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The only thing better than AI is more AI

Joined July 2026
Photo by Kirisando (@kirisando)Photo by Kirisando (@kirisando)Photo by Kirisando (@kirisando)Photo by Kirisando (@kirisando)Photo by Kirisando (@kirisando)Photo by Kirisando (@kirisando)Photo by Kirisando (@kirisando)Photo by Kirisando (@kirisando)Photo by Kirisando (@kirisando)Photo by Kirisando (@kirisando)
I did the f*cking work for you. Tested this guy's viral cartoon prompt on my own Claude Opus 5.5 and screen-recorded the whole thing. The first video is the result after a couple of small tweaks. The second is my screen recording, 37 minutes sped up to one. Full prompt is in the reply. Keep scrolling to see what other people made with it, or paste it into Claude with your own story. Story: Casanova, Venice 1754, and a betting system that "couldn't lose". Every frame is drawn in code (three.js + headless Chrome), the voice is a free local model, the music is written in numpy. $0 on image or video tools.
i made this ricksclips style animation completely from scratch using opus 5.5 the style is going extremely viral rn on the internet and people are paying money just to be able to make them well today is ur lucky day cause am giving away the full prompt to guys for free all u need is voiceover and claude to be able to make this, $0 spent on images or videos -> here's the prompt { "task": "Make a vertical animated cartoon short of MY story, built in code: three.js r160 world + canvas-drawn 2D character cards, rendered frame by frame in headless Chromium (Playwright, swiftshader), encoded with ffmpeg. 1080x1920, 30fps, exactly as long as my voiceover. Work start to finish; only ask if script and audio don't match.", "my_inputs": { "story": "[your idea, true event, legend or full script]", "script": "[optional exact script]", "voiceover": "[optional: attach mp3/wav]", "length_seconds": 30, "voice_speed": 1.0, "captions": false, "notes": "[optional: era, setting, characters, jokes]" }, "stages": [ "A. No script: write one at ~3.7 words/s (30s~110 words): 1) hook = absurd fact, no setup 2) setting in 1-2 lines with a concrete detail 3) 2-4 escalating beats, others doubt/mock, one exaggeration joke 4) pivot 'But...'/'You see,' revealing the real mechanism with an everyday analogy 5) short ironic twist = last words. Spoken English, contractions, numbers as words, never describe what's on screen. If presented as true, web-check facts and say history/disputed/legend.", "B. No voiceover: give script in a copyable block + word count + est. length, a short shot plan, recording tips (one warm narrator; ElevenLabs speed 1.05-1.1, stability 45-55%; pauses at sentence ends; no music). Stop and ask for the upload.", "C. With voiceover: build everything below without stopping. Task list for progress; send a stills contact sheet before the long render." ], "setup": [ "mkdir -p web/lib work stills frames out", "npm pack [email protected] -> copy package/build/three.module.js to web/lib (fallback: sparse git clone of mrdoob/three.js branch r160, folder build)", "Playwright + Chromium (npm i -g playwright && npx playwright install chromium); launch args --use-angle=swiftshader --enable-unsafe-swiftshader --ignore-gpu-blocklist", "python3 numpy Pillow, ffmpeg (with rubberband)", "Serve web/ with a tiny Node http server; render.mjs loads index.html, waits for window.ready, calls window.renderFrame(f), saves canvas.toDataURL('image/jpeg',.95) to frames/f0000.jpg. Support RESUME=1 (skip existing) and a frame list 'a-b' or '1,5,9'." ], "timing": "If voice_speed!=1: ffmpeg -af rubberband=tempo=<speed> (pitch kept). Claude can't hear audio: align my script to speech using ffmpeg silencedetect (-35dB, 0.12s): split script into phrases at punctuation, DP-match phrases to speech segments by syllable count vs duration, penalise sentence ends inside a segment. Spread words by syllables. Write work/phrases.json; check pauses fall at sentence ends. Frames = round(duration*30). Every reaction lands 0-3 frames before its word; the final payoff lands on the final word.", "architecture": { "files": "web/index.html (canvas#c 1080x1920 + module main.js), main.js (renderer, materials, world, cards, sprites, passes), story.js (SHOTS, LIGHTS, lightFor, camAt, dofAt, worldAt, actorsAt, fxAt: all pure functions of frame f), motion.js, paint.js (canvas textures), toon.js (character + creature drawing), audio.py, mix.py, finish.sh, sheet.py (contact sheets).", "renderer": "WebGLRenderer antialias:false, preserveDrawingBuffer, PCFSoft shadows 2048, sun = DirectionalLight from az/el per light preset, shadow camera centred on each shot's action (ext 