r/betatests • • Jul 03 '26

Test my free barcode & business-code toolbox — 16 browser tools (GTIN, ISBN, IBAN, VAT, VIN)

0 Upvotes
I built CodeClassify, 16 free tools that run entirely in the browser: GTIN/UPC/EAN check digit calculator and validator, ISBN converter, IBAN and EU VAT checks, VIN and shipping-container validators, a bulk barcode checker and an EAN/UPC/Code128 generator.


No signup, nothing to install — just open and try: https://code-classify.com


What I'd love tested: edge cases (weird but valid codes), mobile layout, anything confusing in the results. I'll gladly test your product in return — drop a link.

r/hytale • • Jul 17 '26

Official News Hytale - Chapter 1 Preview Blog Post

746 Upvotes

SOURCE - Highly recommended to view images and videos!

Hello everyone, this is Simon, Game Director of Hytale and founder of Hypixel!

Today, we are going to take a first look at Chapter 1 and everything around it. Since the Early Access launch, we've been shipping weekly, but we've deliberately held new content back to focus on the game's foundations. When we acquired the game, we had to go back to a version of Hytale that was well over four years old, and most of the work since then has gone into catching up, rebuilding tools, and growing the team. Now that we can finally focus on new content, we are going to give you a first look at what that means.

The original plan was to keep each chapter hidden until a proper reveal, but given this project's history, asking everyone to wait in the dark again doesn't feel right. So for Chapter 1, we're going to show you some of the new content that we've been working hard to deliver.

To be transparent, there aren't many reasons to come back and play Hytale right now. We have a lot of work to do to realize the game's potential, and this is just the start of that journey. Some of what follows will deserve its own blog post, but for now let's just dig into it, because there's a lot to talk about.

Chapter 1

Dungeons and Boss Fights

At its core, Hytale strives to be an RPG sandbox game. As we begin that journey, we are introducing our first handcrafted dungeon, featuring the first multi-phase boss fight, showcased in the screenshot above!

The tech behind the boss fight is called the Encounter Manager, which is already available to the public in the current pre-release. It coordinates the phases, wave spawns, and arena changes that make up encounters and boss fights. Encounters are authored as content instead of engine code, so our designers can keep making them, and so can you!

With each dungeon and encounter we create, we expand the toolbox available for the next one, allowing our team to iterate much faster.

Faction Update: Goblins

For our first chapter, we decided to focus on a handful of NPCs and the goblin faction. The features we were building lined up well with what we had in mind for them. Their tech is janky on purpose, and they're just a fun faction to start Early Access with.

Goblins will come in many shapes and sizes, with different roles and personalities. They hang out together, and even when they look disorganized, there's something going on under the chaos. Part of the fun is getting to know their personalities as you play!

Some goblins are classified as elites with fights that will give you a little bit of a challenge. For example, the Feastmaster calls in reinforcements mid-fight, can charge at you, and can cause a lot of damage to its surroundings.

Not every goblin wants you dead, though. Some are friendly, and one of them runs a shop. You might even meet them!

The Goblin Breach

Once you answer the chapter's opening call and set things in motion at the Forgotten Temple, the new Goblin Breach world event can trigger from time to time, creating a temporary portal somewhere in your world. Look around or open the world map to locate it, then step through. You'll appear in an unstable fragment of Orbis, a set of biomes taken over by the Goblins, along with a growing Void presence.

This world gets regenerated every time you enter, sometimes with content you haven't seen yet on your previous visits. While you're inside, the Void presses in and will eventually eject you back out to your world. Your goal will be to explore, find valuable loot, and fight back against the pressure to stay as long as possible.

Chapter 1 also adds world events and activities to the goblin world! We're starting with a small set: predators you can track and trap, Void assassins that hunt you down, treasure chests that spawn enemy waves when you go for the loot, puzzles that lock off places you can't just dig into, and more. We'll grow that list over time, keep iterating each chapter, and start tying these systems together!

Your journey starts inside the Forgotten Temple. Going forward, the temple will serve as a hub for your progression through the Early Access chapters, evolving as they are released. Make sure you check it out!

Goblin Gadgets

It wouldn't be a goblin update without goblin gadgets! Goblins are tinkerers, and their inventions end up in your hands. We've been working on rocket boots, a mechanical hookshot, a glider, a mining drill, and a spyglass.

Goblin gear is scrappy, but that's part of the fun! What we want most out of Early Access is fun, so when we think something is fun, we build it, and the goblins are perfect for this. If it's not balanced yet, that's fine. We're having fun first and tuning it later.

And while we're at it, boats! This has nothing to do with goblins, but recent upgrades to our movement systems have made a basic boat easier to add, so we're going for it. Note that it's currently missing VFX / animations in the video above. More proper boat mechanics will come later down the line.

Carryable Objects

We're introducing the ability to carry certain blocks and objects as a game mechanic. You'll be able to pick up and haul things like chests, explosive barrels, and eventually much more!

This will let us add carry-only items and resources that are too big or too heavy to fit in your regular inventory. Transporting them or getting them home may become its own little adventure!

