#literally. canvas was like zero pixels
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EDDIE DOODLE
#ohh beloved green thing i loge you#hes such a little freak#literally. canvas was like zero pixels#i forgot how to draw quick :' i had to remind myself#i didnt draw anything except for commissions last week!!! crazy!!#riddler#edward nygma#dc#batman#shire art#fanart
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Guide on Changing Images Using Snappa Studio | UK Clipping path service |
Snappa Studio — for those of you in the creative world doing social media visuals. Snappa Studio is a simple online graphic design tool for anyone looking to quickly create eye-catching images. This guide will show you how easy it is to swap out images with Snappa Studio.
Why Snappa Studio?
The biggest advantage of Snappa is its simplicity, making it suitable for both novices and experts. Whether you want to optimize an image for social media, a blog post or a marketing campaign Snappa literally has all the dimensions documented and tons of fantastic templates that allow casual users to look good with zero experience.
How to Edit Images with Snappa Studio
Create a Snappa Account
The necessary first step for this would be to sign up at the Snappa site. Create a free account or upgrade for more features. Upon Registration, log in and access the Dashboard.
Choose Your Image Dimensions
Snappa tells you what the image size should be if you want to use it as a Twitter header or Facebook ad, etc. It might be for a Facebook post or Instagram story, probably even for your blog banner — Snappa gets the size that fits. Pick the correct size or type in custom dimensions, if desired.
Upload the Picture
If you want to replace or edit an image, first you'll need to upload the picture on Snappa. Select "Uploads" from the left-hand sidebar, and click on “Upload Image”. Select your image from the computer, and it will appear in the editing workspace.
Select a Template or Create from Scratch
You can start from nothing or select one of our template designs. If you choose a template, you can replace the image with your uploaded photo simply by dragging that pic into the work area. Start with a blank canvas for custom design.
Editing Tools Overview
Use separate pop adjust tools.drawImage: Snappa
Auto Background Remover: Remove the background of your image automatically if you have an unwanted view on it.
Cropping and Resizing: Size your picture using the cropping tool which enables you to crop various parts of an image.
Do changes on Filters and Adjustments for Brightness, Contest, Saturation or any filters to make the image a bit unique.
For Text and Graphics: Layer text shapes or icons to improve design. Pick from 100s of fonts and design elements to make your brand pop.
Make Detailed Adjustments
After your image has been uploaded and placed on the canvas, drag it to wherever you want around. Click Design to further fine-tune the image using Snappa design features:
Rotate or Flip Image: If you want to view the picture from another perspective then the rotate tool is a savior.
Shadows and Effects — Select the size, appearance of shadows or glow effects around text or objects to create depth in your image.
Preview and Export the Image
Once you make all your edits, press preview to see the final result. If you like how your image turned out, press the “Download” button and select one of 3 formats to save it in: PNG JPG PDF
You can Save your Changes for Later Editing
One of the features that you can use in Snappa is being able to save your designs for later. This way you can come back later and tweak something without redoing all the work.
How to best use Snappa Studio
Less is More: Do not provide your image with clutter. Favor a clean, simple design.
High-Definition Pictures: Use the best pixels in pictures and get quality outputs.
Always Keep the Logo Design Elements in Consistency with a Brand Slogan and Color Palette
Gs_test Your Image — test your designs before publishing or sharing to make sure the image looks great on a phone, desktop and other devices
Why Snappa for Image Editing?
Ease of use: Snappa has a very intuitive interface that enables even people without experience in graphic design to create beautiful images.
Saves time: You can even change and improve the pics in mins with templates, easy to use tools.
Low-Cost: Snappa has a free subscription tier and its premium plans are very budget-friendly for novices, amateurs to serious designers.
Conclusion
It's fast to change photos in Snappa Studio. In a few short steps, you can turn any image into something that looks great on social media or makes for attractive visuals in blog posts and other marketing resources. Whether you are working on a solo project or something for your business, Snappa Studio makes it easy to create stunning visuals.
But, give it a try and see how beautiful photos you can create using these steps.
We are UK Clipping Path. Your trusted image editing partner for stunning, attention-grabbing visuals. Our services : eCommerce photo Editing | Clipping path | Background Removal | Image Masking |Ghost Mannequin | | Photo Retouching | Color Correction | Jewelry Photo Retouching | Automotive Car Editing.| Shadow Creation |
#editing #photoediting #editingtools
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also one time i was working on this characters ref sheet and i was like "damn not enough space for the zoomed in references better make the canvas a rectangle now" and i accidentally put in like 3 extra zeros and changed the size and it was literally like 200,000 pixels wide and it took the entire day to fix it. krita just ended up crashing and i went with the autosaved version (tmg anon)
why are you all killing your art programs im actually tearing up fdhgf, 200,000 T M G W T F
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How to Make a Mole Mash Game 2020
In the game MoleMash, a mole pops up at random positions on a playing field, and the player scores points by hitting the mole before it jumps away. This tutorial shows how to build MoleMash as an example of a simple game that uses animation.
