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Search - "hex color"
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F*CKING DESIGNERS.
Stop sending me your freaking PNG. Don't even dare to FREAKIN' make me use Chrome DevTools to get your FREAKIN' color our of your FREAKIN' PNG.
Give me all your colors in FREAKIN' hex, rgba, or whatever you want.
Give me all the fonts you used.
Give me all the sizes, is it percentage-based? Pixels based? Donuts-based?
I don't give a damn that you think you went responsive-first. Show me the damn responsive mockups. Not just the desktop sized with a note: "Don't worry mate, I made so that it all goes well when responsive".
Oh god. Oh god.
I'm not an artist, I give zero shit about how great it looks.
I'm a programming poet, I want to write code without having to open (or download it first through torrent) the damn photoshop, sketch, or whatever you use.
They take freakin' months to dump a mockup and we have days to make it happen. The pain.
The pain is strong with those damn designers.
Fuck.46 -
These clowns make my blood boil.
fullStackClown: Hey I need some info on that specific color you want for this design
managerClowns: Yes it should look like this <<sends screenshot>>
fullStackClown: That is not a color, it is a screenshot
managerClowns: Yes it should look like this
fullStackClown: Do you know what hex code that is for that color? Can you ask the design team what color from our corporate identity they used?
managerClowns: Yes it should look like this
fullStackClown: Not helping... okay fine I used the eyedropper and I see the hex code is not used anywhere else in our app, so what color should I use?
managerClowns: Yes it should look like this
fullStackClown: ...20 -
My first real "rant", okay...
So I decided today to hop back on the horse and open Android Studio for the first time in a couple months.
I decided I was going to make a random color generator. One of my favorite projects. Very excited.
Got all the layouts set up, and got a new color every tap with RGB and hex codes, too. Took more time to open Android Studio, really.
Excited with my speedy progress, I think "This'll be done in no time!". Text a friend and tell them what I'm up to. Shes very nice, wants the app. "As soon as I'm done". I expected that to be within the hour.
I want to be able to save the colors for future reference. Got the longClickListener set up just fine. Cute little toast pops up every time. Now I just need to save the color to a file.
Easy, just a semicolon-deliminated text file in my app's cache folder.
Three hours later, and my file still won't write any data. Friend has gone to sleep. Homework has gone undone. My hatred for Android is reborn.
Stay tuned, the adventure continues tomorrow...11 -
I'm the worst with color combinations and I want to enable dark mode on the privacy/security blog!
What color combinations (if you have hex codes or something, please share!) would you think would suit the blog?
Halp :P35 -
Everyone and their dog is making a game, so why can't I?
1. open world (check)
2. taking inspiration from metro and fallout (check)
3. on a map roughly the size of the u.s. (check)
So I thought what I'd do is pretend to be one of those deaf mutes. While also pretending to be a programmer. Sometimes you make believe
so hard that it comes true apparently.
For the main map I thought I'd automate laying down the base map before hand tweaking it. It's been a bit of a slog. Roughly 1 pixel per mile. (okay, 1973 by 1067). The u.s. is 3.1 million miles, this would work out to 2.1 million miles instead. Eh.
Wrote the script to filter out all the ocean pixels, based on the elevation map, and output the difference. Still had to edit around the shoreline but it sped things up a lot. Just attached the elevation map, because the actual one is an ugly cluster of death magenta to represent the ocean.
Consequence of filtering is, the shoreline is messy and not entirely representative of the u.s.
The preprocessing step also added a lot of in-land 'lakes' that don't exist in some areas, like death valley. Already expected that.
But the plus side is I now have map layers for both elevation and ecology biomes. Aligning them close enough so that the heightmap wasn't displaced, and didn't cut off the shoreline in the ecology layer (at export), was a royal pain, and as super finicky. But thankfully thats done.
Next step is to go through the ecology map, copy each key color, and write down the biome id, courtesy of the 2017 ecoregions project.
From there, I write down the primary landscape features (water, plants, trees, terrain roughness, etc), anything easy to convey.
Main thing I'm interested in is tree types, because those, as tiles, convey a lot more information about the hex terrain than anything else.
Once the biomes are marked, and the tree types are written, the next step is to assign a tile to each tree type, and each density level of mountains (flat, hills, mountains, snowcapped peaks, etc).
The reference ids, colors, and numbers on the map will simplify the process.
After that, I'll write an exporter with python, and dump to csv or another format.
Next steps are laying out the instances in the level editor, that'll act as the tiles in question.
Theres a few naive approaches:
Spawn all the relevant instances at startup, and load the corresponding tiles.
Or setup chunks of instances, enough to cover the camera, and a buffer surrounding the camera. As the camera moves, reconfigure the instances to match the streamed in tile data.