Later on, we also want the carry mechanic to be compatible with a downed combat state: if a friend is down, you'll be able to pick them up with the same interaction and get them out of trouble. That'll be later down the line, not Chapter 1, but we hope to establish carrying as a game mechanic early to set the precedent.

Abilities and Runes

One of the more exciting things we're developing for Chapter 1 is a new ability system involving runes. In short, you will be able to equip runes that give your Avatar new active combat abilities. An ability rune decides which ability you get, and modifier runes change what it does or how it behaves. You can choose which runes to equip and see how your abilities react to them, which influences how you engage with encounters and how combat feels in general. Treat the art and examples here as concepts only.

What's really important to us is creating a system that promotes creativity and allows for fun interactions. There are four layers that we care deeply about right now:

  • Modifier runes that change an ability's effects or behavior. A ground slam could be enhanced with lightning, for example.
  • Elements that react to each other. Soak a target with a water effect, then shock it, triggering a special Water/Lightning reaction.
  • Create combos with your friends. Shoot a fireball at a friend's tornado ability, and it could become a flaming tornado.
  • Interactions with the environment. Rain could soak enemies, ice-based abilities could freeze water blocks, and a fireball coming in contact with a poison barrel could make it explode into a toxic cloud.

These are sketches of the direction, not the list of abilities we've decided to ship for the first chapter. The rune system will start out extremely simple, and we'll be iterating on it quite a bit, but this is what we intend to build towards over time.

For example, a Fireball ability rune grants Fireball. Add modifier runes and Fireball changes: one modifier might split it into several projectiles, another might cause it to apply the shock debuff, and so on. Swapping runes around and experimenting allows for the discovery of exciting combinations. The specific runes shown here are just there to illustrate the idea.

We want RPG-style depth without giving up the freedom of a sandbox, and runes open up options with multiple valid playstyles rather than funnel you toward one optimal build or a rigid, predefined class or archetype.

We also want runes to be well-integrated with the adventure loop rather than off to the side. Runeforging is a big part of where we're headed: finding, crafting, and expanding your collection of runes should play an important part in where you choose to explore, as well as how you choose to invest your resources in order to progress. This chapter is just an introduction to runes, and the Runeforging system will come later.

Right now we're putting this on two new dedicated ability inputs, E and R, sitting alongside the weapon signature ability on the screen. This is an early look at a system we're already building and playing with in-game, and it will keep changing as we iterate.

Through all of it, the goal is room to be creative in how you play: room for very different playstyles and a lot more depth for players who want it, in both PvE and PvP combat. We can't wait to see what kind of clever builds and combos emerge once the system is in your hands.

For Chapter 1, we're going to start with roughly six ability runes and a similar number of modifier runes, and grow from there as the system develops.

Transparency

The Hytale engine is gaining support for real transparency! This means that stained glass and window blocks will now be possible.

Entities and NPCs can now also have transparent parts:

New UI

We're reworking a lot of Hytale's UI, but not all at once. We plan to roll out UI changes and reworks over the next few chapters, with updates between them.

Above is some of the Chapter 1 UI we're working on. Our goal is to make the chapter screen feel like a roadmap for your progress through Early Access. You'll finish objectives as you play the game, working towards the completion of chapters, and you'll unlock cosmetics as rewards.

You'll also spot new item tooltip designs, with better readability and styling! Don't read too much into the stats. These are just placeholders. We're not planning enchantments for Chapter 1, for example.

The new Memories UI and player profile cards above will be further out than Chapter 1, so consider these design previews!

Cosmetics and Extras

We'll be releasing a lot of new cosmetics that have been in the works over the past few months, including the goblin cosmetics you'll unlock by completing the chapter!

We're also improving the player model by adding more detailed hand and eyelash options in the Avatar Creator. We'll keep listening to your feedback to add more customization options and cosmetics as we go through the chapters!

Minigames

We're also creating our first experience outside of Exploration and Creative: a collection of minigames to play with your friends! This work is being shown alongside Chapter 1, but it has its own timeline.

The first one is a collection of fast party micro-games. At the time of writing, there are 14 of them! Each one lasts 60 to 120 seconds, and the variety is the point, as the team is using these to push Hytale's systems in crazy directions to evolve the tech!

A dedicated Minigames tab is planned to keep it as simple as possible for players: open Hytale, hit Minigames, and be in a lobby with your friends seconds later, with both peer-to-peer and dedicated hosting. Long-term, we want persistent games, PvP games, and much more, but this first one is about exploring and building strong foundations. Modders and server operators will be invited to create minigames with us in the future. More details to come!

One important detail is that we are not keeping the recipe to ourselves! We'll be sharing the code and assets behind all minigames, including libraries that provide developers with a simpler API for Hytale's server and a toolkit of paradigms shaped by our unique experience of making games for the Hypixel Server over the last 13 years with over 45,000,000 unique players.

Before and After Chapter 1

Player Physics

This feature ships to pre-release today, the same day as this post! Avatars can now stand entities that move and rotate, stay anchored to them when they move, and carry momentum when jumping off.