Getting Started
Connect to the App Inventor web site and start a new project. Name it “MoleMash”, and also set the screen’s Title to “MoleMash”. Open the Blocks Editor and connect to the phone.
Also download this picture of a mole and save it on your computer.
Introduction
You’ll design the game so that the mole moves once every half-second. If it is touched, the score increases by one, and the phone vibrates. Pressing restart resets the score to zero.
This tutorial introduces:
image sprites
timers and the Clock component
procedures
picking random numbers between 0 and 1
text blocks
typeblocking
The first components
Several components should be familiar from previous tutorials:
A Canvas named “MyCanvas”. This is the area where the mole moves.
A Label named “ScoreLabel” that shows the score, i.e., the number of times the player has hit the mole.
A Button named “ResetButton”.
Drag these components from the Palette onto the Viewer and assign their names. Put MyCanvas on top and set its dimensions to 300 pixels wide by 300 pixels high. Set the Text of ScoreLabel to “Score: —“. Set the Text of ResetButton to “Reset”. Also add a Sound component and name it “Noise”. You’ll use Noise to make the phone vibrate when the mole is hit, similar to the way you made the kitty purr in HelloPurr.
Timers and the Clock component
You need to arrange for the mole to jump periodically, and you’ll do this with the aid of a Clock component. The Clock component provides various operations dealing with time, like telling you what the date is. Here, you’ll use the component as a timer that fires at regular internals. The firing interval is determined by the Clock ‘s TimerInterval property. Drag out a Clock component; it will go into the non-visible components area. Name it “MoleTimer”. Set its TimeInterval to 500 milliseconds to make the mole move every half second. Make sure that TimerEnabled is checked.
Adding an Image Sprite
To add the moving mole we’ll use a sprite.
Sprites are images that can move on the screen within a Canvas. Each sprite has a Speed and a Heading, and also an Interval that determines how often the sprite moves at its designated speed. Sprites can also detect when they are touched. In MoleMash, the mole has a speed zero, so it won’t move by itself. Instead, you’ll be setting the mole’s position each time the timer fires. Drag an ImageSprite component onto the Viewer. You’ll find this component in the Drawing and Animation category of the Palette. Place it within MyCanvas area. Set these properties for the Mole sprite:
Picture: Use mole.png, which you downloaded to your computer at the beginning of this tutorial.
Enabled: checked
Interval: 500 (The interval doesn’t matter here, because the mole’s speed is zero: it’s not moving by itself.)
Heading: 0 The heading doesn’t matter here either, because the speed is 0.
Speed: 0.0
Visible: checked
Width: Automatic
Height: Automatic
You should see the x and y properties already filled in. They were determined by where you placed the mole when you dragged it onto MyCanvas. Go ahead and drag the mole some more. You should see x and y change. You should also see the mole on your connected phone, and the mole moving around on the phone as you drag it around in the Designer. You’ve now specified all the components. The Designer should look like this. Notice how Mole is indented under MyCanvas in the component structure list, indicating that the sprite is a sub-component of the canvas.
Component Behavior and Event Handlers
Now you’ll specify the component behavior. This introduces some new App Inventor ideas. The first is the idea of a procedure. For an overview and explanation of procedures, check out the Procedures page.
A procedure is a sequence of statements that you can refer to all at once as single command. If you have a sequence that you need to use more than once in a program, you can define that as a procedure, and then you don’t have to repeat the sequence each time you use it. Procedures in App Inventor can take arguments and return values. This tutorial covers only the simplest case: procedures that take no arguments and return no values.
Define Procedures
Define two procedures:
MoveMole moves the Mole sprite to a new random position on the canvas.
UpdateScore shows the score, by changing the text of the ScoreLabel
Start with MoveMole:
In the Blocks Editor, under Built-In, open the Procedures drawer. Drag out a to procedure block and change the label “procedure” to “MoveMole”.Note: There are two similar blocks: to procedure do and to procedure result. Here you should use to procedure do.The to MoveMole block has a slot labeled “do”. That’s where you put the statements for the procedure. In this case there will be two statements: one to set the mole’s x position and one to set its y position. In each case, you’ll set the position to be a random fraction, between 0 and 1, of the difference between the size of the canvas and the size of the mole. You create that value using blocks for random fraction and multiplication and subtraction. You can find these in the Math drawer.
Build the MoveMole procedure. The completed definition should look like this:
MoveMole does not take any arguments so you don’t have to use the mutator function of the procedure block. Observe how the blocks connect together: the first statement uses the Mole.X set block to set mole’s horizontal position. The value plugged into the block’s socket is the result of multiplying:
The result of the call random fraction block, which a value between 0 and 1
The result of subtracting the mole’s width from the canvas widthThe vertical position is handled similarly.
