This is big number, sure is good but more importantly, having persistent audience and possibility of being sustainably paid to do something good at, meaning I can do it more and worry less about other things. Not much to say, thanks, will keep making videos. Did mini-thanks in outro of Lawn Defender.
More concerned about making stuff than celebrate too much, want to make sure of this.
Still full steam ahead for TF2 videos at least for "while" – not sure how long, but doing full commit long period to TF2 channel before adding another of my main channels to "main" in addition to my TF2 channel. Feeling obligated especially to newly growing audience, all these people came here to see what I can do, and I want to
Hope I can keep the steam up. This is it/could be it. Yes, lots not saying, maybe not much known about me before this TF2 phase. If relevant, will probably bring something up if it affects my video production. Maybe alienating to be less personal in speech, but more personal in work. I am not really relatable personality YouTuber that talks in the camera with the face, despite this, people have gravitated here in such scale. Yes, elmaxo helped (in a strange way), but the people stayed.
Future plans
Looking at my animation channel, hard to say when if ever, since getting in TF2 video maker mindset. I should be uploading across my various channels and/or improving other skills (art, music, etc.), at least between TF2 uploads. Help break monotony and add more possibility to serve decent/high-quality videos about various games/subjects.
Can't have TF2 taking too much of my life, even though it has become much more prevalent lately. My YouTube "empire" of many channels – which channels will grow, will I have improved my various skills, challenging myself, keeping it all together, that is for future/now.
Copyright stuff
Copyright sometimes (lot of sometimes) worry, I don't know full extent of those laws but learn as I go. Generally try to be transformative and respectful, but sometimes that may not be enough. If I'm not sure, I upload test video with music I want to use, then see if there's problems. Grey areas.
Music made public to listen to freely but usage gets complicated:
fair use? definition still muddy to me. Educational? Parody which mustbe wacky or make fun of the original work? Transformative?
many people use copyrighted music without permission all the time and get no trouble: YouTube, TikTok, Twitter, etc. Various enforcement. Trouble seems more where money involved, people who do YouTube professionally. Lots you can see, but first hand experience may understand more.
if recording/streaming a game is perfectly fine, why not celebrate and transform elements from the game to make something new like what I do (not something like ripping assets and redistributing/selling, claiming as own), this seems to work ok for many, even simply using videogame music as background music for commentary or for a stream
Speaking of Nintendo, is good to find pages that give you more clue about their copyright stuff like this one from Nintendo. They don't seem to like people preserving their own soundtracks – people who in their own time get high quality rips of music from beloved retro-games and upload them in an organized matter because Nintendo won't do it themselves, not even for profit, as some sort of public service. I seem to be safe from this since I don't upload soundtracks by themselves, still that power still intimidating (their likely intention), using that power although in their right, was it really right to use on the preservers?
Accepted new YouTube monetization policy in July, was unsure when watching YouTuber Louis Rossmann's video covering it, seems system could be abused easily, but to what extent and could it be abused easily before? Was worried about if running ads could cause more harm than good. Accepted, seeing what happens, ultimately, my donation page (BuyMeACoffee) is currently my most reliable source in income for my work. I see YouTube ad revenue more as a bonus and way to give back for the bandwidth I use on the site. Maybe for more "viral" YouTubers who can mass produce videos ad money is reliable, not for me. I also tried to be more ethical with the ads with these settings. Ad money is a 60/40 split. See also: dodgy Google ad stuff. See also: uBlock Origin (use wisely, especially useful for sites that contain information but thrust disrespectful, obstructive/intrusive ads in your face). Whether ads should exist/cease to exist maybe another time, but seems to be large funder of things across the net. Nuance everywhere, limited lifespan, can only specialize so much/understand so much about certain things to certain degrees.
