What else is the criteria for a good pic? Besides that teeny tiny thing and fish being in the right position.
* HUD elements not in awkward registration with environment ones (harder than you might imagine on touchscreen even using the buttons overlay!)
* minimal HUD elements where possible (e.g. bedroom _must_ have the Statue of Blessing’s daily active for its laurels to display)(this ruling-out speed buffs exacerbates the already considerable time management challenges even _with_ resetting days, given the continual confluence of all of this list’s factors) - resolved in the middle of last week’s thread (but I’m not re-doing any of that)
* tile grid not in awkward registration with the screenshot boundaries (again, with sub-pixel sensitivity and touchscreen fungibility, this alone poses a nearly insurmountable challenge since my goal is indistinguishability across shots meant to be identical other than, say, an outfit change—even just standing in the middle of the Great Room, the default from where I am there in this gallery is for the left edge to show a few pixels of the aquarium after staging the fairy (I hate the idea of remedial crops like this; an acceptable crop would be so only 1 room is shown to-the-pixel, for example) - my version only offers Pinch Zoom so consistency across _zoomed_ shots is so impossible I’ve abandoned them entirely and only take/submit ones at the default zoom level the app provides on-launch (which thankfully at least _is_ at edge registration which is what even makes it possible to adequately minimize awkward edge registration in the first place)
* lighting not in transition between day and night (in Winter this is particularly challenging since it starts at 3 pm)—ideally also plausable/germane time-range (e.g. early-morning for tea room prior to the day’s main activities) but the real-time demands of this not even I am willing to suborn myself to entirely faithfully
* no out-of-bounds elements (e.g. butterflies, though if I can cleanly hand-edit them out sometimes I will to save an otherwise exceptionally good shot)
* no clipping of companions (e.g. fairy strays behind a fish tank while I’m standing there, frog placed awkwardly, parrot lands on my head (unless that’s specifically what I want for a given shot))
* companion placement serves the composition (e.g. toward the center of the room or focal point, like the living room shot having her look that direction with the player avatar, or in the tea room look toward the avatar from above the center chair otherwise look toward them the other direction from their other shoulder, which with the way companion movemet remains tile-based but has momentum is its own vexsome challenge to stage, exacerbated by the fact that at least in my version they reset if you ever so much as bring-up the menu, or initiate many of the OS’ available multi-tasking actions)
* no awkward companion states (e.g. fairy “flying” with flat or drooping wings—this has ruined innumerable otherwise-viable shots already but I’m determined to have that Gadget active for Fall and Winter pictures where appropriate)
* custom attire per-shot wherever possible, down to accessories like hats and shoes, with as few repeats as possible except where it would make sense for the feel of the scenario (e.g. the same house pyjamas across multiple night shots)
* glow ring or not depending on what best fits the feel, be that daytime or night (companion presence versus absence can figure into this, as well)
* consistent outfit placements on mannequins other than presently-worn one
* where a mannequin is visible, the appropriate swap (e.g. the tea room showing a day shot of the blue hoodie that otherwise would have only been seen at night in this gallery)
Just, off the top of my head, strictly relating to capture.
As for this particular daytime aquarium shot:
* the fairy’s overlap of the avatar fell on the whole pixel and doesn’t block facial features (_just barely_)
* the fairy’s placement makes it look like she’s peering over the avatar’s shoulder, both of them looking into the center tank
* the seaweed, rocks, and bubbles are in acceptable positions and help balance this shot’s placement of the fish to minimize the impact of the all-but-inevitable gaps between fish emptiness/blankness, especially important given the near-monochrome, featureless background
It's one of the themes you can choose when Penny asks you if you want her to redecorate the bedroom. But I'd imagine Emily saying "we're married now, that was a long way, but remember the dream I had about you? I made this taking inspiration from our first meeting."
Or something.
Right? Luckily they’re at least available _sometimes_ in her Desert Festival shop

I still gotta do her marriage/refriend rigmarole to get her other 14-heart option (which I only know due to a reply from app support when I asked attaching a picture of it I took from back when I was still playing 1.5) the strawberry red-and-white-checkered bedspread

(unless that, too, appears optionally now in her shop—which I doubt)
Got you, I'll be waiting for whenever you're ready and satisfied with it!
It’s so nice to know there’s an appreciative audience ready to help celebrate and enjoy the game with me
Don't think I've ever heard of that word. Would be fun if you could find it, maybe even accidentally. Sometimes you give up on looking for something and then just stumble upon it somehow.

I spent quite a bit of time today trying to track it down but I think its host has gone defunct and there’s only sporadic preservation site coverage out there since I can’t recall enough details for a Wayback Machine search, but here’s hopin’
why do dining tables allow only one item to be placed on them.
More 3-tile items, I beg!

And imagine if you could center…chairs and stools might look more natural at tables…
Some relate to even their own output with the game this way, which guts me. I like when players enjoy the game first, and my/their own work done through it second, that’s as it should be in service to the broader player-base community, as I see it: part of why I’ve stuck with Stardew (started playing late 2018) is the creator economy around other titles that IMO are clearly relating to the experience as secondary versus their ability to commodify and capitalize upon it. Stardew sells as a pay-once title for little enough there’s not much basis for any sense of exclusivity that could incentivize the cultivation of access privilege and premium membership influential upon the game’s fate and thereby its players tacitly feeling driven to generate, support, and/or chase clout champions, Stardew’s ubiquity virtually assures against that and its player-base and community is heathier for it, IMO. May cozy gaming (_actual gaming_ not just the cozy sector/genre of the gaming _industry_) ever thrive in good name independent of grifters, for the sake of we who form the actual player-base, no matter how much some of us may also qualify as “Content Creators(TM)”