With MoveMole done, the next step is to define a variable called score to hold the score (number of hits) and give it initial value 0. Also define a procedure UpdateScore that shows the score in ScoreLabel. The actual contents to be shown in ScoreLabel will be the text “Score: ” joined to the value of score.
To create the “Score: ” part of the label, drag out a text block from the Text drawer. Change the block to read “Score: ” rather than ” “.
Use a join block to attach this to a block that gives the value of the score variable. You can find the join block in the Text drawer.
Here’s how score and UpdateScore should look:
Add a Timer
The next step is to make the mole keep moving. Here’s where you’ll use MoleTimer. Clock components have an event handler called when … Timer that triggers repeatedly at a rate determined by the TimerInterval.
Set up MoleTimer to call MoveMole each time the timer fires, by building the event handler like this:
Notice how the mole starts jumping around on the phone as soon as you define the event handler. This is an example of how things in App Inventor start happening instantaneously, as soon as you define them.
Add a Mole Touch Handler
The program should increment the score each time the mole is touched. Sprites, like canvases, respond to touch events. So create a touch event handler for Mole that:
Increments the score.
Calls UpdateScore to show the new score.
Makes the phone vibrate for 1/10 second (100 milliseconds).
Calls MoveMole so that the mole moves right away, rather than waiting for the timer.
Here’s what this looks like in blocks. Go ahead and assemble the when Mole.Touched blocks as shown.
Here’s a tip: You can use typeblocking: typing to quickly create blocks.
To create a value block containing 100, just type 100 and press return.
To create a MoveMole block, just type MoveMole and select the block you want from the list
Reset the Score
One final detail is resetting the score. That’s simply a matter of making the ResetButton change the score to 0 and calling UpdateScore.
Complete Program
Here’s the complete MoleMash program:
Variations
Once you get the game working, you might want to explore some variations. For example:
Make the game vary the speed of the mole in response to how well the player is doing. To vary how quickly the mole moves, you’ll need to change the MoleTimer’s Interval property.
Keep track of when the player hits the mole and when the player misses the mole, and show a score with both hits and misses. To do this, you’ll need do define touched handlers both for Mole, same as now, and for MyCanvas. One subtle issue, if the player touches the mole, does that also count as a touch for MyCanvas? The answer is yes. Both touch events will register.
Review
Here are some of the ideas covered in this project:
Sprites are touch-sensitive shapes that you can program to move around on a Canvas.
The Clock component can be used as a timer to make events that happen at regular intervals.
Procedures are defined using to procedure blocks.
For each procedure you define, App Inventor automatically creates an associated call block and places it in the Procedures drawer.
Making a random-fraction block produces a number between 0 and 1.
Text blocks specify literal text, similar to the way that number blocks specify literal numbers.
Typeblocking is a way to create blocks quickly, by typing a block’s name.
MoleMashDownload
The post How to Make a Mole Mash Game 2020 appeared first on The Coding Bus.
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~ if you don't mind me asking, how did you make the R effect for your icons? What programs or tools did you use? ~
//I used Adobe Photoshop (because I’m an iMac wielding, ex-graphic design student tryhard), but you can achieve a similar effect in GIMP. Actually, I think Adobe have made Photoshop CS2 available for free now, so you know what, just…get Photoshop. Be kind to yourself.
DISCLAIMER: THIS TUTORIAL IS DESIGNED FOR PHOTOSHOP CS6 BUT *SHOULD* BE TRANSFERABLE TO MOST IF NOT ALL OTHER VERSIONS. THIS GUIDE IS *NOT* SO ANY OF YOU WANKERS CAN STEAL MY PSD, BUT BY ALL MEANS FEEL FREE TO FOLLOW IT TO THE LETTER TO LEARN THE PROCESS.
STEP 1: CREATING THE R SHAPE
If you’ve ever seen shitty, zero-effort-made Rocket merch, you already know that the legit Rocket R has a very specific shape that cannot be mirrored using any old font. You want the real deal. I pulled an image of the R off Google, and traced it using the Pen Tool to create a Vector Image. Delete the reference layer, you no longer need it. You can learn how to use the Pen Tool here.
STEP 2: ADD THE OUTLINE TO THE R
Next we want to set the Fill of the R layer to 0%. You can find the Fill slider in the Layers pallet. The R will magically disappear! Why did we make the R disappear? And if we wanted it to disappear, why not set the Opacity to 0% instead? We’re about to find out.
In the toolbar, go to Layer > Layer Style > Stroke. Toggle with the thickness and colour, and you have a snazzy outline of your choosing! Eh? Ehhhh? How did I make the white inner stroke? Simple. Duplicate the R layer and repeat the process, only setting Stroke to Inner rather than Outer. Again, adjust colour and size as you wish.
