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#HALF OF YOUTUBES HOMEPAGE IS ADS?
deer-butch · 2 years
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hey instead of bullying or scaring you into switching to firefox, let me tell you why i LOVE firefox and how my online life has improved significantly since installing it
- the setup process is easy, and even fun! if you’re using tumblr rn, you can handle it, and if you’re the kind of tumblr user who likes customizing your blog or tinkering with xkit, you can have a lot of fun personalizing really granular settings and picking themes and extensions and everything, it’s very customizable and i happily spent like 2 hours getting everything perfect.
- you can use a command line entry tool to change specific settings right from the search bar! i did this to make firefox stop auto filling my email information since i use a different password locker (which you should too! try bitwarden!), and it was easier than digging through a bunch of submenus for a setting i wasn’t sure existed. you can just turn shit off!
- there’s a preset theme called aurora that’s purple and VERY pretty
- once you get ublock origin and as many other blockers as you’d like set up, no ads, anywhere, ever! streaming sites, youtube, all the basics, totally no stress and no compatibility issues for me
- in browser screenshot and picture in picture functions!! holy shit i use these every day, the PiP is especially helpful, it replaced an extension i used to use on chrome and it’s leagues better and works on all video content pretty much
- overall better downloads management imo, it’s a lot easier to get to your downloads and find them later
- better bookmark system, with the ability to organize your bookmarks with searchable tags and assign them a shortcut you can type into the search bar to go to
- containers! you can have two accounts to the same website open in two different tabs and switch between them without having to switch accounts. also gives firefox the ability to contain facebook and their trackers, so you can click that party invite link without feeling like you just let mark zuckerberg into your house
these were just off the top of my head, i love firefox a lot and actively enjoy using it, which i never felt with chrome! please download firefox!! you will not regret it!!! where’s your fucking rage!!!!!! go!!!!!!!!!
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vs120shound · 8 months
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Solène somehow keeps getting hotter, prettier, sexier & more radiant with each new photograph that's posted!
THE GLORY OF SSS'SS': UPDATED PHOTOS FOR HER SOCIAL MEDIA PAGES! (NUMBER 10 IN THE SERIES)
SULTRY SMOKING SOLÈNE 'SUPER STAR' DE FRANÇAIS!
Multi-Media, 8-Post, 42-Pack (Megapost)!
No new videos of Solène since the middle of July from Bigo Live -- her preferred Social Media Platform -- that have been posted on to YouTube's webpages ("Smoking Girls," "Livestream Smokers," since de-activated "PeriSmoke") that had featured videos of her! And YouTube's reach is far more wide-sweeping than any other website expressly for videos out there on the World Wide Web. Just a fact.
We hope that ends soon and a steady stream of her resounding Smoking Beauty, Grace and Style returns to universally-embraced and globally-accessed YouTube for the Greater SF World Community can get to share with others!
We can only hope fresh, new videos of her are posted for all of us to cherish. There's so much pleasure to be gained from seeing her with cigarettes! We have more videos of her in our library and they will be showcased in future posts centering on the grace, elegance and glamour of Sultry Smoking Solène 'Super Star!'
Still wondering what her brand of choice is. We say they are 120s but learned earlier in the summer that a length is available in Europe between 100s (100 milimeters) and 120s (120 milimeters). Would be great to find out. If not, she embraces her regular brands in rotation, for she smokes cork-tipped 120s frequently as well! She looks just smashing with them, regardless that she is NOT a Hall of Fame "smoking" smoker!
Added in early-September 2023. We thank those we have credited for supplying content that we have used. Hope you enjoy. Must point out that in a thread vs120shound posted into on SFK several weeks ago, one of the guests/subscribers opined that he/she thought SSS'SS' was on the attractive side but that there are many other SF babes more attractive than Solène. This is all about personal preferences. Will say that in some posts, in which she is sporting the casual look, she does not look utterly gorgeous -- and that's without much makeup, jewelry, accessories and ultra-fashionable outfits and shoes! Cannot be parading around in public in that way all the time, can you? When she puts effort into her presentation in a more formal and attention/adulation-grabbing way, few SF models/SF entrepreneurs/Social Media Smoking Darlings-Social Network Cigarette Girls can look any finer than Solène does. Just our 2 cents worth! Please take it for what is . . . but not for what it isn't. Regards -- vs120shound network web-master/web producer (Wednesday, September 6, 2023, 10:10 a.m. EDT)
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The revised avatar for Solène's Bigo Live homepage! Kind of on the attractive side, don't you agree?
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Added to the sensational collection on Instagram@smoking_perfection on September 4, 2023
THE CENTERPIECE VIDEO!
From YouTube webpage "PeriSmoke," de-activated in August 2023, from June 28, 2023. (Video-posting credit: user0726 from Smoking Fetish Kingdom)
Solène smoking and talking outside a building in France! She rocks it!
PREVIOUS POST ASSORTMENT!
Highlighting the wonderful previous posts of Solène on our network of tumblr SF-Content blogs/vlogs/webpages since April 2023. They've been something else . . . (Nos. 4 and 5 of the series are not included here for those were NOT Solène, we are embarrassed to admit; please pardon our folly; we move on and grow!) . . .
No. 1: April 13, 2023
No. 2: May, 24 2023
No. 3: May 29, 2023
No. 6: June 9, 2023
No. 7: July 5, 2023
No. 8: July 8, 2023
No. 9: July 31, 2023
And continuing in the tradition established in July of anchoring all of our Solène posts with this recently-retired avatar of her on her Bigo Live account!
