lvxferre

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[–] lvxferre@mander.xyz 1 points 2 hours ago* (last edited 2 hours ago)

Not quite. Norman is a true Latin descendant; it starts with Late Latin grammar, then adds some sound and grammar changes. In the meantime, OP's conlang uses an English "base" grammar but replaces the native vocab with Classical Latin equivalents.

The difference is visible in cases like "id est uno vehicle accident". Norman would use ille→il and unum→(i)un, and odds are it already did so in Norman Conquest times (ditching is/ea/id, merging masculine with neuter, ditching vowels after /n/, those changes are so widespread that they were probably already in Western Late Latin).

Another difference is in the "tu est". English lacks second person conjugations, so it's using a third person one; a Norman descendant would use "tu es" (or rather "t'es") instead.

If you (or anyone here) is interested on what a British Romance language would look like, check Brithenig. It's more like a sister language to Norman than a descendant, and the conlanger added some Insular Celtic influence to spice things up, but it should give you a good idea.

[–] lvxferre@mander.xyz 1 points 3 hours ago

Buy a transformer.

[–] lvxferre@mander.xyz 2 points 5 hours ago

Slay the Spire: yes. All four rules are there, specially in spirit. It's also a deck-building game but that's fine, a game can belong to 2+ genres at the same time.

I'm not sure on Balatro. I didn't play it, so... maybe?

[–] lvxferre@mander.xyz 7 points 6 hours ago (2 children)

There are a thousand definitions and mine is just one among many, I'm aware. This is not a "right vs. wrong" matter, it's how you cut things out.

For me, a roguelike has four rules:

  1. Permadeath—can't reuse dead chars for new playthrus.
  2. Procedural generation—lots of the game get changed from one to another playthru.
  3. Turn-based—game time is split into turns, and there's no RL time limit on how long each turn takes.
  4. Simple elements—each action, event, item, stat etc. is by itself simple. Complexity appears through their interaction.

People aware of other definitions (like the Berlin Interpretation) will notice my #4 is not "grid-based". I think the grid is just a consequence of keeping individual elements simple, in this case movement.

Those rules are not random. They create gameplay where there are limits on how better your character can get; but you, as the player, are consistently getting better. Not by having better reflexes, not by dumb memorisation, but by understanding the game better, and thinking deeper on how its elements interact.

I personally don't consider games missing any of those elements a "roguelike". Like The Binding of Isaac; don't get me wrong, it's a great game (I love it); but since it's missing #3 (combat is real-timed) and #4 (complex movement and attack patterns, not just for you but your enemies), it relies way more on your reflexes and senses than a roguelike would.

Some might be tempted to use the label "roguelite" for games having at least few of those features, but not all of them. Like... well, Isaac—it does feature permadeath and procedural generation, right? Frankly, I think the definition isn't useful, and it's bound to include things completely different from each other. It's like saying carrots and limes are both "orange-like" (carrots due to colour, limes because they're citrus); instead of letting those games shine as their own things, you're dumping them into a "failed to be a roguelike" category.

[–] lvxferre@mander.xyz 15 points 16 hours ago* (last edited 3 hours ago) (1 children)

In Brazil both voltages and sockets (mentioned in the "details" link) are so much of a mess that it makes me irrationally angry.

EDIT - might as well go further.

Voltage-wise, in my city (yup, the mess changes by city!) most households have both 127V and 220V sockets. 220V is typically for heavy duty appliances, like the electric shower. But depending on the city you see only 220V, and I wouldn't be surprised if some were 127V only.

Now, the sockets. Two round pins? Two symmetrical flat pins? Two asymmetrical flat pins? Three round pins in an equilateral-ish triangle? Three round pins in an obtuse triangle? Yes. I've seen all of them. With varied thickness. The standard is the obtuse triangle, but since it was enforced just ~18y ago and imported appliances are common you'll see plenty aberrations. Or people who have old houses, 2 pins sockets, and rip apart the ground pin from their 3 pins plugs.

But perhaps this bloody mess prevents people from plugging 127V appliances into 220V sockets or vice versa, right? ...right? Nope! You'll see the same sockets mess for both voltages. And for bivolt appliances, too.

Fuck all this shit. Just stick to 220V@50Hz like in Argentina, at least I can have an electric kettle this way. And before someone says "but generators don't support it", look at Paraguay dammit, most of its energy is produced in Itaipu, and it's 50Hz. And speaking on that bloody sockets standard, now you have two options:

  1. Enforce the special snowflake standard harsher and encourage other governments to adopt it. And no, it isn't even compatible with the Swiss one, even if they look similar.
  2. Ditch it and use the same as some other group of governments; preferably the Schucko, plenty governments enforce it.