STEP 3: ADD YOUR SNAZZY BACKGROUND BITS (THE RED DROP SHADOW AND ALL THE SPIKY SHIT)
For the red drop shadow, literally all I did was duplicate the R for a third time, disable the layer effects on the bottom-most copy, pump the Fill back up to 100%, change the colour of the vector shape to red and used the Move tool to drag it where I wanted it. The spiky shit is literally just bog-standard default shapes made with the Custom Shape Tool.
STEP 4: CREATE THE LAYER MASK.
Duplicate the R a fourth and final time, this time changing the colour to white. Make sure this layer sits below your two Stroke layers. Rename it “Base” for your own ease going forward, right-click the layer and hit Rasterize. This will convert the vector to a standard pixel image.
Next, you want to make a Folder, by hitting the little Folder symbol in the Layers Pallet. Name this Folder “Art”. This Folder needs to be directly above the Layer we just named “Base”.
Equip the Magic Wand Tool and click on our Rasterized R to Select it (you’ll see a janky flashing outline surrounding the shape), then click on the Folder we just made. Hit the Layer Mask symbol at the very bottom of the Layer Pallet—it looks like a rectangle with a circle in the middle of it.
Paste your art within the Art Folder. Notice how none of the image displays outside of the R shape? Innit great? Resize and move your art as needed using Free Transform and play around with Filters if that’s your jam.
IMPORTANT NOTE:
MAKE YOUR ICON TEMPLATE TO SUIT YOUR PURPOSE BEFORE YOU GO STICKING SHIT IN THERE AND PERFECTING YOUR ICONS. MAKE SURE IT’S THE SIZE YOU PREFER FROM THE START. Make sure to crop your Canvas close as possible to the shape without lopping any pixels off. This way you can make your icons SUPER FAST without the need for any faffing around resizing every time. Make sure to save your icons in PNG format to preserve both image quality and opacity.
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That sai 2 crack is literally like 5MB how the heckie do they even pull that off
I originally wanted to make a keygen for personal use(or with my art friends) but upon my reverse engineering I found out that Sai2 uses RSA-1024 for its licensing system. Basically the .slc license file that you use gets treated as one big 1024 bit integer which it then decrypts using exponent 65537 and a modulo(public key) of
134253338579985758434354346644728982417984355481465479927643932767699794455080865491192522468625641081335276383451220698802640864396087390820637585868211804837831586743242868734318332559297827029891551260851699314268048137171013363814531335490548583132714625207971613142321621827195106531033763128568861995139
which is prime. I have a legal license that I got it to decrypt just to see what a valid license looks like and it basically just has a few 32-bit integers in it that are set to 1 to enable certain features like saving and such as well as a machine ID identifying the proper license owner and a bunch of garbage data to ensure random entropy. Without explaining the details of RSA encryption it is basically impossible to generate these keys so what I ended up doing was basically patching the executable in specific places that would bypass the licensing system and just enabling the features regardless of a license existing or not. So basically I modified the machine code of the .exe file to just force it to be fully functional as if an entire licensing system never existed. Here’s all the patches made to the original .exe
The bytes themselves are just new machine code instructions replacing the old ones that “reprogram” it into doing something else. You see “90″ a lot since hexadecimal “90″ is the machine code for the “no operation” instruction which basically tells the processor to do absolutely nothing. The “EB” is the JMP instruction which is mostly just me forcing any conditional jumps(like going to a certain location if the license is invalid) to be normal jumps(forcing it to go to the “valid license” parts no matter what) along with some other additional residue cleanups that have to be done. Ex: here’s a bit of one of the many license-checking routines. This is one of the checks it does for detecting if you’re allowed to copy-paste pixel data out from your Sai2 Canvas
Once the license has been decrypted and put into memory this checks if one of the integers in the license data is zero or not and “jumps” around the actual licensed-only code. If it is valid(not-zero), then it keeps going on, if it is invalid(zero), then it totally detours and goes on into the “your license isn’t valid!” path and proceeds to disable the functionality. So what I do is totally overwrite the opcodes that make it care for invalid possibilities and basically snip away all the little “detours”. Note to two “nop”s(two of them because the original “jz” instruction takes two 74 29 bytes), so to properly overwrite it we use two “90″ bytes and snip that little part away from the program’s logic so now it looks like this.
And now the clipboard is fully functional regardless of if you have a valid license or not. Do this stuff enough and you have a fully “cracked” program.
Sai2 was a very simple case though and there are much much more complicated methods out there in which people protect against this kind of stuff but Sai2 was pretty much a totally unprotected executable straight out of the MSVC compiler. Hell I even see the structure of the development/build environment on SYSTEMAX’s own computer just from little bits of debug info from the executable.
