Recommended Posts

What language are you writing it in? Also, how do you get the corners to be smooth, have a drop shadow on the form and make only the background transparent while keeping some things non transparent?

it's written in C/C++, the corners are smooth as they are alpha blended properly (from the pngs used), the rest isn't transparent as the images they are generated from have no alpha value.

* Portable - No installation needed! Just extract and run.

as you say it's portable, where exactly is the history saved to? i tried it out and couldn't find where the history was so not trully portable :p

A little update, you can now delete individual items as well and it stores all your history, not just last 5. :) (screenshots not updated, download version 2.0 again if you want the update.)

looking better :p

tbh i was hoping someone wouldn't do what you've done (2 things), 1. make a windows version of simon's widget (as i've already got 99% done, and 2. release it in bits when it's not complete.

either way i'll be releasing mine at some point towards the middle of next week hopefully no mattter what stage you're at.

How is it not complete? It's fully functional for what it's meant to do. If everyone waited until an application was 'complete' it would never get released. You're supposed to release new versions with improvements and updates, and that's exactly what I'm doing.

lol, I had no idea you were working on one, and it's the exact opposite ;) considering I have a release.

by portable, I meant no installation. maybe that was misleading a little.

Edited by tehkubix
How is it not complete? It's fully functional for what it's meant to do. If everyone waited until an application was 'complete' it would never get released. You're supposed to release new versions with improvements and updates, and that's exactly what I'm doing.

lol, I had no idea you were working on one, and it's the exact opposite ;) considering I have a release.

by portable, I meant no installation. maybe that was misleading a little.

a program shouldn't change drastically in appearence/features over 3 days from its initial release is what i meant.

as for not knowing i was making/made one, it was said on the same day you created the topic :p not to mention mine had more features than your so called release :p

If anything, only those (few?) who have localhostr accounts will 'lose' with my app. It works, it gets the job done, and that's what counts. For what I needed it to do, it does well, and then some. I'm sure there are many who just want a quick and simple way to upload a file and this does just that. The application is complete, like it or not, for what it was designed to do. If I get an account, i would gladly add login support for those who have accounts to benefit, if I don't, no big deal, it still works.

That said, what features does your app have (apart form account support, which I've already mentioned above) that mine doesn't? I mean actual features, not pretty shadows and such.

EDIT: I just reread, your app "had" more features, again, that's a stupid argument as that's what updated versions of applications are for.

How much sense does it make to say "my program, which is still at the same stage it used to be, was better than your program which started as nothing and now is just as good as mine"?

You really need to stop bashing on my app, if you don't like it, don't use it. You have your own, I use my own, let others decide for themselves which one they want to use. You're app does the exact same things as mine, good for you that it looks a little better, this was a good learning experience for me and I learned A LOT from it. Just because you have an app that does the same thing doesn't mean I should just stop with mine.

Edited by tehkubix

responses to latest post:

1. there are plenty of people with localhostr accounts

2. if people want a quick and easy way to upload, the website does just fine

3. the application wasn't complete when released otherwise you wouldn't have released a lot of updates in 3 days

4. if you're making an app for people to use, what *you* want doesn't matter really, it's what other people want. i've set things in mine i didn't want but most people did

5. mine being better feature-wise was comparing to the release you made initially and what i had when you did so, unless you're saying your newest is feature-wise the same as the one you first released.

6. i never said for you to stop, if i didn't want you making one i would have said when you first made this topic

few tips:

1. learn to read posts. you ask questions and ignore answers and don't pick up on vital points made in posts

2. what use is uploading a folder in a file-by-file basis, sure it works for a couple of files (but wouldn't they upload them by selecting them?), but what happens with 10 or 20 files in quite a few sub-folders? the folder structure is lost completely

Well, I did say I would give you my PSD, however after speaking to Kudos who has told me has not give you permission to release this app or use the logo and seeing your general attitude, I request that you do not use my design as I have not given explicit permission.

1. doesn't say a lot.

2. the website doesn't always work fine, that's why I made the app. First, it sometimes takes a while to load. Then, clicking the Browse button usually doesn't pop up the window the first time (maybe I just click it too soon) and finally, this is just easier because you don't even have to open your browser!

3. I didn't release a lot of updates in 3 days. I just posted screenshots and my progress in text. This is the first release since my original post.

4. I've set things in mine that I don't want either, like the whole history thing, I didn't even have it in my original app, but now it stores ALL history. I also don't really fancy the drop box, but I figured some people wouldn't like the whole window showing all the time so I also added that.

