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False Idol Workshop

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A member registered Aug 11, 2021 · View creator page →

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Thank you, I’m glad you enjoyed it! It’s kind of a niche template for a niche program, so I wanted people to at least get a kick out of the description if they found the page.

If you’re still looking for a quatro template, I think Electric Zine Maker does one. I’d offer to make you one but with my current workload I think I wouldn’t get it done until like July.

Hey, thank you for the heads-up (and sorry for the delayed reply!). Life went a little crazy on my end these last few months.

I’ve been really enjoying the little formatting reminders from the new builds, and I recently discovered the inter-document link completion support, which was something I kept reminding myself to come suggest before I found out it already existed. Awesome stuff.

Reading through this zine gives you a sense of comfort, but also one of great possibility. These feelings intensify when using its nearly inexhaustible set of thoughtfully written, generative tools. Cozy hamlets with improbably diverse crops. Mysterious forests. Calming. Friendly. Really into it.

c u t u p y o u r b o o k s

This table isn’t necessarily the table, though all of its components represent the table, or at least possible forms of the table, each one itself being a table, which could also potentially be the table depending on how things go, though that would be the table and not the table, the distinction of which becomes perhaps nil at the point at which one of the potential tables steals the potential of the other tables, despite all of them being components of the same table

thank you very much, I’m glad to hear it

Aah, glad to hear it re: multi-select. Wrapping quotes around the Title entry let me add the date in there, that’s perfect, thank you. And thanks for the suggestions regarding the lists. Testing a few different spacing variations real quick, this addresses some of the issues, but not all of them.

I think it’s a just an issue with the preview rendering since both HTML exports properly treat everything as a loose list. I’ll make a post in the bug section.


there are potential use cases that Deepdwn isn’t designed for, and that might include: tens of thousands of markdown files that Deepdwn needs to be aware of and parse, with millions of words

Can’t fault you for thinking this way. I happen to think the value of Deepdwn’s organizational features only goes up as it encompasses larger and larger bodies of files. Incidentally, it was actually significantly fewer files. I screwed up:

I forgot about the images. Only about 4.3MB of that 25MB group of directories were .md files. Images made up about 165KB per 200KB directory. Anyway, the 25MB point was just the size at which the program became wholly inoperable. The program became uncomfortably sluggish at roughly 5MB total/1MB Markdown, and was basically unusable but still technically responding at 15MB total/3MB Markdown.

I’m concerned about the performance because my personal writing directory sits at just over 12MB in .txt/.md files. Certainly no Tolstoy, since that represents almost, god help me, 10 years of wildly varied activity levels. Too much to organize in Deepdwn using the normal file settings though. I don’t think it’s unusual for people to have a standing base of documents they may want to use with Deepdwn, and I don’t think 3MB of files is so outlandish a number either.

However! Today I discovered that turning off file system monitoring mostly eliminates the performance issues up to, so far, 3MB of Markdown files. I’m going to keep pushing it and integrating more of my doc dir’s subdirs until I hit a limit (if there is one in this mode). This should be workable for now. I think anything lost from not having the file system monitored will be worth it in terms of overall usability, though it’ll be nice to hopefully have that again too in the future. Also, I can feel comfortable recommending this to more prolific friends again, which is great.

All that said, I wholeheartedly agree with this:

Great! If it isn’t a good fit for you now, I hope that it will be some day in the future (and hopefully before 2030).

This is the last you’ll hear out of me on the performance front, since harping on about it would be both rude and a waste of our time. (Though I still think it’s very important.) Thank you for your patience and your explanations.

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I’ve pumped around 10k words into Deepdwn over the last week or so. There’s a lot to like, but also some issues.

  • this morning I tried creating some templates. They’re great, btw, thank you. Using {{ time }} in the title: frontmatter field really rustles Deepdwn’s jimmies. I reproduced this on Ubuntu and Windows. You didn’t claim it as a feature, so I wouldn’t necessarily call this a bug, but it would turn {{ time }} from a cool little feature to a killer inclusion for me if it evaluated in titles. For example, I have a lot of calls with the same people which I take notes on, so I usually include dates in document titles because “Call 16 with Adam” doesn’t tell me enough. 25 Aug 15:30 Call with Adam, though, that’s the stuff.

