#Skip to Menu
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freshthoughts2020 · 4 months ago
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From the deli to the court, this one’s a must-have. Bodega Kat is more than a tee—it’s a vibe, a statement, and a piece of New York. Get yours today and level up your rotation, beloved. 🏀💼
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instructionsonback · 4 months ago
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magnusbae · 1 year ago
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ohhhhhhhhhhh you clever bastards
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aro4aro-t4t-gabv1el · 3 months ago
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im watching a speedrun of isat and im starting to realize i think those times where the music was slowed down in dormont was probably just a glitch of the music instead of the game actually trying to make itself scarier. which is really funny looking back on it
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m0e-ru · 2 years ago
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did everybody remember when atlus finally restored the attendant social link in the steam port and how stupid it actually was
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mayomkun · 5 months ago
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I've never even heard of risotto before watching the bear now I wanna try one
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aibouart · 1 year ago
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i just wanna see the fucking menu!!!! I JUST WANNA SEE THE MENU!!!! SHOW ME THE MENU!!! THE CASHIER IS WAITING!!!!!! PLEASE!!! THE MENU!!!!
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freshthoughts2020 · 1 month ago
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ur-new-stepmom · 6 months ago
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i watched the menu for the first time and i fell like a film bro watching pulp fiction
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goatbeard-goatbeard · 2 years ago
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A Companion to Owls is such an underrated minisode. I think a lot of viewers don’t realize how much of that is a DIRECT pull from the Bible.
Like, God actually makes that bet with Satan. The poor dude actually gets his kids killed and replaced with new ones (sometimes pastors wave that away with “well, his old children are waiting for him in heaven”). God actually goes on that long-winded petty rant about how Job shouldn’t question what God’s doing because he didn’t make stars and oceans and leviathans and behemoths. Bitch we SAW why you did it, you were literally just dicking around, trying to prove a point to Satan! Mysterious Ways(tm) my ass!
For, um, obvious reasons, it’s not a very popular Bible story to cover in church. Which is a shame, because it means secular/casually-Christian viewers don’t realize IT ACTUALLY GOES EXACTLY LIKE THAT FOR REAL.
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sandsucks · 1 year ago
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remember dvds. time to bring those back i think
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thenaturalfriends · 1 year ago
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Lucy on veganism: I've slipped. The rule used to be if I could kill it with my own hands, then I would eat it. And now, I won't eat anything that holds hands with each other.
--Lucy Beaumont on Off Menu #237, live in Manchester.
When pressed for examples, she said octopusses and rabbits.
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mmortis · 1 month ago
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btw mouthwashinf update. still fucked up. even more fucked up to do in real time
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rouge-fauna · 1 month ago
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For the ask game:
20 and 49
20. do you say soda or pop?
Don’t y’all know I’m from the south? ;D of course it’d be soda, pop is a northern thing. Though I tend to actually say soft drink more than soda lol. Extra fun fact: I don’t like fizzy drinks/carbonation, it hurts my tongue. (Something probably attributed to my autistic heightened senses.)
49. can you skip rocks?
Absolutely, I believe my record is like 6 hops, getting a good smooth flat rock is key.
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neriyon · 5 months ago
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Tee-hee (got taken over by the urge to replay it haha)
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ellraiser · 10 months ago
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i was wondering if you have any input on how you put together the item display hud in apico (gamemaker)? i'm also using gamemaker and i'm having trouble figuring it out... i'm trying to make the the hud background draw behind the data it displays... the only way i can think to do it, i would have to get the sizes of every data entry before drawing them to the screen, which seems really crude! i hope that makes sense
Hello! So for menus in APICO, they're made up of two different objects - there's the main menu object, which stores a position in the world, and any menu data (like say progress for machines) Then there's a slot object that stores the actual item+count in the slot. For each menu I have a definition file with a layout for the slots. So for example, the sawbench, which takes in logs and you 'chop' them into planks or sticks, has a definition like this:
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Each slot has a position in the "layout" section - which is the offset x/y from the top-left of the menu. When I create a menu object, I read the definition and for each slot in the layout I make a slot object, stored in a list on the 'parent' menu. Whenever the menu gets moved in the world (either by opening it or the player dragging it around), I update the slot positions in the world too, i.e. menu.x + slot.ox - that way they always stay in the right position. I do the same stuff for any UI too, buttons or mechanicsm, each just has a relative x/y pos and I update them when the menu x/y changes.
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For drawing, the slots have no draw event at all - instead the menu draw event first draws the menu, then draws each of the slots in it's slot list, this way you get the bg first then the foreground 'slots'. Each of the menus in APICO is a seperate sprite - it didn't use 9 slices (at the time when APICO was made GM didnt have this)
However in later games where I did use 9 slices, I just store the height/width of the menu in the definition too, and read that to use for drawing. For collision, using a specific sprite makes it 'easier' as gamemaker then has the right boundary box, if you use 9slices you have to mess with a couple of the standard properties to make the boundary box match the drawn height/width.
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Because the menu + the slots are both objects/instances, it makes it easy for checking whats highlighted/clicked, so I literally just have like mouse left/right events on the slot object itself. When the menu is closed I can also deactivate any related slots, and reactivate them when the menu is opened. After APICO I stopped using GameMaker for a bunch of reasons, but in the new framework (LÖVE) I basically do the same thing - a menu class and a slot class, each menu having a definition with it's height/width + a layout of all of it's 'child' slots, all created as instances.
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