Demo date range: 2022/03/02 – 2022/12/03 Demo curation range: 2023/??/?? – 2023/??/?? Removing this, not significant enough, may merge by changing "project editing range" to "project range" Demo rendering range: 2023/??/?? – 2023/??/?? This too, more redundant since now using screen recording instead of slow in-game render Project start: 2023/05/08 Project editing range: 2023/05/08 – 2023/06/25 Removing this too, more efficient Video upload date: 2023/06/27 Server:Uncletopia (AU) Music used:Plants vs. Zombies Soundtrack by Laura Shigihara: "Watery
Graves", "Crazy Dave", "Zen Garden", and "Graze the Roof" (in-game
versions)
Overview ⭕
Been some time since last market gardening compilation. I have improved some since then, yes more can improve. I knew yet another market garden video could be too stale from possible over-saturation of MGs, so the challenge leans more into execution of video. What can I do? Decent editing, musical consideration, animation. Even though fun video, still competitive in process, what will make my video worth watching, worth me watching?
Plants vs Zombies themed since shovel named market gardener (gardens are big thing in PvZ), PvZ cosmetics already in TF2 (existing connection), zombie cosmetics in TF2. Reminded me of that gardening game.
Shout-out/thanks to jumper/teacher Soru, came across them in those jump maps about late 2022, helpful. Also unintentionally helped me realize my jumping binds messed with my crouch key which messed my jumps up. Now focus on mechanical skill more, only so much blaming on game you can do as game usually more consistent than you.
I changed the capture method in this video. The driving force for this change is due to the little HUD man on the screen. I was improving the HL1-style HUD, made the killfeed more readable, more name-showing support, breaking a little of the accuracy of the HUD for the sake of the video, added the on-screen names. Now even closer to in-game, less disconnect, more humanize.
Imagine this little man shaking uncontrollably
The third person preview guy was moving too fast when using in-game image sequence render – wasn't too keen on finding out how to mod the animation to be slower to compensate for the fast speed, too many delays. It was to the point of distraction, but I wanted to keep the guy in, it's team information/represents how the third-person view of the character looks, shows current team and especially useful if I upload spy gaming as you see the current disguise. And it took some tweaking to figure out to make it look the way I wanted it, didn't want to waste that/give up too easily.
Previously the footage was recorded in-game with a frame-by-frame jpg image render. This image sequence would have to be imported in my video editor software (HitFilm) and I'd have to make a composite shot to combine the image sequence with the wav audio file to make an equivalent of what a mp4 does (video + audio in one). This is slow, but it's highly lossless for quality – tga image render not worth for large filesize and would have to be converted to png – extra steps, less efficient for negligible payoff. Now using mp4. There are some drawbacks such as:
Lag affecting recording, need to close other processes, TF2 running at max/high graphics settings, re-recording needed if recorded laggy footage
Quality loss, especially fast movement
Slight color inaccuracy (slightly more than jpg export, can be slightly color corrected but ultimately neglible)
But the speed/efficiency is good:
No need to wait several minutes to wait for a recording to render out from in-game method
Video + audio included in one file: mp4
Filesize ≈ 6 smaller than jpg image sequence render, less worry about filling storage
Maybe this little man helped things work out better, adapting my production to be more efficient.
Whenever I make enough for PC upgrade the lag should be less of a concern and I can go heavier with OBS settings for less quality loss. Sometimes the demo capture itself may have player models "lag"/jitter, not sure if that can be fixed practically.
The video is (loosely) structured like a PvZ level, from the more "intense" moments mirroring flag waves with the adaptive soundtrack, to the ending sequence + credits.
Drawing
Reluctant at first to add some drawings, but felt like it would add to the bhops, could be slightly confusing since there are pogo jumps in TF2 (long horizontal chain jumps with rocket launcher) but the pogo in this case more equivalent to small jumps/hops like pogo zombie. Had to slow down and think of process, used SFM to make reference pose, constructions lines, then tried to make the soldier look similar to the pogo zombie which it's based on. When incorporating the graphic in the footage, made the guy bounce on my target's name – using and interlinking things.
Construction lines, the bones
Setting up clipping masks to easier coloring
Construction lines, the bones
Camera angles
The extra effort to show more with camera movement/alternate angles, tried to be more conservative with additional camera angles since can be to jarring hard to focus, saw few comments bit confused.