Instances here make sense, because if theres any simulation going on (and I'd like there to be), they can detect in event code, when they are in the invisible buffer around the camera but not yet visible, and be activated by the camera, or deactive themselves after leaving the camera and buffer's area.
The alternative is to let a global controller stream the data in, as a series of tile IDs, corresponding to the various tile sprites, and code global interaction like tile picking into a single event, which seems unwieldy and not at all manageable. I can see it turning into a giant switch case already.
So instances it is.
Actually, if I do 16^2 pixel chunks, it only works out to 124x68 chunks in all. A few thousand, mostly inactive chunks is pretty trivial, and simplifies spawning and serializing/deserializing.
All of this doesn't account for
* putting lakes back in that aren't present
* lots of islands and parts of shores that would typically have bays and parts that jut out, need reworked.
* great lakes need refinement and corrections
* elevation key map too blocky. Need a higher resolution one while reducing color count
This can be solved by introducing some noise into the elevations, varying say, within one standard div.
* mountains will still require refinement to individual state geography. Thats for later on
* shoreline is too smooth, and needs to be less straight-line and less blocky. less corners.
* rivers need added, not just large ones but smaller ones too
* available tree assets need to be matched, as best and fully as possible, to types of trees represented in biome data, so that even if I don't have an exact match, I can still place *something* thats native or looks close enough to what you would expect in a given biome.
Ponderosa pines vs white pines for example.
This also doesn't account for 1. major and minor roads, 2. artificial and natural attractions, 3. other major features people in any given state are familiar with. 4. named places, 5. infrastructure, 6. cities and buildings and towns.
Also I'm pretty sure I cut off part of florida.
Woops, sorry everglades.
Guess I'll just make it a death-zone from nuclear fallout.
Take that gators!5 -
Hi. Quick question, I came across a rant that described the best tools for a designer to help developers be on the same page for the prototypes. Can you guys suggest some? I remember there was one that shared the same exact hex color or code for UI/ux interfaces between designers and developers.6
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There isn't a single good hex editor for the command line.
No, xxd+vim is not a solution when you need to move bytes around or create files from scratch.
I want something that shows me e.g. u32/u64 values at certain locations as I'm editing, color coding bytes by printable or not, etc.
There are lots of *viewers*, and a lot of shitty basic editors that hardly work, but nothing that feels solid and actually usable.
Frustrating.7 -
Alright, Kotlin, I really like you but...
WHY TF IS 0xFFFFFFFF A LONG. WHY DO YOU TAKE THIS PERFECTLY FINE, BUT SIGNED, 32BIT AND USE IT AS A FUCKING LONG. NOW I'M SUPPOSED TO APPEND .toInt() AT EVERY TIME I WANT SOME HEX EVALUATED AS A COLOR.
THIS IS NOT OK, I NEED ANSWERS. HOW SHIT INTO YOUR BRAIN AND THOUGHT THIS WAS FINE!!!1 -
!rant
So I decided to collab with a website's maker (who i wont name here) to create something like r/place. (not an exact copy.)
I decided to start by learning their API, and customizing the server later.
I asked the guy for some help, and HOLY SHIT.
Let's start off by this: I had to request a chunk. The response data was in binary. 4 bits meant 1 pixel, so right away, I had to deal with that in my code.
No problem, just decided to use C# instead of JS. (see https://www.devrant.io/rants/547013)
I was finally done after a couple of mental breakdowns, and decided to implement updates.
I needed to use webhooks, and that was completely fine. But when I got "C1FFFF0000CA06" as response (in hex), I seeked some help.
C1 is the operation type: it means that a pixel was updated.
FFFF and 0000 were the chunk coordinates. But remeber: it's a signed integer. Guess what, I had to use Two's compliment. I decided to be a lazy asshole and only check for "00000000" because I was only displaying chunk 0,0.
CA06: This is a weird one. It's 2 bytes, and CA0 contains the X and Y coordinate of the pixel (in the chunk), and 6 contains the new color of the pixel.
I was sent the following code to work with 0xCA06:
color = 0xF & buffer
x = buffer >> 10
y = (buffer >> 4) & 0x3F
So I tried to do it, and it didn't work. I'm not blaming the developer of the server (original dev is reddit) because maybe I screwed up, but which guy will have a night of frustration and debugging?
Me.
P.S.: Dev, if you see this, I'm sorry. This API is way too complicated. I know we need to save bandwith and stuff, but damn.1 -
Pigment 0.2
🎨 A lightweight utility for color manipulation and conversion.
Features
Color Conversion: Convert colors between HEX, RGB, HSL, HSLA, RGBA and Tailwind CSS formats.
Lightness Control: Lighten or darken a color by a specified percentage.
Random Color Generation: Generate random colors in HEX, RGB, HSL, HSLA, RGBA or Tailwind CSS format.
Opacity Control: Set the opacity of color in any format.
Blend Colors: Blend two colors in any format together in a specified ratio.1 -
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