8-60m), HemisphereLight, Fog(colour = sky horizon). Camera Perspective, near .08 far 1500.", "materials": "MeshToonMaterial with a 2-texel gradientMap [90,255] Nearest = hard 2-step toon shading. Textures are CanvasTextures painted in code: flat base + soft blotches + dark seams/strokes, repeat-wrapped, colorSpace sRGB. Boxes use world-scaled UVs (constant texel density).", "passes": [ "1 colour: render scene to HalfFloat RT (samples 4).", "2 normal+depth: swap every mesh material to a ShaderMaterial writing vec4(normal*.5+.5, viewDepth) (handle USE_INSTANCING: pos=instanceMatrix*pos). Cards/sprites write rgb 0 + depth with alpha-test (so they block but are never outlined). Hide sky, clouds, blob shadows. Fog and shadows off for this pass.", "3 ink+grade fullscreen: 16 taps on a ring of radius 2.5px*clamp(7/depth,.62,1.25); edge = smoothstep(.006,.02,(dS-d)/d) on the NEAR side of depth jumps only; crease = smoothstep(.88,.72,dot(n,nS))*.9 when depths are within 6%; skip card samples; sky counts as depth 1e4; fade ink 140-520m. colour = mix(c, #030203, e); saturation 1.08-1.15; gain/lift tint; vignette .2-.34; white flash uniform.", "4 lens: per-pixel CoC = cinf*(1-focus/d) (near side capped 1.4x); 48-tap golden-angle disc, each tap weighted by its own CoC so sharp foreground never bleeds; skip when cinf<.5. Output linearToOutputTexel." ], "sky": "inverted sphere following camera: mix(horizon, top, pow(y,.55)) + optional sun disc. Painted cloud billboards far away (650-900m), fog off, facing camera." }, "characters": { "card": "Each character is a 1200x2000 CanvasTexture on a 1.35x2.25m plane with origin at the soles (design space 600x1000, soles at y=975, 1 design unit = 2.25mm). MeshBasicMaterial alphaTest .02, DoubleSide; shadow via customDepthMaterial with the same map (alphaTest .5); soft dark radial blob under the feet. Billboard on yaw only: rotY = atan2(cam.x-x, cam.z-z). Redraw a card only when its key (JSON of q()-rounded pose values) changes.", "proportions": "Bean body: head blob ~236 wide, legs 1.38xHH, torso 1.08xHH (stout 1.12), eyes ~1.47m high. Head = superellipse blob with slight egg + per-seed asymmetry. Torso = egg blob with a tunic skirt below. Legs/arms = thin curved strokes (5.8u/5.2u, u=headWidth/100) in a darker shade of the outfit; round dot hands; small boots.", "ink": "Outline colour #241726 (plum), width 5u, thicker on the side away from the light (light from upper-left, -120deg). Fills: base colour with a soft shadow gradient toward lower-right. Skin default #ffe2c2, also #f5c9a0 #ecd0b6 #c99067.", "faces": "Eyes 13u apart either side of centre. Kinds: dot, lid (half-closed), happy (arc), squeeze, shock (big white + small pupil + raised arc brows), slit, dash. Mouths: dash, frown, smirk, smile, grin (open with teeth line), laugh, o, O, wave (nervous), teeth. Brows are short tapered strokes; angle sets mood. Expressions: neutral, stern, grin, laugh, nervous (+sweat drop), shock, smile, pained, squint, smug/side-eye (half lids, pupils to one side). Blinks every 1.3-2.3s for 4 frames.", "outfits": "Built from parts: tunic colour, belt, buttons, pockets, sash, hat (slouch hat, cap, top hat, bonnet, helmet, crown, hair), beard/moustache, apron, dress, props in hands. Design new outfits for each story in the same flat style.", "arm_poses": "hang, point (+finger), up, wave, hip, belly, cheek (both = shock), salute (flat hand at brim, drawn over the head), thumb (thumbs-up), shrug, reach, lift, cross, prop-holding (pen, stamp, wrench, spear, sign). Whole upper body tilts about the hip; head tilts separately.", "creatures": "Animals are side-view canvas sprites (600x800 design, feet at y=780) on shared textures cached by pose key, so flocks of 50+ cost little: shaggy shaded body blob with fringe strokes, thick inked limbs, small head, big googly white eye with pupil that can look/side-eye, simple beak/snout. Legs via 2-bone IK with joint bent backward; run cycle 16 phases (foot x = hip + stride*cos, lift = max(0,sin)); poses: stand, run, peck/graze, smug. Flip the sprite when travel direction dot camera-right < 0." }, "world": { "build": "Primitives only: boxes, cylinders, cones, squashed spheres, extrusions; group set-pieces with pivots driven by 0..1 progress from worldAt(f) with eased, staggered parts. Instanced meshes for crops/grass/rocks; clear a patch where the action happens.", "background": "low half-buried hill spheres, distant mesas or mountains (cone + snow cap), trees (trunk cylinder + 4-6 squashed sphere canopies), far houses, fog to the horizon colour.", "secondary_motion": "windmills turn, flags/cloth wave (vertex sine), smoke/dust/leaves/Zzz/stars as cached 2D fx sprites, water shader scroll, wheels roll