#tutorial js
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tronkittty Ā· 1 month ago
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BUTTERFLY ON YOUR LEFT / RIGHT SHOULDER
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saeriji Ā· 6 months ago
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Lace divider stuff whatever
F2U with like & reblog , I edited pngs from Pinterest to make these. credit is greatly appreciated since this took me a solid 40 minutes
feel free to add to resource rentries, but it has to link back to this post or account.
tagging @smilepilled noticed you enjoy being tagged in things šŸ¤ unless i mistaked you for someone else
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kristiliqua Ā· 2 months ago
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some ultrakill fans flaming people for playing on lenient/harmless is so funny to me because here i am in my little corner playing on harmless with Also 100% damage reduction (in major assist settings) because my severe anxiety cannot handle the idea of me taking any damage at all . i am wearing my propeller hat and eating my lollipop and i am having fun :3 (and maybe one day i can ease that anxiety and play without major assists)
#me when my crippling anxiety is crippling fr#listen . its not as if i Want to get fucking heart palpitations whenever a few goddamn filth spawn in a room#its just how it is . and the only way to ease my irrational ass anxiety is by becoming fucking invincible#I KNOW ULTRAKILL IS SUPPOSED TO BE A (at least somewhat) STRESSFUL AND FAST PACED GAME !!! do not get me wrong#but holy shit man . do not underestimate my anxiety#fucking minecraft survival stresses me out when i encounter a fuckin skeleton (unless its multiplayer . then Suddenly all is ok . stupid#ass anxiety bruh fml)#prelude was stressing me out . PRELUDE . THE FUCKING TUTORIAL#im hoping i can ease up and slowly raise the damage taken to at least like 50% . eventually#im on 1% damage rn because even raising from 0 to 5 was scary LMAOO#like its not as if i want to play it the fuckin baby way . i WANT to be able to actually play ultrakill with damage n shit#but i just have to ease into it ig . because i cant even play video games without my anxiety screaming at me smh . fym my anxiety is a#permanent fixture in my life ? bullshit#im just hoping i can play Normally someday . eventually . because while playing with like 0 damage is more fun than being stressed out 24/7#it Is ofc . a little boring (bc No Shit) .#i want to challenge myself and i will . eventually#surely if ive done all a b and c sides in celeste i can do ultrakill on harmless haha right#ignore the fact that theyre two completely different games and that ive never played an fps in my life#and also that i have 15k deaths in celeste LOL (at least the idea of dying in that game isnt terrifying . shrug)#intense games like ultrakill just aint for everyone . thats why the assist options are there and why there r easier modes#theyre there for losers (/lh) like Me !!!! and i appreciate that theyre in the game bc i Do rlly like ultrakill#and i Do rlly want to play it (ā€˜properly’ someday) . its js that ppl have issues like motion sickness or anxiety#and if they need assistance or an easier difficulty to enjoy the game then thats fuckin fine#literally who cares . ive watched so many videos on ultrakill now and ive seen all the tech n shit and know all the lore#its not as if i dont know the game enough to play it properly lmao#but sigh . at least i can do fun movement tech (except boosting . havent tried yet idk) like slam storage#movement is ez . combat is Hard (but not in the usual way like aim . just Anxietyā„¢)#im ranting so much im such a yapper . anyway#ultrakill#kristiliyaps
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revooks Ā· 2 years ago
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LINK!
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”Aprende programación a tu ritmo y de forma interactiva!
Scrimba tiene CURSOS GRATIS para que aprendas: - HTML & CSS - JavaScript & TypeScript - Python - Crear tu primer portfolio
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tsukasalover Ā· 10 months ago
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This is the exact reason why I hate when people ask to go through my phone. Its always Tsukasa’s fault just remember that.
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nicomoon69 Ā· 9 months ago
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everyday I get closer to realizing my dream of creating a semi-interactive story for my ocs
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cucosbiggestfan Ā· 10 months ago
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my stupid tiny expermient with my test experiemnt here and guess who it is!
