While looking to do some experiments with device motion data in HTML5,
I found that there were no existing demos that would work on iOS 14.
So, having spent a few hours figuring it out, I decided to write a tutorial
with an up-to-date demo.
url_open_ext can open links in a new tab, but triggers popup blocker.
clickables can open links in a new tab, but have to be repositioned manually.
(particularly inconvenient if scaling-positioning the game for mobile browsers)
url_open_ext is by far the most convenient of these, so let me explain why that does not work:
To prevent any page from being able to randomly open indefinitely large quantities of new tabs, the browser will automatically block attempts to open new tabs\windows unless they originate from user interaction (click event);
GameMaker handles events, and writes down new input states to later dispatch GML-level events at the right time and place (see event order). This means that your GML code inside a "Mouse Pressed" event does not count as originating from a user interaction (as it executes a few milliseconds later), and thus is not allowed to open new tabs (and do some other things).
However, with a bit of JS (and understanding of internal workings of GM), it is possible to accomplish the intended result, and this post is about that.
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.
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.
Being able to quickly upload a HTML5 game to the web is important.
It's not just a more comfortable format for sharing, but sometimes a requirement, since games created with GameMaker: Studio, Construct 2, Haxe+OpenFL and many other tools may not necessarily fully function when launched locally due to browsers laying restrictions over local file access (meaning that sending a ZIP with game files may not quite work).
While it used to be possible to host HTML5 games on Dropbox for free (or, rather, it still is possible, but only if you have enabled the public folder before the late 2013, else it'll cost you some), you can still host HTML5 games freely on Google Drive.
And this article explains the process of hosting your games on Google Drive in detail.
Often, games and applications may display numbers. Sometimes, large numbers. In some cases, numbers with so many digits that you aren't even sure about most suitable notation.
And that's where use of thousand separators is handy. Since delimiter symbols (normally commas) appear in fewer quantity than digits, they are easier to count, and user can tell the order of magnitude easier.
This post covers detail of doing that, both in algorithm and code.