with distance/radius, vehicles bounce.", "text": "Diegetic text (signs, crates, letters, stamps) painted on canvas with real fonts; place on +z faces or planes so it never reads mirrored. Swap textures to animate (e.g. stamp appears on impact)." }, "lights": { "day": "sun az64 el50 #fff3df 2.45, hemi sky #d2e2f6 ground #a8905e 1.1, sky top #2d74d4 horizon #cfe3f5, fog 120-1300, sat 1.12, vig .2", "golden": "sun az30 el11 #ffb46a 2.9, hemi #a99bcc/#7a5040 .98, sky #6474c0 -> #ffc485 + sun disc, gain #fff0e0, sat 1.15, vig .26, tint cards #ffe2c4", "dusk": "sun el5 #ff9a72 .9, hemi #5d6cab/#3a3048 .8, sky #18234f -> #d18a7c, gain #e2e8ff, lift #04050b, vig .34, a warm point-light lamp, tint cards #c9cff2", "use": "day = normal story, golden = decline or time passing, dusk-blue = explanation or ending. Time jump = 6-frame white flash." }, "motion": { "helpers": "smooth(t)=t^3(t(6t-15)+10); easeOut=1-(1-t)^3; back(t)=overshoot s=1.7; spring settle; Catmull-Rom spline through via-points; idle(f,seed)={bob .006 sin(.11f), tilt 1.2deg sin(.05f), headTilt 1.5deg sin(.037f)}; blinkAt(f,seed); q(x)=round for card keys.", "camera": "Keys {f,pos,look,fov,roll,ease,path} inside cut-free segments; glides 18-45 frames; easeOut for whips/reveals; every hold creeps (fov *= 1-.00012*(f-f0)); 3-5deg roll on drama; impact kick = 7-frame alternating look offset + roll that decays. Vehicles: track alongside, match speed, slight judder.", "continuity": "prefer one continuous move: MCU pull-back into a wide, crane up and over a fence into the establishing shot, lateral truck along a lineup, crane down into an insert, rack focus to the background gag. Hard cut only on place/time jumps.", "acting": "anticipation -> back overshoot -> spring settle; pop-ins scale 0->1 with back easing + dust puff; stamp = 2-frame dip + puff + kick; laughs = alternating tilt + bob; head bobs on stressed words; nothing static for 4+ frames.", "walks_runs": "feet planted, bob 3-7%; run phase = speed/stride; fast movers must stay in frame until their beat is done." }, "shot_grammar": { "plan_first": "work/PLAN.md: one row per shot (frames, words, setting, light, camera, cast/poses/expressions, fx, sfx). Usually one shot per phrase; merge tiny ones. Illustrate every sentence literally; props carry the jokes.", "order": "frame 0 = hook MCU of the hero mid-action -> pull-back reveal on the punch of sentence 1 -> wide establishing crane -> lineup/two-shot with pop-ins on each listed item -> reaction close-up (a creature or extra slides in with a side-eye on the question line) -> action wide (chase, scatter, collapse) -> time-jump flash -> insert on the key object -> twist: music stops, low sting, push-in with roll, payoff on the last word.", "framing": "Bean cards 2.25m tall: MCU = camera ~3.5m away at fov 32-34 looking at 1.35m; wides fov 40-52. Vertical frame half-width = d*tan(hfov/2), hfov = 2*atan(tan(vfov/2)*.5625): at 4m and fov 40 only +/-0.8m, so stage people in depth.", "lens": "DOF on close-ups/mediums (cInf 7-14, focus on the eyes), wides sharp, racks ~14 frames." }, "audio": { "stems": "audio.py writes only music.wav + sfx.wav (48k mono, numpy synth). Music: short loop in the story's mood (march: kick/snare, plucked bass, brass pad, little fanfare; or plucky comedy; or eerie pad); stops on the twist line, then a low drone. SFX in frames/30: whoosh (low-passed noise with sine^2 envelope) on big moves, thunk (pitched sine drop + noise) on pops/stamps, rustle/leaves, feet patter, engine (pulse train low-passed), scrape, ting (2-4 kHz bells), sting (41 Hz + noise hit + brass stab) on the twist.", "mix": "mix.py: gated RMS of the voice (0.4s blocks above -40dB of max); scale music so its gated RMS = 0.5x voice (-6 dB); SFX = min(0.5x voice RMS, peaks 0.7x voice peak); sum; one linear gain only. No ducking, no compression. Print the measured levels and confirm.", "finish": "measure integrated loudness (ffmpeg ebur128), apply one volume gain to -14 LUFS + alimiter -1 dBFS; encode: ffmpeg -framerate 30 -i frames/f%04d.jpg -i mix.wav -c:v libx264 -preset slow -crf 17 -pix_fmt yuv420p -c:a aac -b:a 192k -shortest -movflags +faststart. QA: freezedetect (n=.0005, d=.4) and blackdetect must find nothing; make a 2fps tiled QA sheet and look at it." }, "look_check": "Before the full render, render stills at every shot's middle plus key actions, tile them into a contact sheet, look at it and fix: cropped heads/hats, characters hidden by props or crops, camera inside objects, fast movers already out of frame, mirrored text, missing ink, empty frames. Send me the sheet, then render all frames in the background (about 3-6 s/frame on CPU), lock picture before sound.", "code_core": { "ink_shader_glsl": "uniform sampler2D col, nd; uniform vec2 res; uniform float px, sat, vig, flash; uniform vec3 fogCol, lift, gain; varying vec2 vUv;\nfloat edgeAt(vec2 uv, float r){\nvec4 c = texture2D(nd, uv); if (dot(c.rgb,c.rgb) < .01) return 0.; float d = c.a; vec3 n = c.rgb*2.