TweetDeck can play GIFs for a while now. That's nice.
It does, however, automatically start playing them as soon as they are in view.
That's less nice, especially if you have multiple columns on a large screen - distraction ensued.
I made a small GameMaker: Studio extension that provides a unified API for "mouselock" between desktop and web (HTML5).
The way this works is by utilizing built-in mouse snapping functions on desktop targets, and using Pointer Lock API on HTML5.
It bridges between the two, and you get simple functions like mouse_lock(), mouse_unlock(), and mouse_delta_x & mouse_delta_y for getting the mouse movement offset while mouse is locked.
So, if you ever wanted to make some web-based first-person shooters (or just games with mouselook) with GameMaker: Studio, now you can.
For quite a while now, Twitter has lists. Lists are nice - you can include people with them, and then view their posting on a separate page. Or view multiple of these at once if you are using TweetDeck.
The process of managing lists leaves some to be desired, though - if you want to do something like
Add all followed users to a list
Exclude all followed users from a list
Add all followers to a list
Add all members from a list to other list
Exclude all members of a list from another list
You are apparently expected to do so by using the little context menu on each user, picking "Add or remove from lists...", and then ticking/unticking the checkbox for the according list.
A little while ago, I was asked about what would be a good approach to creating an effect for a top-down game where coins would fly out of a smashed object. Not recalling any tutorials on the matter, I've made an example of this exact thing, and this is a post detailing everything related to such an effect.
It've been a long long time. How have you been?
Meanwhile I have been studying, working on some things (you can also see from the finally linked Works page), some of which I am going to highlight in next few days here.
Today I've updated my Tululoo example for analog controls. If above image isn't very illustrative, these are small on-screen circles, that can be used in applications and games to convert user input from on-screen coordinate to a vector. In contrast to not very documented example that I've made last spring, this is now presented as an extension. That has detailed documentation, quite cleaner structure, and more functionality (for example, now it's possible to check if a specific analog control element was pressed, similar to keyboard keys). As one can probably guess, it also handles touch input on mobile devices accordingly, allowing multiple controllers to be interacted with at once.
Not much of informative demonstration, but is cross-platform and shows performance.
If you've noticed, multiple systems are better at drawing single large images than lots of small ones.
Same applies to HTML5, meaning that filling a 640x480 canvas with 40x40 images using two for() loops is not exactly a good thing to do each frame.
Common solution to this problem is to create a 'cache' image that would hold a tiled version of image to be drawn easily.
That means drawing image W*H times only once in a while.
However, actually you can do even better than this.