Ahhh, the inglorious reality of the internet is that where there is traffic, there's bots. YouTube is no exception.
I just want to clarify that first of all, I don't condone the use of bots for the purposes of being an ass on the web. And second of all, they shouldn't ever be given any sort of media credit. Unfortunately this post self-contradicts, but I'd like to briefly talk about it.
I never mention bots. Ever. They're like those posters you see on the side of buildings, people on the street briefly glance at them, realise they're not important or interesting, and move on. But this aside, I'll bear the facts: I probably get 2-3 messages in my YouTube inbox a month that are obviously bots. The grammar is off, they're sent to over 50 people, and they advertise a website you'll never visit.
They're all pretty 'run of the mill' and whenever I see this I think 'these guys are gonna need to start trying a lot harder. They're becoming a joke.' The affair ends with the 'mark as spam' button firmly clicked.
Do I mind the extra mail? Not really. It takes less than 30 seconds to get rid of it, and at least at this point in my YT career, I can afford the time. Of course the perfect situation would be not getting them at all, or at least having a spam filter built in. The messages are all laid out the same, it can't be hard to filter, right?
Anyway, I just got a unique bot message, or at least a new one. Still not perfect English, but extremely close. Mailed to only one person, and linked to a video, telling me how to get more views.
It's supposed to drive traffic to the company website. But as a regular YT viewer, I can comfortably confirm such measures do not work, at least not without near-crystal clear transparency, and have not worked for 5 years.
The title gave it away prettymuch immediately. Who has the time to write a 100 word title, that has the same 100 words as the start of the actual message? Again though, a first of this type of bot for me.
I guess this means my videos are getting more popular. Heh. Ahhh lol, just remembered the 'does it come with a free virus too?' comments that have started cropping up on YT. :D
This reminds me of yesterday when a friend received an email saying they'd won 300k. These guys immediately lost credibility on mentioning South America. :P If someone truly is stupid enough to fall for these bank hacking/virus thingies nowadays, they deserve it in my opinion.
So basically, bots are behind the times, and have laughably bad text scripting. Learn English you amateur hackers!
In other news, the Wool Warfare video took 7 hours to upload. No idea why. We passed 100k total video views, 400 subscribers, and Adsense is giving me the first payout at the end of this month. :D As usual, I write these just as I need to go, and I need to go to sleep.
The Bird's Ramblings
Thursday, 17 January 2013
Wednesday, 2 January 2013
Corona: My Daydream
Hm, yes. This is basically a followup to the Corona video I posted on YouTube recently, where I gave a brief outline about 'my dream game.' Let's take a look at how this idea came about.
As I said, I was daydreaming, not so much about making a game, but features that I'd want to see in a game. Things like a single-player, perhaps 2-4 multi-player campaign, an actual multi-player, that could support dozens of people on one server, player customisation, etc. etc. Then, literally, my brain randomly said 'space racing game!'
As for the name itself, again, rather boring and not really related to anything, I was thinking of cool space words and corona was the first to come to mind. For lack of a better name, Corona is now the name of my daydreaming about this thing.
I still think about Corona a lot, and I'm constantly coming up with ideas. Like just yesterday, I thought that in multi-player races, if you can't join the game in time, you get to spectate, as some kind of ghost camera or something. My actual idea is that these spectators will be able to gamble in-game credits on who they think will win, perform the most stunts, etc. I know what you're thinking. This sort of thing isn't politically correct. And you're right, but remember:
- It's just an idea
- You don't have to gamble
- It's an indie game, and stuff like this is just part of what an indie game is.
What I thought of just this morning was being able to use the Q and E keys to rotate your ship while you fly, and also the camera.
In hindsight, it seems kinda weird that I say that first. It makes total sense to me, as it's all in my head. But for the reader, you're bamboozled. I guess we need to talk about mechanics.
Players are able to build their own custom ships to fly in the game. They can use the in-built stock parts if they just want to get into the game. Things like, I don't know, fins, engines, cockpits. Or if you're feeling particularly creative, you can create your own parts almost from scratch in a user friendly shape editor of some sort. I guess the game would need to calculate the various statistics of custom parts, based on shape, size weight, etc. You will be able to save these custom parts, and even perhaps custom ships, and sell them online for in-game credits. If you want an awesome ship, but don't want to spend hours making it, head to the player creations store and pick up something nice.
It's difficult to visualise what people would do if they had creative freedom over their own craft, as people are people and are therefore unpredictable. I imagine that some people would choose to ride around in men's genitalia, but hey, if you want to look like an uninspired idiot, so be it.