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This previous avatar for Solène's Bigo Live homepage is just too outstanding to retire for our purposes! Hope you do not mind! Who wouldn't want her . . . as a friend, smoke-break buddy or partner!
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frostyreturns · 1 year
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I hate devices that automatically reopen the last page you were on. My laptop even has a toggle that supposedly lets you switch the feature off...yet everytime I open a window it reopens the last page I was on.
Sometimes I land on a page and it starts autoplaying some video while the page is still loading and the easiest thing to do is just close the page altogether and try again from scratch. I don’t want to have to listen to half an ad while I figure out where I want to go instead or type it into the search bar. But now if I do that it just reloads the same annoying shit all over again. And it’s even worse when its youtube because even if you click the youtube home page they wont close the video you were just on they’ll autoload the video as a mini picture in picture over the homepage...no I fucking clicked the homepage to get away from this fucking video that I probably clicked by accident..fuck off. 
And everything loads so much more slowly now that everything is geared towards apps and is doing so much background data collection. I fucking hate what the internet has become.
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illmoraineakoi · 16 days
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Getting real Tired of Youtube putting random crap on my homepage and in my recommendations that seem to have no relation AT ALL to anything I've previously watched or shown interest in.
Why are you recommending me reaction streams about children's shows that have less than 500 views and was posted/streamed two days ago? Or abhorrent teeny-bopper """Pranking""" videos even though I've blocked every """Prank""" channel I've ever come across? Or streams of games I've never heard of and have no relation to the genre of gaming streams I actually have? Or, my personal favorite, videos from new/hacked channels that are promoting/instigating straight-up scams.
Is this your way of trying to give smaller creators more visibility?
By just shoving them into the face of people who don't have a history of being interested in [or even vehemently repulsed by] that type of content?
What happened to your algorithm, Youtube? You used to be so good at recommending similar content to what a person has a history of watching, but that seems to no longer be functioning at all. Is it because you got in trouble for scrapping kid's data so you just had to throw that entire feature out the window? Or is this your way of trying to circumvent what your viewers wants so you can just try to shove more monetized, ad-ridden trash down people's throats?
You're just throwing random shit at people like "Here! New Video! Less Popular Creator! Watch this!" and it is very annoying.
Putting random stuff that's unrelated to what I'm interested in isn't going to make me click on or watch this random stuff. It just makes me click the 'Don't Recommend Channel' button bc that's the only way to keep it from cluttering up my actually preferred content. Which in turn harms that creator you're half-assedly trying to 'support'/'give visibility to', or whatever this garbage is.
Give that crap to the people who are interested in it. Give me stuff that I'M interested in. It's not that complicated to retain viewership interest. You'd already figured out how a decade ago, Youtube.
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theaceofskulls · 6 months
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Time for a YouTube rant because honestly the adblocker thing has finally pissed me off enough.
Youtube has fundamentally become a fucking awful experience as of late so its insistence on you watching the ads is laughable. It's a fundamentally worse experience than it was 10 years ago and it only continues to get worse.
About 5 years ago I had to start curating my own suggestion feed because its algorithm promotes controversial videos and ragebait reactionary content over more researched and well produced videos. And this is after the algorithm had already been hitting creators hard in a way that directly promoted those types of creators rising to the top. Animation, video essays, anything that prevents regular, speedy uploads were being buried while reaction content (either people watching something and reacting to it or having hot takes on current events) were being rewarded.
This led to megachannels, effectively production companies which would use a large amount of smaller creators to supply more constant content, which had their own issues as all these types of ideas do. But in terms of a user experience, it also made following these channels annoying when you were only there for one creator or show.
And then there's the issue of the change to ads from sidebar content, to popups, to full on adroll inserted in the middle of videos. Ads got more intrusive and made the viewing experience worse. Over the past few years I began to despise opening videos on my phone that I quickly searched for only to be greeted by a half loaded ad that blared at top volume.
And these ads aren't curated. It's laughably bad what random ad can be shown to you, including content that breaks Youtube's own terms of service.
Added to all this is the fact that Search Engine Optimization has been gamed by so many different people over the past decade that all the larger sites are awful to use to find things anymore. In the past year I've had to deal with no less than 5 extremely frustrating points where I knew exactly what I'm looking for but Amazon, Google, and Youtube have recommended me everything tangentially related to what I'm looking for, even when I'm including half of the specifications into their search bars. Hell I've found youtube results crowded with reaction content to the original stuff I was searching for that was on youtube itself from people I've never heard of in my life and only because they linked the video themselves in the description did I find the original.
And on a personal note, those familiar with this blog will know I enjoy video games, anime, and Warhammer, so I have to fight a regular battle with youtube to not try to send me down a far-right pipeline. One which will randomly reset channels I've told it to hide.
Because of this, earlier this year I turned off my watch history because the homepage was getting to be 80% content reacting to content I was interested in rather than my subscriptions or even more of that type of media and 20% of those random suggestions were ragebait. Turning it off meant that my homepage would still try to give me suggestions but it was way more tuned to content I enjoyed and skewed with more of my subscription content.
Well halfway through the year, youtube decided that for the crime of turning off the setting that was making my homepage actively intolerable that the homepage would now look like this permanently
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It just keeps getting worse to use even as its competitors begin to cement themselves more in the public consciousness.