I wanted to see what more I can add to the video. Like previous video, I wanted to incorporate more animation with SFM and I do need to animate more to be able to have longevity for my animation channel. This time, I wanted to add a little slideshow cutscene (like this). It was going to be more simple so it could be done but seems like I wanted more and here we are.
Manually posing the characters was too hard/hard to see the vision, so I did mocap (w/ iPiSoft + 2 Kinect cameras). Since I was at this point, might as well act out scenarios – motion. Since it was too hard to keep everything in my head, I storyboard so it's easier to see what action to do with little downtime in the motion capture recording, more space/time efficient to have recording with minimal gaps. If I get consistent and better at this and many people express interest in tutorial, maybe in future.
Storyboards
Due to the out-of-place-edness of this "bit", it may be a little surprise, due to the main video being a frag video, and that was ok. The animation should be decent enough and has coherence.
There was a funny ragdoll that happened in one of the clips and it was a good time to have the animation cut in with a little dream-like blur/fade-to-black transition.
I did have some reluctance to animate, so I did these mini-tests/animations to help build confidence ability + experience to move forward instead waver over inexperience too much, slowing even more. Here are those videos:
Not sure peoples' stance on mocap assisted animation (my setup is nowhere near that professional), I'm more concerned about how it turns out and whether I finish animation. Good time saver when used effectively, cleanup and additional animation to fully sell it. Helps greatly being one person.
Pool levels: 3-X
Music choice 🎵
Music name/author
Music: Plants vs. Zombies Soundtrack by Laura Shigihara: "Watery
Graves", "Crazy Dave", "Zen Garden", and "Graze the Roof" (in-game
versions)
I wanted to incorporate the flags in the video — in PvZ, whenever a flag wave approaches, the music adapts to play a variant with more/alternate instrumentation to accentuate the flag wave, which spawns a bunch of zombies at the same time as opposed to a trickle of zombies before a flag wave. Also bit of challenge to make music work/persist, since music more chill, less punchy action in your face. This is good, contrast. As usual, syncing moments to music, musical consideration harmony.
I initially thought of using the album release versions of the soundtrack, but it was too stiff/set-in-stone. I directly captured the music while in play, made sure to complete the game at least once to get more in the PvZ mood. I gravitated toward "Watery
Graves", since it felt right, despite no water-focused frags in video.
Music captured from in-game, stitching together multiple takes to my liking.
In ending clip used "Graze the Roof" more fitting theme-wise since on/around roof.
When doing this, accidentally discovered when click and dragging PvZ's window, the music keeps playing with the game frozen, so I wait until
desired moment before big wave comes for music variant, much more consistent way to get the specific music to play at that moment.
Familiarity with the source media you're trying to emulate/reference/pay homage to is helpful, makes it more authentic.
I tried to buy album at bandcamp as to support artist more – I am using their music after all w/o permission, but the website didn't let me, tried many times.
References (to external media – not necessarily PvZ) 🔗
There may be other references/edits you can find on your own, will list mainly main ones.
It's brief but it's there, his cube avatar appears next to him for a few frames, like a stand from JJBA. You may have noticed last appearance of his cube avatar in ConFlicKtest. There is another edit in the next clip at 1:12 where the cube comes out of the HUD where his name is.
Kind of cool occurence, had edgebug on cart, technically didn't land, horizontal speed preserved and still able to market garden crit. Reminded me of "trick" in THPS4 (PS1) where you briefly grind on a rail and it the game says "kissed the rail" or "clipped/bonked/kissed/tapped it" in later games. The other trick name "bop shove l" based on skateboard move "pop shove it". Graphics themed accordingly to this THPS version.
This funny ragdoll reminded me of notable slip-and-falls from Breaking Bad and Better Call Saul (spoiler-ish warnings). I sampled the "slippin'" sound effects and used them for that clip.