5. Again, that's a stupid claim, I already addressed that in my previous post.

1. Name one question I have asked that I've ignored the answer to.

2. The directory structure would be quite useless once uploaded anyway because you wouldn't be able to use it in the same way you would a directory.

I do however thank you for your suggestions on the first page.

EDIT: mail, sorry I hadn't seen your post when I posted this. I didn't mean to be rude or offensive to anyone and I'm sorry if I was.

Edited by tehkubix

Please, guys, keep the flaming down. tehkubix has put effort into this, and it's fine to give constructive criticism, but be nice about it.

Licensing issues can be taken up via PM, that's not really a public thing anyway. dev, simple fact is that he got his widget out before you. Don't act superior to make your own seem better, he got there first. However, I realize you've put months of effort into yours, and are just in the process of really polishing it right now, and that would upset anyone in your position.

However, I realize you've put months of effort into yours, and are just in the process of really polishing it right now, and that would upset anyone in your position.

Well, unless he posted publicly about it here, I don't think he has any right to be upset that someone finished one before him. It's his own fault for only letting a select few people know.

I don't go actively looking though the forums looking for localhostr apps so I don't know if he ever really did post his intentions of a release, but if so disregard my post.

Well, unless he posted publicly about it here, I don't think he has any right to be upset that someone finished one before him. It's his own fault for only letting a select few people know.

I don't go actively looking though the forums looking for localhostr apps so I don't know if he ever really did post his intentions of a release, but if so disregard my post.

StevoFC, I searched google, neowin, and other places and found nothing like Simon's widget for windows. If I had, I honestly wouldn't have bothered to write one myself. I would have bookmarked the thread and waited for a release.

arrgh, you guys are sooo messed up. mail, thank a lot for not letting me use your design.

mail , thanks for offering it first, letting me implement it, and then saying no. great move.

mail, you say having 2 apps doing the same thing is quite useless and mine is a bad rip off, If my app is really is a bad ripoff, then just let it continue, surely the users who download it will decide whats bad and no, and if dev's app is really better, i'd rather them use that instead anyway. If dev would go release his app some time we could all find out whats better and use that. You're right, it's quite useless to have 2 apps as similar as these two are, but face the fact that I released first, so if anything, dev would be the one doing the copying.

Why do I get the feeling that this has a lot to do with the fact that dev wanted to be the only one with this and one of the reasons behind this is the fact that someone beat him to it and you guys are trying to suppress him so dev can have his glory.

I come here to get suggestions on an application i make, and i get this crap in return. thanks a lot guys. dev, i really hope you release soon. but then again, you have been working on it for months, i finished this in a few days. and whatever the case is, I came here to give people a better way of uploading to localhostr, and even with all this nonsense, if nobody else, I'm glad +Rappy benefited form it :)

Will someone PLEASE close this thread now?

Edited by tehkubix
This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Posts