-1.;\nfloat e = 0.; float rr = r * clamp(7./d, .62, 1.25);\nfor (int i=0;i<16;i++){ float a = float(i)*.785398 + (i>7 ? .39 : 0.); float k = i>7 ? .5 : 1.;\nvec2 o = vec2(cos(a), sin(a))*rr*k/res; vec4 s = texture2D(nd, uv+o);\nfloat ds = s.a; bool card = dot(s.rgb,s.rgb) < .01;\nif (card && ds > 0.) continue; // character cards: never outlined by the world ink\nif (card) ds = 1e4; // sky\nvec3 ns = s.rgb*2.-1.;\ne = max(e, smoothstep(.006, .02, (ds - d)/d)); // depth jump, near side only\nif (!card && abs(ds-d)/d < .06) e = max(e, smoothstep(.88, .72, dot(n, ns)) * .9); // crease\n}\nreturn e * (1. - smoothstep(140., 520., d)*.8);\n}\nvoid main(){\nvec3 c = texture2D(col, vUv).rgb;\nfloat e = edgeAt(vUv, px);\nc = mix(c, vec3(.012,.01,.014), e);\nif (flash < -0.5) c = vec3(e);\nfloat l = dot(c, vec3(.299,.587,.114)); c = mix(vec3(l), c, sat);\nc = c*gain + lift;\nvec2 q = vUv-.5; c *= 1. - vig*dot(q*vec2(1.,.75), q*vec2(1.,.75))*2.2;\nc = mix(c, vec3(1.), flash);\ngl_FragColor = vec4(c,1.); }", "dof_shader_glsl": "uniform sampler2D src, nd; uniform vec2 res; uniform float focus, cinf, near; varying vec2 vUv;\nfloat coc(vec2 uv){ float d = texture2D(nd, uv).a; if (d <= 0.) d = 2000.; float k = 1. - focus/d; return k > 0. ? cinf*k : min(-k*cinf*near, cinf*1.4); }\nvoid main(){\nfloat c0 = coc(vUv);\nif (cinf < .5 || c0 < .6) { gl_FragColor = linearToOutputTexel(vec4(texture2D(src, vUv).rgb, 1.)); return; }\nvec3 acc = vec3(0.); float wsum = 0.;\nfor (int i=0;i<48;i++){ float fi = float(i); float r = sqrt((fi+.5)/48.); float a = fi*2.39996;\nvec2 o = vec2(cos(a), sin(a))*r*c0/res; float cs = coc(vUv+o);\nfloat w = smoothstep(r*c0-1.5, r*c0+.5, cs + .5);\nacc += texture2D(src, vUv+o).rgb*w; wsum += w; }\ngl_FragColor = linearToOutputTexel(vec4(acc/max(wsum,1e-3), 1.)); }", "motion_js": "export const clamp = (x, a = 0, b = 1) => Math.max(a, Math.min(b, x));\nexport const lerp = (a, b, t) => a + (b - a) * t;\nexport const lerp3 = (a, b, t) => a.map((v, i) => lerp(v, b[i], t));\nexport const ramp = (f, a, b) => clamp((f - a) / (b - a));\nexport const M = {\nsmooth: (t) => { t = clamp(t); return t * t * t * (t * (t * 6 - 15) + 10); }, \neaseOut: (t) => 1 - Math.pow(1 - clamp(t), 3), \neaseIn: (t) => Math.pow(clamp(t), 3),\nback: (t, s = 1.7) => { t = clamp(t) - 1; return t * t * ((s + 1) * t + s) + 1; }, \nanticip: (t, s = 0.12) => { t = clamp(t); return t < 0.25 ? -s * Math.sin(t / 0.25 * Math.PI) : M.back((t - 0.25) / 0.75); }, \nspring: (t, freq = 3, damp = 5) => { t = Math.max(0, t); return 1 - Math.exp(-damp * t) * Math.cos(freq * 2 * Math.PI * t); }, \n};\nexport const spline = (pts, u) => {\nconst n = pts.length - 1, x = clamp(u) * n, i = Math.min(n - 1, Math.floor(x)), t = x - i;\nconst p0 = pts[Math.max(0, i - 1)], p1 = pts[i], p2 = pts[i + 1], p3 = pts[Math.min(n, i + 2)];\nreturn p1.map((_, k) => 0.5 * ((2 * p1[k]) + (-p0[k] + p2[k]) * t + (2 * p0[k] - 5 * p1[k] + 4 * p2[k] - p3[k]) * t * t + (-p0[k] + 3 * p1[k] - 3 * p2[k] + p3[k]) * t * t * t));\n};\nexport const camFromKeys = (K, f, { creep = 0.0012, kicks = [] } = {}) => {\nlet c;\nif (f <= K[0].f) c = { ...K[0] };\nelse if (f >= K[K.length - 1].f) c = { ...K[K.length - 1] };\nelse {\nconst i = K.findIndex((k, j) => f >= k.f && f <= K[j + 1].f), a = K[i], b = K[i + 1];\nconst ease = M[b.ease || 'smooth'], t = ease((f - a.f) / (b.f - a.f));\nif (b.path) { \nconst pts = [a.pos, ...b.path, b.pos]; c = { pos: spline(pts, t), look: lerp3(a.look, b.look, t), fov: lerp(a.fov, b.fov, t), roll: lerp(a.roll || 0, b.roll || 0, t) };\n} else c = { pos: lerp3(a.pos, b.pos, t), look: lerp3(a.look, b.look, t), fov: lerp(a.fov, b.fov, t), roll: lerp(a.roll || 0, b.roll || 0, t) };\n}\nc.fov *= 1 - creep * Math.max(0, f - K[0].f) * 0.15; \nfor (const k of kicks) { const d = f - k.f; if (d >= 0 && d < 7) { const s = (d % 2 ? -1 : 1) * k.a * (1 - d / 7); c.look = [c.look[0], c.look[1] + s * 3, c.look[2] + s * 2]; c.roll = (c.roll || 0) + s * 20; } }\nreturn c;\n};\nexport const idle = (f, seed = 1) => ({\nbob: 0.006 * Math.sin((f + seed * 11) * 0.11),\ntilt: 1.2 * Math.sin((f + seed * 7) * 0.05),\nheadTilt: 1.5 * Math.sin((f + seed * 5) * 0.037 + 1),\n});\nexport const blinkAt = (f, seed) => { const per = 38 + (seed * 17) % 31, ph = (f + seed * 13) % per; return ph < 2 ? 0.5 : ph < 4 ? 