  • in a similar vein, it might be helpful to add ctrl+click multi-selection between and within categories, tags, and directories for deeper filtration. E.g., selecting tags “Adam” and “Julie,” in category “Calls,” in folder “Work” would help in cases where “Adam” and “Julie” occur across directories, projects, and other contexts. This may only start to show its value in cases where Deepdwn manages a significant corpus over a long period of time. But I’d like to use Deepdwn to do just that.

  • I use a 65% keyboard. The laptop keyboard emulates a numpad with Fn, but still the create-from-template shortcut doesn’t work. I think that if you aren’t going to offer rebinding to cut down on settings you have to maintain, then a paradigm which sticks to keys 99% of laptops have, maybe Ctrl+T+Numrow, would be a better replacement that doesn’t overlap Heading collapse shortcuts

  • nested lists apply inconsistent spacing beneath their elements. I think they should apply the same spacing as a top level list. An example:

    nested list spacing issue image

  • performance puts a significant dampener on the prospect of using Deepdwn as a daily driver over a long period of time. I don’t know if it’s Electron or what, but Deepdwn will open using 60MB of RAM and 6 hours later use 150 even if no changes are made to any files. (The starting memory usage and continuous memory creep are actually significantly worse on Windows, now that I’ve had the chance to test it there.) This is with it only pointing at a directory of 13 files totaling about 30KB. To roughly approximate what this might look like in the future, I went and tested how Deepdwn handles progressively larger numbers of files by adding in duplicates of that folder, stopping at 25MB worth of files because the app had already become inoperable. The app becomes progressively more sluggish and difficult to use. Launching takes forever, it uses staggering amounts of memory, and editing experiences significant lag.

    Maybe that’s something that simply can’t be helped because of your stack, but despite how much I enjoy using Deepdwn and want to see it succeed, if someone writes prolifically in it they will simultaneously write themselves out of being able to use it. All of the finnicky stuff above is frankly second fiddle to this. I would even argue that every feature addition in your roadmap is second fiddle to this. I’m going to be following Deepdwn’s development and trying new versions as they come out, because in terms of the composition and organization experience it’s one of the better Markdown editors I’ve used. It just needs to scale. But I don’t think I can recommend it to people until that’s addressed.

Ah, thank you. That’s actually how I found out I should contact support. It didn’t mention whether I should use email or the forum so I tried here first as the most frictionless option

I’ll give it a shot, thanks for the guidance

Hello, I was told I need to request access from Support for my profile’s CSS styling, beyond the GUI options in “Edit Theme.” Thank you

interesting, I didn't even know there was native editor interaction baked in like that. I assumed it was a malfunctioning feature (clearly!). Good to know, and thank you

Using the 0.28.1 on (to my knowledge) fully updated Windows 10: ctrl+i or ctrl+b commands on selected text cause the program to display a flash of the intended formatting without applying it. The Preview render doesn't (appear to) update at all when this happens either. Haven't tested with strikethrough, highlight, or other options

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The powerful Dungeon Scrawl map creator by ProbableTrain exports to SVG, a graphics format with lossless scaling, which may work nicely in ePubs. generates maps quickly and intuitively with perfectly functional PNG export

I'm not the OP, but thank you for implementing this

14, holy shit

Font difference is night and day. Thanks for switching it up.

Thank you for the gracious response—I realized after posting that dropping unsolicited criticism like that was pretty inconsiderate. I got ahead of myself in my excitement to discuss the topic. I'm sorry for not asking if you were open to it. 

There's a tag here on Itch for the GM-less thing, though I'd specifically suggest the IronSworn and Beak, Feather, & Bone systems as things you might find interesting or useful.

