seiyria.com Open in urlscan Pro
185.199.108.153  Public Scan

Submitted URL: http://seiyria.com/
Effective URL: https://seiyria.com/
Submission: On April 20 via api from US — Scanned from DE

Form analysis 0 forms found in the DOM

Text Content

JS:VOID(0);

 * Home
 * About Me
 * Portfolio
 * Posts


REPLICATING THE PERFECT BUBBLE TEA

Feb 12, 2023 • bubble-tea

(this post has referral links)

Lately I’ve been enjoying some bubble tea. It’s really, really good, but:

 * it costs me about 7$ per visit
 * it’s two cities away (~25min drive)
 * I have no idea what the carb content of the drink is (which is somewhat
   important)

read more »


FIXING SAMSUNG PHONE REVERTING YOUR MUZEI WALLPAPER

Mar 15, 2021 • samsung

A quick blog, but one that I keep forgetting how to do because it takes me at
least 10 minutes to rediscover it and figure out how to do it again, but it
happens infrequently enough where it’s something I had hoped I’d remember. After
3 times, it’s time to write it down!

First off, the problem: Samsung decided it wanted me to see it’s garbage
lockscreen wallpaper, when all I really want is to use Muzei.

The solution: Go to “My Wallpapers”, hit the triple dots, hit Live wallpapers,
and from there choose Muzei.

Yep, really simple, but the location of this option and what it’s buried under
makes no sense.

read more »


A BETTER DEPLOYMENT PROCESS (MONOREPOS, CAPROVER, AND NETLIFY)

Dec 12, 2020 • monorepo,, deployment,, caprover,, and netlify

Deployment, one of the first pipelines to set up and one of the most important
pipelines to have. I recently set up a really handy deployment process with
Github Actions and wanted to share more, for anyone who finds themselves in a
similar situation. Here’s an overview of my situation:

read more »


YOUR IDEA ISN'T BAD

Jul 17, 2020 • gamedev

As an indie game dev, I get a ton of feedback and ideas from the various
communities who play my games. A topic that’s been on my mind for probably years
now is how to deal with those community members who feel like they aren’t heard
when they suggest something for a game, and either the discussion stops there or
they feel slighted when it is added later. As I sat down to brainstorm the
numerous reasons why, I came up with a lot more than I expected. The long and
short of it, though, is that these ideas often aren’t bad, but there are a
number of external factors that just make it not work out. I came up with a ton
of reasons on my own, but it’s certainly non-exhaustive!

read more »


TABLETOP SIMULATOR DEBUGGING ERRORS

Feb 29, 2020 • tabletopsimulator

A quick little post, but something that is strangely hard to search for, so
here’s hoping this becomes a good search result for this error.

read more »


SETTING UP AUTO-DEPLOY WITH DOKKU

Aug 15, 2019 • dokku, and autodeploy

As a continuation to my previous post on setting up a VPS and moving away from a
PaaS (like heroku), this small post goes into detail how you can get back one of
the greatest features of the average PaaS: autodeploy!

read more »


MAKING A REDDIT REPLY BOT

Apr 25, 2019 • javascript, and reddit

There’s a lot of documentation on writing a reddit bot in Python, but I had a
lot of trouble finding even basic documentation for Node - even some of the
libraries that are listed on reddits official wiki are dead or 5 years old
(read: don’t support new reddit very well). So, I wanted to write about a simple
and common use-case: replying to a user who tags you.

read more »


AUTOMATION 🤝 MOBILE GAMES

Jan 28, 2019 • javascript, and automation

Sup. Lately I’ve been playing a mobile game called Star Ocean: Anamnesis. It’s a
mobile gacha game. It’s the kind of game where you farm a ton of resources to
improve your characters and items, which is pretty enjoyable and zen overall.
The problem, also, is that these games require a metric fuckton of farming, and
therefore, time investment. This isn’t inherently bad, but sometimes they can
load a ton of it onto you at once, which you’re then expected to spread out
amongst several weeks.