Again, just an idea, don't shoot me down, but feel free to unbiasedly critique, but wouldn't it be cool if the game used the Unlimited Detail technology currently in development by Euclideon, a small outfit in Australia. It's my game, so there's the daydream for ya. It's a completely different topic, but I just remembered those guys by chance a few days ago. I used to think that it was a hoax. I've changed my tune to a 'I hope it's real' attitude. The technology could revolutionise the gaming industry, people wont give it a chance because in their way of thinking, it's impossible. Remember that there's more than one way to solve most problems on Earth, and the gaming industry is no different. Just look at how successful Minecraft is, and it's made by a team of 10-15 people. Originally just one guy with a big heart. These companies in charge of the console world have hundreds, maybe thousands of employees spending millions of dollars and several years on their games. And it shows. For Minecraft to come along and make Notch and the rest of the Mojangstas millions of euros is both astonishing, and probably record breaking.
RANT! Woops. Anyway, yes, Corona! There's plenty more I would like to have said, but I will have to say it another time. Just before I go I'll talk breifly about credits. You get 'em primarily from racing, as kind of a score thing, which calculates based on time to complete the track, stunts performed, 'newbieness,' for multi-player, to keep things fair, and probably some other stiff I haven't thought of yet. As above, you can also make stuff for the shops, or gamble your way to riches also.
Perhaps I should seriously consider talking to someone in the industry. This is turning into quite the daydream.
As I said, I was daydreaming, not so much about making a game, but features that I'd want to see in a game. Things like a single-player, perhaps 2-4 multi-player campaign, an actual multi-player, that could support dozens of people on one server, player customisation, etc. etc. Then, literally, my brain randomly said 'space racing game!'
As for the name itself, again, rather boring and not really related to anything, I was thinking of cool space words and corona was the first to come to mind. For lack of a better name, Corona is now the name of my daydreaming about this thing.
I still think about Corona a lot, and I'm constantly coming up with ideas. Like just yesterday, I thought that in multi-player races, if you can't join the game in time, you get to spectate, as some kind of ghost camera or something. My actual idea is that these spectators will be able to gamble in-game credits on who they think will win, perform the most stunts, etc. I know what you're thinking. This sort of thing isn't politically correct. And you're right, but remember:
- It's just an idea
- You don't have to gamble
- It's an indie game, and stuff like this is just part of what an indie game is.
What I thought of just this morning was being able to use the Q and E keys to rotate your ship while you fly, and also the camera.
In hindsight, it seems kinda weird that I say that first. It makes total sense to me, as it's all in my head. But for the reader, you're bamboozled. I guess we need to talk about mechanics.
Players are able to build their own custom ships to fly in the game. They can use the in-built stock parts if they just want to get into the game. Things like, I don't know, fins, engines, cockpits. Or if you're feeling particularly creative, you can create your own parts almost from scratch in a user friendly shape editor of some sort. I guess the game would need to calculate the various statistics of custom parts, based on shape, size weight, etc. You will be able to save these custom parts, and even perhaps custom ships, and sell them online for in-game credits. If you want an awesome ship, but don't want to spend hours making it, head to the player creations store and pick up something nice.
It's difficult to visualise what people would do if they had creative freedom over their own craft, as people are people and are therefore unpredictable. I imagine that some people would choose to ride around in men's genitalia, but hey, if you want to look like an uninspired idiot, so be it.
Again, just an idea, don't shoot me down, but feel free to unbiasedly critique, but wouldn't it be cool if the game used the Unlimited Detail technology currently in development by Euclideon, a small outfit in Australia. It's my game, so there's the daydream for ya. It's a completely different topic, but I just remembered those guys by chance a few days ago. I used to think that it was a hoax. I've changed my tune to a 'I hope it's real' attitude. The technology could revolutionise the gaming industry, people wont give it a chance because in their way of thinking, it's impossible. Remember that there's more than one way to solve most problems on Earth, and the gaming industry is no different. Just look at how successful Minecraft is, and it's made by a team of 10-15 people. Originally just one guy with a big heart. These companies in charge of the console world have hundreds, maybe thousands of employees spending millions of dollars and several years on their games. And it shows. For Minecraft to come along and make Notch and the rest of the Mojangstas millions of euros is both astonishing, and probably record breaking.