On the flipside regarding quickness, it did prompt you to get your work done and published. Personally I find that to be the hardest part of any project in a new format, even if I've done work in the larger space (as you have in the TT space with your other work—I really enjoyed the elf youth manifesto). I look forward to your updates, wherever you take the system.

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A writer's block shatterer. Powerful simplicity which stands on its own and integrates well into pretty much anything else, if desired. I have an ongoing, meandering solo tale (will our nameless, successful avenger avoid pursuit and make it back home to his wife's grave?). I also used it to handily generate a quick backstory with some solid narrative hooks for a tradgame character.

The self-contained nature of the online card picker means you can save the page as a .html file and use it on any device of your choosing, connected or not. This helps neatly avoid the necessities of sorting and shuffling cards to begin or to continue a story, and minimizes the potential distraction of notifications from Online (for me anyway). I may add in the aura, oracle, city, and a couple other custom tables for myself at some point in the future, but mostly I'm happy the picker exists at all.

Do give this a buy, if you can.

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It's my pleasure to do so. I'll look forward to the update, and I appreciate you taking the extra time to polish—though I want to reiterate to anyone reading that they should 100% grab a copy (if they can), updated or no. And that does address my questions, thank you.

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It has come to my attention via the dev log here that reviews on Itch are private, one-way conduits to creators! As such, I'm reposting my review here. I've since edited it to reflect the update Cezar published on 24 Aug.

An evocative and relaxing game. I'm new to solo games, so forgive any lack of conventional knowledge. So far, I greatly enjoyed exploring, crafting, and reflecting. I had some time to spend tonight, so this may be a bit long. TL;DR — 2 thumbs up, and more if I can remember where I put my spares.

The intro, gameplay examples, and the rules evoke tranquility. Given the contemplative nature of the game and the clear emphasis on envisioning (I think the term is used 30+ times), I suggest preparing materials for journaling alongside what the booklet recommends. The layout and imagery match the game's theme (calm and pretty). Subjects proceed logically. Rolling tables function intuitively. (If you have trouble on the larger ones: first role the black/horizontal die for a category, then roll again for the specific/vertical result.) Timely play excerpts do away with most potential ambiguity. I also appreciated the full gameplay example, which you can find as a post in the game's development log here on Itch.

An earlier version of this comment suggested hyperlinking or otherwise providing easy navigation between tables—Cezar was kind enough to respond to this feedback quickly, and the instructions are better than ever. I had no issues hitting the ground running with this ruleset, uncovering the secrets of my personal Ayera.

And run I did. The map-generating hex flower engine gives the world a sense of continuity without taking away the possibility of wild new landscapes down the line. The exploration process reminded me of the weeks I spent many years ago, rolling Minecraft seeds and marveling at impossible combinations. The dice generate settlements and NPCs often enough that traveling to them to offer your services can be an easy and functionally endless goal. The tabular appendices at the end of the booklet help make each entity interesting. For environmental character, the Peril oracle creates gentle tension, giving the world a feeling of power and danger to be respected without resorting to violence. The Opportunity mechanic provides the positive flipside. You never get hurt in Ayera. At most, some materials are altered.

The act of gathering, keeping in mind the values of our setting, was meditative. I had fun generating and situating ingredients within my world, and imagining how to respectfully interact with them. After collecting my scraps, I was jazzed to actually make something. I've never seen anything like this nifty tetrominos system, and like the hex flower, its simplicity belied its ability to capture my imagination. Working and finessing my materials into place to complete my project was just challenging enough to be interesting without being taxing. I completed my project after 2 journeys. For my advancement activities, I shared some stories around a campfire and had a bittersweet heart-to-heart learning the life story of a cautious blacksmith. The concept of being rewarded with scenes of communal bonding really shines here. I intend to work on a personal project next. I like that you can design the shape of your project to be as difficult or as easy as you want.

An earlier version of this comment asked for a couple clarifications at this point, and Cezar was kind enough to clear those up for me. The game itself has also been tuned a bit regarding clarity. So those are no longer relevant.