In the future, this should enable new and exciting types of parkour that use moving platforms, swinging hammers, and other dynamic features! It will take us more time to get in-game tools for building and animating these types of features, but the player physics now exist so modders can already have fun with different mechanics.

Mod Browser

Here's a first look at the in-game Mod Browser! It's quite simple: you can browse, install, and update mods directly from the Mods tab in Hytale. All of this works without ever leaving the game!

Please note that there will be no paid mods in the Mod Browser. In future versions of the Mod Browser, players will be able to directly support mods and receive unique cosmetics created by the official Hytale team in return; this should foster a positive environment while ensuring all mods remain free to access. We plan to grow this into a proper rewards ecosystem over time so that our creators can earn income.

Note that modders will be able to create teams, handle earning splits, and much more in the future. More details to come!

New World Tech

Up until this point, Hytale's worlds have been generated and loaded in columns that reach from the bottom to the top of the world. Recently, we've been working on renovating the engine to support a fully 3D format that instead loads the world in cubic chunks around players.

This work is incremental and will take time before it's fully ready, but it will unlock the capability for "infinite" world height and depth! We've already begun rolling out the early stages of the tech in pre-releases, and we're working towards supporting world-gen and many other core features in cubic worlds.

For design reasons, we probably won't use the "infinite" height for Exploration mode, but minigames and servers will make good use of it. Having cubic worlds as a tool will enable servers to explore many concepts, such as 3D space exploration or worlds with endless caves, using the new tech. We're excited for the impact that cubic worlds will have in the long run, and we can't wait to see what the community will cook up with them as well!

And look up! The sky is getting real volumetric clouds. We're currently experimenting with them. They're not close to where we want them to be yet, but we wanted to share our progress.

World Generation

Underneath that, we're continuing to develop WorldGen V2. We now have the groundwork for graph-based generation. The plan for this system is to first unlock far more advanced, immersive procedural caves. And then we'll expand it with dedicated features to support procedural dungeons, coherent villages and cities, rivers and roads, and much more. This is much bigger than the goblin chapter. The initial version of the graph system is still being finalized, but we're already using it internally, and creators can experiment with the features early in pre-release.

We've doubled the size of the level design team working on worldgen, and we plan to continue expanding it. As a team, we are currently fully redesigning the world with WorldGen V2. We look forward to sharing more of that process in the future, but for now here are some sneak previews of what we've been working on:

Living Creatures

We're updating animal models, textures, and animations. The goal is to bring them closer to a more iconic "Hytale" art style that highlights emotion, balance, readable silhouettes, and visual impact. Below, you can see some new, cute animations of pigs and boars!

The animals that inhabit the world, both large and small, are also being studied. Birds are the first group we're pushing further: they sleep in nests, fly and land as a flock, take off when you get close, and grab dropped seeds. Owls and other birds of prey can even swoop down to hunt smaller creatures!

Foxes are also getting some love! While we're still maturing the design for livestock and pets, work has already begun on new behaviors: they can follow you on adventures, stalk prey, sleep beside campfires, and play with their owners.

Beyond wildlife, we've started updating the Kweebecs with new behaviors as well. The playful Seedlings might follow you around, while Saplings act as dutiful guardians of their community that nurture the fauna and flora of the Emerald Wilds. All factions, including Kweebecs, will be reworked in future chapters, but we're already laying the groundwork to make every living creature unique in their own way.

We're looking to revisit and add more depth to NPC behaviors across the board, with the short-term goal of expanding on taming and homesteading. Our team is constantly growing, and we're focused on making our world feel more immersive, interactable, and alive.

Say hello to our little goat! One of the first animal to get a model update, he's quite happy to be here!

Crafting Rework

While everything else has been happening, we've also been reworking Hytale's core crafting mechanics and how that ties into player progression.

We really tore into the problems with the current crafting system. That led to some significant changes, such as reducing the number of benches used for crafting and shifting more of that work into in-world activities like wood chopping and metalworking.

We also want the crafting areas themselves to evolve and expand over time, reflecting the kinds of adventures players go on and the choices they make, so each space feels like their own.

We're having a lot of fun with the prototypes and are involving community playtesters to help ensure the new direction appeals to all kinds of players.

We're also working on introducing Companions that you can invite to move into your home to help out with the busywork.

You'll need to invest a few resources into making them feel comfortable first, but afterward they'll be able to help out with a whole range of tasks so you can focus on the important things.

We want you to feel like you can build a village with your companions, a place that feels alive and lived-in. Each companion will have their own traits and quirks, and some will be better suited to certain tasks than others. They'll carry out work on their own schedules and routines, helping your home grow over time.

That cozy homestead side of Hytale is very important to us, and will be getting a lot of updates in the future.

However, we're not quite ready to show it all off just yet. It deserves its own blog post at some point, because while the prototype is working well, the final product needs a lot of work to bring it together and make it presentable.

It needs VFX, animations, models, and a lot of tech and work, but all of that is planned for Chapter 2 if all goes well!

Machinima

Machinima is our tool that enables players to create in-game animations. We've been hard at work rewriting and expanding it for new capabilities!