[Fun fact to lighten things up: people often call volts "velas" candles here. So e.g. "127V" and "220V" are often called "cem velas" (100 candles) and "duzentas velas" (200 candles) respectively. Confusingly enough some also do it with watts.]

[–] lvxferre@mander.xyz 16 points 19 hours ago (1 children)

I don't know which one is the coolest. But people keep me asking this one:


"MSG ME! MSG ME!"

[–] lvxferre@mander.xyz 0 points 20 hours ago

Shhh, don't give it feedback. Let it rot, let it be hated, without knowing why.

[–] lvxferre@mander.xyz 2 points 20 hours ago

I like the generative tech itself but feel disgust at the industry. First they grab the artists' content, with no permission; then they feed it into their models; then they make a product out of it; then they screech at those same artists "you've become obsolete trash! Our model makes everything you do!"; never acknowledging it's built upon their labour.

So I think there's a big case to tag the usage of AI into products, to mildly discourage it. And more importantly, people want this info.

[–] lvxferre@mander.xyz 4 points 21 hours ago

I did because my older computer was a potato, so it was kind of obvious the game took a bit too long to install.

[–] lvxferre@mander.xyz 1 points 22 hours ago

True - I'll edit my comment to include this info.

[–] lvxferre@mander.xyz 36 points 22 hours ago

News from the "users are cattle to be herded, not humans to be listened to. Instead listen to ME! ME! ME!" department.

...seriously. Steam is doing it because people want to know if the games are made with AI or not. If that goes against the best interests of Epic, let them eat cake.

 

The spiders in question are Stegodyphus dumicola aka African social spiders.

I couldn't find a link to the video in the article itself so here it is. Discretion is advised - it is fascinating and horrifying at the same time.

 

Interesting short text about the history of Finnish, focusing mostly on its interaction with nearby Germanic languages.

 

Archive link: https://archive.is/20240503184140/https://www.science.org/content/article/human-speech-may-have-universal-transmission-rate-39-bits-second

Interesting excerpt:

De Boer agrees that our brains are the bottleneck. But, he says, instead of being limited by how quickly we can process information by listening, we're likely limited by how quickly we can gather our thoughts. That's because, he says, the average person can listen to audio recordings sped up to about 120%—and still have no problems with comprehension. "It really seems that the bottleneck is in putting the ideas together."

Ah, here's a link to the paper!

 

I regret not posting it before Canvas 2025, but hopefully it'll be useful for people playing it in 2026. All letters are 5 pixels tall, and most 3 pixels wide (some 4, a few 5). I've also included a few Cyrillic letters and the digits.

I tried to make it even smaller, but it gets really funky.

 

Interesting video on the stone that allowed researchers to decipher Ancient Egyptian. Check comments for a few notes.

 

Additional links with press coverage: ArcheologyMag, Oxford.

For context:

The Huns were nomadic people from Central Eurasia; known for displacing a bunch of Iranian (e.g. Alans) and and Germanic (e.g. Goths, Suebians etc.) speakers, that ultimately invaded the Roman Empire. They reached the Volga around 370 CE, and one of their leaders (Attila) is specially famous. Often believed to be a Turkic people, but if the study is correct they're from a completely different language family instead.

The Xiōng-Nú are mentioned by Chinese sources as one of the "Five Barbarians" (i.e. non-Han people). They would've lived in Central Eurasia between 300 BCE and 100 CE or so, and eventually became Han tributaries.

The Paleo-Siberian language in question would be an older form of Arin, a Yeniseian language. Yup, that same family believed by some to have relatives in the Americas.

 
 

For further info, if anyone is interested, Stephen Bax claimed a decade ago to partially decode the manuscript; here's a video with his reasoning, as well as the paper he released. Sadly Bax passed away in 2017 (may he rest in peace), so the work was left incomplete.

 

The main idea behind this language is to become evolutionary food for other languages of my conworld. As such I'll probably never flesh it out completely, only the necessary to make its descendants feel a bit more natural.

Constructive criticism is welcome.

Context and basic info

The conworld I'm building has three classical languages, spoken 2~3 millenniums before the conworld present: Old Sirtki, Classical Tarune, and Mäkşna. And scholars in the conworld present are reconstructing their common ancestor, that they call "Proto-Sitama".

What I'm sharing here, however is none of their fancy reconstructions. It's the phonology of the language as it was spoken 7 millenniums before the conworld present. Its native name was /kʲær.mi.'zɑst/, or roughly "what we speak"; the language itself had no written version but it'll be romanised here as ⟨Cjermizást⟩.

Its native speakers were a semi-nomadic people, who lived mostly of livestock herding. They'd stay in a region with their herds, collect local fruits and vegetables, and then migrate for more suitable pasture as their animals required.