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bf-rally Ā· 8 months ago
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okay so im back in navbar hell (when i thought i escaped...!!!) but ive managed to get this set up today :D
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kaeruandtopo Ā· 3 months ago
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ahahahhhaaaaaaa
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Ok I’m going to post this and then leave forever because I know I will hate it and tear it to shreds (aka delete it) once I see it on the blog 😭😭😭😭
anyways have hk (or don’t bc I drew him terribly and it’s perfectly understandable why u wouldn’t want him šŸ˜”)
lol anyways have a great day everyone! cyu in the next oneeeee <333333
-topo
edit: (slightly better vers. under cut)
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took away the weird shading I did and it looks a bit better?
honestly I think I’ll stick to rough sketches on digital for now lol
ANOTHER EDIT; HAHAHHA NOPE IM TRYING AGAIN JS YALL WAIT
my mentor the goat @ssavaart taught me to never give up and that’s just what imma do šŸ’ŖšŸ’ŖšŸ’Ŗ
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thegrayascendancy-if Ā· 2 years ago
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Sugarcube, flat stats and setter links
As I spent an unspecified time trying to figure it out, maybe it will spare someone the trouble or build towards intuition for how stats work. Or maybe this is bait to see if anyone knows a better solution šŸ˜
First of all, flat stats vs fairmath stats. Fairmath stat accumulation is designed to represent stat gain as inversely relative: the higher your stat value, the smaller your absolute gain would be expressed by the same relative number. E.g. 10% gain at 90 is different from 10% at 15. A bonus (and very important) effect of this is that the stat value increased or decreased via fairmath will never fall below 0 or rise above 100, doing all the stat clamping for you.
Fairmath is easy to test and observe in ChoiceScript, where you can run thousands of tests automatically. You cannot do that in Twine. This is my primary motivation for going with flatmath for my SugarCube project. Which means that someone has to handle clamping, as a gain of 10 at stat value 95 will set the value above 100.
The frequent code for handling that is during change:
<<set $stat to Math.clamp($stat + 5, 0, 100)>>
which, in this example, increases variable $stat by 5 and makes sure the result is not smaller than 0 and not greater than 100: clamping.
My problem with it is how much code repetition is there and how incredibly copy paste error prone this is. You will no doubt be copy pasting this code all over your game files and will need to make sure you are replacing the variable name twice each time, lest one variable will end up with the value of another in an oversight that is way too easy to miss. Ideally we want to specify not only the name of the variable, but also our bounds (0 and 100 respectively) only once.
There are two answers to this problem: widgets and JavaScript. A widget for this is one and done, but it is more fuss to integrate it into code, I found. In the JS solution you would need to figure out a function that works for your variable storage schema.
Let's cover the widget solution first:
<<widget "modify">> Ā  Ā  <<print '<<set ' + $args[0] + ' to Math.clamp(' + $args[0] + ' + ' + $args[1] + ', 0, 100)>>'>> <</widget>>
Not only will the above check that each resulting value is within the [0; 100] range, it accepts the variable name as a parameter, meaning it will work for any stat (though you would need to pass the variable name as a String) and for subtraction too:
<<modify "$stat" -18>>
Now to problems. For my links between passages in the format for Twine I use, SugarCube, I strongly prefer the structure of setters:
[[Link text|NextPassageName][stat modifications]]
Calling a widget is not possible inside a setter link though. You would either need to do that in the next passage, which is inconvenient if you do not need that passage for anything else, or to marry two syntaxes in this unholy matrimony:
<<link [[Link text|NextPassageName]]>> Ā  <<set $otherstat to "wowza">> Ā  <<modify "$stat" -18>> Ā  <</link>>
And this is just one link/option.
Now, for the price of extra JS code you can avoid all this. Depending on how you store your game variables, flat or in objects, you can employ tricks to save you time and code lines.
window.modifyStatA = function(value) { Ā  Ā  State.variables.StatA = Math.clamp(State.variables.StatA + value, 0, 100); }
This anywhere in your custom JS file for the game will allow to do the following:
[[Link text|NextPassageName][modifyStatA(-18), $otherstat to "wowza"]]
and will change the value of $StatA by subtracting 18 upon clicking that link/option.
You can also do the following:
window.modifyStat = function(statName, value) { Ā  Ā  State.variables[statName] = Math.clamp(State.variables[statName] + value, 0, 100); }
which creates a more generic function:
[[Link text|NextPassageName][modifyStat("StatA", -18), $otherstat to "wowza"]]
As you can see, this is suitable for flat stat storage (which I personally do not do). I suppose for the nested stats you could specify the object names as inputs in their order of hierarchy and access them so for a generic function, but I am not sure yet how to do that for a variable number of levels, e.g. Parent.StatGroup.statA vs Parent.statB
I believe this is geared to the very specific way I personally structure my passages and links, so I am ready to be proven wrong šŸ˜…
Cheers!