Recreated reactionary cut-in from the game. I don't own this game, especially because of the DLC, incomplete game, they can't drive more sales and make existing players happy from new added characters, they must drain existing users too. The same could be said about Dead by Daylight licensed DLC, but they exist in first place due to the original IP owners having agreement wanting money from sales in first place. At least original DbD characters can be bought with in-game earnable iridescent shards. Politics, two steps forward, one step back, grey areas, etc. Is this our fault for paying for this? Maybe in a few years/decades they'll have a more reasonable sale that compensates for all the DLC, or maybe the game will be long dead by then, replaced by a sequel with more DLC to pay for on release and later on. Not sure if worded it easy to understand, sometimes games have predatory pricing, but normalized enough too many people don't know how to care enough to vote with wallets.
The PvZ wallnut made to look like Paulie Gualtieri, a.k.a. "Paulie Walnuts", that comes out of player "franky meatballs" name in the HUD. The name structure seemed familiar, checked profile, and one of the previous names was "Paulie Walnuts".
When thinking of some little "easter eggs"/details to put in the animation, thought of that rat that stole a holy mackerel, debuting one of my mini SFM animations, "Heavy dumbbell curl session".
The rat also appears in the animation earlier.
Credits screen 🙏
Might as well use the SFM session. Followed up on the notepad drawing, now colored. I like the changing/themed credits thing, makes less bland. More personal touch with written instead of typed.
Some loose "legal"-ish statements that say I use the music in non-damaging way and I don't own and that the original owners had no affiliation – to eliminate those things somehow being problems. There are grey areas but at the same time I want things to exist instead of not, we see what happens.
I may use piece of music in future that is more mainstream and copyright claimed (YouTube content ID), but maybe it will be kept up at the cost of me making no ad money off it, which isn't completely fair – not even a percentage because that theoretical video wouldn't exist without me too. Not completely sure about asking for permission everytime unless explicitly somehow private music. Just because I may put more effort to credit things, doesn't mean I'm automatically legally approved to use the music/other stuff. I try to use retro soundtracks/public/popular things; things already made available publicly and highly shared.
Good ideas:
Test upload desired music tracks to YouTube before editing whole video, see if copyright claim content ID hit
Check for game/company music/"content" policies, example – EA's policy: (sidenote, i didn't search hard enough for this page before but i should be good though especially with explicit non-affiliation and credits, not all companies share same policies)
See how cool the company/composers are, are they cool with people transforming their stuff creatively? Or are they very strict?
Make it clear that you don't own the music/not affiliated with the original creators, unless you somehow are (sponsored, you being the composer, having permission, etc.)
Monetizing your video may increase risk factor (if any) of copyright problems, money and problems, bread and butter
Be respectful, polite – being unnecessarily unpleasant may make things worse
Post some links, point people in direction of original owners, especially music credits at least. Game owners especially big ones like Nintendo, EA, Activision aren't charities, they are businesses, businesses like money and will ruthlessly use their lawyers if needed.
Do these extra efforts especially if wanting more professional video maker. I am not lawyer. I am not legal advice. I like the spirit of the law. Main attitude is be respectful with the media you are using, real people made it with intention, not randomly generated things.
Title 📝
A title that hints at PvZ theme. Had few ideas. Initially wanted syntax like "Plants vs Zombies":
Spades vs Merc-ies (merc = mercenary)
Mercs vs Shovels
Heads vs Shovels
Spades vs Skulls
Skulls vs Shovels and finally,
Lawn Defender
I didn't really feel the names but thought more simple yet effective name and "Lawn Defender" clicked when the idea came. TF2 and PvZ both have big defending/attacking elements, lawn is the battleground in which you defend your house in PvZ.
Pose inspired by defensive knight statue pose
Thumbnail 🖼️
PvZ themed, drew shovel from game, made handle blue to fit in with BLU soldier, might as well have soldier BLU since animation part. Made the grenades into cherry bomb, extra reference. Potato mine suits demoman more.
Simple tiled lawn background, not sure if maybe add a taco or pot somewhere, so need to make thumbnail first so it exists.