Now while they've made the experience worse and worse and sold a "solution" to ads, they have the gall to fight with adblockers in preparation for rolling out anti-adblocking across their browsers in general.
Fuck this company. I hope it bleeds money and keeps bleeding it until the internet begins to heal from what its helped do to it.
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ultrajaphunter · 8 months
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Oz’s SYPAQ sends Ukraine high-performance cardboard drones
Bruce Crumley | Mar 7 2023 - 4:13 am PT
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Leading UAV developers DraganFly, Quantum-Systems, AeroVironment, and Teledyne Flir are among the companies that have provided cutting-edge aerial craft to Ukraine’s defense against the Russian invasion, but Australian firm SYPAQ Systems is distinguishing itself in that supportive effort by providing Kyiv with drones made of cardboard.
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Indeed, the techiest tool required to put the craft together is reportedly a money wrench to mount the front-end motor and propeller.
Be that as it may, that simplified version of an IKEA bookshelf slap-together process contrasts with the craft’s geek bona fides when in operation.
Read: Ukraine reportedly assembles half of its 1,000 FPV drone fleet for attacking Russian targets [Video]
SYPAQ says the cardboard drone will allow Ukraine’s pilots to fly it on missions of up to 120 kilometers, using easily pre-programmed routes for automated operation that frees up would-be pilots for other tasks until the UAV returns. Onboard tech also permits the craft to figure out where it is and continue its assigned trajectory in GPS-denied areas, or amid serious Russian communication jamming.
Corvo, SYPAQ notes, will offer Ukraine forces a “low cost, expendable drone for the delivery of supplies and equipment into areas traditional logistics capabilities cannot reach.”
But it adds that working on feedback provided by Ukrainian operators, the UAV “has also been adapted for intelligence, surveillance, and reconnaissance missions” using various kinds of specialized sensor payloads.
Those added capacities logically suggest SYPAQ’s pizza box drones can gather actionable information on Russian positions and preparations up to 60 kilometers away, then return with precise detail for Ukraine troops to use in preventive or pro-active operations. 
Officials in Ukraine have acknowledged the drone can also be modified to drop munitions – and have already been used that way against enemy targets.
Should the UAVs be spotted and neutralized, all that’s lost is the couple or three thousand bucks they reportedly cost (the company does not communicate its prices), as well as onboard sensors – far less expensive than the destruction of adapted enterprise, public safety, or military-grade craft normally deployed.
Read: AeroVironment donates 100+ Quantrix Recon drones to Ukraine
The Corvo support comes as part of Australia’s assistance to Kyiv in battling Russia’s invasion, with the craft having been developed under a AUS $11 million ($7.3 million) contract with the government’s Defence Innovation Hub. 
Despite the low-tech nature of the drone’s main component, SYPAQ CEO Amanda Holt says the Corvo system will provide Ukraine with an affordable but highly effective aerial asset – and one the company is delivering at the rate of about 100 per month.
“PPDS is an Australian capability that will help the Ukrainian people defend their country, and is proof of the world-leading autonomous systems capabilities in Australian industry,” Holt said.
“This capability is the result of an innovation journey with the Army and the Defence Innovation Hub, and demonstrates the importance of collaboration between Defence and industry on capability development.”
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montdigital1 · 10 months
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What does a responsive web designer do?
What Does a Responsive Web Designer Do?
Responsive web design helps businesses reach a wider audience by optimizing websites for various screens and devices. It also reduces page load times and boosts SEO performance.
For example, the website Art Equals Work uses responsive design to resize images and layout for different screen sizes. This is done by using flexible grids and layouts, as well as media queries.
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Designing a website that can be viewed on a variety of devices
Having a website that can be viewed on a variety of devices is essential in today’s world. Mobile users now account for over half of all web traffic, so it is important to make sure your site is designed to be viewed on different screen sizes and devices. This is accomplished through Responsive Web Design uk.
Responsive web design uses a series of breakpoints to adapt content to varying screen sizes and device types. These breakpoints are set based on the content of your website and the most common browsers used by users. Using these techniques, your website will load faster and will provide a better user experience.
Having a responsive website can improve your business’s reputation by making it easier for users to view and navigate your content. This can reduce your bounce rate and increase your conversions. It can also make your company appear more professional, which is especially important when doing business with customers and clients. A well-designed website will also encourage your visitors to return in the future, which can lead to increased sales and new customers.
Maintaining a website’s look and feel
The Responsive Website Design approach is a good way to future-proof your website. Rather than creating a separate mobile version of your site, this approach adjusts the user interface depending on the screen size and resolution of the device. The result is a seamless experience that provides an optimal viewing experience for users of all devices.
Responsive designers use breakpoints to define how the site should change at specific widths. For example, a breakpoint might be set at 1024 pixels for laptops and 768 pixels for tablets. This allows the designer to use CSS to change how elements appear as the screen size changes. In addition to using breakpoints, responsive designers also use fluid layout methods such as em units (where 1em is equal to a font size of 16px).
A good way to test the responsiveness of your website is to view it on different devices. This will show you if there are any bugs and how well the page works on each type of device. In addition, you should conduct a first fold test to determine how the website looks on different screen sizes.
Creating a site’s content
A responsive website’s content should be easy to read on any screen size. This can be achieved with the use of flexible visuals and media queries. A media query is a CSS feature that allows web designers to set the dimensions of images and other elements to match the width of a browser or other screen size. It is similar to an “if clause” in programming.