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normalcannibalism Ā· 1 year ago
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i feel weird and self conscious about my art again. sigh
the entire post ended up in thw tags ohb my god
#imptxt#ill talk about it more here#i do actually really like my art overall#i love my artstyle a lot it's so fun! lineless art awesome yay ^_^#i also really like the fact that i can very easily make super experimental art without feeling. bad or something.#BUT#i started drawing later than a lot of other people i guess. i haven't drawn since i was born i started drawing on aj when i was 9/10#and i didn't ever use references when i was younger which has made me incredibly. anxious about using them now :(. doesn't help that i am-#genuinely scared of using human refs because. i feel like they're staring at me#ive been seeing a lot art by people who are the same age as me or younger recently which is. technically a lot better than me currently#like. skills wise or whatever#and the ideas ive been having in my head have also become a lot more. out of my comfort zone/abilities#which is making me feel like i have to improve but. i don't really feel like it at the same time. i just want to have fun#but. i also want my art to be more interesting and dynamic anf just. Cool i want to have cooler art.#i haven't really used any tutorials but. None of them are really just. suitable for me from what i can tell??? idk man. different artstyles#to the one i have.#it's. it sucks.#i hate it.#sigh#ive also been feeling more guilty about yhe art i post recently???#idk. it feels repetitive and i don't want that. sigh.#i also wanna draw backgrounds man i love backgrounds but they're difficult#nothing is stopping me from doing that tbh. i just. have been very focused on drawing characters and ive been lazy with them#thankfully background refs aren't difficult for me to use.#ouuuhggvgg art js a Fuck why do i do it#(it's so fun hats why)#helllk wajt i just realised the reason why this is happening is because the thing im reading has fucking banger art#You Fucker. whatever you're forgiven god your art is so goals hs.#maybe i can. hm#AART YAY!!!!
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innocence-wont-save-you Ā· 1 year ago
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some form of the triple affirmative has been found:
i have escaped my can and i am capable of travel to the void sea but i am unsure about the working conditions of other iterators and are currently attempting to help collapsed iterators off their rails to ascend -udg
OOC: Hi! You seem to have mistaken this blog for a roleplay blog. Innocence Won't Save You is interactive fiction, which is a different thing! The basic gist is that the players read the current story, then suggest things for Innocence to do. They're currently holed up in an old distillation building with a scavenger they're chatting with :)
While I appreciate the attempt to interact with this blog, I can't use this as an action, so I'll be discarding this ask. I will take the time to tell you a bit more about IWSY though, because why not? We're currently in status update 13, with scene 14 on the horizon. Innocence left their can, killed a Miros bird with an explosive spear they made, then made a lance with its beak. They're now on their way to Pebbles' can, and are roughly at Pebbles' edge of their shared farm sector. All players are realized in the game as Innocence's overseers, who suggest things for them to do that they may or may not actually do depending on how they feel about the suggestion. Most of the time, people have been submitting actions by sending in asks, but comments and reblogs also work!
I will also note that IWSY will be moving off of Tumblr with the advent of scene 14. To the anon that sent in another ask earlier: Very sorry, but you can't play on the site yet :') I'm still learning Javascript and figuring out how to set up commenting functionality, but you can continue to send in asks on this blog for the time being. The story just won't be updated concurrently on the blog. You can always read the latest updates on the official IWSY website, and I highly recommend that you get used to reading on the website for when I (finally) figure out how to let people comment on scenes there.
If you have any questions, feel free to ask! Thank you for interacting :)
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one-dollar-design Ā· 8 days ago
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codenewbies Ā· 9 days ago
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Animated Typing Effects
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themepure Ā· 14 days ago
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Bhume - Real Estate React NextJs Template
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Preview Demo What do you think—pretty cool, right? React Love if you like it, and don’t hesitate to drop your thoughts in the comments— I’d love to hear your feedback. āœŒļø Have an idea in mind? We’re open for new projects! Let’s contact now
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tpointtechadu Ā· 1 month ago
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React Tutorial Infographic: A Visual Guide to Mastering React Step by Step
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Learn the fundamentals of building dynamic web applications with our React Tutorial. This comprehensive guide covers components, state management, hooks, and more. Whether you're a beginner or refreshing your skills, this React Tutorial provides step-by-step instructions to help you master modern front-end development with React.
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