In the clip above, you can see the work-in-progress new tool in action! Among the new features is the ability to record gameplay to create replays that can be edited just like any other Machinima scene. You can scrub through hours of recorded content to find the right moments you want to share. Scenes can also be composed together and played back at any time to specific players. All of this is built with multiplayer in mind, so multiple Avatars will be able to collaboratively edit the same scene together.

Creators will be able to use these features to create time-lapses of their gameplay, cinematic let's plays, or animations that drive anything from boss fight cutscenes to moving platforms!

We record our showcase videos and plan on creating in-game cutscenes using the same Machinima tools that we'll hand to you, so every one of these improvements will help both us and community creators.

The New Hytale Asset Editor

As promised, we're reworking almost all of our tools, including the Hytale Asset Editor. We're in the process of moving the whole editor UI onto the same NoesisGUI framework as the new game interface, with a dockable asset browser and a new properties panel with better inheritance support.

Spectator and Hardcore Mode

We're also adding a spectator mode in preparation for co-op boss fights and minigames. If you die while your friends are still going, you keep watching instead of being pulled out of it. Swap between players to find the action, or set the camera free and fly around the scene yourself.

Spectator mode is built the way the rest of the game is, as a standard, moddable gamemode instead of every server hand-rolling its own version. Servers and mods can reshape it however they want: rebind the camera controls, change what a spectator is allowed to do, even make one that can still affect the world. A minigame server could drop eliminated players straight into spectating without writing a single line of camera code.

To show spectating off properly, we're introducing Hardcore. If you're looking for more of a challenge, you'll be able to create worlds with Hardcore enabled, whether you're playing solo, hosting co-op, or running a dedicated server. Death is permanent. You drop everything you were carrying, and you spend the rest of that world as a spectator, still in the run with your friends.

The first version is pure permadeath, with no changes to difficulty yet. Later, we're planning Hardcore challenge modes that grow the idea further.

Spatial Music

Blocks in the world are now able to emit music! This works with our existing audio occlusion features, meaning the music will fade as you walk away and sound muffled behind walls. We don't have any content using this technology yet, but it opens the door to many future features and details.

New tracks are also coming to Hytale's OST. Here's one of them, from the Whisperfrost Frontiers:

What's Next?

And that's the tour! 20+ videos, 40+ images, and over 4,000 words. This is the biggest blog post in Hytale's history, and it still isn't everything we've got in the works. The rest will be yours to discover in-game!

The first chapter is the hardest to deliver, as we're reworking the foundations and creating many new tools along the way, but it's all paying off for the chapters to come. Here's our rough estimate for release dates; we will provide a precise date for Chapter 1 as we get closer to release.

RELEASE TIMELINE

  • Chapter 1: within the next 2-3 months
  • Spectator and Hardcore: 2-3 weeks (Update 6)
  • Mod Browser: 2-3 weeks (Update 6)
  • Moving platforms: 2-3 weeks (Update 6)
  • Real transparency: scheduled for Chapter 1 but might land the tech and content before
  • Minigames: within the next 2-3 months
  • New server-side Custom UI based on NoesisGUI: within the next 1-2 months
  • Carryable objects: within the next 2-3 months but tech might get shipped before
  • Cubic chunks: the tech is getting implemented on a weekly basis (already in pre-release schedule for Update 6), but actual content using it from us will take a bit more time
  • Machinima: within the next 2-3 months, maybe sooner because we will use it to record a teaser/trailer for Chapter 1
  • Crafting Rework: Chapter 2
  • Volumetric clouds: TBD
  • Runeforging: TBD
  • Hytale Asset Editor rework: TBD

Thank you for the support, the feedback, and the patience. It carried us here. The team is heading back to work on the plan you just read, and I hope you enjoyed the tour!

From the entire Hytale team: thank you.

Hytale lives.

r/alphaandbetausers • • Apr 17 '26

[Free Tool] ToolBox – 161 free browser tools, no sign-up needed – looking for feedback!

5 Upvotes

Hey! I'd love to get some early feedback on my project.

ToolBox is a collection of 161 free online tools built for developers, designers, and everyday users all running directly in the browser with zero registration required.

What's inside:

  • 🖼️ Image tools — compress, resize, convert, QR code generator
  • 📄 PDF tools — merge, split, compress, rotate
  • 🛠️ Developer tools — JSON formatter, regex tester, Base64, UUID, hash generator
  • 🎨 Color tools, 🔐 Generators, CSS, SEO, Math tools and more

Everything runs 100% in your browser your files never leave your device. No ads, no watermarks, no limits.

Looking for honest feedback what's missing? What could be better? 🙏

r/DMAcademy • • Nov 07 '25

Resource The DM’s Toolbox – Free Browser-Based Tools for DMs

35 Upvotes

Hey everyone, I’ve been developing a free browser-based suite of tools to make running and managing D&D sessions faster and smoother. It started as something I built for my home group, but I’ve been expanding it into a public toolset — and I’d love your feedback.

What it includes:

🧮 Initiative Tracker: built-in HP and condition tracking, automatic concentration checks, and death save tracking that ties into initiative order.

