Quick Post On What’s Happening In Atlanta Right Now

Quick post on what’s happening in Atlanta right now

So there’s this beautiful trail in Atlanta called the South River Forest Trail. As we all know, Atlanta Georgia is renowned for their tree cover and historic forests. 

The City of Atlanta and corporations like Delta, AT&T and Amazon are funding a massive police training center that will destroy the forest.

Dubbed ‘cop city’ by many protesters, this will cost about $90 billion with a B to build. This will be used to further militarize Atlanta’s police leading to more incidents of police brutality in the city. 

On January 18th indigenous activist Manuel “Tortuguita” Teran was shot and killed by the police for defending this historic forest from destruction. Their reason? “He did not comply”. Many protests have been going on in Atlanta to defend this forest.

Since Tortuguita’s death, the situation has quickly deteriorated

This forest is very dear to me but I am unable to physically protest at the moment, so I am handing this off to Tumblr to spread awareness. Rebloging this may help this tragedy become part of national news instead of just an Atlanta problem.

Donation and petition links to stop cop city

https://www.gofundme.com/f/stoptheswap2020

https://act.colorofchange.org/sign/no-cop-city-atl/

https://defendtheatlantaforest.org/solidarity

a picture of Tortuguita with the words "we continue to fight to stop cop city and defend the forest as we remember and love Tortuguita " and the words "we love you" "stop cop city " "Weelaunee forever" and "we will never forget how beautiful you were" on the bottom.

More Posts from Wonderer125blog and Others

2 years ago
I Hear Virmire Is Lovely This Time Of Year.
I Hear Virmire Is Lovely This Time Of Year.
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I hear Virmire is lovely this time of year.

In the past I have been willing to discuss Ashley's racism with her and get her perspective. It is now 2023, I have grown old, and I am no longer willing to listen to her. I appreciate the option Bioware gives you to tell her to shut the fuck up when she starts going off.


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2 years ago

COMMISSIONS - A THREAD

COMMISSIONS - A THREAD

Hi! I'm saving up for a VERY expensive trip to meet my online friends in Munich. Some of them I've known for 3+ years! It's really important to me to save up as much as possible until the end of the year.


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1 year ago

Hey uhhhhhh convenience store overcharged me for a half gallon of milk and an Arizona for 16 dollars SOOOOO uhhhhhhh could someone buy a bundle to cover that pls and ty

You get $75 of games and expansions for $25 and you help me out so it's a win-win!!!

itch.io
A bundle by EfanGamez, $25.00 for 10 games
Hey Uhhhhhh Convenience Store Overcharged Me For A Half Gallon Of Milk And An Arizona For 16 Dollars

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1 year ago
Ceasefire In Gaza NOW!
Ceasefire In Gaza NOW!
Resources and action items to call for an end to the violence in Gaza.

I haven’t seen this linked on here so: this is an awesome resource for how you can help the people in Palestine. It has donation links, helps you figure out how to contact your representatives, and a regularly updated list of planned protests. It is USAmerican centric but the list of protests is international.

I Haven’t Seen This Linked On Here So: This Is An Awesome Resource For How You Can Help The People
I Haven’t Seen This Linked On Here So: This Is An Awesome Resource For How You Can Help The People

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2 years ago

artist behind realpokemon opening commissions ‼️

Artist Behind Realpokemon Opening Commissions ‼️

for $30-45 (scaling based on complexity, per pokémon) i will paint a pokémon into any photo of your choosing!! dm me or request for my discord for more info. i may also rb the finished product if you have a pokémon irl blog. i take payment through my kofi <3

i also do non-pokémon work. for humans, collar-up will go for $35, hips-up will go for $60, and full-bodies for $85 👍

Artist Behind Realpokemon Opening Commissions ‼️

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2 weeks ago

Oh hot damn, it's been fully animated!


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2 weeks ago

INTERVIEW WITH SHIGENOBU MATSUYAMA - PRODUCER ON SILENT HILL THE ARCADE

I had the pleasure of interviewing Matsuyama-san, one of the producers on Silent Hill the Arcade! Here's what he had to say :)

Q - How did the idea for Silent Hill The Arcade come to be?