Possible errors ❌
At 5:40, forgot to do the pogo soldier effect that bounces on the player name at bottom of hud when I do the bunnyhop gardens. Boing sound wasn't as loud, however absence of this distracts less from the heavy face edit.
Steam SFM guide: "Applying Burning textures and doing it for cosmetics by yourself" by Squintem, CAUTION: suggested to make a separate duplicate folder for the tf models and overwrite those files/vmts instead of overwriting existing files for the burning files, it can get very annoying to disable $detailblendfactor everytime.
Even this blogpost becomes a project in itself. Maybe I'll try to write it while project in process if it doesn't affect thinking too much. Takes time to go back in time in your head and in the files to remember and attempt to translate those things into the written/typed language. Not sure if I have to condense more in future, don't want to spend more time blogging than making videos.
Coming back with a with relatively easier frag type to edit (compared to more complex huntsman shots or combo pyro), should make it easier to tackle harder frag videos that may require more thought for their direction.
Crosshair in post
More camera angles than usual, each shot at least has more than one addition camera angle shot. Maybe it just felt right to add that many more alternate shots for the video.
Rendered the demos without a crosshair - I instead edit it back in when needed on screen in HitFilm. Can make crosshair less distracting while having it visible when it matters more. Not sure if I forgot about the main crosshair back in the caber bomber video, or thought it was too distracting/not needed for the video. Also added a "kill" effect in the middle of the crosshair for more (visual) feedback. Not sure if I want to try and figure out how to do this so the HUD does it automatically currently. Speaking of HUDs, I will update my demo HL1 style HUD on gamebanana. I had to redo many elements because Lawena crashed a while ago. Make sure to backup your work. And also timer + objectives shown to add more context to the clips.
Changed the default dB/audio peak loudness to -6dB instead of previous 0dB on this channel. Better level baseline audio level for youtube. Youtube automatically reduces the volume of your video if it's too loud, may result in undesired further compression of audio + unintended/inconsistent loudness. This website seems to recommend -12dB – -20dB, this video mentions something about LUFs which I can't see in hitfilm – not too sure about a more ideal level but I think at least -6dB for now is better. This video maybe slightly less loud than the last videos, but hopefully more consistent with most other youtube videos on the platform.
I seem to like making references to things, especially video games and music. Probably to show appreciation as they helped me in life (vague but that's the gist).
References
0:02 – HITMAN 2 picture in picture window + sound, i worked on my HITMAN channel a little to just get some videos out and to work on something else other than TF2. I was looking for interesting ways to edit in the alternate camera angle and I recently played some hitman, so why not.
To get the sound, I chose a quiet map: Hawke's Bay. I walked into camera a few times for reference and recorded the sound with Audacity and run a noise removal effect to make the sound more clean.
Then I made a reference to that distinctive pose using SFM, rendered it twice: once for the matte, once for the animation (learn the princple here). I then added the "angle" theme on top of it with hand scissors to add on to the pose to represent the angles, with JJBA part 2 opening style visual patterns/outlines. The empty freezecam felt like it needed more, so I came up with this bizzare eyecatch thing to add to the "angle" theme.1:21 – JoJo's Bizarre Adventure: Eyes of Heavenstage gimmick manga panel effect. Recently I binged on some JJBA:EoH character interactions and eventually ended up watching a "stage secrets" video. I liked the effect. I couldn't find the exact service bell sound, so I found a similar one.
Pokémon contest + flick = ConFlicKtest, "conflict" wordplay + capitilization to help separate the "flick" part to make it more prominent. Though these video title feel corny, probably still beats "flick frag video 2".
Credits screen
Since I recently set up a support/donation method for my channel(s) for what could become a full-time career, I added a reward to add supporters' names in the credits. I've seen a many other channels do it, now it's my turn. In terms of rewards for my support page, it's basically credits + some WIP screenshots I wouldn't otherwise post normally, with the main thing being supporting my work. time to get in the drivers seat, will see where this takes me.