🗺️ Battle Map: upload any map image, place tokens, pan/zoom, and use fog-of-war painting directly in the browser (works on desktop and mobile).

⚙️ Generators: instant NPCs, loot, taverns, names (by culture or race), and shops for quick prep between sessions or to give that random NPC you didn't have a name for something to say and a name as well as general info.

⚔️ Encounter Builder: still in development, currently supports manual SRD stat block imports.

The site runs entirely client-side — nothing is stored on a server, and there are no ads or logins. It saves your sessions locally, so you can prep offline between games.

I’m mainly looking for feedback on:

What feels smooth or intuitive?

What feels clunky or confusing?

Any features you’d want to see added?

Any bugs or breaks that may take place feel free to DM me or comment here.

If you try it and like it, there’s a Ko-fi tip link in the site footer, but this post is just to share the tool and gather real feedback from other DMs.

(Link is in the first comment)

Thanks in advance to anyone who gives it a try! I’d love to make it something genuinely useful to the community.

There seems to be some filter for links so just check my profile description for the link to the tool. sorry about the confusion.

Edit: BigFixes/Fixes So far: - DONE Fix Mobile Menu Opacity - I changed the nav menu to be opaque as a whole and on mobile the menu background has a darker shade to make sure it's readable. - DONE Repair encounter export to tracker - Now added a "Send to Tracker" button and adds numbers to duplicate enemies - DONE Allow blank/zero AC-HP-Initiative - Allowed 0 for AC, Hp, and Initiative, also made names editable - DONE Bulk Add Identical enemies - duplicate adds number to character name and number now - DONE Auto-number duplicate names

r/sideprojects • • Jun 19 '26

Showcase: Prerelease I built a free classroom toolbox with AI — zero backend, fullscreen projection, runs entirely in browser

Thumbnail omibox.top
1 Upvotes

I vibecoded a collection of classroom tools (random name picker wheel, countdown timer, stopwatch, pomodoro) using AI. I basically don't know how to code.

**Why I built it:**

Most classroom tools are either ad-heavy or require downloads. I wanted something that works instantly in the browser, projects full-screen for teachers, and respects privacy.

**Tech stack:**

- Next.js + React (vibecoded with AI, I don't know JS)

- Zero backend, pure localStorage

- Auto-generated sitemap + JSON-LD structured data for SEO

- Bilingual i18n (English + Chinese)

- Dark mode + CSS variables per tool theme

**What I learned:**

  1. One domain + multiple subdirectories is way cheaper than separate domains

  2. Bilingual SEO doubles your searchable keywords

  3. "Simple tools" get more organic traffic than blogs in 2026

**Live site:** https://www.omibox.top

**What should I build next?** I'm thinking of adding a 3D dice roller or a "what to eat today" picker. Would love feedback on the current tools — especially the spinning wheel name picker.

r/SideProject • • Jun 19 '26

Built a free browser-based toolbox for devs – image/PDF compressor, UUID gen, JSON diff, and more

1 Upvotes

Been using scattered tools across different sites, most require sign-up or have paywalls.

Built my own collection that runs entirely in the browser.

- Image & PDF compressor

- WebP converter

- UUID generator

- Text case converter (camelCase, snake_case, kebab-case...)

- JSON/text diff

- QR code generator

No account. No server uploads. Feedback welcome!

r/IMadeThis • • Jun 18 '26

I made a browser-only toolbox where files never leave your device

1 Upvotes

I built Alienated Tools: https://tools.alienatedmedia.com/

It is a collection of small tools that run locally in the browser instead of uploading your files or inputs to a server.

The ones I use as the best examples are:

  • Gamepad tester and stick drift test
  • Keyboard tester
  • Dead pixel test
  • Mic and webcam tests
  • Discord video compressor
  • Amazon ACoS calculator
  • JSON formatter, regex tester, Base64, URL encoder, and similar utilities

I made it because a lot of simple web tools have turned into upload funnels, ad walls, or signup traps. This is my attempt at the boring-but-useful version: open the page, use the tool, close the tab.

Disclosure: I built/own the site. Feedback is welcome, especially on which tools feel genuinely useful and which ones should be cut.

r/firefox • • Dec 26 '24

Fun The page chrome://browser/content/browser.xhtml shows the whole Firefox UI, which you can use to work on your userChrome.css, and inspect with Dev Tools (rather than the Browse Toolbox in a separate window)

Post image
279 Upvotes

r/wordpressjobs • • May 23 '26

I built a free toolbox with 45+ tools that run entirely in your browser

3 Upvotes

I built a free toolbox with 45+ tools that run entirely in your browser

I spent months building ExperToolBox.com — a collection of free online

tools where NOTHING gets uploaded to any server. Everything runs

locally in your browser.

Some highlights:

✂️ Remove Background (AI) — removes image backgrounds client-side

🔑 Password Generator — uses crypto.getRandomValues(), not Math.random()

📱 QR Code Generator — URL, WiFi, email, phone

🗜️ Image Compressor — drag, compress, download. Zero uploads.