RANT! Woops. Anyway, yes, Corona! There's plenty more I would like to have said, but I will have to say it another time. Just before I go I'll talk breifly about credits. You get 'em primarily from racing, as kind of a score thing, which calculates based on time to complete the track, stunts performed, 'newbieness,' for multi-player, to keep things fair, and probably some other stiff I haven't thought of yet. As above, you can also make stuff for the shops, or gamble your way to riches also.
Perhaps I should seriously consider talking to someone in the industry. This is turning into quite the daydream.
Monday, 3 December 2012
The ThaumCraft 3 Beta
As ThaumCraft 3 is finally in a public release, and completely 100% public downloadable, I feel that it's time to share some information about the week or two prior to the public release candidate:
I was a ThaumCraft 3 beta tester.
Azanor himself contacted me through YouTube a while ago and invited me to participate in the beta testing of the mod. Of course, I immediately said yes. ThaumCraft 2 was one of my favourite mods ever, so how could I pass up such a rare and cool proposition?
The testing came with a few rules. No distributing the mod, no telling anyone, and no videos. As I've said, she's public now, so I guess I can tell you. If not, sorry, Azanor!
We were given access to the mod in it's beta form, and the subsequent almost daily updates, bug fixes and changes, a changelog, and a super exclusive IRC chat for the beta testers, along with a server to share thoughts, and to report bugs. I remember now that I'd made an aspect generator on there. It was almost automatic.
You may recall that Azanor in his sneak peek videos made a crucible by putting a shard in a cauldron, then waving the wand. However one of the recent MC patches makes it so that items bounce on top of cauldron. Since, Azanor has let us just right click an empty crucible. One of my contributions to the mod. :) I spotted a couple of other bugs, but they mostly have to do with the researchable items. No spoilers here. :P
A lot of the items and machines from TC2 haven't made it to TC3 (yet), but a lot of stuff has been added that's new, such as Golemancy. I feel some things didn't make the cut. Seals have been completely removed. Taint's gone, vis plays a minor role. The research system has been totally revamped to incorporate aspects.
I wanted to get around to pushing the limit of the golems navigation skills, but I've been busy. For anyone interested, what I would've done is basically set up an obstacle course of sorts, with pressure plates and pistons, closing, opening, changing paths, and perhaps lifting or dropping the golem onto different levels. Yes, my brain is crazy. As a beta tester, your prime focus is to break whatever it is your testing. :)
From a survival gameplay perspective, here's my take:
Research can get tedious. Collecting items with as many varied aspects as possible is a good way to go early on, but I think in the late-game you'll want to turn your attention to bottled aspects. I ended up having a chest next to my table full of useful materials and essentias, to methodically sift through once the aspects I'm currently researching get greyed out.
There aren't very many things in the mod that'll change the way you play in general. Spelunking was overpowered in TC2, especially if you had nearly all the items, like I did in my LP series, but this mod adds just a few items, like a staff that blasts rocks to bits. Portals are gone, along with the concept of seals completely. Taint's gone, and Vis now plays a minor role.
Essentially what I'm saying is that the majority of the mod is inside your alchemy lab, filling small dusty phials with the essence of your items. I hope that Azanor adds something to make us want to explore, like the obelisks of TC2. Perhaps openable with certain aspects? Hm, that's actually a good idea. I might see if I can contact Azanor about that one.
I was a ThaumCraft 3 beta tester.
Azanor himself contacted me through YouTube a while ago and invited me to participate in the beta testing of the mod. Of course, I immediately said yes. ThaumCraft 2 was one of my favourite mods ever, so how could I pass up such a rare and cool proposition?
The testing came with a few rules. No distributing the mod, no telling anyone, and no videos. As I've said, she's public now, so I guess I can tell you. If not, sorry, Azanor!
We were given access to the mod in it's beta form, and the subsequent almost daily updates, bug fixes and changes, a changelog, and a super exclusive IRC chat for the beta testers, along with a server to share thoughts, and to report bugs. I remember now that I'd made an aspect generator on there. It was almost automatic.
You may recall that Azanor in his sneak peek videos made a crucible by putting a shard in a cauldron, then waving the wand. However one of the recent MC patches makes it so that items bounce on top of cauldron. Since, Azanor has let us just right click an empty crucible. One of my contributions to the mod. :) I spotted a couple of other bugs, but they mostly have to do with the researchable items. No spoilers here. :P
A lot of the items and machines from TC2 haven't made it to TC3 (yet), but a lot of stuff has been added that's new, such as Golemancy. I feel some things didn't make the cut. Seals have been completely removed. Taint's gone, vis plays a minor role. The research system has been totally revamped to incorporate aspects.
