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ะะฐ ะณะปะฐะฒะฝัƒัŽ

You can pin a chat scroller to the bottom with CSS ๐š˜๐šŸ๐šŽ๐š›๐š๐š•๐š˜๐š -๐šŠ๐š—๐šŒ๐š‘๐š˜๐š›, without having to use MutationObserver or ๐šœ๐šŒ๐š›๐š˜๐š•๐š•๐šƒ๐š˜() functions ... ... #๐šœ๐šŒ๐š›๐š˜๐š•๐š•๐šŽ๐š› * { ๐š˜๐šŸ๐šŽ๐š›๐š๐š•๐š˜๐š -๐šŠ๐š—๐šŒ๐š‘๐š˜๐š›: ๐š—๐š˜๐š—๐šŽ; } #๐šŠ๐š—๐šŒ๐š‘๐š˜๐š› { ๐š˜๐šŸ๐šŽ๐š›๐š๐š•๐š˜๐š -๐šŠ๐š—๐šŒ๐š‘๐š˜๐š›: ๐šŠ๐šž๐š๐š˜; ๐š‘๐šŽ๐š’๐š๐š‘๐š: ๐Ÿท๐š™๐šก; } Browsers run scroll anchoring by default to prevent layout shifts Disable it on children,...

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Manu Arora

43,497 subscribers

ะšะพะผะผะตะฝั‚ะฐั€ะธะธ: 0

ะะตั‚ ะดะพัั‚ัƒะฟะฝั‹ั… ะบะพะผะผะตะฝั‚ะฐั€ะธะตะฒ

ะ—ะดะตััŒ ะฟะพัะฒัั‚ัั ะบะพะผะผะตะฝั‚ะฐั€ะธะธ ะธะท ะพั€ะธะณะธะฝะฐะปัŒะฝะพะณะพ ะฟะพัั‚ะฐ

ะŸะพั…ะพะถะธะต ะฒะธะดะตะพ

you can create a CSS only carousel with CSS `๐šœ๐šŒ๐š›๐š˜๐š•๐š•-๐šœ๐š—๐šŠ๐š™` .๐šœ๐šŒ๐š›๐š˜๐š•๐š•๐šŽ๐š› { ๐š˜๐šŸ๐šŽ๐š›๐š๐š•๐š˜๐š -๐šก: ๐šŠ๐šž๐š๐š˜; ๐šœ๐šŒ๐š›๐š˜๐š•๐š•-๐šœ๐š—๐šŠ๐š™-๐š๐šข๐š™๐šŽ: ๐šก ๐š–๐šŠ๐š—๐š๐šŠ๐š๐š˜๐š›๐šข; ๐šœ๐šŒ๐š›๐š˜๐š•๐š•-๐š™๐šŠ๐š๐š๐š’๐š—๐š-๐š’๐š—๐š•๐š’๐š—๐šŽ: ๐Ÿท.๐Ÿป๐š›๐šŽ๐š–; /* ๐š–๐šŠ๐š๐šŒ๐š‘๐šŽ๐šœ ๐šข๐š˜๐šž๐š› ๐šœ๐šŒ๐š›๐š˜๐š•๐š•-๐š™๐š•/๐š™๐š› */ } .๐šŒ๐šŠ๐š›๐š { ๐šœ๐šŒ๐š›๐š˜๐š•๐š•-๐šœ๐š—๐šŠ๐š™-๐šŠ๐š•๐š’๐š๐š—: ๐šŒ๐šŽ๐š—๐š๐šŽ๐š›; ๐š๐š•๐šŽ๐šก-๐šœ๐š‘๐š›๐š’๐š—๐š”: ๐Ÿถ; } When you scroll, it snaps exactly in the center of the card Super fun to use, easy to implement, no javascript required

Manu Arora

56,313 ะฟั€ะพัะผะพั‚ั€ะพะฒ โ€ข 5 ะผะตััั†ะตะฒ ะฝะฐะทะฐะด

004/100 Buttons. A bit of the process on building an animation. When looking at a finished animation or in this example a finished button, it can look quite complex inside the CSS. But when building it, itโ€™s more like a lot of simple steps, one after another. Here I had the idea to make some kind of text animation like the footer logo on the Osmo site. I try to add the base animation with no complex easing, for example transition: translate 0.4s ease. Starting with just moving the one text from bottom to top and the other text to top. Adding a stagger, play around with it. Searching for a way to make it more circular. On the research I found the sin() function inside CSS which can build a more smooth non linear curve for the stagger which creates this circular effect. And step by step adding more complexity like, different easing for hover/hover-out, opacity, 3D transform and more. I use also the sin() function to rotate the letters, so the middle ones are getting more rotated than the outer ones. Another thing which helps is to add a small delay on hover, for example 0.05s or 0.1s, you donโ€™t really see the difference, but when you hover pretty fast on and out it doesnโ€™t get that jumpy. Iโ€™m using here GSAPโ€™s SplitText to split every char into spans. And then Iโ€™m adding a CSS index variable to every span, starting from the center. SplitText can provide CSS index variables, but you cannot tell it from which direction. For the sin() itโ€™s also important to have a max length, so I add another CSS variable with the max char number on it. Crafting 100 Buttons with Osmo โณ Total time: 63h