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Why your Fantasy Hair costs so much
For years, it has slowly come to my attention exactly how much I've been undercharging which is a common problem with fantasy hair artists. There are several major factors contributing to the cost of fantasy hair services: the time it takes, the experience of the cosmetologist, the expense of quality chemicals, and the hair you're working with, the canvas (as it were) for the art that is fantasy hair. I want to talk about this multi-layered problem, the dilemma facing fantasy hair artists in general and those specifically in Austin. Part 1 : The part that applies to all fantasy hair artists In general, it's difficult for any visual artist to know what they're worth, which is one of the reasons I felt okay about trading art school for beauty school - in the latter, you at least have ballpark idea what you were worth upon graduation AND there is more demand for your art. But fantasy hair is complex and, as such, is far closer to visual art than to a flat-priced service like a haircut. Haircuts vary in price due to factors like tools used or hair length or whether a shampoo and style is included. In the landscape of fantasy hair, however, the sky is the limit! You can get a single fantasy color allover, a multi-hued wave design, tiny rainbows on every single strand or a pixelated hair design that reveals a pikachu when you comb it a certain way. (This exists!) Throughout my career, I've struggled with finding a consistent pricing structure. At my last salon, the owner would often point out that I was undercharging, but it was something I found difficult to recognize for myself given our price structure and internal, non-competitive pricing conventions. Now that I'm running the business myself and in charge of my own pricing, I’ve been able to see how vastly I was underpaid. I desperately needed to develop a fair and consistent pricing structure - one that could accurately reflect the cost that goes into each individual fantasy hair creation... Good fantasy hair is demanding, a single sitting fantasy hair service takes double, triple, quadruple processes, unlike say the single process of dying your hair black. The processes multiply both the time and the amount of chemicals needed compared to your standard, single process permanent color. Like any quality ingredient, good hair chemicals are expensive to begin (sidebar: a LOT of corporate research has gone into pushing the limits while maintaining the integrity of your hair, see Olaplex, and stay tuned for a future blog on that very subject shortly). On top of this, many of the best canvases for fantasy hair are people with lots of thick hair. Much of the time, I’m using 10 ounces of bleach or more on a person before we get to the fun fantasy color part. One head could easily take 20 ounces of lightener/color. To put this in perspective, fantasy color tubes come in 3 ounce tubes, which means I can easily need 4 tubes for one person’s head - the overhead cost adds up very quickly. I adore doing complex color layouts, but the more complex, the more time it takes to create. An allover color melt of 3 colors can easily take 4-5 hours, more if you need color correction underneath that. What many people don't realize is that expecting all of that to be done in a single sitting is expecting A LOT. I’ve had experience with these kinds of single session hair transformations, while maintaining hair integrity, for 20 years now. I generally know what’s possible in a day and what is going to fry your hair. And when no one else can do it, I probably can. That's why I have earned the title of Hair Wizard. I enjoy doing single day transformations but the majority of people who want fantasy hair don’t understand the true expense (in money or time) and in many cases can’t afford what a one day transformation should cost ... and that's where my sympathy used overpower my need to make a living and I'd undercharge. This became scary to me personally because of some real life issues I had to face over the past few years. I found myself suffering from severe neck and back problems because of the physical strain of my job, but I din’t have the resources to afford a chiropractor. The vulnerability I was facing forced a long-needed decision to update my pricing structure. After consulting with other artists, I chose to start pricing by the hour - as a colleague advised me, it's the only way to make the pricing totally transparent and fair. Pricing hourly allows people to choose up front how much they want to do (and pay for) at once. This opens up options particularly in situations when people have requested a complex service then told me they cannot afford the quoted price. If you cannot afford the entire transformation in one day, an easy solution is to break it up into multiple appointments a week or two apart. If you're planning it for going out of town, then book your hair appointments as far in advance as your plan your plane tickets so that there's not this sudden panic to get your rainbow hair done in one day. Charging hourly allows both me and clients to choose how many hours of my effort they want to spend on their hair. While planning ahead may not be the most exciting thing in the world, it is MUCH better than attempting to do it yourself and messing it up. Or, worse, going somewhere you think is going to be cheaper, having them mess up your hair, and then paying more to have an experienced artist like myself fix the color and correct hair damage. Beautiful fantasy hair like is like every other luxury good or service - you get what you pay for. Would you sit down for a meal at Uchi without having the money to pay for it?
Would you spend a whole day picking out a Porsche and then be shocked by the sticker price?
Would you order a craft cocktail and expect it to cost the same as a can of Lone Star beer? What I do is the craft cocktail of hair. I use top shelf ingredients, I take the time to do it properly, and the result is going to taste better than what you could achieve at home.