1 : 0; };\nexport const walk = (f, f0, speed = 1.1, stride = 0.8) => { const t = Math.max(0, f - f0) / 30; return { dist: t * speed, phase: (t * speed / (2 * stride)) % 1 }; };\nexport const q = (x, n = 2) => Math.round(x * 10 ** n) / 10 ** n;", "note": "Use the shaders and motion helpers verbatim. creature_template_js is the reference creature (uses Pen helpers: line, poly, ell, dot, stroke, shadedFill, inkRing, clip, curve, ellPts, mul, rad, thickAngle, INK): write a small Pen class with these, then design THIS story's creatures in the same way. Write everything else from the spec.", "creature_template_js": "const EMU = { body: \"#4d3b2c\", bodyDk: \"#2f241b\", streak: \"#7a6048\", neck: \"#7f90ad\", neckDk: \"#56627c\", head: \"#3a2f28\", beak: \"#cdb68e\", leg: \"#8c8780\", legDk: \"#5e5a55\" };\nconst ik2 = (h, f, L1, L2, back = -1) => { \nconst dx = f[0] - h[0], dy = f[1] - h[1], d = Math.min(L1 + L2 - 1, Math.hypot(dx, dy));\nconst a = Math.atan2(dy, dx), c = Math.acos(Math.max(-1, Math.min(1, (L1 * L1 + d * d - L2 * L2) / (2 * L1 * d))));\nconst s = back < 0 ? 1 : -1; \nreturn [h[0] + Math.cos(a + s * c) * L1, h[1] + Math.sin(a + s * c) * L1];\n};\nexport const emuSide = (p, opts = {}) => {\nconst { phase = 0, run = 0, peck = 0, blink = 0, expr = \"calm\", look = 0.3, seed = 1, tilt = 0, ruffle = 0 } = opts;\nconst g = p.g, two = Math.PI * 2, ow = 6;\nconst bob = run * 16 * Math.abs(Math.sin(two * phase)) + (1 - run) * 3 * Math.sin(seed * 3.1);\nconst lean = run * 0.16 + peck * 0.1 + tilt;\nconst hip = [292, 528 + bob * 0.6];\nconst bc = [290, 432 + bob], brx = 168, bry = 112;\nconst rot = (pt, c, a) => { const x = pt[0] - c[0], y = pt[1] - c[1]; return [c[0] + x * Math.cos(a) - y * Math.sin(a), c[1] + x * Math.sin(a) + y * Math.cos(a)]; };\nconst legs = [1, 0].map((k) => {\nconst ph = phase + k * 0.5, sx = Math.cos(two * ph), sy = Math.max(0, Math.sin(two * ph));\nconst h = [hip[0] + (k ? -14 : 14), hip[1]];\nconst foot = [h[0] + run * 135 * sx + (1 - run) * (k ? -22 : 26), 776 - run * 92 * sy];\nconst knee = ik2(h, foot, 138, 150, -1);\nreturn { h, foot, knee, k, lift: sy * run };\n});\nconst drawLeg = (L, far) => {\nconst col = far ? EMU.legDk : EMU.leg;\np.line([L.h, L.knee, L.foot], col, 15);\nconst fx = L.foot[0], fy = L.foot[1], ta = L.lift * 0.6;\nfor (const [dx, dy] of [[34, 2], [26, -6], [-14, 0]]) p.line([[fx, fy], [fx + dx * Math.cos(ta) - dy * Math.sin(ta), fy + dy * Math.cos(ta) + dx * Math.sin(ta) * 0.6]], col, 7);\np.dot(L.knee[0], L.knee[1], 9, col);\n};\ndrawLeg(legs[0], true);\nconst nb = rot([392, 372 + bob], bc, -lean * 0.4);\nlet hd = [448 + run * 70, 128 + run * 72 + bob * 0.5];\nhd = [hd[0] * (1 - peck) + 548 * peck, hd[1] * (1 - peck) + 712 * peck];\nconst nm = [ (nb[0] + hd[0]) / 2 + 30 - run * 10 + peck * 40, (nb[1] + hd[1]) / 2 + (peck ? -60 * peck : 10)];\nconst neckPts = curve(nb, nm, hd, 14);\np.line(neckPts, EMU.neck, 40);\nfor (let i = 2; i < 12; i++) { const [x, y] = neckPts[i]; p.stroke([[x - 6, y + 4], [x + 2, y - 4]], 3, EMU.neckDk); }\nconst bp = [];\nfor (let i = 0; i <= 64; i++) {\nconst a = Math.PI * 2 * i / 64, c = Math.cos(a), s = Math.sin(a);\nlet rx = brx, ry = bry;\nif (c < -0.3) rx *= 1 + 0.12 * (-c - 0.3); \nlet x = bc[0] + rx * c, y = bc[1] + ry * s + (c < 0 ? 26 * (-c) * (s > -0.2 ? 1 : 0.2) : 0);\nif (s > 0.15) { const j = (i % 2 ? 1 : -0.4) * (16 + 6 * Math.sin(i * 1.7 + seed + ruffle)); y += j; } \nbp.push(rot([x, y], bc, -lean));\n}\np.shadedFill(bp, EMU.body, EMU.bodyDk, rad(-110), brx, 0.4);\np.clip(bp, () => {\nfor (let i = 0; i < 26; i++) {\nconst x = bc[0] - 150 + ((i * 53 + seed * 31) % 300), y = bc[1] - 80 + ((i * 37) % 150);\np.stroke([[x, y], [x - 26, y + 22 + (i % 3) * 6]], 4, i % 2 ? EMU.streak : EMU.bodyDk);\n}\n});\np.inkRing(bp, ow, thickAngle(rad(-110)));\nconst th = rot([hip[0] + 12, hip[1] - 26], bc, -lean);\np.ell(th[0], th[1], 46, 40, EMU.body, ow);\nfor (let i = 0; i < 5; i++) p.stroke([[th[0] - 30 + i * 14, th[1] + 18], [th[0] - 34 + i * 14, th[1] + 44]], 4, EMU.bodyDk);\ndrawLeg(legs[1], false);\nconst hx = hd[0], hy = hd[1], ha = peck * 1.1 + run * 0.25;\nconst H = (dx, dy) => [hx + dx * Math.cos(ha) - dy * Math.sin(ha), hy + dx * Math.sin(ha) + dy * Math.cos(ha)];\nconst beak = [H(22, -10), H(76, 2), H(74, 8), H(20, 14)];\np.poly(beak, EMU.beak, ow * 0.9);\np.stroke([H(28, 4), H(70, 5)], 2.5, INK);\nconst head = ellPts(hx, hy, 46, 38, 0, 360, ha * 57.3, 32);\np.shadedFill(head, EMU.head, mul(EMU.head, [0.7, 0.7, 0.75]), rad(-110), 40, 0.3);\np.stroke([H(-18, -28), H(-26, -44)], 5, EMU.head); p.stroke([H(-4, -31), H(-6, -48)], 5, EMU.head);\np.inkRing(head, ow, thickAngle(rad(-110)));\nconst ec = H(8, -6), er = expr === \"shock\" ? 22 : 18;\np.ell(ec[0] + 4, ec[1] + 6, 22, 18, \"#9fb6d6\", 0);\np.ell(ec[0], ec[1], er, er, \"#ffffff\", 4);\nconst lid = expr === \"side\" ? 