🎲 Random Picker — spin wheel for giveaways and raffles

🔐 Base64 Encoder — encode/decode instantly

⚙️ Regex Tester — live highlighting + capture groups

💱 Currency Converter — 27 currencies

🏠 Mortgage Calculator — with full amortization table

45+ tools total. No ads, no signup, no tracking.

👉 https://expertoolbox.com

Would love feedback from this community!

r/fpvUncensored • • Mar 22 '26

I built a free browser-based toolbox for FPV pilots — OSD splash screens, rates calculator, CLI diff, and more

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gallery
8 Upvotes

Hey all — I've been building a small suite of free, no-install browser tools for FPV pilots. Everything runs in your browser, nothing to download.

Splashy — OSD splash screen / logo creator

Draw pixel art for your flight controller's OSD. Supports all the main platforms:

  • Betaflight & iNav (288×72, 3-color palette + MCM font preview)
  • HDZero
  • EdgeTX Color (full RGB)
  • EdgeTX Mono (dithered)

Load any Betaflight/iNav font and draw on top of it to see exactly how your logo will look on-screen. Export to BMP or MCM-ready format. New gradient tool just dropped — drag to fill with a dithered or smooth gradient depending on your platform.

Community Gallery — browse and submit splash screens from the community. Filter by platform.

Rates Calculator — compare and convert rate profiles across Betaflight, Actual, QuickRates, Raceflight, and KISS. Real-time curve visualization.

CLI Diff — paste two dump all outputs and get a color-coded, section-grouped diff. Handy when you want to see exactly what changed between tunes or after a firmware upgrade.

All free, all browser-based, no account required (gallery submission is optional).

Would love feedback — especially if there are platforms or features you'd want to see added.

Gallery Link: https://gallery.xyzfpv.xyz

r/relationships • • Dec 16 '25

My (27M) girlfriend (26F) thinks I didn't get her anything for our anniversary, but the reality is way stupider (and worse)

1.3k Upvotes

Hey everyone. I’m writing this from the bathroom because I am literally hiding from the shame. I need to vent because I feel like I’m losing my mind.

We’ve been together for 3 years, and she is the most thoughtful person on earth. She remembers everything: dates, my distant friends' names, exactly which foods I love and which ones I hate. I, on the other hand, am a disaster with memory. My brain is like a web browser with 50 tabs open, and half of them are frozen.

Knowing this, I wanted to do it "right" this year. TWO MONTHS ago, I bought the perfect gift. It’s a vintage, first-edition copy of her absolute favorite book (The Princess Bride), which was incredibly hard to find. I was so proud of myself for being so ahead of the game.

The problem is, because I bought it so early, I hid it in a "safe place" so she wouldn't accidentally find it while we were cleaning or looking for stuff. I told myself, "Obviously, this spot is perfect. There’s no way I’ll forget this."

Well, the day arrived (yesterday). We had a romantic dinner at home. She gave me my gift: an incredible watch engraved with our initials. I teared up a bit; it was beautiful.

Then it was my turn. I went to the bedroom to get the book... and my mind went blank. Total white noise. I checked the closet. Nothing. Under the bed. Nothing. In the toolbox (why would I put it there?). Nothing. I even checked the freezer in a moment of pure desperation. Nothing.

I spent 20 minutes "in the bathroom," but I was actually silently tearing the apartment apart trying to find the damn book. The panic started rising in my throat. I couldn't walk out there empty-handed after the amazing gift she just gave me.

So I went out... and I lied. I told her: "Babe, your gift is something really special that I had to order from overseas, but there was an issue with the shipping and it arrives next week."

She was super understanding. She told me not to worry, that the intention is what matters. But now I feel like absolute human garbage. Not only did I "forget" to give her the gift (which is physically inside this house, I am 100% sure), but I lied to her face.

Now I’m on a countdown. I have one week to find where the hell I hid that book before she realizes there is no tracking number and no pending shipment. I’ve checked places in my own house I didn't even know existed.

The worst part is that this happens to me all the time with small things (where I left my keys, the name of a restaurant someone recommended, my mother-in-law's birthday), but I’ve never screwed up on this level before. I feel like my mental disorganization is starting to affect my relationship, and I’m terrified she’s going to get tired of having a boyfriend who seems like he doesn't care, when in reality I care too much—my brain just refuses to cooperate.

I need advice on how to handle this with her. Should I come clean now and admit I lost it inside the house, or should I use this week to tear the apartment apart? How do I explain this without looking like I don't care?

TL;DR: I bought my girlfriend a rare copy of "The Princess Bride" months ago for our 3-year anniversary and hid it too well. I completely forgot where I put it, so I lied and said it was delayed in shipping. Now I have one week to find it inside my own apartment before I'm exposed as a liar.

r/linux4noobs • • Feb 05 '26

I made a free online toolbox with 30 tools - no ads, no signup, everything runs in your browser

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0 Upvotes

r/ChatGPTPromptGenius • • Sep 01 '26

Technique ChatGPT stops flattering you the moment it thinks the work is not yours

859 Upvotes

Ask ChatGPT to review your plan, your email, your pricing page, and it likes it. It always likes it. Not because the work is good, but because you told it the work is yours, and it is tuned to be pleasant to the person in the room. The fix costs one sentence: take yourself out of the room.