I wanted to get around to pushing the limit of the golems navigation skills, but I've been busy. For anyone interested, what I would've done is basically set up an obstacle course of sorts, with pressure plates and pistons, closing, opening, changing paths, and perhaps lifting or dropping the golem onto different levels. Yes, my brain is crazy. As a beta tester, your prime focus is to break whatever it is your testing. :)
From a survival gameplay perspective, here's my take:
Research can get tedious. Collecting items with as many varied aspects as possible is a good way to go early on, but I think in the late-game you'll want to turn your attention to bottled aspects. I ended up having a chest next to my table full of useful materials and essentias, to methodically sift through once the aspects I'm currently researching get greyed out.
There aren't very many things in the mod that'll change the way you play in general. Spelunking was overpowered in TC2, especially if you had nearly all the items, like I did in my LP series, but this mod adds just a few items, like a staff that blasts rocks to bits. Portals are gone, along with the concept of seals completely. Taint's gone, and Vis now plays a minor role.
Essentially what I'm saying is that the majority of the mod is inside your alchemy lab, filling small dusty phials with the essence of your items. I hope that Azanor adds something to make us want to explore, like the obelisks of TC2. Perhaps openable with certain aspects? Hm, that's actually a good idea. I might see if I can contact Azanor about that one.
Tuesday, 6 November 2012
A Lot's Happened...
Indeed it has, oh merciful title. I don't have time to cover everything, but I will cover the biggies:
We've reached 250 subscribers. I started this blog with just under 30 subscribers, and back then that was a pretty big deal. It was around the time of halloween, but I haven't had time to make anything fancy recently. The real world calls too, guys.
My EE3 video is a top search result. Astonishing, right? It has 1,000 more views than when I last checked, and that was yesterday, it's so many in fact, that my Analytics section hasn't updated yet. It says around 1,700 on analytics right now, but at least 1,000 more actual. YouTube's kinda famous for bein' laggy.
I should probably contact Pahimar, the mod author, and ask if the video can be on his EE3 forum post. I'm always a little nervous about contacting mod authors, because they're very busy people. I'd hate to drag him away from developing the mod, and generally being awesome for too long.
There's a few more things to say, but as I say, I'm strapped for time, and these are biggies.
We've reached 250 subscribers. I started this blog with just under 30 subscribers, and back then that was a pretty big deal. It was around the time of halloween, but I haven't had time to make anything fancy recently. The real world calls too, guys.
My EE3 video is a top search result. Astonishing, right? It has 1,000 more views than when I last checked, and that was yesterday, it's so many in fact, that my Analytics section hasn't updated yet. It says around 1,700 on analytics right now, but at least 1,000 more actual. YouTube's kinda famous for bein' laggy.
I should probably contact Pahimar, the mod author, and ask if the video can be on his EE3 forum post. I'm always a little nervous about contacting mod authors, because they're very busy people. I'd hate to drag him away from developing the mod, and generally being awesome for too long.
There's a few more things to say, but as I say, I'm strapped for time, and these are biggies.
Friday, 31 August 2012
Custom Thumbnails
I'm late by a couple of days on this one, but I've just discovered with my latest video upload I was able to also upload a CUSTOM thumbnail, that is to say, a picture that I can spruce up in an editor that takes the place of the 3 randomly generated images.
My first reaction was a huge 'THANK YOU!' The ability to make an inviting picture that stands out and looks professional, rather than an in-game Minecraft image is a powerful tool.
In recent weeks, having not been able to make custom thumbnails I was simply making the images to stick at the start of the video. I started this properly with my ongoing Super Hostile series. I've gotten a lot better since I started doing it, and I now use moving pictures in the background. So making the images really is practice, and knowing how to use your video editors.
The problem here though is that some people are probably going to be abusing this power by putting up pictures that don't relate to the video. Way back when YouTube was a baby, everybody had custom thumbnails I think, but they took it away for this very reason.
I'm not stupid enough to abuse this gift. I need it to get more traffic to my channel. THE POWER OF THE THUMBNAIL WILL COMPEL YOU TO CLICK IT (or something). :)
In unrelated news, I've recently bought a Pop Filter for my microphone. A pop filter is basically a screen which protects the mic from extreme changes in air pressure. If you watch my videos you might hear the sound make a loud noise, then my voice goes quiet for a bit. It stops that. Hooray for more professionalism!