Pshaw, lets automate this.

read more »


PERFORMANCE IN GAME DEV

Mar 25, 2018 • gamedev, and performance

When you’re making a game, performance is important. This goes without saying.
However, to what extent is it important?

read more »


CREATING AN AUTH0 RULE TO ATTACH USERNAME TO YOUR ID TOKEN

Nov 22, 2017 • auth0

It’s no secret that I use Auth0 for nearly all of my projects. Generally, I’ll
just use the base offering, take the token it gives me, and move on. However,
this time, I wanted to actually try to more fully utilize some of the features
Auth0 provides. I didn’t want to keep having to do a back-and-forth “sign up”
flow, where I give my server a token, the server validates it, then checks if
I’ve signed up before. If not, it would send a message back saying “hey, you
need a username” and that dance would continue until the user is fully
registered.

read more »


SETTING UP A SELF-HOSTED DEEPSTREAM AUTH SERVICE

Nov 15, 2017 • deepstream

Lately, I’ve been playing with deepstream.io@3.1.1 making a realtime game engine
(read: wrapper) on top of it. This has provided me with an innumerable amount of
challenges. One of them, today, was trying to set up an authentication service
for my self hosted Deepstream instance. Reason being, I’m transitioning away
from DSHub, because my needs will not scale with their plans. So, I took the
plunge and worked on setting up the basics to get my small project working
again.

read more »


MOVING TO SCALEWAY (FROM ANY NODEJS PAAS)

Oct 12, 2017 • server, and dokku

Or, really, any PaaS, but my examples will use JS.

There are a lot of NodeJS PaaS’ that I’ve worked with previously - I really
wanted to take the headache out of managing my own infrastructure. They provide
headaches of their own, though. What if:

 * For some reason, you start getting 502s on all of your websocket connections
   for no reason?
 * Your deploys get stuck?
 * Anything that’s out of your control happens?

read more »


730 DAYS OF GITHUB

Jun 24, 2016 • life,, javascript,, and github

Today marks 2 years of my doing “one thing a day” on Github.



I’ve got work to do today, but I wanted to blog first, so today appears empty

I posted about last year, and now I’m posting about this year! I’m not going to
do monthly graphs or anything this time around, but I’ll talk about a bunch of
projects that I worked on. I’ll split it between my own projects, and other
projects. Here are my projects (or projects I’m affiliated with):

read more »


REACTIVE RETRO: PROOF OF CONCEPT

Feb 22, 2016 • reactive-retro

Hey folks!

So I have a proof of concept build for Reactive Retro ready. What is Reactive
Retro, you say? Well, it’s a location-based game that aims to be like an older
JRPG, with a focus on cooperative play. Right now, there isn’t a whole lot
though.

read more »


365 DAYS OF GITHUB

Jun 5, 2015 • javascript,, github,, and life

So, today marks my 365th day of GitHub contributions. I started last year on
June 25th, and today is June 24th. I’d like to talk about what I did, and why I
did it. Maybe some tidbits about discipline, too.

read more »


CODE QUALITY AND YOU

May 4, 2015 • javascript, and quality

Welcome! Today I’d like to talk about another subject which can’t be emphasized
enough: Code Quality. This entails a lot of tools and patterns that ultimately
come together to make your game more solid and programmer friendly. Even if
you’re working alone on a project, these tools can save you some precious
debugging time by pointing out simple errors, if not more complex ones. I’ll be
using my current project, c as an example where possible.

read more »


COMMON PITFALLS IN JS-BASED GAMES

Apr 23, 2015 • javascript, and incremental

Welcome! You might be reading this out of curiosity, or because you want to
improve your programming capabilities to stop people from exploiting your JS
games. Given that the first thing I do when I open a new incremental is open the
terminal and start messing around with your games, I figured it’s about time to
write something about what I see and how I break your games. Consequently, I’ll
describe ways you can protect your games from the basic code manipulations I
perform. Some might say “you’re just ruining the game for yourself!” while I’m
going to turn around and say “I don’t care” – that’s not the point of this!

NB: This will only apply to vanilla JS applications, which I see more commonly.
Frameworks like AngularJS and such are out of scope for this post. Advanced
techniques such as using a debugger, while slightly more on topic, will also be
disregarded for now.

read more »

Kyle J. Kemp © 2024