A - During the arcade boom of the 1990s and the 2000s, a desire was born to combine the unique worldview of the Silent Hill series - which was already a very strong IP console game-wise – with the haunted houses one might find in an amusement part. We wanted something that could provide an easy and pleasurable experience to an extremely varied range of customers… as in, the casual users. This is the idea that brought Silent Hill Arcade (SHA in short) to life. However, since our goal was to create a new kind of experience that could not be replicated anywhere else, we designed a game that could make the most effective use of the 5.1ch surround sound system, which was something that arcade games hadn’t adopted until that point, with a type of cabinet that could be somewhat isolated from the rest of the arcade via the use of curtains.

Q - Roughly how long did development for the game take?

A - At the time, the development cycle of an arcade game was so short it would be unimaginable today. The shortest one was around six months, the longest about one year and a half. I think SHA took us around one year and two months.

Q - What parts of development were most enjoyable for you?

A – Usually, arcade games are tested a certain number of times, both during development and just before launch in each and every country where their release has been scheduled (which, for SHA, meant Japan, the US, the UK, Italy, Spain, France, Hong Kong and Singapore). In order to keep the development budget for SHA as low as possible, however, I personally traveled alone to the US for the market testing, assembled the cabinet all by myself, repaired it when it was out of order, and stood next to it for days on end, pen and paper in my hand, ready to collect the players’ data. Game development, nearly 20 years ago, was very much an analog experience. It was also hard work, but when I look back, I have so many good memories of that time.

Q - Do you remember any kinds of ideas that you and the team wanted to include in the game, but didn’t in the end?

A – I’m sure this will sound obvious, since SHA was based on a pre-existing IP, but since the framework was pretty much already set when it came to characters and plot, we had to be extremely careful not to deviate from it so that we wouldn’t create inconsistencies. Personally, I would have loved to take the story in slightly wilder directions and include new and fresh ideas.

Q - I loved seeing so many locations from Silent Hill 3 and 4 make an appearance in the game! Was the team who worked on those two games involved in making any decisions for Silent Hill The Arcade?

A - We of course personally consulted select staff members of Konami, like for example Producer Yamaoka, with whom I had been acquainted with since before SHA. However, most development teams had a mix of internal and external members that changed pretty fluidly with each and every year, so there was no real collaboration between the various teams.

Q - What level of freedom were you given for creating this original story within the Silent Hill universe? Were you given any specific directives on what you could or could not integrate/use in the story?

A - If I have to express my personal point of view on the matter, however, should you compare the storyline for SHA with the timeline of the other games, you would indeed notice a few minor inconsistencies that we were not able to completely solve. That’s something I still have regrets about.

Q - Tell me about translating a traditional survival horror experience into the rail shooter genre and control style. What kind of considerations did you have to make for this?

A - The biggest challenge was by far to design a game system that could be as simple as possible, and to regulate the level of challenge in a way that felt balanced, because we didn't want to force complicated controls or an exceedingly high difficulty level on the casual arcade players. Moreover, there was another balance we had to strike perfectly: more specifically, the one between the aforementioned "haunted house" element - the one that was unique to SHA, with its sequences of terrifying events - and the thrilling playstyle that a rail shooter should provide to the player.

Q - As a final product, what are your personal thoughts on the game?

A - I think it had a state-of-the-art sound system, that the design of the cabinet, with its creepy-looking curtains, made people want to take a peek inside, and that the rail shooting system was simple and could be enjoyed by virtually everyone. I think we managed to combine these various elements with a one-of-a-kind worldview of Silent Hill in a way that was in my opinion pretty good! Of course, each and every member of the staff did their part, and I thank all of them wholeheartedly.

Q - Are you working on anything currently that you’d like me to mention?

A - Feel free to write whatever you prefer! If anything, I should thank you, since you allowed me to walk down the nostalgia lane and recall memories from almost 20 years ago that had been dimmed down by the passage of time. Thank you very much!

Shigenobu Matsuyama's site: shig.jp


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2 years ago
There Are FIVE DAYS Left In My Kickstarter Campaign And We're 500 Dollars Away From Securing Funding
There Are FIVE DAYS Left In My Kickstarter Campaign And We're 500 Dollars Away From Securing Funding

There are FIVE DAYS left in my Kickstarter Campaign and we're 500 dollars away from securing funding for these 7 designs and 2 colors! Go go check it out!

https://www.kickstarter.com/projects/1385812760/princes-of-hell-an-enamel-pin-collection


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