This specific model cost 70 bucks. Of the two I had to choose from, it was definitely better. The other one looked suspiciously like a knockoff, and it was worth $30. It was cheaper, but I think I've made the right choice.
I've just noticed a AA battery on my desk. Don't remember putting it there. Weird.
My first reaction was a huge 'THANK YOU!' The ability to make an inviting picture that stands out and looks professional, rather than an in-game Minecraft image is a powerful tool.
In recent weeks, having not been able to make custom thumbnails I was simply making the images to stick at the start of the video. I started this properly with my ongoing Super Hostile series. I've gotten a lot better since I started doing it, and I now use moving pictures in the background. So making the images really is practice, and knowing how to use your video editors.
The problem here though is that some people are probably going to be abusing this power by putting up pictures that don't relate to the video. Way back when YouTube was a baby, everybody had custom thumbnails I think, but they took it away for this very reason.
I'm not stupid enough to abuse this gift. I need it to get more traffic to my channel. THE POWER OF THE THUMBNAIL WILL COMPEL YOU TO CLICK IT (or something). :)
In unrelated news, I've recently bought a Pop Filter for my microphone. A pop filter is basically a screen which protects the mic from extreme changes in air pressure. If you watch my videos you might hear the sound make a loud noise, then my voice goes quiet for a bit. It stops that. Hooray for more professionalism!
This specific model cost 70 bucks. Of the two I had to choose from, it was definitely better. The other one looked suspiciously like a knockoff, and it was worth $30. It was cheaper, but I think I've made the right choice.
I've just noticed a AA battery on my desk. Don't remember putting it there. Weird.
Sunday, 12 August 2012
Welcome to My Shop!
I've finally decided to give the whole 'YouTube Merch Store' thing a thorough investigation to see how profitable it will be to actually use it. The problem that I foresaw before engaging on any of this was that there would be some kind of 'hosting cost' involved. I pay the third party so many dollars a month to keep my account active.
After a bit of digging through the possible third party hosts for the store, I realised I wasn't wrong. Amazon wants me to pay to be able to add items to their database, so that was prettymuch an insta-no. I abandoned iTunes early on, because one of the requirements to host stuff there is that the quality needs to be on par with DVD. What I have in mind is only 360p.
I did eventually discover that Topspin gives your account a 3 month plan totally free if you're with YouTube, otherwise a $30 value. It was free, and I figured what the heck, if this really works out and I make a reasonable profit, I would definitely be interested in staying with them a little longer. If it doesn't work out, at least it didn't cost me anything.
I've just made an account over at Topspin and have been learning the ropes there for the last hour. I eventually managed to make an item to sell: My very first video. In comparison with my more recent videos, this one is pretty ugly, but it still has me and my charms. :)
In addition to the subscription, they also take a cut of the earnings from the item. Fair enough, they've got a business to run. I'm sure I would break some kind of agreement if I gave out numbers here, but let's just say the cut is verging on significance.
The video itself is currently for sale for $1.99 US. I always hated when retailers did the '99 thing,' but hey, it almost works, and you save 1 cent. :)
I just have to wait until tomorrow for the YouTube search thingy to update so that I can find it and host it in my Merch Store. I'll be making a more formal announcement over on YouTube that the store is active. I'll probably say something like that it's a donation, with a free piece of nostalgia. :)
So there you have it. An experiement to see how charitable my viewers are. I would need to make at least $30 to make the whole thing worth it. So a little bit over 15 copies need to be sold (remember Topspin's cut) before I theoretically make a profit. YouTube gives a free 3 months, so right now I haven't paid for anything, but hopefully you will. *Wink wink nudge nudge*
After a bit of digging through the possible third party hosts for the store, I realised I wasn't wrong. Amazon wants me to pay to be able to add items to their database, so that was prettymuch an insta-no. I abandoned iTunes early on, because one of the requirements to host stuff there is that the quality needs to be on par with DVD. What I have in mind is only 360p.
I did eventually discover that Topspin gives your account a 3 month plan totally free if you're with YouTube, otherwise a $30 value. It was free, and I figured what the heck, if this really works out and I make a reasonable profit, I would definitely be interested in staying with them a little longer. If it doesn't work out, at least it didn't cost me anything.