Eduard Bodak

166,023 ะฟั€ะพัะผะพั‚ั€ะพะฒ โ€ข 4 ะผะตััั†ะตะฒ ะฝะฐะทะฐะด

THIS SITE COST AROUND $12 IN CREDITS TO BUILD. STUDIOS QUOTE $35,000 FOR THE SAME THING. What's on screen isn't a basic landing page. It's a fully animated, scroll-driven site, generated end to end in one agentic session with Claude Code + Higgsfield. What's actually on the page: โ†’ Cinematic motion clips pulled from 30+ generative models โ†’ Scroll animations written automatically - zero hand-coded keyframes โ†’ 6 cinematic effects baked in with no config: film grain, particles, vignette, glass cards, color tints, scroll pacing Scroll the demo and one question won't go away: did Claude really assemble all of this in a single pass? For boutique studios billing $100-149/hr, that question lands like a verdict. What it normally takes: โ†’ A designer, a motion artist, and a developer โ†’ Weeks of handoffs between them โ†’ 6 systems wired by hand - GSAP ScrollTrigger, Lenis smooth-scroll, frame extraction, asset optimization, layout, copy That pipeline was the moat. It's what justified the invoice. Here's the part studios and their clients won't enjoy hearing. The price gap: โ†’ Boutique agency build: $6,000-$35,000+ โ†’ Industry average project: ~$5,280 โ†’ Delivery cost: a Claude subscription + a few dollars of Higgsfield credits โ†’ Timeline: weeks of production โ†’ a single session One operator can now run all six systems in one pass and ship a working site - without touching a frame extractor or writing a CSS keyframe by hand. Full breakdown of how it's built in the article below. Save it & read today ๐Ÿ‘‡

ZEUSโšก๏ธ

480,444 ะฟั€ะพัะผะพั‚ั€ะพะฒ โ€ข 2 ะผะตััั†ะตะฒ ะฝะฐะทะฐะด

FABLE 5 + HIGGSFIELD TURN A $35,000 ANIMATED SITE INTO A ONE-SESSION, $12 BUILD. HERE'S EXACTLY HOW. a studio runs this across four people and three weeks. you run it across one chat window and one afternoon. THE BUILD, STAGE BY STAGE: STAGE 1 - THE CONCEPT Claude reads your brief and scripts the scroll before a line of code exists - what the visitor feels at second 3, 15, 40. prompt: "read this brief. script the scroll beat by beat, then scaffold the project with GSAP ScrollTrigger + Lenis." STAGE 2 - THE VISUALS (Higgsfield) every hero shot, transition, and ambient loop comes out of 30+ generative models - matched to the story, not pulled from a stock library. prompt: "generate the hero sting and one b-roll clip per section. 3-5s, high-res, cinematic." STAGE 3 - THE MOTION (Claude Code) Claude writes the ScrollTrigger timelines and Lenis smooth-scroll, extracts frames, optimizes every asset. zero hand-coded keyframes. prompt: "wire the scroll: pin the hero, scrub the video, reveal each section on scroll. keep it 60fps on mobile." STAGE 4 - THE POLISH six cinematic effects baked in, no config: film grain, particles, vignette, glass cards, color tints, scroll pacing. prompt: "bake in the cinematic layer, then QA load speed, mobile breakpoints, and whether the scroll actually lands - rewrite what doesn't." CONNECT HIGGSFIELD (MCP): add it as a custom connector in Claude Code: mcp_servers: higgsfield: url: " one OAuth flow. Claude generates and pulls clips directly - no exporting by hand. THE MATH: โ†’ what a studio charges: $6,000-$35,000+ โ†’ what it costs you: a Claude sub + a few dollars of Higgsfield credits โ†’ what it takes: 4 people + 3 weeks โ†’ 1 operator + 1 session the pipeline was the moat. it just became four prompts. Follow me, comment "MATH" and I'll send you the full step-by-step Playbook. full breakdown in the article ๐Ÿ‘‡