A mobile-friendly site will help users trust your brand and increase your visibility online. In addition, it will boost your search engine rankings because Google prioritizes user experience.
Responsive designs can be created using tools such as Adobe XD and Marvel. These tools allow teams to test prototypes on different devices, and give feedback in real time. They can also be used to wireframe a design before adding visual aesthetics.
A good example of a responsive site is YouTube’s homepage. It features a grid of videos that change depending on the screen size. The grid is more compact on mobile, but still encourages scrolling. It also moves the main menu to the bottom of the screen to make it easier for users to navigate on mobile devices.
Creating a site’s layout
The layout of your responsive website is a critical part of its success. A good layout is easy to navigate, looks great on mobile devices, and provides a positive user experience. This will encourage users to stay on your site, which can lead to conversions such as subscriptions or sales leads.
Responsive web design utilizes fluid grids, responsive units, flexible images, and media queries to adapt to various screen sizes. In addition to these features, a responsive website must also be tested on a wide range of devices and web browsers. This is especially important for the first fold of your website, which includes a navigation bar, hero section, introductory copy and media, and CTA.
The most common responsive layouts utilize fluid grids that allow for the flexibility of changing the width of a grid or image as the viewport size changes. They also use responsive units, which are based on percentages rather than pixels (px). Responsive unit sizes include em, rem, and moz. Using these units allows designers to adapt layouts for different viewport widths while avoiding the need to create multiple image files for each resolution.
Creating a site’s navigation
The goal of Responsive Web Design is to create a website that will look good on any device. This means that your site will be easier to navigate and use, which can improve the user experience. A positive user experience can help you grow your business and lead more visitors to your website. These users will then be more likely to become subscribers or paying customers.
However, you need to be careful when designing your site for mobile devices. Some designs can be difficult to read on mobile screens, and some may even look broken. To avoid these problems, it is important to use responsive designs that scale to the correct breakpoints for all devices.
For example, the NYT’s desktop layout looks like a traditional newspaper with many rows and columns of content. On mobile, the layout shrinks to a single-column design and moves the menu so it’s easier to see on smaller devices. Similarly, YouTube’s homepage resizes the videos to fit the screen and uses a simple accordion-style menu on mobile devices. It also makes sure that images are resized to match the screen size so they’re not overly large.
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nerath-mp · 1 year
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Intermission - Third Party Creator Shout-Outs
Fumbled fingers ate the post and on relook it was too much about me editorializing. So, to spare everyone from an unsupervised ego (now properly put back in the box), here are some of the creators I love and am using in this campaign.
Character Creation
To replace 'race' I use the Ancestry and Culture materials by Arcanist Press.
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(Source: Cover art for Ancestry & Culture by Badmoon Art)
Extra shout out to V.J. Harris (they/he). I came across their work when checking out An Elf and An Orc Had A Baby. Then started following them on TikTok when I started using that and from that found their podcast. Amazing work and very interesting guests on the podcast.
Magic Items
I am a huge sucker for magic items.
Right now I'm using mostly two sources: Kobold Press's Vault of Magic, and the items created by The Griffon's Saddlebag.
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(Source: The Griffon's Saddlebag's homepage)
My current jam are narrative items that grow with the character, mixed with more generic weaker items and consumables. KP's version of this idea is the version I went with. And Griffon's items consistently have a high level of quality and balance.
Monsters
Like magic items, if there is one thing I can't have enough of, its monster manuals.
Currently, I'm using:
Dragonix' Expanded Monster Manuals, Dragonix is releasing a monthly magazine of new monsters via Patreon. These books develop the officially published monsters making additional variations
The 5e monster manuals by Kobold Press, these are a larger variety of all new creatures
The preview materials from Flee Mortals! Book being produced by Matt Colville's publishing company, MCDM. MCDM is another one of the companies that fast tracked their house TTRPG system during the OGL situation back in January. The preview materials were the creators' different take on traditional creatures and alternative "feels like" of the more Hasbro-specific creatures like Mind Flayers and the Githyanki
I've also started adding old edition conversions made by DungeonDad. He takes requests from his Patreon supporters on his Discord and come from all the various editions of the past, including Dragon Magazine entries
I am also using materials produced by Anne Gregersen to flesh out the monsters - adding 4e style effects when monsters are "bloodied" (reduced to less than half hitpoints) and how parts of the monsters could be harvested.
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(Source: Dragonix' facebook post previewing art for the new edition of the Monster Manual Expanded volume 1, art by Badmoon Art)
Spells
Right now, I'm just collecting spells I'm finding on Pinterest, but I will shout out for another creator, Mythmaker5e. I've come across some of the spells and really like his ideas and the mechanical implementation.
Illnesses, Medicines, and Environments
Malady Codex - great mix of fantasy diseases both mundane and supernatural in origin
Horrific and Helpful Herbarium - 3 products about a mix of fictional and some real-world plant species bundled in the DMs Guild as The Botanist's Bundle, nothing overpowered, but still really interesting, threatening and good at making the world feel more "real"
Aedan Blounsø's Snobgoblins Guide to Deserts - I've been really enjoying this pdf, which includes a mix of flora, weather, and terrain hazards
I've also awaiting the delivery of GreatGM's Creator's Guide to Epic Locations: Nature this summer, which should have the same material as Aedan's product but for multiple biomes
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(Source: Cover art from DMsGuild.com, artist is ArtTower)
Despite accidentally deleting all this post last night and needing to rewrite from scratch, this was really fun. I think I will do it again - likely on other things like favourite Patreons, subreddits, TicTok creators, Youtubers, etc. So in the next lull in the campaign pace would there be any interest in this?