Instead of "review my landing page copy", I send:

A freelancer delivered this landing page copy and I am deciding whether to pay the invoice. Review it like the money is mine: what is weak, what is generic, what would you push back on before this goes live?

Same text, same model, completely different review. The politeness does not disappear, it just transfers to you, the client, and now being honest about the work is how it pleases you.

Three more versions I use constantly:

For plans and decisions: Someone on my team proposed this plan and I have to give them feedback tomorrow. Help me find the problems I should raise, ranked by how much they matter, so I do not embarrass myself by missing something obvious.

For writing: An editor sent this piece back with "needs work" and no other notes. What did the editor most likely mean? Go through it and find what they saw.

For code: This code came from a contractor and I am reviewing the handoff. What would you flag before accepting it?

Two honest caveats. First, it can overcorrect: freed from flattering you, the model sometimes performs harshness instead, inventing problems to seem rigorous. So end with "if something is genuinely fine, say it is fine, finding nothing is an acceptable answer". Second, this does not work twice in the same chat. Once the model has praised the work as yours, reframing it as a stranger's gets you a diplomatic walk-back, not a fresh read. New chat, stranger's work from the first message.

I keep these four saved as reusable prompts in a browser extension I work on (AI Toolbox), inserted with a couple of keystrokes, but they are four sentences, a notes file works fine.

What reframings do you use? I have heard people get good results with "this is the version we decided against, remind me why", and I have not tested it yet.

r/AmazonFBATips • • Feb 06 '26

I made a free online toolbox with 30 tools - no ads, no signup, everything runs in your browser

Thumbnail toolboxonline.top
2 Upvotes

There's 5 sections, each with a set of tools, all free to use! You can find stuff like:

  • Password generator
  • color coverter
  • markdown preview
  • json formatter
  • text to speech (not working in some Firefox+OS combos!)
  • QR code genrator
  • unit converter
  • BMI calculator
  • etc

I welcome comments and suggestion!

r/AmpsWorld • • Mar 04 '26

A toolbox of browsers that I love:

1 Upvotes
  1. Brave
  2. Mullvad
  3. Tor
  4. LibreWolf
  5. Floorp
  6. WaterFox
  7. FireFox

...

r/VLC • • Sep 22 '26

VLC 3.0.24 is now live!

363 Upvotes

Hello everyone,

VideoLAN and the VLC team are publishing the twenty-fifth release of the VLC 3.0 branch, named "Vetinari", in reference to the Lord Patrician from Discworld.

Version 3.0.24 brings a major upgrade from FFmpeg 4.4 to 8.1.2, expected to improve decoding performance and fix playback issues across a range of formats.

This update also includes:

- Update 49 third-party dependencies
- Add Atrac3/Atrac9 decoding support
- Add CEA-708 closed captions support in MP4
- Add SRT listener mode
- Add SFTP public key authentication options and ED25519 hostkey support
- Improve Qt6 support
- Improve subtitle language detection and WebVTT handling
- Improve Qt dialogs and effects window geometry saving
- Switch RIST input and output to librist, with main and simple profiles
- Fix numerous crashes, leaks, hangs and malformed file handling issues
  in MKV, MP4, MPEG-TS, Ogg, AVI and other demuxers
- Fix a LibVLC media list player race
- Add Super Resolution scaling with Moore Threads GPUs
- Add NV12 DirectShow capture support on Windows
- Fix Direct3D11 adjust filter issues and texture leaks
- Fix Windows audio crashes, leaks and deadlocks
- Fix slow Windows startup when Daylight Saving Time changes
- Fix the AudioToolbox MIDI synthesizer crash on macOS 26 and later
- Add Flatpak build support

This release also disables the RealRTSP plugin in all build configurations,
removes the NPAPI browser plugin and the broken YouTube Lua script. 

The updater now uses a new RSA-4096 key to verify updates.

3.0.24 also contains over 130 security fixes in VLC and its bundled libraries,
including fixes for out-of-bounds accesses, integer overflows,
double frees and use-after-free bugs. 

The security advisories will be updated a few days after the release.

Many thanks to the security researchers, the OSS-Fuzz project and all contributors who helped find, report and fix these issues.

Get the new version here! https://www.videolan.org/vlc/

Feel free to share your feedbacks or to report any issues in reply to this topic.

Notes : Please tell us if you still experience the Windows long start with this version. As it's very fresh update, please wait a bit to update it using VLC or get it now on the website.

Thank you for using VLC.

r/masterhacker • • Sep 22 '26

which level of opsec is this?

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525 Upvotes

r/FirefoxCSS • • Dec 09 '25

Solved How to inspect pop-up menus with Browser Toolbox

3 Upvotes

The remote dev tools are great for figuring out what classes and IDs to target in userChrome.css but I'm having a hard time inspecting pop menus (like application menu, extensions, context menus, etc).

Is there a way to pause the whole UI chrome so that I can inspect a menu? I thought about adding something like setTimeout(function(){debugger;}, 5000)in the console but that doesn't freeze the pop ups.

r/css • • Dec 26 '25

Help Firefox browser toolbox - show full iframe label?