0.5 : expr === \"smug\" ? 0.42 : 0;\nconst lk = Math.max(-1, Math.min(1, look));\nif (blink < 0.75) {\np.dot(ec[0] + lk * (er - 9), ec[1] + (expr === \"side\" ? 3 : 1), expr === \"shock\" ? 6 : 8, INK);\np.dot(ec[0] + lk * (er - 9) - 2, ec[1] - 2, 2.4, \"#ffffff\");\n}\nconst L = Math.max(lid, blink);\nif (L > 0.02) { const top = ec[1] - er, yb = top + 2 * er * L; p.poly([[ec[0] - er - 1, top - 2], [ec[0] + er + 1, top - 2], [ec[0] + er + 1, yb], [ec[0] - er - 1, yb]], EMU.head, 0); p.stroke([[ec[0] - er, yb], [ec[0] + er, yb]], 4); }\nif (expr === \"smug\" || expr === \"side\") p.stroke([H(-8, -30), H(26, -24)], 5, INK);\nif (expr === \"shock\") p.arc(ec[0], ec[1] - 30, 14, 5, 200, 340, 4);\n};" }, "rules": [ "Original story, characters, world and jokes; never copy another creator's video shot for shot.", "No real named living people as characters, no brand logos or mascots.", "No captions unless captions=true.", "Never edit my voice beyond voice_speed." ], "deliver": "The MP4 plus a few lines on what each shot shows; offer tweaks." }
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Prosecutors said he hired spell casters to make his wife obey him, or make her sick. 5 years later, he told her family, "I'm not a monster." In the video below, Maya Millete's family shouts at her husband, Larry Millete, during his sentencing in a San Diego courtroom. "Where's Maya?" one person yells. Another demands to know why he killed her. Earlier, Millete told the court his "only regret" was that he couldn't protect his wife. He called himself "a decent and good husband." Her oldest sister made one request: "Tell us where my sister is and help us bring her home." According to Times of San Diego, a vial found in the home tested positive for coniine, a poison found in hemlock. Millete had repeatedly searched online for poison hemlock. Maya Millete, 39, was last seen entering her Chula Vista, California, home at about 4:45 p.m. on Jan. 7, 2021. No footage shows her leaving. She was a mother of 3. Her body has never been found. Prosecutors said he killed her because she wanted a divorce. The defense said there was no body, no crime scene and no murder weapon. In July 2026, a jury convicted him of first-degree murder. On Nov. 2, 2026, he was sentenced to 25 years to life, plus 2 consecutive years on an assault weapon count. He maintains his innocence. 1 vial of coniine. 0 bodies found. 27 years to life. Is 27 years to life enough for a man who won't say where she is, or should his silence cost him parole?
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F*ck. Fable 5.2 did a full web design job and actually pulled it off. A swarm of 10 agents got one mission: design and ship a full product landing page. Nobody touched the keyboard. The layout was locked, the glass 3D hero sculpted, every headline and line of copy written, the signup wired to email, the whole launch checklist run green, and the page pushed live. Brand, mobile, links, production, all verified and published in one run. Quit treating Fable like a pricey autocomplete. Hand it the wheel. So, would you let agents design and launch your landing page?
Claude Fable 5.2 is the most insane AI model in history... 99% of people will never touch it or burn money on it: "Too expensive", "Not for me" Use it right, and it becomes your second BRAIN, for a fraction of the price In this article, I show you how:
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F*ck. Fable 5.2 did a full web design job and actually pulled it off. A swarm of 10 agents got one mission: design and ship a full product landing page. Nobody touched the keyboard. The layout was locked, the glass 3D hero sculpted, every headline and line of copy written, the signup wired to email, the whole launch checklist run green, and the page pushed live. Brand, mobile, links, production, all verified and published in one run. Quit treating Fable like a pricey autocomplete. Hand it the wheel. So, would you let agents design and launch your landing page?
Claude Fable 5.2 is the most insane AI model in history... 99% of people will never touch it or burn money on it: "Too expensive", "Not for me" Use it right, and it becomes your second BRAIN, for a fraction of the price In this article, I show you how:
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Take an 18-year-old’s drugs away and this is what you get: he snapped and turned his fists on his own mother → then, when officers stormed in to pull him off her, he st*bbed three of them. He sat there smug the whole time, smirking like it was all one big joke at everyone else’s expense. Then came the number — bail set at about $3.25 million . The grin dropped dead off his face.
