Sean Tilley

I'm starting to put more effort into consolidating many different digital footprints across the web into one hub. The most noticeable effect of this would be that photo albums, video interviews, audio projects, game executables, random files of interest, old milestone posts, and other random oddities will slowly but surely be consolidated into one complete online persona.

It is my hope that I will eventually consolidate enough information to provide a somewhat complete view of the past decade or so on my life. One minor interest lies in the possibility of resurrecting content from old dead blogs, to remind myself of where I was 10 years ago or more.

As an aside, I may eventually have enough here to completely shut Facebook off, but that is a difficult work-in-progress when many of your friends are over there.

Sean Tilley


My brothers and I wanted to visit our grandparents, so we built a makeshift airplane and started flying it towards their state.
Somewhere along the way, I thought about how we were supposed to land it and that we weren't talking to any air traffic controllers.

At that point, I realized that everything we were doing was Totally Fucking Illegal.

Sean Tilley

Finally got this interview out the door! @{Jason Robinson ;}

Faces of the Federation - Jason Robinson of Socialhome


Jason Robinson was a long-term volunteer dev to the Diaspora project who made several important code contributions before deciding to roll his own federated platform. An avid Pythonista, Jason has specializes in Django development, and continues to tinker with decentralized communication.

#socialhome #wedistribute #interviews

Faces of the Federation — Jason Robinson of Socialhome
Jason Robinson was a long-term volunteer dev to the Diaspora project who made several important code contributions before deciding to roll…

Sean Tilley

@{Hubzilla Development+ ;}

It's a tough nut to crack, but it's possible to export a #Godot game to HTML5, then embed the resulting game into a #Hubzilla addon. Right now I'm experimenting with loading a platformer game demo into the skeleton add-on as a base. I've got the files spread out and structured into a hierarchy, and I hope to get the player to successfully load with these changes. After that's done, I'll be able to put it into a proper view template, and wrap some native interface elements around it.

My hope is that this could provide a method for sharing my games on the web, in something that could be featured as a personal gallery. A pipe dream version of that may be some kind of "Game Library" add-on that can load and store related Godot HTML5 games and display them in a gallery of sorts.

As far as HTML5 games are concerned, there are generally a number of limitations. Keyboard input works well with Godot, but right-click interactions seem to be off the table for now. Games also seem to be affected by load times proportionate to the overall file size, although it seems that this can be handled gracefully when it comes to loading individual scenes (game levels or rooms). I'm curious to test this out with my own projects as their size and complexity scales up.

Another interesting aspect is that Godot can be made to interact with libraries and environments outside of itself. In theory, it may be possible to provide some sort of bridge between Hubzilla's own hooks and the game engine. One simple way to demonstrate this might be for the game to welcome a player by their channel name.

Sean Tilley

It took @{Andrew Manning ;} 18 days to beat my ass in Hubzilla Chess, but I'd gladly play him again.

Sean Tilley

I currently own the domain, and I'm hoping to put it to good use soon. I've spent quite a lot of time reflecting on what I want the thing to be, how I hope it might work, and what kinds of topics I want to cover.

One of my largest concerns over the past few years has been in the decline of quality news coverage of Free Software projects and the shuttering of outlets such as Free Software Magazine and other Linux-friendly outlets. Indeed, even at the peak of such outlets, there has been a long history of awesome projects getting completely passed over because it is deemed uninteresting to "the average consumer". Even popular outlets such as OMG! Ubuntu have been on a decline for years in terms of meaningful coverage.


In 2018, I hope for We Distribute to become a full-blown publication, a periodical that syndicates content throughout The Free Network and covers technical advancements in the decentralization movement. Most of this will still be federation-focused, but I've decided to expand my definition of The Decentralization Movement to include:

  • Free and Open Source Software - GNU/Linux, BSD, desktop environments, applications, etc
  • Distributed Systems - This includes Peer-to-Peer projects, as well as initiatives such as i2p and Hyperboria
  • Cryptocurrencies - AltCoins as well as other types of distributed ledgers / distributed value storage
  • Mesh Networking - Scuttlebutt and other initiatives

The idea for this publication is to write articles in a structure and format similar to Ars Technica or The Verge. The core difference is that, instead of trying to sell you products, it provides exposure for an ecosystem of digital counterculture, all of which provides free knowledge as a basis to build on. It would also provide simple news updates alongside chunkier articles, interviews, and in-depth reviews.

I'm still evaluating how I want to build it out, but I'm looking very seriously at using #Hubzilla as a base - that way, every single article can be dispersed in a federated stream across OStatus, Diaspora, and ActivityPub protocols. It could even get cross-posted to and Libertree.

Sean Tilley

Image/photohfaust wrote the following post Wed, 03 Jan 2018 16:34:37 -0800

The only guy using Debian PPC must be laughing his ass off today.

The only guy using Debian PPC must be laughing his ass off today.

Sean Tilley

Image/photomoonman wrote the following post Wed, 03 Jan 2018 16:01:01 -0800

Everybody on my TL is posting about the new CPU exploits. This is how I know I'm on the right social network.