Part 2: the part that applies specifically to Austin, Texas Here I’m specifically addressing the “ATX Demographic” - What do you really want from your hairdresser? There are a few reasons why I’ve had many people migrate to me and stay for years. Skills aside, I don’t push products, and I don’t trick you into living a higher maintenance hair lifestyle than the one you want to live. In fact, I’m more likely to tell you you’re washing your hair too much, and if I do recommend a product, it’s because the integrity of your hair needs it, like medicine. Like I’m a doctor, your hair is sick and here’s the prescription if you want it to stop breaking off. You don’t even have to get the medicine from me, I just want you to get better. But throughout my entire beauty school and career, I've always heard the same thing, "HALF of your income comes from selling retail products!" Uh, no. No one here wants to use products in their hair every day. My haircuts last a really long time because I have to structurally engineer a magical way to get your hair to "do that thing" with zero products and styling, as per the request of my clients. The reason why? THE CLIMATE. We have nine months of 100 degree summer days with high humidity swamp weather. Its literally too fucking hot to bother. No one wants to wear a bunch of pomade or mousse in their hair because after 5 minutes of walking outside it will be dripping down their face. Or, you’re swimming all the time anyway. Another reason is TIME. 99% of my clients would rather sleep in for an hour than style their hair in the morning. I'm not complaining, because I'm from here and I GEDDIT, because all of the above applies to me, too! I love being able to put a lot of products and effort into my hair when I feel inspired or for a special event, but I don’t have the time or energy to do it every day. And if I did do it every day, I’d have to wash my hair that often, which I passionately preach against as it overly dries out your scalp. And if I, a professional hairdresser, don’t have the time or inclination to do all of that every day of the week, I know that the vast majority of you are not going to either. I always say that fantasy hair is “passive effort” in your hairstyle. People can roll out of bed and get compliments on their disheveled hairstyle when they have fantasy hair, which (while not impossible) is less likely to happen with their natural haircolor. Since fantasy hair is a high dollar ticket item, it’s unrealistic to expect these same people to spend $100 more on products and 2 hours of styling their hair every morning. It would be cool, but it’s not the climate we live in. So, here are the products I can retail in Austin: shamp/cond, curl creams, dry shampoo, deep conditioners, heat protection, color/toning assistants (like purple shampoo or UV protection), various stuff for flyaways (like a water wax or hairspray), various stuff for texture (texture spray or hair powder). Now, given the MASSIVE amount of stuff available in our industry, that's an incredibly short list. I know Freakflag has a limited selection of retail right now, but even if I was fully stocked on all those things, I might sell one or two products a week if I'm lucky. My point being.... In Austin, with my specific demographic, retail does not realistically supplement my income. You want your hair to be healthy enough to have pastel hair and still look good with minimal products? You want your haircut to be structurally engineered so that you can sleep in another hour? You want a hairdresser that doesn't give you a product sales pitch at the end of every appointment? All of that means my prices have to make up for the lack of product pushing I'm doing. Part 3: The revolutionary part Let's talk about tipping! One time I lightly complained about an occasion where people didn't tip for a $200 service, I don't normally complain about people but I wanted to use my frustration as an opportunity for advice from other service professionals. I found the best advice from an unusual source - legendary producer Tony Visconti, who chimed in with his two cents on the subject: "Only Americans have to have this anxiety about tipping. Everywhere else in the world service people earn a living wage." Very true, I've known this for a long time since I was married to a Brit in my early 20s. But this little reminder inspired a revolutionary moment of epiphany - I realized I was my own oppressor, but I can also be my own savior. Thus, I restructured my pricing to include 15%-18% gratuity on services. (I rounded down from 20% for nice even numbers.) There is still a tipping prompt at the signature stage of Square checkout, but the percentages are 5%, 10%, and 15% so that you can tip additionally if you deem me worthy, or you can walk away without doing any math at all and still know you contributed to my service. Math-free, guilt-free. I’ve had this structure for about a year now and it is so much easier! The concept of the single serving size mini salon was already revolutionary to begin with. It minimizes drama, provides a private experience, and allows a much more customized environment that is perfect for specialized artists like myself. I hope this tip-included idea catches on amongst my fellow independent contractor cosmetologists and maybe someday we can change the outdated concept behind tipping in the service industry as a whole. Hopefully this gives you a better understanding of the secret world of fantasy color and fantasy hair artists.
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20 Best HTML5 Game Templates of 2017
Over the past several years, we have seen HTML5 used to create many great online solutions. We have also seen it used to create some great fun! With the vanishing of Flash, HTML5 quickly became the universal platform to create browser-based games for both desktop and mobile devices.
Whether you have a game concept you would like to flesh out further or would like a fun way to learn more of the ins and outs of HTML5, here are the 20 best HTML5 game templates of 2017 to get you started towards making something awesome:
1. Leaves Boy
You won't be able to leave this game alone as your friends grow jealous of your high scores.
Setting all puns aside, Leaves Boy is a game made for mobile.
“Leaves Boy is an addictive one touch game...”
Features include:
Facebook and Twitter high score sharer
documentation
HTML5 files
and more
Collect coins, avoid obstacles, and bounce your way to victory.
Use Leaves Boy to skin or use as a foundation to build your own game using Construct 2.
2. Indiara and the Skull Gold
Indiara and the Skull Gold is a mobile platformer with an Indiana Jones feel to it.