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TikTok Advertising 101: The Free Guide to Success on the Platform
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Your account is ready, you’ve got money set aside, and you’re all pumped up and ready to get started in the world of TikTok advertising, but you’re not sure where to start, right?
No worries. We’ve got you covered with the EASY beginner's guide to TikTok advertising.
Why is TikTok Advertising Such a Successful Method for a Majority of Companies?
A recent study by Forrester Consulting found that, among U.S. respondents, TikTok was the second most popular social media platform for product discovery (second only to YouTube) and that over half of TikTok users watch videos specifically to learn about new products.
Why is TikTok advertising such a successful method for a majority of companies? Because it's an incredibly effective way to reach consumers who are looking for information about new products. The combination of short, engaging videos and the ability to target specific demographics makes TikTok a powerful tool for brands looking to connect with potential customers.
Does My Business Have a Chance to Succeed with TikTok Advertising?
Yes, businesses do have a chance to succeed with TikTok advertising. However, it's important to note that just because something can be done doesn't mean it should be. As with all forms of advertising, it's crucial to research your target audience and develop a strategy that speaks to them in an interesting and engaging way.
TikTok is an immensely popular app with a young demographic, so if your business caters to this group, then TikTok could be a powerful tool for reaching them. Just be sure to create content that is high quality and relevant to your brand. And most importantly, test and measure the results of your campaigns so you can continue refining your strategy over time.
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Getting Started with TikTok Advertising 🚀
Step One: Create a TikTok Ads Account
Remember, the hardest part is getting started.
Go to the TikTok ads homepage and click on the “Get Started” Button. It will be located in the top right corner of the TikTok homepage.
You’ll see a button that says “create an ad”. Click it!
When the pop-up questions are completed, you can grab a cookie for all of your hard work!
It will take about 24-48 hours for TikTok management to review and approve your TikTok advertising account. A perfect amount of time to throw your feet up and think about how easy the rest of the process is going to be you’re almost there!
Like on Facebook
Step Two: Make Your First TikTok Advertising Campaign
Once you’ve successfully made it into the TikTok Ads platform, you’ll see a button that says “Campaigns”, usually located in the middle at the very top of the page.
After you click “create” you’ll have three options in terms of campaign objectives:
Traffic
Conversions
App Installs
Step Three: Setting a Budget
You’ll have two options when it comes to your budget for TikTok advertising: either a daily budget OR a total budget that encompasses the spending for the entire campaign.
You can select either of these options in your TikTok advertising campaign settings. Keep in mind that there is a $50 MINIMUM amount for both budget options and at the ad group level.
You can also opt out of setting a budget, but we don’t recommend it because it’s not a wise course of action when you’re not sure just HOW an ad campaign is going to shake out.
The next order of business is choosing a TikTok advertising budget pacing option: why is this important? Because your budget will be GONE before you can think twice about it. Sometimes in as little as a few hours.
When it comes to pacing, you have two options:
Standard delivery: TikTok will spend an even amount in increments throughout the campaign.
And:
Accelerated delivery: TikTok will spend the budget as fast as possible, as soon as possible.
Step Four: Decide on TikTok Ad Placement, Targeting, and Details
You’re almost there! Now it’s time to decide on placement, targeting, and details.
TikTok is the best because you don’t have to wonder about what you’re forgetting. They’ll provide prompts for filling out every detail, including images, copies, relevant URLs, categories, and display names.
You can select up to 20 keywords for your TikTok ads. These will be the determining factor for what audience will actually SEE your ads.
You’ll have the option to select specific guidelines when it comes to targeting TikTok advertising. From location to age, gender and interests, don’t skip over this step because it also determines how successful your campaign will be in the end.
If your audience isn’t interested in what you have to offer, they won’t convert.
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Step Five: Time to Schedule Your TikTok Ads!
If you only want users to see your ads at specific times instead of all day, every day, you can change this setting in the budgeting and scheduling options in the TikTok ads dashboard.
Step Six: Design Your TikTok Ads
TikTok makes designing the perfect ad a BREEZE with their video creation kit”.
It features customizable image and video templates, 300+ free music options, filters, stickers, and MORE- all in the name of creativity.
Now, of course, you’re not forced to use this option. You can totally do your own thing or utilize a tool like Canva to create some stellar ads.
youtube
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TikTok Advertising Best Practices
1 Put the spotlight on a single CTA and leave it there.
2 TikTok ad descriptions are limited to 80 characters.
3 Place key creative elements in the center.
4 Your creative assets deserve to be high-quality.
5 Don’t Settle. Embrace better for your brand.
TikTok Advertising is Easier Than You Think
Social media advertising platforms are getting more and more intuitive with every passing day, which makes our job that much easier.
Thanks to the advertising and optimization prompt, you’ll be well on your way to creating successful TikTok ads in no time.
Good luck!