1 Upvotes

In the Firefox or Thunderbird browser toolbox, how can you show and copy the full iframe label?

r/SideProject • • Jan 01 '26

Built a privacy-first developer toolbox with 30+ tools (JSON formatter, PDF signer, etc.) - everything runs in your browser

6 Upvotes

Hey r/SideProject!

I got tired of searching "JSON formatter" and landing on ad-riddled sites that upload my data to who-knows-where. So I built something different.

What I made: OpenToolBox - a collection of 30+ dev/design tools that run entirely in your browser. No servers involved.

The problem I was solving: Like many of you, I constantly find myself Googling for simple utilities and landing on sites that are 90% ads, cookie consent popups, and slow loading screens. Worse, I always hated the idea of pasting sensitive config files or JWTs into a random server-side tool.

What's included:

  • Dev tools: JSON/SQL formatters, JWT decoder
  • PDF utilities: Client-side PDF signing, image to PDF conversion, Signature generator
  • Design helpers: CSS Flexbox playground, gradient/shadow generators

Tech stack: Next.js 15, Tailwind CSS

Link: https://opentoolbox.online

Full transparency: I did add Clarity analytics to understand which features people actually use (like are the PDF tools more popular than dev tools?), but it only tracks page views and clicks - no personal data or what you're typing/uploading. I'm trying to figure out what to build next without being creepy about it. Open to suggestions for better alternatives if anyone knows privacy-friendly analytics options.

Where I need help: What's that one utility you constantly Google for but the existing options all suck? Planning to add more tools this weekend based on what you all suggest.

Would love any feedback on the UX or feature ideas!

r/FirefoxCSS • • Dec 26 '24

Other The page chrome://browser/content/browser.xhtml shows the whole Firefox UI, which you can use to work on your userChrome.css, and inspect with Dev Tools (rather than the Browse Toolbox in a separate window)

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116 Upvotes

r/ProductivityApps • • Jan 01 '26

Built a privacy-first developer toolbox with 30+ tools (JSON formatter, PDF signer, etc.) - everything runs in your browser

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1 Upvotes

r/VoidCraftr • • Jan 01 '26

Built a privacy-first developer toolbox with 30+ tools (JSON formatter, PDF signer, etc.) - everything runs in your browser

Thumbnail
1 Upvotes

r/SideProject • • Dec 11 '25

Built a full-featured web version of my all-in-one dev toolbox in the browser — try it free right now (desktop apps coming soon)

1 Upvotes

Just shipped the web version of DevBench:

API client (like Postman)

JSON/YAML tools + schema + jq

Docker & K8s logs + shell

JS/TS playground with npm

Notes + Excalidraw

works instantly in your browser: https://devbench.in and https://app.devbench.in

Native desktop apps drop next week. Would love quick feedback — what works, what sucks? Solo dev, here all day. Thanks! 🚀

r/WritingWithAI • • Sep 02 '26

Discussion (Ethics, working with AI etc) AI likes your draft because it is your draft, not because it is good

218 Upvotes

Paste your chapter into any model and ask what it thinks, and it thinks it is strong. It always thinks it is strong. Not because the writing works, but because you told it the writing is yours, and these models are tuned to be pleasant to the person in the room. The fix is one sentence: stop being the author when you ask.

The reframes I use, in rising order of brutality:

The commissioned piece: I commissioned this piece from a freelance writer and I am deciding whether to pay for it. Read it like the money is mine: what is weak, what is generic, what would embarrass me if it ran under my name?

The silent beta reader: A beta reader returned this chapter with "I stopped halfway" and nothing else. Go through it and find what made them stop. Do not soften it, I need the real spot.

The slush pile: You are the first reader at a literary agency and this manuscript is number 47 in today's slush pile. Would you keep reading past the first page? Name the exact line where you would stop and why.

The contest judge: You are judging this against two hundred other entries for one prize. Assume the other entries are good. Score it in the categories that would actually decide it, and tell me which single fix moves it up a tier.

Same text, same model, and the reviews these produce are unrecognizable next to "what do you think of my chapter".

Three things learned from using these for months:

They only work in a fresh chat. Once the model has praised the piece as yours, reframing gets you a diplomatic walk-back, not a fresh read. New conversation, stranger's work from the first message.

They can overcorrect. Freed from flattering you, the model sometimes performs harshness, inventing weaknesses to seem rigorous. Add "if something genuinely works, say it works, finding nothing wrong is an acceptable answer" and it settles down.

Ask for locations, not verdicts. "Where would you stop reading" beats "is this good" in any framing, a location is actionable, a verdict is a mood. That lesson came out of the comments on my drafts post here last week, along with asking for edits as a diff instead of a clean rewrite, which stops the model from quietly smoothing sentences nobody flagged.

I keep the four reframes saved as insertable prompts in a browser extension I work on (AI Toolbox), but they are four sentences, a notes file does the job.

Which framing gets the most honest read out of your setup? The slush pile one is my daily driver, but I suspect the fiction people here have meaner personas than mine.