I've just made an account over at Topspin and have been learning the ropes there for the last hour. I eventually managed to make an item to sell: My very first video. In comparison with my more recent videos, this one is pretty ugly, but it still has me and my charms. :)
In addition to the subscription, they also take a cut of the earnings from the item. Fair enough, they've got a business to run. I'm sure I would break some kind of agreement if I gave out numbers here, but let's just say the cut is verging on significance.
The video itself is currently for sale for $1.99 US. I always hated when retailers did the '99 thing,' but hey, it almost works, and you save 1 cent. :)
I just have to wait until tomorrow for the YouTube search thingy to update so that I can find it and host it in my Merch Store. I'll be making a more formal announcement over on YouTube that the store is active. I'll probably say something like that it's a donation, with a free piece of nostalgia. :)
So there you have it. An experiement to see how charitable my viewers are. I would need to make at least $30 to make the whole thing worth it. So a little bit over 15 copies need to be sold (remember Topspin's cut) before I theoretically make a profit. YouTube gives a free 3 months, so right now I haven't paid for anything, but hopefully you will. *Wink wink nudge nudge*
Tuesday, 17 July 2012
Update for Yall
First off, I'd like to announce my YouTube channel has achieved and is now firmly in excess of 200 subscribers! We got to 200 a couple of times, but people unsubscribed, but as I said, were comfortably past the milestone to make it official! This is the part where I say thanks and all that, but it's starting to get boring and repetitive. In place of this, I'll say that I'm speechless, cuz really I am. :D
This is only the beginning for me, though. I came into this 6 months ago with a lot of ambition. I want to grow this channel to the point where people will write comments in other famous YT gamers and readers of those comments to know who that refers to. We're still quite a way off, but I'm not dissuaded!
I just uploaded a video detailing that I'll be livestreaming Guild Wars 2 on my livestream channel in the nect beta weekend, this weekend, in fact.
Getting the key itself was remarkably easy, actually. I clicked an ad on the Minecraft forums. Wow. And people buy those keys? Win them? Ha!
Not much else to day on that front really, the client is still downloading, but hopefully it'll be ready for the weekend. If it's not, well, I did recently start playing Borderlands. So that at east would keep people happy for a few hours.
In an update to my previous post, YT did get back to me, just a few days after I sent the Partner request. Regretfully, I already knew that this meant nobody had even looked at it. It was considered spam. Sure enough the email incredibly formally states that I got declined. This leads to believe that there is indeed some kind of account threshold you need to have, otherwise you get chucked away with the rest of the spam applications.
Am I deterred? Of course not! If anything, it just means that the next time I try I'll be much better, funnier, and hopefully bigger.
In the famous words of prettymuch every Rock legend: 'Stick it to The Man.'
At an afterthought, I thought it'd be a good idea to also put in that ThaumCraft with Birdtross has been officially finished with the death of the enderdragon. The journey isn't over! In my next series I'll be playing with a bunch of mods again, a few addons, and maybe even something else cool (I have no idea what I mean by this. I'm trying to create suspense amongst the readers. BE SUSPENSED!)
This is only the beginning for me, though. I came into this 6 months ago with a lot of ambition. I want to grow this channel to the point where people will write comments in other famous YT gamers and readers of those comments to know who that refers to. We're still quite a way off, but I'm not dissuaded!
I just uploaded a video detailing that I'll be livestreaming Guild Wars 2 on my livestream channel in the nect beta weekend, this weekend, in fact.
Getting the key itself was remarkably easy, actually. I clicked an ad on the Minecraft forums. Wow. And people buy those keys? Win them? Ha!
Not much else to day on that front really, the client is still downloading, but hopefully it'll be ready for the weekend. If it's not, well, I did recently start playing Borderlands. So that at east would keep people happy for a few hours.
In an update to my previous post, YT did get back to me, just a few days after I sent the Partner request. Regretfully, I already knew that this meant nobody had even looked at it. It was considered spam. Sure enough the email incredibly formally states that I got declined. This leads to believe that there is indeed some kind of account threshold you need to have, otherwise you get chucked away with the rest of the spam applications.
Am I deterred? Of course not! If anything, it just means that the next time I try I'll be much better, funnier, and hopefully bigger.
In the famous words of prettymuch every Rock legend: 'Stick it to The Man.'
At an afterthought, I thought it'd be a good idea to also put in that ThaumCraft with Birdtross has been officially finished with the death of the enderdragon. The journey isn't over! In my next series I'll be playing with a bunch of mods again, a few addons, and maybe even something else cool (I have no idea what I mean by this. I'm trying to create suspense amongst the readers. BE SUSPENSED!)
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