ZEUSโšก๏ธ

47,174 ะฟั€ะพัะผะพั‚ั€ะพะฒ โ€ข 1 ะผะตััั† ะฝะฐะทะฐะด

Sure, but the idea of simplifying the appearance of Fortnite, the locker and the shop are all going in the exact opposite direction of simplicity. Equipping cosmetics takes double, if not triple the clicks. The UI is impractical and janky, not to mention the introduction of buttons and drop-down menus that were far easier to access previously. Selecting a skin to rotate it, preview it or even spin it around now requires clicking on it, which then applies it to your loadout. Previously this needed a confirm button so you could preview and choose skins, backblings etc without loosing your currently equipped on if you want to go back. Wraps are not included as part of a character's preset despite being completely relevant to the skin worn. Changing emotes, lobby tracks, and all cosmetics now means you have to back out and change tabs, something that could have previously been done on 1 page. The sectioned tabs make sense with new types like LEGO Kits, Cars, Instruments but there's no need to separate Character from Wraps, Emotes or Lobby. Archiving or Favoriting items can no longer be done in batches or quickly. Previously all you had to do was click once per cosmetic on the button but now you have to enter a drop down and select it for every individual item. Applying wraps to all slots now requires a drop down menu rather than simply clicking the button at the bottom. Swinging a pickaxe or redeploying a glider is near impossible to do and feels like more of a chore to actually accomplish with the drop-down menu. It overlays onto other items meaning as soon as it's clicked the menu vanishes and switches to another cosmetic before the animation can even begin. Cosmetics in the locker can be searched by seasons using "S1-17" but after S18+ they no longer filter. Entering the drop-down menu or right-clicking anything in the locker accidentally immediately takes you all the way back to your currently equipped item when exiting. The filter menu requires an "apply" button to be pressed rather than simply closing and applying when selecting one of the filters, taking longer and more clicks to simply find your recent items or remove a filter. The filter menu was also better as a side panel so you don't have to move your cursor to the center of the screen and back every single time. As a side panel it also allowed for more options to be displayed, whereas the current one requires a huge scroll bar to simply filter by favorite. The presets menu scroll wheel also zooms the skins in and out as you scroll up and down the list. Because of the randomize preset button, the list compared to when saving a preset is all moved up by 1, becoming disorientating to where the preset was in relation to the rows. The shop no longer displays item descriptions or set names on cosmetics - now requiring a click on each individual item when there is adequate space to do so. The new shop and locker appearance can be accustomed to, however, it NEEDS the basic functionality and user-friendly UI elements that the previous ones had. Simple buttons at the bottom to favorite, swing, redeploy and equip. Less tabs to switch between, less clicks required to complete simple tasks and less feeling like there's a battle against the UI itself just to equip the cosmetics you paid for. We appreciate the moves the renew the locker and shop, but in terms of functionality and user interaction, there is nothing we want more than the old one back or the old one's elements merged into the new appearance. Thank you.

FNAssist

178,290 ะฟั€ะพัะผะพั‚ั€ะพะฒ โ€ข 2 ะปะตั‚ ะฝะฐะทะฐะด

HE BUILT A $35,000-TIER ANIMATED WEBSITE WITH CLAUDE CODE + HIGGSFIELD - FOR A SUBSCRIPTION AND A FEW DOLLARS OF CREDITS Whatโ€™s on screen isnโ€™t a basic landing page. Itโ€™s a fully animated, scroll-driven site generated end to end in one agentic session. Whatโ€™s actually on the page: โ†’ Cinematic motion clips pulled from 30+ generative models โ†’ Scroll animations written automatically - no hand-coded keyframes โ†’ 6 cinematic effects baked in with zero config: film grain, particles, vignette, glass cards, color tints, scroll pacing Scrolling the demo is one question: did Claude really assemble all of this? For boutique studios billing $100-149/hr, that lands like a verdict. What it normally takes: โ†’ A designer, a motion artist, and a developer โ†’ Weeks of handoffs between them โ†’ 6 separate systems wired by hand - GSAP ScrollTrigger, Lenis smooth-scroll, frame extraction, asset optimization, layout, copy That pipeline was the moat. Itโ€™s what justified the invoice. Hereโ€™s the part studios and their clients wonโ€™t enjoy hearing. The price gap: โ†’ Boutique agency build: $6,000-$35,000+ โ†’ Industry average project: ~$5,280 โ†’ Your cost: a Claude subscription + a few dollars of Higgsfield credits โ†’ Timeline: weeks of production โ†’ a single session One creator can now run all six systems in one pass and ship a working site - without touching a frame extractor or writing a CSS keyframe by hand. Full breakdown of how it was built in the article below. Save it & read today ๐Ÿ‘‡