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cicadaclock79 · 2 years
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Tips On How To Reach Hundreds Of Thousands Of Consumers By Way Of Social Media Advertising
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uiruu · 3 years
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hate how every site doesnt load new pages, it just like soft refreshes and causes a lot of problems. hate how so much is added in order to increase “functionality” to the point where it’s extremely unfunctional because clicking in one place accidentally instead of another activates like 30 “Helpful Shortcut” things and now the youtube video is playing in a mini-player that nobody asked for over the youtube homepage and also has skipped ahead a full half hour from where you were. thanks bro. some things should be allowed to not be functional, in order to increase functionality. its okay for things to do just do one thing. or nothing, even! what a concept
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zeiva · 4 years
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Dragon Essence Concept + Unused Art
So, it’s that time of year (?) I’ve been cleaning my Dragon Essence folder and found these nuggets. Just like X-note, Train of Afterlife, and Area-X, I hope you enjoy these! It has some spoilers, so view at your own risk!
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The original design of Chi An. I chose type 5, but Kaze-Hime thought she looks too mean, so she added some bangs to cover her forehead. Type 4 later become Xiao Yan’s design.
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Young Chi An’s original design.
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Tian Zhao’s original design. For this one, I chose B. E became the design for Meng Ran.
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Ming Jie’s original design. For this one, I chose A. He looks kinda young here, doesn’t he?
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Now this one is hilarious. I told Kaze-Hime that Tian Xi is a half-dragon, so she went ahead and make him regal-looking.
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When I told her that Tian Xi grew up in the forest, she went ahead and make him look unkempt, except that he still has his regal outfit. ( ̄▽ ̄;)
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Xu Wei’s design doesn’t change much. That version with the sunglasses though... (☉_☉)
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Because nobody wanted to draw the dragons, I ended up doing it. This is the first design of Tian Zhao. Everyone said it’s too feminine, so I had to scrap it.
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The first time Chi An met with Tian Zhao as an adult. I don’t remember why this was scrapped. It looks kinda cool.
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Flashback of Ming Jie with the bird. I told Kaze-Hime to include Chi An in the picture, so this was scrapped.
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This one was hilarious. I told Kaze-Hime to draw Tian Xi stealing food, but she mistook the thief as Tian Zhao and drew him instead.
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The first draft of Tian Xi stealing food. Slightly different from the final version.
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Here comes Nitarou’s backgrounds. For some reason, she replaced all the dragons with Mirage Fish in all of the sketches. Yeah, you are praying for the fish in that pagoda. (ᅌᴗᅌ* )
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The first draft of the Capital. Looks very different from the final version.
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How Ming Jie’s backyard used to look like. It has a pond and a fish. (; ̄з ̄) ~♪
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You used to be able to see the sea from Chi An’s house. Of course, it had to be changed because there is no sea in Dragon Essence!
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How Xiao Yan’s inn used to look like. Scrapped from being too rich-looking.
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How the underground prison used to look like.
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When I asked Nitarou to draw an amulet, she drew this instead. It looks nice, but not what I had in mind. Sadly, I had to scrap it.
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I asked Nitarou to make a cute zombie, and these are the result. That Yeti zombie is just so adorable. (●´ω`●)
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How the world map used to look like. Apparently, there is a lake in front of the house. That explains the “sea” that can be seen from Chi An’s house.
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More unused world map. I like how the mist is more clearly portrayed once you crossed the bridge in this one. In the end, this isn’t used because the icon perspective doesn’t match the background.
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Last but not least, a doodle by Nitarou. We love to joke about how common heroine being pushed to the wall in Otome Games (aka Wall Slam). So, Nitarou decided to draw Xu Wei pushing Chi An to the ceiling for their romantic scene.
That’s all! Hope you enjoy it!
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awfulcomingdown · 4 years
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Nintendo Switch Demos Review (Or, “Without a Paddle, I Might Add”)
Introduction
Over the past couple of weeks, or maybe months, I’ve downloaded some demos on my Switch that I’d intended to eventually play. And then I didn’t play them, which led me to believe that I might never do so.
And then, a couple of days ago, I found my self drunk, alone in the darkness of my sister’s home office, while her and her fiancee slept in another room. While drinking and staring out the window into the unfamiliar street, an idea hit me. I should play all those demos, right now.
And so I quickly walked down the hallway, as if afraid the inclination to really do this might dissipate as quickly as it’d formed, to my temporary bedroom where the Switch was laying on a nightstand, and brought it back to that dark office. I then proceeded to do it. I played all four demos, writing and becoming progressively more drunk as I went, until typing itself seemed an impossible, or at least undesirable, task. And then I went to sleep. 
And now, I’ve taken those somewhat less than clear notes and formed them into a mostly comprehensible summary of my feelings on those games. And here they are. 
The Touryst
I heard about this game for the first time in a Nintendo Direct, I think. It looked goofy. It looked too goofy for my liking. I planned to not ever think about it again. And then I didn’t for some time.
The next time I thought about it, it was because a Youtube video extolling the virtues of this game’s beauty and graphical prowess scrolled past my eyes on the Youtube homepage. I didn’t click on it, and I didn’t think much about it. However, I did think some about it.
Then I saw this demo, and I figured, sure, let’s try it.
This demo is very short. Well, at least, it felt very short to me, sitting in my sister’s makeshift home office, a couple of drinks in to what would eventually become a too many drinks to be having alone night. It flew by.
As soon as the game began, I was struck. It’s beautiful, in what feels like an extremely unique way. 
It’s bizarre. The background is completely blurred, and you’re running around what feels like a tiny, static world that’s been put together by hand and pushed out to sea. It all feels very still. Apparently the people who made this game have been making video games since 1999. I feel as though they may have learned some very worthwhile things in that time.