When looking for reference to draw unown, came across this clip of some pokemon anime (that i'm not familiar with) - it's chopped up and hard to follow, but it seemed that the unown had some sort of shapeshifting ability there, so I hinted at the unown being on of those angle graphics here to bring the video slightly more together – that and I wanted to use the original variant of the shiny unown I drew somewhere.
Added some footage of player characters walking, made them walk on grass, chroma key + mask with keyframed movement. While getting that footage, decided to add Birch too - he had a certain quote.
I wanted to make a tiled scrolling background, to further mimic the pokemon contest - the results screen. I couldn't find an effect in time for HitFilm to do this so I used Godot to do it for me, with the help of this tutorial. I have used gamemaker (basic understanding of game coding) in the past but I won't really use it unless i need to open an old project for some reason, trying to keep subscription softwares to a minimum in my life – free open-source software or perpetual license software are much more appealing to me. After following the tutorial, I adjusted the viewport settings of the Godot project to match the video's 1440p resolution and then record the scrolling background with OBS.
Music choice
Since I was doing another flick frag video, naturally I look back to the last one that was done for reference. What if I could add upon the previous music choice/theme? "flicky snappy" used music of Littleroot Town (high pitched audio warning) - the starting location for Pokemon Ruby,
Sapphire & Emerald - to reflect less experience/carefreeness. Now more experienced (but always learn), looking to use a track featured in a later part of the game but since I played the game, it was easier to make the choice and it felt right. "Contest!". Now the video is like a "pokemon contest" with me trying to gain appeal of the audience (and probably the scout in the outro as the judge if you want to go that far).
As usual, clip alignment favors/follows the music, with the point of a kill being lined up with a song beat. Makes the music/whole video feel more impactful/flowy – the music is part of the heart of the videos after all. It can get too jarring/unnatural if aligned in too consistent intervals, but could be something you're looking for a certain direction of a video.
Thanks to sites like Zophar's Domain for hosting retro videogame soundtracks, making them more easily available for all.
Thumbnail
Used SFM to render a sniper doing a mouse flick on the mouse like I do physically. Also below the right hand is a razer huntsman, a model which happened to be on the SFM workshop. I happen to use one too (although no macros, synapse broken for me). Adding some elements of reality, including my gaming posture (minus the standing).
On top of this, wanted to show an angle in some way. At first thought of simple angle drawing, but didn't seem enough. Then crossed my mind - the unown. Very differently/inorganically shaped compared to most pokemon. The A unown worked to represent an angle, representing the angles of the flicks. I made it shiny to represent rarity of getting clips and made it red to match the red sniper in the thumbnail (set at the second dustbowl clip). Used Krita.
First version of thumbnail (canon shiny unown colors)
In contrast to "flicky snappy"'s whimsical nature, this may show some growth/experience gained over time, now going as far to be in a "pokemon contest", which comes later in the game when you have progressed a fair bit. Put second tier/super cool contest medal because the clips look "cool" (and don't match the other categories) but not too high a rank, as there's still much more to show.
Post-mortem
At 1:10, I killed a player named "magikarp" – since the video had a pokemon "theme" to it, it would've been a nice detail to put a little magikarp somewhere in that clip, an additional detail but not really needed, but I like to put little things like that when I can, tieing things together.
I did do something like this in the video for a certain player – 1 obvious edit and 1 more subtle edit.
TL;DR: Press Alt-F4 to close this window as fast as possible
This may be a non-issue to most, I just don't like this kind of design (inefficient).
Sometimes Steam gives you this window asking you to do a survey.
By default it selects "yes" (opt-in default design I don't like, too presumptuous).
Since it selects "yes" by default, the "cancel" button is disabled (on top of the "x" button being disabled too), making it less straight forward to close the window. On top of that, you must choose an option - closing steam won't remove the window, it will pop up again when you open Steam again.
One of the last things I thought of doing was pressing "Alt+F4" — the grey "x" on the top right misled me into thinking that wouldn't work at first glance.