ZEUSโšก๏ธ

103,944 ะฟั€ะพัะผะพั‚ั€ะพะฒ โ€ข 2 ะผะตััั†ะตะฒ ะฝะฐะทะฐะด

A SOLO CREATOR JUST SHIPPED A $35,000-TIER ANIMATED SITE IN ONE WEEKEND - WITH CLAUDE CODE + HIGGSFIELD, FOR THE COST OF A SUBSCRIPTION. What you're looking at isn't a template. It's a fully animated, scroll-driven site, generated end to end in a single agentic session. What's actually on the page: โ†’ Cinematic motion clips pulled from 30+ generative models โ†’ Scroll animations written automatically - not a single hand-coded keyframe โ†’ 6 cinematic effects baked in with zero config: film grain, particles, vignette, glass cards, color tints, scroll pacing Scroll the demo and one question keeps surfacing: a person didn't build this by handโ€ฆ did they? For studios billing $100-149/hr, that question lands like a verdict. What this normally takes: โ†’ A designer, a motion artist, and a developer โ†’ Weeks of handoffs between all three โ†’ 6 systems wired by hand - GSAP ScrollTrigger, Lenis smooth-scroll, frame extraction, asset optimization, layout, copy That pipeline was the moat. It's what justified the invoice. Here's the part the agency won't put in its pitch deck. The price gap: โ†’ Boutique agency build: $6,000-$35,000+ โ†’ Industry average project: ~$5,280 โ†’ Your cost: a Claude subscription + a few dollars of Higgsfield credits โ†’ Timeline: weeks of production โ†’ one session One operator now runs all six systems in a single pass and ships a working site - without opening a frame extractor or writing one CSS keyframe. Full breakdown of how it's built in the article below. Save it & read today ๐Ÿ‘‡

ZEUSโšก๏ธ

21,779 ะฟั€ะพัะผะพั‚ั€ะพะฒ โ€ข 2 ะผะตััั†ะตะฒ ะฝะฐะทะฐะด

OFFICIAL: KOWAKUJลŒ WONDER WEAPON QUEST GUIDE BY evyn (goat) Collect all part for the Maneki Neko: Bell - In the Staging Area hanging off of a wooden beam, In the Traning Area hanging on top of the wallbuy to the right, In the Stables at the entrance of the buried house Karakuri - In the Storage Room near crates (more spawns tbd) Maneki-Neko - In the Kitchen on top of a barrel, In the Gatehouse on top of a barrel (more spawns tbd) At the Tenshu Eaves there is a cat trapped in a hanging cage opposite of Mule Kick. Knock it down using PhD Flopper, either wall jumping with the stuntman augment, or by flopping underneath. Pick up the cage, and take the cat to the Lava Pool in the Flower Garden. Get kills in the Flower Garden until paw prints spawn near the trap/stairs (seen with Death Perception). Get kills while standing on those paw prints until another set spawns. Keep repeating and following the Paw Prints until another an Abomination spawns, along with a cat. Kill the Abomination, and the cat will run away. Progress one round, and the cat will respawn in one of the rooms with the creaky floorboards (Training Area, Kitchens by the Mystery Box, Kitchen by Double Tap). You need to sneak up on the cat and interact with it to grab it. Failing this will scare the cat, causing it to run out of the map, and you will need to progress a round. With the cat picked up, take it to the seed near PAP. Interact with it to start a pulsing attack, and you need to avoid the pulses and melee the seed until the cat turns into the Wonder Weapon. Interact to equip it. It can be PAPed up to 3 times (4 in cursed t3)

COD: Zombies News

202,669 ะฟั€ะพัะผะพั‚ั€ะพะฒ โ€ข 2 ะผะตััั†ะตะฒ ะฝะฐะทะฐะด

New open-source agent harness just landed! I got early access to TrueForge by TrueFoundry and have been running it locally for the past few days. The harness layer deserves as much attention as the model, and open source matters here because you can inspect the loop, run it on your own infrastructure, and swap to the latest or cheaper models. TrueForge handles the runtime work that makes an agent reliable. It drives the tool-calling loop, manages context, coordinates subagents, and executes code in a sandbox, with any model you choose. Every tool call re-sends the growing context to the model, so in practice the harness controls most of what an agent costs to run. A few things stood out from my testing and their published benchmarks. Vendor-Neutral by design. It runs OpenAI, Anthropic, and Google models alongside open-weight models like Kimi, GLM, and DeepSeek. Model routing is a setting, and you can send each task to the model that fits it. On a 14-task enterprise agent benchmark, it matched the accuracy of Claude Managed Agents running the same Opus 4.8 model at roughly 30% lower cost per run (3.8M tokens vs 10M for the same answers). Routing the same tasks to GLM-5.2 held accuracy and brought cost down by about 75%, around $3 per run instead of $12. Fully self-hosted and Open Source (MIT License). I had it running locally with one command, with sandboxed code execution working out of the box. It's time to own your agent harness. Thanks to TrueFoundry for partnering on this post.

elvis

11,303 ะฟั€ะพัะผะพั‚ั€ะพะฒ โ€ข 17 ะดะฝะตะน ะฝะฐะทะฐะด