The other thing that struck me as significant while I played this short demo was the fact that I had managed to ignore and look down on this game for so long. How was it that nobody was grabbing me by the shoulders, shaking me, and screaming “The Touryst is a fucking masterpiece, idiot. Just because the main character has a goofy mustache doesn’t mean this whole thing’s a joke. Play it. Fuck you.” 
Now, that might not be totally fair. I mean, that Youtube video I saw about the game was literally titled “The Touryst is Stunning: Switch Game of the Year Contender?” which, to be fair, is a very funny thing to name a video. I would like to know who made the call on adding that question mark. Wild stuff.
And, again, to be fair, if you search “The Touryst” into the old Youtube search bar, you’ll come up with dozens of videos (okay I actually only saw three, but I didn’t scroll that far) making similar claims about the game’s greatness (funnily enough, all three of the videos I saw ended with a fucking question mark. That’s not a joke. Like, they really wanted you to be tempted to click the video just to find out if the game is, in fact, a contender for Switch game of the year. What a time.).
So my point is maybe less that there weren’t people talking (or, asking?), about this game, and more that it doesn’t seem as though anyone was giving this supposed masterpiece the respect that a masterpiece deserves. Which is to say, after watching exactly four minutes and 37 seconds of the first of those videos, I was able to conclude that not a single video on the entirety of Youtube had a single interesting or worthwhile thing to say about the game. And this seems...shitty.
If this game is a masterpiece (and sadly it seems as though we’ll never know, but, by god, we will continue to ask), then maybe it deserves something more than a Youtube video of a dude talking about its “tight gameplay” and “excellent soundtrack.”
Maybe we should do more than that. Maybe we should treat masterpiece video games with the same respect that a masterpiece film or album receives. 
Maybe we should be writing thousands of words about the brilliance of said masterpiece, and actually attempt to discuss what exactly about the game makes it so noteworthy.
Maybe we should take the time to say whether or not it is a masterpiece, and not just ask the fucking question.
Dragon Quest Builders 2
As I finished the very short demo of The Touryst, I decided I would play the demos in whatever order they happened to be lined up in on my Switch homepage. As I scrolled to the right, I was struck with fear when I saw Dragon  Quest Builders 2 was next up.
Despite being too drunk at the time to notice that the game icon literally says “Jumbo Demo,” I still knew, having learned from the Dragon Quest XI demo, that this demo could literally take the rest of my life to finish.
“Fuck,” I wrote. “I really didn’t want to play this one next. For all I know, this demo lasts eight and a half hours, and I’ll be here ‘till sunrise. It’s been loading for 30 seconds now, and I’m scared. Dear god.”
Some amount of these fears were quelled when the game finally finished loading, and the music began to play. Despite having never owned or really played a Dragon Quest game, I fucking love Dragon Quest music. Sure, it’s beautiful, but it’s not just that. Something about the music makes me feel as though the music has no idea as to how beautiful it actually is. It feels as though the music doesn’t know how profound it really is, and this only serves to make it that much more affecting. I feel this is a part of the charm of the series as a whole: Dragon Quest games never go out of their way to let you know that they know how brilliant they are.
Anyway, I grabbed another beer, bringing the Switch along with me to the fridge so I could continue to listen to the title screen music while I did, and began the demo. The beer was stronger and more expensive than anything I would’ve bought - and I doubt it was my sister who bought it, it was probably some bizarre house warming gift - and tasted to me like a mixture of apple cider and rock salt. It was palatable.
The game, DQB2, as it will henceforth be known, opens with a character customization screen. Now, I may have just been drunk then, and I may just be an asshole now, but the minimal amount of customization one can actually apply to their character struck me immediately, and continues to strike me now, as profound.
All that you’re allowed to change about the character is their hair colour, skin tone, and eye colour. Along with this, you’re also allowed to choose their name.
This small amount of change that you’re allowed to make to the character makes it feel as though you are inserting some very small amount of yourself into this pre-existing character. Like, the character you’ll be controlling is their own living, existing being, and you’re now just a part of that being. It almost feels like a tidy summation of what it is to control any character in any video game you’ve ever played. Which is to say, these characters always exist, having been made long before we gain control over them, before we come into contact with them, and as such we are incapable of actually fully putting ourselves into them. No matter how much character customization or character control they (the creator) allow, the player will always only be meeting them halfway, as the two of them work, isolated from one another, to create what is now a unique being. 
Okay, I’ll stop now. But I’m serious about this.
Anyway, the opening of this game is pretty terrific. You wake up a prisoner on a large, monster-ruled pirate ship, and are immediately let out of your jail cell in order to help fix some things around the monster ship. You are enlisted for such duties as the result of your known designation as a “builder.” The skeleton pirate who frees you from your cage makes it clear that while you are a shitty, unimportant builder, that’s still enough for you to be capable of handling the small jobs they have for you. So, you help the monsters clean up the ship, and this acts as the first of what I assume to be many, many tutorials.
The dialogue during this opening section left me legitimately shocked. Nearly every thing that every monster said to me managed to make me silently laugh and/or over exaggeratedly look around the room as if to ask “Is anyone else seeing this!?” (nobody else was - everyone else was asleep and not thinking about video game dialogue).
In order to not write out fifteen different things, I’ll put here what struck me as the most clever of the writing. After asking the skeleton pirate who originally woke you up who he is and what you’re all doing on this ship, he answers:
“If you’re that desperate to find out how far up the creek you are - without a paddle, I might add - go and talk to those five monsters beneath the flag over there.”