Collect the eight gold skulls, but be on the lookout—the caves are full of traps!
“Meet and play with Indiara, a girl who loves to collect ancient artifacts.”
Features included:
supports both desktop and mobile
includes layered PSD and AI files
860x480 graphics
and more
Easily reskin this HTML5 game template by editing and replacing the images.
Indiara and the Skull Gold includes eight complete levels and can be completely customized by using Construct 2.
3. Dont Crash
Don't crash while you play Dont Crash!
As two cars race around the track, tap the screen to change lanes and avoid a crash.
“Don’t crash—this is the only rule of the game.”
Features include:
supports both mobile and desktop
easy, one-touch control
1280x720 graphics
and more
Reskin this HTML5 game using the included AI files or completely change the game elements using Construct 2.
Dont Crash is simple, fast, and addictive.
4. Game FlapCat Steampunk
Game FlapCat Steampunk is a cute and simple HTML5 game that's perfectly made for mobile.
How high can you score?
“Help the cat FlapCat to go through challenges that are super difficult.”
Features include:
includes PSD and AI files
1280x720 graphics
infinite level
and more
Whether you're playing in your web browser or mobile phone, all you need is a single touch or mouse click to play. Easy to play, hard to master.
Game FlapCat Steampunk can easily be re-skinned by replacing the images or fully customized with Construct 2.
5. Panda Love
It's easy to love Panda Love.
With simple design and unique approach, everybody is going to love it—not just pandas.
“Panda Love is an adventure platformer with pixel art.”
Features include:
autosave using Webstorage
Ludei and ads supported
over 20 levels
and more
This HTML5 game supports all platforms and includes the Construct 2 file for full customization.
You'll love the look and one-touch control feel of Panda Love.
6. Jumper Frog - HTML5 Game
Frogger is a classic arcade game that makes a great adaptation to mobile.
Take a leap and jump on Jumper Frog - HTML5 Game for some fun.
“Enjoy this colorful version of the classic game Frogger.”
Features include:
includes PSD and AI files for customization
fully developed in HTML5 and CreateJS
fully customizable
and more
This is also compatible with CTL Arcade.
The Jumper Frog - HTML5 Game brings this arcade classic to any screen.
7. Bubble Shooter - HTML5 Games
Launch the colorful bubble into place, and when you get three or more in a row, they disappear. Clear all the bubbles to win!
The Bubble Shooter - HTML5 Games is a classic puzzler that's easy to learn, but hard to master.
“The goal of the game is to clear all the bubbles from the level avoiding any bubble crossing the bottom line.”
Features include:
includes PSD and AI files for customization
fully developed in HTML5 and CreateJS
fully customizable
and more
If you think this HTML5 game is fun, be sure to also consider the 50 Levels Pack.
Bubble Shooter - HTML5 Games is also compatible with CTL Arcade.
8. HTML5 Tetris
There's hardly anything more addicting and fun than Tetris, and with HTML5 Tetris's unlimited levels, you literally won't be able to stop playing.
“Works on all HTML5 browsers.”
Features include:
easy to personalize
touch support
seven themes
and more
Fully customize the sights and sounds, but most of all, you'll have unlimited fun with HTML5 Tetris.
9. Katana Fruits - HTML5 Game
If you're familiar with Fruit Ninja, you'll be familiar with Katana Fruits - HTML5 Game.
“The goal is to cut all the fruits that appear on the screen without dropping them and avoid the bombs.”
Features include:
includes PSD and AI files for customization
fully developed in HTML5 and CreateJS
promote with social share buttons
fully customizable
and more
This HTML5 game is compatible with CTL Arcade for WordPress and can be easily customized.
Sharpen your Katana, it's time to slash some fruit with the Katana Fruits - HTML5 Game.
10. The Sorcerer - HTML5 Puzzle Game
The moment the screen loads, you'll know what to do. Inspired by Zuma, The Sorcerer - HTML5 Puzzle Game is an instant hit.
“The Sorcerer was awarded as the best puzzle game in HTML5 Most Wanted contest”
Features include:
fully developed in HTML5 and CreateJS
source code included
fully customizable
and more
Mobile or desktop, the 960x540 resolution is fully optimized.
The Sorcerer - HTML5 Puzzle Game is hard to put down, so you may want to consider acquiring extra levels, too.
11. Rearrange Letters - HTML5 Game
You're given a clue and a jumbled mess of letters. With the clue in mind, rearrange the letters until you've got the word right as the timer counts down.
That's how Rearrange Letters - HTML5 Game works.
“Rearrange Letters is an HTML5 game where you can arrange the letters and make the right word with the given description as a clue.”
Features include:
customize the text, game mode, and timer
social media high score sharer
mouse and touch control
1024x768 resolution
and more
With plenty of customizations and built using CreateJS, you can reimagine Rearrange Letters - HTML5 Game any way you like.