Even though this is a small/non-issue, I don't like this precedent. Something about designing software less about user in control/opt-in default stuff. Something about making your PC experience more obstructive/inefficient instead of using your computer.
What can a seemingly small design design issue indicate in the world at large/world of web design? Whose best interests are being served?
Don't know if this post will do much, but maybe step forward in doing things that matter more
Survey window that occasionally pops up
Where the "next" button leads you, your choice, although nudged
This should at be the default option
Suggestions for Steam to incentivize surveys without being exploitative/obstructive:
have the option no as default, or have the "cancel" button and "x" button enabled at all times, the user should be in control, not the other way around
don't have the survey popup at all, put it inside that megaphone icon thing next to the notifications on the main Steam window
offer steam points, it's not real money
offer steam account balance or some item drop, if you really want many results (limit to trustworthy accounts/steam level requirement to reduce bot farms)
Is YouTube giving themselves too much power again?
Power to withhold money like this, unfair/inconsistent enforcement of policies become worse? Financial censorship? (esp. non-mainstream news/opinions)
No time limit on when "charge back" happens, error or not?
Would accepting this mean saying "yes, I'm ok with this, I will enable this behavior"?
Making videos for advertisers, not people anymore? Extent of business?
Did YouTube reach out to creators for their opinion? (don't know)
Was fine with YouTube taking their 45% cut of the ad money on the channel, now they might get 0% (excluding copyright claimed videos)
Are the smaller creators getting the short end again?
Not sure about remaining partner, was just a bonus anyway. Maybe not worth trouble, just use alternate funding method but need to research, need neutral/decent payment processor too (not paypal).
Whatever happens, want do made good video without the thought of catering to advertisers (want the video more organic, less constrained by red tape things). This will happen regardless of whatever YouTube wants to do with their platform.
Consistent video schedule so far out of the question, minimum some donation thing (not restricted to recurring payment), no obligation to pay/pay regularly, even watching not monetized video is big
Regardless of funding amount, make videos probably at slow rate (hard to tell but so far shown slow)
Diversify revenue, use other skills like music or art, put up donation link wherever
Keep all videos saved just in case, keep alternatives in mind (even though YouTube is very big)
YouTube fails: copyright something, unfair stuff again, creative suppression, etc.
Channels removed: copyright or something? if and when politics?
What now? Figuring stuff out. Seeing own capacity. Trying to resist complacency, such as questioning these terms for monetization, compliance may mean bad consequences for all creators in future.
email of this thing (Jul 10 decision expdate)
If can't upload often, will at least will try stay updated. Learn more, make more informed decisions in future.
Shoutout to Louis Rossmann for reading the terms and making a video.
Update 2023-01-09: can't take anymore, need to change pfp now (the workaround of superimposing other stuff on top stopped working)
yes, 1 month instead of "few" months. rather want to be accurate but alas (learning more about saying stuff vs doing the thing). the need to express self via pfp grew and now overpower.
in retrospect, these actions to remember this person, even though a stranger, weren't so insignificant. tributes can not only be for the person for, but also for the one making it.
time to move on but moving on doesn't necessarily mean you forget. remember experience, learn, life is contrast, be a (good (definition varies)) presence? learn to live with self? try to understand instead of repulsed by your reflection.
don't really have specific advice for this, things happen, people different, hidden reasons best to be positive (or at least neutral) presence in something, live meaning/purpose, maintain your health
(would rather do this farewell thing private but didn't have chance to, so gave self chance, even if intended person not read)
bing soy was (still) hesitant too, and like you, in spite of that, leap of faith to express self
seeking connection, especially deeper after being disconnected for so long, no sugarcoat, painful. maybe one day not, maybe never, keep flowing
make most of whatever, no forcing do this, to that, when ready you will
in honor of short but impactful time touching timelines, will play few chess games (not really into chess) and get ass hiney kicked (and so it did) + few months of pfp, won't let you forgotten so easily
door will be left open, may be harder to re-add if name different future