Sean Tilley


I lay, half-paralyzed, in an effort to embrace the comfort of stillness. A low drone hummed over my head, crossing the divide from my right ear to my left. I winced, as I knew deep down what would happen next.

"Hello," a high-pitched voice rasped into my ear, "I've been watching you for a while now."

My heart skipped a beat, and I found myself in disbelief.

"Yes," it continued, "I can in fact talk."
"That's incredible," I whispered, "can all insects do this?"

A pause.

"Only some of us can. You would be surprised at how little an ant has to say."

Sean Tilley

@{Hubzilla Support Forum+ ;} Does anyone have any insight on running a Hubzilla instance on localhost for dev purposes?

One of my goals this year is to get past my "fuck it, do it live" approach to coding on my production hub. My hope is that this will cut down on the amount of arbitrary spammy commits that I make, resulting in code commits that are a little more coherent and structured.

Sean Tilley

@{Hubzilla Development+ ;}

Hey Hubzillans,

As most of you know, I have spent a significant amount of times developing themes for Hubzilla. They've largely been a playground for design ideas, and most of them are little more than a skin for redbasic. Overall, this has been a very good starting point for my theme experiments, and I've learned a lot thanks to Mike, Mario, and Andrew. As of late 2017, I've finally gotten to a point where it's possible for me to develop custom theme widgets, after much trial and error.

However, there are many elements of the interface that cannot be easily overridden - such as button arrangement, placement of UI elements in posts, and custom menus and icons for the navbar. While this doesn't bother me by a huge amount, it is somewhat limiting to the kind of designs my theme can take on.

I've been debating the possibility of writing a new theme engine from scratch for Hubzilla, with the purpose of taking my theme development to the next level. I'm aware of the possibility that independent themes may break over time, and will require a higher degree of maintenance to keep pace with future versions of the platform. There will also be design conventions to consider, such as the menus for remote users visiting from another hub. These are things I'd rather not break.

I was wondering whether anyone had tips or pointers based on their experiences in working with redbasic. How often do you have to update the hooks and templates that go into this base theme?

Sean Tilley

For everyone reading this: congratulations, we did it! We've survived another year. This past revolution around the sun has been rife with challenges; many moments of 2017 felt like an endless endurance test for our collective sanity. Once again, people chased speculation, inhaled the vapors of hype, and trembled in fear at the possibility of an oncoming apocalypse.

In the imagination of the American consciousness, we're all imagining angry and vengeful leaders hovering their fingers over big dangerous red buttons while radical factions attempt to tear the world limb from limb.

(note: it still hasn't happened yet)

Like Marvel movies, 2018 will bring in more of the same, but hopefully in an arrangement that feels new and exciting. Maybe our president will offend another world leader, or maybe the value of Bitcoin will collapse down into dozens of other cryptocurrencies. Better yet, maybe this will be the year that sex with an AI assistant in VR becomes realized. Or perhaps we'll use CRISPR to create polar bears that can deal with the increasing heat. The possibilities are endless.

Here's to another year of this celestial rock getting pulled around a burning ball of gas, to the people we give our hearts and minds to, and the experience of living in this world together. Here's to the nerds and hackers who hang around on this bizarre network of networks, who give it a sense of charm and character and try to make it better bit-by-bit.

Sean Tilley

Sean Tilley updated his profile photo


Sean Tilley

Esolang - Chicken

Chicken is an esoteric programming language by Torbjörn Söderstedt, in which "chicken" is the only valid symbol.

A chicken program consists of the tokens "chicken", " " and "\n". Every line has a number of chickens separated by spaces. The number of chickens corresponds to an opcode. Trailing newlines are significant, as an empty line will produce a "0" opcode.

I wonder if it has any GTK+ bindings?

Sean Tilley

In the interest of maintaining a history of my game development attempts (and set a place aside for future projects), I've gone ahead and set up a Game Development Wiki that focuses on things I've worked on. Many of the existing resources have been lost to time, but there are some promising leads regarding old file backups.

The most fleshed-out page currently is for Space Quest 3 VGA, a remake that I attempted when I was around 15/16 years old. Prior to abandoning this project, I handed off the source code to Steve from Infamous Adventures, a team working on a VGA remake of Space Quest II. Earlier this year, Steve told me that he still had the backed-up files, which has allowed me to go through and screenshot the best-looking parts.

#SpaceQuest #GameDev

Sean Tilley

@{Hubzilla Support Forum+ ;} I'm not sure these two things are related, but my channel has had these two problems for a while now:

1. The notifications widget does not show up in my sidebar unless I wait for a really long time. The weird thing is that this doesn't affect any other channels on my hub; just my main one. I can verify that this problem isn't being caused by any of my themes, and everything works as advertised for my other channels. My Git channel seems to load the notifications widget instantly.

2. When I visit the Channel Manager URL, I am greeted by a blank white page.

I'm going to crank up my logging to look into what kind of errors are showing up, but has anyone had to deal with anything similar here?

Sean Tilley