12. Word Search Game
If you love word searches, search no more. You need this HTML5 game: Word Search Game.
“Very addictive.”
Features include:
manage game options within the included admin interface
works on everything from the iPad to IE6
unicode support—use any characters
and more
Lightweight and easy to install, the Word Search Game is a great find.
13. Coloring Book - HTML5 Game
Simple. Creative. Great for kids.
The Coloring Book - HTML5 Game is a virtual coloring book with full touch support and responsive to any size, on any device.
“This game is a coloring game and can be very interesting for children.”
Features include:
smooth coloring
print system
24 colors
and more
In its third itineration, Coloring Book - HTML5 Game has evolved into a leading coloring book HTML5 game.
14. Canvas Puzzle
Using any image of your choosing, create a drag-and-drop puzzle HTML5 game using Canvas Puzzle.
“...a fully customizable and easy to implement HTML5 jigsaw puzzle...”
Features include:
drag and drop images from your desktop to create puzzles
choose any number of pieces
disable rotation of pieces
and more
Simple, lightweight, and customizable, Canvas Puzzle is an HTML5 game anyone can enjoy.
15. Sliding Puzzle
Another cool image puzzler, Sliding Puzzle works by letting you slide the pieces around until the image is complete.
“Three game modes!”
Features include:
three modes: classic, challenge, and fun
full window or fixed canvas size
customizable image packs
customizable and more
Sliding Puzzle mixes things up nicely with multiple game mode and the ability to add your own images.
16. Sweety Memory - HTML5 Game
Do you remember memory?
Sweety Memory - HTML5 Game works the same way. Flip the cards, make the matches, and win!
“Match all identical cards before time runs out!”
Features include:
fully customizable with included PSD and AI files
fully developed in HTML5 and CreateJS
source code included
and more
Mobile or desktop, the 960x1200 resolution scales to fit the whole screen of almost any device.
Sweety Memory - HTML5 Game is also compatible with CTL Arcade.
17. HTML5 3D BlackJack - HTML5 Casino Game
HTML5 3D BlackJack - HTML5 Casino Game isn't designed to be used with real money—it is simply a fun game to be played.
“Enjoy this blackjack game with hi-res 3D graphics!”
Features include:
fully customizable HTML5 and CreateJS files
insurance feature, double bet, and split hand
PSD and AI files for easy customization
and more
This HTML5 game is also compatible with CTL Arcade for WordPress.
Easily monetize with banner ads and promote with social share buttons included with HTML5 3D BlackJack - HTML5 Casino Game.
18. 3D Roulette - HTML5 Casino Game
This is another high-quality casino game built for fun. The 3D Roulette - HTML5 Casino Game includes many great features and is designed really well.
“The game contains all the main roulette game features like Voisins zero, tier, orphelins, neighbor, final bets.”
Features include:
fully customizable HTML5 and CreateJS files
PSD and AI files for easy customization
fully responsive 750x600 resolution
and more
This HTML5 game is also compatible with CTL Arcade for WordPress, but if you're looking for a mobile-centric version, I recommend Roulette Royale.
3D Roulette - HTML5 Casino Game is the perfect desktop, in-browser roulette HTML5 game.
19. Missiles Again - HTML5 game (Construct 2 Capx) + Admob
Missiles Again - HTML5 game (Construct 2 Capx) + Admob is a fun time-killer that works on almost every possible platform.
“Control the plane to collect all stars and avoid all missiles!”
Features include:
easy code that can be customized with Construct 2
PNG and PSD files for easy reskin
supports AdMob Ads
and more
A fun, well-designed HTML5 game, Missiles Again - HTML5 game (Construct 2 Capx) + Admob is one you don't want to miss.
20. HTML5 Game Bundles
Sometimes it's better to buy in bulk.
If you are considering multiple HTML5 games, you may want to look through these HTML5 Game Bundles to see if you can pay less and receive more.
A few titles from various bundles include:
Fruit Slasher
Brick Out
Ninja Run
Tank Defender
Billiards
Cars
Monster Match-3
Bubble Shooter
Space Purge
Duck Shooter
Girl Dress Up
and more!
Some of the best HTML5 Game Bundles to consider include Super Bundle No 1 (50 games), 24-Games in 1 Bundle, and HTML5 Games Bundle No. 2 (9 games).
Conclusion
Going through this list may inspire you to reskin, tweak, or build something completely new—using one of these HTML5 games as a template towards success. Whether you publish a game arcade on your website, earn revenue with advertising, or would like to dig deeper in HTML5 using game templates, you're sure to find something you're looking for from the Envato Market.
You can also find useful Envato Tuts+ code tutorials on game design or game mechanics, as well as HTML5 tutorials to get you started.
Gaming and coding. Two things that are incredibly fun to do.
via Envato Tuts+ Code http://ift.tt/2uC6Q2s
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