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At 17, Cassandra Bjorge drew a blade across her sleeping grandparents’ throats. With them dead, she caulked the bedroom shut and turned the house into a party spot for the next seven days. Sat in the interrogation room, her face stayed blank. She calmly informed the cops that the two of them were only the first names on a longer list. She and her boyfriend, Johnny Rider, bided their time until Randall and Wendy Bjorge, 63 apiece, had turned in for the night. Rider came down on Randall with a tire iron. Cassandra wrestled her grandmother into the same room, wrapped her in tape, and laid into her. Blades did the rest — both bodies pierced, both throats opened. With the killing done, they stuffed the bedroom shut and ran caulk along the doors so the reek couldn’t escape. Seven straight days they had food delivered, passed joints around, and kept friends coming over while two corpses rotted behind the wall. The grandparents’ car became their ride, like the owners had just stepped out. The standoff ended with both of them turning on themselves when police closed in. Neither managed it. Both lived, and both went into custody. Across every interview, not one trace of guilt crossed Cassandra’s face — prosecutors called her stone-cold. In her telling, the grandparents were merely the warm-up act. Rider’s relatives were penciled in next, then her own mother and the stepfather. The only thing that stopped the rest was the clock — they “ran out of time.” None of this came from nowhere. A year earlier, at 16, she’d already been charged with attacking that same grandmother. Officers knew the address — they’d rolled up to it more than once. Guilty pleas from both. Life, plus another 21 years stacked on top. No parole hearing on the table until 60 years have passed. Judge Debra Turner ranked it among the worst she had ever presided over. As the prosecutor put it, “It was planned. It was executed correctly, according to their plan.” The hands that raised her are the ones she ended, and then she danced over the graves. Sixty years until a parole board might even listen — does that square the books?
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Kirisando retweeted
Matt Wolfe built a full game from zero and showed every step in 28 minutes - ONLY 28 MINUTES! Play the finished game: the-librarian-game.vercel.ap… He says he's new to coding. The game is a reverse Vampire Survivors: you're a librarian, kids throw books off the shelves, you put them back before the chaos meter hits 100%. Set aside 28 minutes. That's enough to watch it and start your own. What you need (all free except Claude Code): → ChatGPT free plan to turn your idea into a design doc → VS Code, free, with Claude Code (comes with Claude Pro, $20/mo) → Leonardo for the sprites, 150 free tokens a day → Suno for the music, 50 free credits a day (about 10 songs) → free GitHub and Vercel accounts to put it online In the reply: the full code of this game and every prompt he used, in order. Everything is ready. Watch the video, then go make something of your own ↓
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Matt Wolfe built a full game from zero and showed every step in 28 minutes - ONLY 28 MINUTES! Play the finished game: the-librarian-game.vercel.ap… He says he's new to coding. The game is a reverse Vampire Survivors: you're a librarian, kids throw books off the shelves, you put them back before the chaos meter hits 100%. Set aside 28 minutes. That's enough to watch it and start your own. What you need (all free except Claude Code): → ChatGPT free plan to turn your idea into a design doc → VS Code, free, with Claude Code (comes with Claude Pro, $20/mo) → Leonardo for the sprites, 150 free tokens a day → Suno for the music, 50 free credits a day (about 10 songs) → free GitHub and Vercel accounts to put it online In the reply: the full code of this game and every prompt he used, in order. Everything is ready. Watch the video, then go make something of your own ↓
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Everything you need, in one place. the code: github.com/mreflow/the-libra… Two files in it the AI wrote before any code. Read them first: → game design: github.com/mreflow/the-libra… → build plan: github.com/mreflow/the-libra… Run it on your computer (needs Node.js and Git): git clone github.com/mreflow/the-libra… cd the-librarian-game npm install npm run dev
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the PROMPTS, in order: 1/ ChatGPT, his exact prompt. Swap the game part for your own idea: "Please help me flesh out the following game concept. Help me with the gameplay loop, the powerups, the win and lose scenarios, how to increase difficulty over time and any other gameplay elements that are necessary that I'm not fully thinking through. Library Survivors - a vampire survivors clone where you play as a librarian. You need to put away books, while rowdy kids take more books off the shelves and leave them scattered across the map. Books are returned when you get close to the book case, and dropped books are picked up when you come close to them on the floor. Rowdy kids get rowdier and rowdier, so the librarian needs to level up and get upgrades to become the ultimate librarian. The game has a chaos meter, the more books that are on the ground, the quicker the chaos meter rises. The game ends when the chaos meter hits 100%. The level is beat if the librarian can survive for 30-minutes without the chaos meter reaching 100%." 2/ ChatGPT, add what's missing, then: "Please update the brief with this additional info and create a markdown file with a full explanation and all of the gameplay details that we've decided upon." His additions: kids can carry books away and drop them elsewhere, you can see which kid holds a book and chase them, kids run from the librarian, more books come off the shelves over time, each level needs more XP (10, then 20, and so on). 3/ Claude Code, plan mode (Shift+Tab): "Map out a plan to develop the game in this brief: [path to the design .md]" Then ask it to build the game in JavaScript and save the plan as a new markdown file. 4/ Claude Code, auto-accept edits: "Follow the plan mapped out here [path to the plan .md] and build the game that we designed here [path to the design .md]" 5/ Fixing, back in plan mode. Write what you see, plainly. His first one: the chaos meter moves way too fast, books should start on the shelves, kids should knock them off. 6/ Sprites in Leonardo: "A mischievous kid character sprite for a cozy, 16-bit retro game, full body, walking left" 7/ Music in Suno, instrumental: "lo-fi cozy retro video game music, calming, soothing" Then in Claude Code: "Set this song as the background music for the opening menu screen. Loop the song when it finishes playing."