It was quite a departure from the lifestyle of their star travelling ancestors, who were born in a highly industrialised society in another planet.

Grammar tidbits

Grammar-wise, Cjermizást was heavily agglutinative, with an absolutive-ergative alignment and Suffixaufnahme. So typically you'd see few long polymorphemic words per sentence. Those morphemes don't always "stack" nicely together, so you often see phonemes being elided, mutated, or added to the word.

Consonants

Manner \ Set Hard Soft
Nasals /m n/ /mʲ ɲ/
Voiceless stop /p t k/ /pʲ tʲ kʲ/
Voiced stop /b d g/ /bʲ dʲ gʲ/
Voiceless fric. /ɸ s x/ /fʲ ʃ ç/
Voiced fric. /w z ɣ/ /vʲ ʒ j/
Liquids /l r/ /ʎ rʲ/

Cjermizást features a contrast between "soft" and "hard" consonants. "Soft" consonants are palatalised, palatal, or post-alveolar; "hard" consonants cannot have any of those features. Both sets are phonemic, and all those consonants can surface outside clusters.

Palatalised consonants spawn a really short [j], that can be distinguished from true /j/ by length.

Although /j/ and /w/ are phonetically approximants, the language's phonology handles them as fricatives, being paired with /ɣ/ and /vʲ/ respectively.

/r rʲ/ surface as trills or taps, in free variation. The trills are more typical in simple onsets, while the taps in complex onsets and coda.

The contrast between /m n/ is neutralised when preceding another consonant in the same word, since both can surface as [m n ŋ]; ditto for /mʲ nʲ/ surfacing as [mʲ ɱʲ ɲ].

Coda /g/ can also surface as [ŋ], but only in word final position; as such, it doesn't merge with the above.

Liquids clustered with voiceless fricatives and/or stops have voiceless allophones.

Vowels

Proto-Sitama's vowel system is a simple square: /æ i ɒ u/. They have a wide range of allophones, with three situations being noteworthy:

  • /ɒ u/ are typically fronted to [Œ ʉ] after a soft consonant
  • /æ i/ are backed to [ɐ ɪ] after a hard velar
  • unstressed vowels are slightly centralised

Accent

Accent surfaces as stress, and it's dictated by the following rules:

  1. Some suffixes have an intrinsic stress. If the word has 1+ of those, then assign the primary stress to the last one. Else, assign it to the last syllable of the root.
  2. If the primary stress fell on the 5th/7th/9th/etc.-to-last syllable, move it to the 3rd-to-last
  3. If the primary stress fell on the 4th/6th/8th/etc.-to-last syllable, move it to the 2nd-to-last.
  4. Every two syllables, counting from the one with the primary stress, add a secondary stress.

Phonotactics

Max syllable is CCVCC, with the following restrictions:

  • complex onset: [stop] + [liquid]; e.g. /pl/ is a valid onset, */pw/ isn't
  • complex coda: [liquid or nasal] + [stop or fricative]; e.g. /nz/ is a valid coda, */dz/ isn't

If morphology would create a syllable violating such structure, an epenthetic /i/ dissolves the cluster.

Consonant clusters cannot mix hard and soft consonants. When such a mix would be required by the morphology, the last consonant dictates if the whole cluster should be soft or hard, and other consonants are mutated into their counterparts from the other set. For example, */lpʲ/ and */ʃp/ would be mutated to /ʎpʲ/ and /sp/.

Stops and fricatives clustered together cannot mix voice. Similar to the above, the last consonant of the cluster dictates the voicing of the rest; e.g. */dk/ and */pz/ would be converted into /tk/ and /bz/ respectively.

Gemination is not allowed, and two identical consonants next to each other are simplified into a singleton. Nasal consonants are also forbidden from appearing next to each other, although a cluster like /nt.m/ would be still valid.

Word-internal hiatuses are dissolved with an epenthetic /z/. Between words most speakers use a non-phonemic [ʔ], but some use [z] even in word boundaries.

Romanisation

As mentioned at the start, the people who spoke Cjermizást didn't write their own language. As such the romanisation here is solely a convenience.

  • /m n p t b d g s x w z l r/ are romanised as in IPA
  • /k ɸ ɣ/ are romanised ⟨c f y⟩
  • "soft" consonants are romanised as their "hard" counterparts, plus ⟨j⟩
  • ⟨j⟩ is omitted inside clusters; e.g. /pʲʎ/ is romanised as ⟨plj⟩, not as *⟨pjlj⟩
  • /æ i ɒ u/ are ⟨e i a u⟩
 
 

Use this thread to ask questions or share trivia, if you don't want to create a new thread for that.

[Note: the purpose of this thread is to promote activity, not to concentrate it. So if you'd still rather post a new thread, by all means - go for it!]

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