This line in particular, along with the majority of the rest of the lines, led me to think about the absurd amount of time it must have taken for the localizers of this game to craft such a great translation.  I mean, yeah, obviously the writing was terrific to begin with in Japanese, but the fact that they were able to translate that into such immediately brilliant English text is insane. I’d like to meet the people behind this translation, so that I could ask them what drives them to care so deeply about what they do.
The rest of this demo - or, at least, the rest of it that I managed to play that night* - was made up of me doing menial tasks (talk to monsters, learn to craft, learn to fight, etc.) until I finally decided that I simply could not play any longer, and left it at that for DQB2 for the time being.
*(note: I was really loving this demo, but decided that I needed to move on to another game, as it was already 1:16am and, as I wrote in my open google doc that night, I was “already pretty fucked up.” I played through the beginning of the demo again the next day while sober, and it took me about two minutes to get to where I made it to in like 45 minutes while drunk. Gotta love it.)
I’m mainly really curious about how a game like this gets made. I don’t know what the sales figures for this game were like in Japan, but as far as I could tell, very few people in North America really gave a fuck about it. The thing is, it seems really, really well made, and I know for a fact it is ridiculously large. I have questions about how something this big and seemingly great (and definitely carefully made), gets created, released, and then ostensibly immediately forgotten about. Art and commerce are weird. 
Anyway, I doubt I’ll ever play this game. It is too big, and too chill, and I have too many other things that I need to be doing, or at least I often feel as though I do.
Ape Out
I literally can’t think about this game without referring to it as “Ape Escape” in my head. I’ve never played Ape Escape, but that is definitely a better freedom-seeking-ape based video game name.
Anyway, this game is beautiful, in a really jarring way. It’s beautiful in a way that I guess can’t be communicated through trailers, because something about this demo immediately struck a chord with me that no trailer for it had done.
This game is electric. You play as an ape, making your way out of a poisonous building, murdering any human who gets in your way (which is to say you play as an ape who is attempting to escape).
You can move with the left stick, aim with the right stick, grab with the left trigger, and throw/punch with the right trigger. And then you just fucking kill.
The music is an absurd mix of smashing drums and symbols, getting hit in time with your launching of men into walls, turning those men into limbs and torsos (which you can then pick up and throw at other men to stun them), and turning those walls into red paint splattered canvases.
Playing this game makes me really want to play the rest of this game, if only to see how far they can take this kinetic energy that pulses throughout the first three stages. How long does the novelty of having a drum hit perfectly coincide with a body hitting a wall and becoming a corpse last? Or, should I say, what did the developers (Gabe Cuzzillo, the game says, is the creator) do to make it so that fucking pulsing excitement deep in the players sternum lasts for the entirety of the experience? 
I feel like this is a game that I could beat over the course of one delirious, sleepless night, though for now we can all only sit and hope that when I do finally purchase and play the full game, it forces me to do so. 
Cadence of Hyrule
The music is so good. It sounds like you’re standing in an alternate universe Legend of Zelda elevator, a universe in which the Legend of Zelda isn’t a video game series, but is instead a religious belief.
Remember when this game got announced, and we were all like “What the fuck!?”? And then it came out, and some people were like “This is really good!” and other people were like “I like real Zelda better…”
Anyway. We should appreciate things more.
You know, I bought the first one of these games, on sale, for $5, and it really just did not click with me. Something about having to move on beat really bothered me. Like it was always the game’s fault, and not my own, that things were going wrong. It always felt like my Guitar Hero guitar was missing one battery, or like my Wiimote was miscalibrated, and that was causing all the troubles. It always felt like I was missing some peripheral accessory. It’s not a feeling that feels worth dealing with these days.
This just...isn’t as fun, and doesn’t feel as good, as any of the other three games I was playing. Specifically, I can’t stop thinking about The Touryst and DQB2. I thought that I didn’t like many 3D games, but fuck. Those got me. 
The End (Closing Thought That I Wrote Immediately After Finishing These Demos)
This was cool, and this was good. We might even say that I “really needed this,” or, at least, “am really happy to have had this.” 
But I’m sobering up, and a remix of some old Zelda song is playing, and I love it, and it’s time to go to bed. Tomorrow, one of my friends will come pick me up from my sister’s house, and I will return home, indefinitely, for now. Everything is fucking weird. But I’m going home. I can’t sit in the darkness of my sister’s home office playing Nintendo Switch demos forever, sadly.
After The End
I’m home now, and I’m tired. Everything is bizarre. I am definitely going to play all of The Touryst eventually, and I am almost definitely going to play all of Ape Escape eventually (I actually wrote the wrong name here by accident, and didn't realize it until now, a day later. They should have just named it Ape Escape. Fuck it.). As for DQB2 and CoHR, they were chill,  and I will remember them, and the drunken night we had together, fondly. But I suppose this is the end of the road between me and them. 
Anyway, I’ve got four essays due in the next 10 days, and then some online essay after that. I’m also playing through a very long and old JRPG right now, and I think I love it. All of that is to say that I won’t be playing any of these games any more for the time being. So for the time being, I’m thankful we all had that one night together. One night of repose, and of lonely drinking, in a house and a town I’d never been in before, in a room that was not my own, staring at a street that I couldn’t recognize. I’m home now, for some amount of time, and hopefully that time is good.
Goodnight.
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