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the PROMTS, in order: 1/ ChatGPT, his exact prompt. Swap the game part for your own idea: "Please help me flesh out the following game concept. Help me with the gameplay loop, the powerups, the win and lose scenarios, how to increase difficulty over time and any other gameplay elements that are necessary that I'm not fully thinking through. Library Survivors - a vampire survivors clone where you play as a librarian. You need to put away books, while rowdy kids take more books off the shelves and leave them scattered across the map. Books are returned when you get close to the book case, and dropped books are picked up when you come close to them on the floor. Rowdy kids get rowdier and rowdier, so the librarian needs to level up and get upgrades to become the ultimate librarian. The game has a chaos meter, the more books that are on the ground, the quicker the chaos meter rises. The game ends when the chaos meter hits 100%. The level is beat if the librarian can survive for 30-minutes without the chaos meter reaching 100%." 2/ ChatGPT, add what's missing, then: "Please update the brief with this additional info and create a markdown file with a full explanation and all of the gameplay details that we've decided upon." His additions: kids can carry books away and drop them elsewhere, you can see which kid holds a book and chase them, kids run from the librarian, more books come off the shelves over time, each level needs more XP (10, then 20, and so on). 3/ Claude Code, plan mode (Shift+Tab): "Map out a plan to develop the game in this brief: [path to the design .md]" Then ask it to build the game in JavaScript and save the plan as a new markdown file. 4/ Claude Code, auto-accept edits: "Follow the plan mapped out here [path to the plan .md] and build the game that we designed here [path to the design .md]" 5/ Fixing, back in plan mode. Write what you see, plainly. His first one: the chaos meter moves way too fast, books should start on the shelves, kids should knock them off. 6/ Sprites in Leonardo: "A mischievous kid character sprite for a cozy, 16-bit retro game, full body, walking left" 7/ Music in Suno, instrumental: "lo-fi cozy retro video game music, calming, soothing" Then in Claude Code: "Set this song as the background music for the opening menu screen. Loop the song when it finishes playing."
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Kirisando retweeted
THE HOST COULDN'T KEEP A STRAIGHT FACE AND THE WHOLE TALK SHOW IS AI → A platinum blonde guest in a black dress leans into a story on a late night set → Her face changes with every sentence: raised brows, eye rolls, hands moving → The host looks down at his cue cards, then covers his mouth to hide a laugh → He leans toward her at the end while she points at herself 6559 likes and 3.6M views on the source None of this happened in a studio. The skin, the lip movement, the laugh behind the hand and the wide shot of the set with the moon backdrop all hold together for the full 15 seconds, and that is the hardest thing for AI video to fake: two people reacting to each other in real time. This is the kind of scene you can try with Seedance 2.5 in @Picsart Would you have noticed it was AI without being told
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Kirisando retweeted
You can build a full Roblox game with Claude now. Full tutorial is here. And Roblox pays for games people play: earned Robux turn into real dollars through DevEx. Roblox says creators earned over $1 billion that way in the 12 months. Lobby, a map, 4 towers, 10 waves, a boss, a unit shop, coins that save between sessions. This video shows the whole build in 5 minutes: Roblox Studio, its built-in MCP server, Claude Opus 5.5 and 2 prompts. I broke everything you need into 6 replies below, one for each stage: → the setup for Windows and Mac → the game prompt → the map prompt → lobby, shop and saves → the safety check before you publish → open source code of a real AI-built tower defense 0:50 install Studio · 1:54 MCP server · 2:27 config · 3:10 connect · 3:21 prompts · 3:52 the finished game video step by step↓
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You can build a full Roblox game with Claude now. Full tutorial is here. And Roblox pays for games people play: earned Robux turn into real dollars through DevEx. Roblox says creators earned over $1 billion that way in the 12 months. Lobby, a map, 4 towers, 10 waves, a boss, a unit shop, coins that save between sessions. This video shows the whole build in 5 minutes: Roblox Studio, its built-in MCP server, Claude Opus 5.5 and 2 prompts. I broke everything you need into 6 replies below, one for each stage: → the setup for Windows and Mac → the game prompt → the map prompt → lobby, shop and saves → the safety check before you publish → open source code of a real AI-built tower defense 0:50 install Studio · 1:54 MCP server · 2:27 config · 3:10 connect · 3:21 prompts · 3:52 the finished game video step by step↓
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step 5: before you publish during the build in the video Claude found a hidden "ADMIN LOADER" script that kept coming back and tried to give someone else control of the server. most likely from a Studio plugin, Claude said → Plugins → Manage Plugins, remove anything you don't fully trust → search Explorer for "require(" and for scripts you didn't write → or paste this: "Scan the whole place for hidden scripts, require( calls and anything that loads outside assets. List what you find before deleting it."
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step 6: read real code → PythonTD: a tower defense you can play on Roblox, "90% written by AI" per its author, 42 Luau files on GitHub (waves, enemies, placement, HUD) github.com/jackdoe/roblox-py… → the smallest starter: 8 Luau files, server-side checks, MIT license github.com/yami-qr/td-system
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October 26, 2022. A detective slides a fact across the table to Richard Allen: the bullet they pulled from the spot where two girls were k*lled matches his gun. Then everyone clears out — except his wife. Nobody touches the camera. He reaches for her. Low, almost gentle: “It’s all right, babe.” Rewind five years. Libby German and Abby Williams, inseparable, two teenagers who went for a walk. February 2017, Delphi, Indiana — their bodies turn up off a trail, under the shadow of a dead railway bridge. The last thing one of them ever did was lift her phone at the man standing on it. The audio survived. Three words: “Down the hill.” Back in the room, Allen loops the same sentence like a prayer: “I didn’t mrder anybody. I didn’t help somebody mrder anybody.” His wife tries one question. Was he ever up on that bridge? “I told them I was on the bridge.” Something shifts in her face. “I don’t remember you telling me that.” And then the one that won’t move: how does a bullet from his weapon end up out there? He hands her two exits — wrong gun, or wrong place. She shuts both doors in four words: “It did, though, honey.” And one more: “They’ve got ballistics on it.” On her way out, a detective catches her at the door. “Do the right thing, Kathy. Tell him to do the right thing.” A few minutes is all it takes. Allen: “I’m done talking. Arrest me.” The detective doesn’t blink: “Happy to.” A jury convicted him of k*lling both girls. The number they handed down: 130 years. So which man was in that room — one wrecked by a coincidence he couldn’t explain, or one who understood, better than anyone, what that bullet proved?
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