
- Red Sandstone
- Sponges, I guess... If you really want to build with that...
So, I'll now do a run-through of all the categories that have been changed. Here we go!
Light-ish Gray
This chest overflowed. Here is where the Andesite actually is. :V
I also added the Iron Door, since I forgot to put it in there last time.
White (Let's see if I hailed... I can't see what I'm typing! D:)
I added the Iron Trapdoor, along with the original Iron Door, which I neglected to add. Also, I felt that Sea Lanterns belonged here. :3
Light Beige/Creamy
The Birch Door is in, and I moved the White Stained Clay here. I couldn't find a good place for it... This place just seemed better than where it was. :t
Creamy Gold
There are no new items here, but the Glowstone has been moved here. I'm not sure if Glowstone was actually included originally.
Medium Brown
The Spruce Door is in place, with the other planks of its wood type.
Dark Brown
Likewise, the Dark Oak Door finds its respective spot, with the plank colors that make it.
Red
The new default Mushroom Blocks are the ones with the outer skin on all sides. Because that's the case, it's here, now. Also, TNT has been added, for if you happen to be using it for aesthetics, or your inner griefer wants your build to match the colors of your favorite block.
Red Sandstone is here! This block should had been in 1.7, when Mesas were added. :t
Light Orange
Acacia Wood is found in the Dark Orange category, but because of prominent highlights all over its texture, it finds itself here.
The orange colors in this game are so different, I had to make two categories...
Cyan
Dark Prismarine fit best here. Otherwise, this category is as empty as ever. :t
Light Blue
Here is where the bulk of the Prismarine is! I'm always happy to have more stone-ish blocks in Minecraft. What is Prismarine, anyway? For all we know, maybe it's a clay? Regardless, to me, anything in Minecraft is stone-ish if it's only collectable with a Pickaxe.
This Color (Brownish-Pink?)
Once again, we have another category with no new blocks. However, Note- and Jukeboxes are now included. Hmm... They could make a neat floor pattern. Albeit, not a modern one, but a neat one.
Warm Gray (also known as the Misfit Category)
This category only exists because of oddball clay colors. But now, it's home to the Jungle Wood Door. As to why? See previous answer. Same with the chicken egg; see last post on my spectrum. ;D
Well, that's the updated color spectrum! So, now that I've outlived my usefulness, I'll call it here for this week. As always, your feedback, which I never get, would be appreciated. But, thanks for stopping by my blog! I'll see you all next week. Until then!
Wait, you actually do want to comment? By all means, do it! Just be sure to sign in before typing, if you have Blogger. See the top of the site. There should be a sign-in up on the Blogger header. :)
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