    • Trailer park trash “sport “, fits the current White House
    • KataLib 5.3.0.0 by Razvan Serea KataLib is more than just a music player — it's a complete audio suite designed for music lovers and creators alike. It combines a powerful audio player, a flexible metadata editor, a capable audio converter, and a music library manager into one streamlined application. Core Features: Audio Player Enjoy seamless playback of virtually any audio format or even streaming video files. DJ Mode lets you mix tracks with manual or automatic crossfades. You can also load and save WinAmp-style playlists for quick access to your favorite sets. Audio Converter Convert between a wide range of audio formats effortlessly. Trim or normalize your output automatically, and even extract audio from streaming video sources. Ideal for preparing files for different devices or platforms. Metadata Editor View and edit ID3v2 tags and other metadata. Batch edit multiple files at once, and fetch missing information directly from the MusicBrainz database. You can also apply or update album art with ease. Music Library Manager Organize your entire audio collection, search across tracks instantly, and download cover images from the internet — or use your own custom artwork. KataLib makes it easy to keep your library tidy and enriched with useful info. Supported Formats: KataLib supports a wide range of both lossy and lossless audio formats: Input: OPUS, AAC, FLAC, M4A, MP3, MP4, MPC, APE, AIF, MKV, AVI, MOV, FLV, WEBM, Ogg Vorbis, WAV, WAVPack, WMA, AC3, OGA, MP2, MPGA, MPEG, DTS, M4B, DSD (DFS) Output: OPUS, FLAC, M4A, MP3, Ogg Vorbis, WAV Under the hood, KataLib uses the trusted FFmpeg engine for audio conversion and media playback, ensuring compatibility with virtually all mainstream media formats. KataLib 5.3.0.0 changelog: Added Option to select the Zoom level of the Oscilloscope visualizer. The taskbar button of the app now displays the progress of its processing tasks. The metadata text of the Visualization Video can now be aligned by the user. We can now reorder the order of the Visualizers and Metadata, in the Visualization Video Setup dialog, by removing any item and adding it again. It will be added at the end. Changed The font size of the Visualization Video can now be more than 30 points. Updated yt-dlp library to version 2026... Fixed Opening the Visualization Video Setup dialog could fail if the settings were wrong. Sometimes there were false duplicates in the Rename Tracks dialog. Tracks without metadata appeared without title in the Recent menu. Download: KataLib 5.3.0.0 | 90.0 MB (Open Source) Links: KataLib Home Page | Github | Screenshot Get alerted to all of our Software updates on Twitter at @NeowinSoftware
    • EA Sports UFC 6 review: Brutal, satisfying, and surprisingly accessible to newcomers by Pulasthi Ariyasinghe EA’s UFC series of fighting games has been putting out games for over 10 years now, but it’s a series I have never spent any time with. As a PC guy, the series being console-exclusive is the primary reason for that. The latest entry to the series, EA Sports UFC 6, is still not coming to PC, but I have an Xbox now. When EA reached out to see if I could have a crack at the game and give my opinion about it, I finally got the chance to see what this franchise is about. I have spent about a week playing UFC 6 on the Xbox Series X. Despite my lackluster skill with fighting games, I still have fun with entries like Street Fighter and Tekken. I quickly came to realize this is a different kind of fighting game, not the arcade titles I am usually dabbling with. Most of the week that I spent playing UFC 6 was in the career mode, trying not to get knocked out while slowly improving my combos and reactions. The review below will be from the perspective of a newcomer to the series and an amateur fighting game fan, so please forgive any mistyped lingo or series-staple mechanics I am not comprehending. In the Ring Getting a solid hit in UFC 6 is satisfying. It’s probably the most satisfying impact reaction I have seen in a fighting game. The ripples in the muscles, the spray of sweat (and blood), the meaty sound, and the subsequent stumble all carry a lot of weight. If I miss a heavy swing like that, though, I already know that I'm in for a world of hurt from the incoming counters. The fighting is a real treat. The actions aren’t as snappy as arcade titles, so a miss feels like a much bigger mistake here. This slowness did take some getting used to, but I felt the improvement in my abilities even after a few drills with basic punch and kick combos. If I’m not deliberate with my actions in the ring, whether it be a hasty retreat or a flying punch, the possibility of getting instantly knocked out is always there. The head, chest, and legs all come with their own health bars, so guarding just one area is just asking for trouble. A few hits to the head, and it's game over. Meanwhile, you won’t even be able to stay on your feet if they get damaged enough, drastically lowering the total amount of stamina available for the rest of the match. I was also encountering a large range of fighting styles to customize my own fighter with. There are a huge number of real-life superstars here from multiple eras. It’s not as exaggerated as Street Fighter or Tekken, but the way they move, evade, throw punches, or even take steps is based on their real-life counterparts. I can see this being a big draw for any mixed martial arts fan. One feature I was surprised to see here was the 'Flow State' ability. As rounds progress, a power-up meter can give a temporary boost to the unique fighting style of the selected fighter, essentially boosting what they are good at. There is an entire visual effect that kicks in when activating this, too. The surprising part was seeing something like this in a game that feels like it’s aiming to be more of a simulator than an arcade fighter. My skill level is too low to use this exactly how the game wants me to, so I ended up triggering it whenever the opponent did it as well. Streamlined vs Authentic When I first started it up, UFC 6 asked me about my experience with the series. Being genuinely new, I took its advice and opted for a lowered difficulty level and 'Streamlined' controls. Quickly, I realized that this wasn’t for me. My chosen fighters were throwing random attacks, no matter what combination the game was trying to teach me. Win streaks were happening, and I was already getting bored out of my mind just a few matches in. Turning off this mode and switching to 'Authentic' controls fixed everything right up. I was now able to control my fighter with more precision than I expected. I could control each arm and leg, which body part my attacks would aim at, and the fully customizable controls for setting up unorthodox moves were a cherry on top. None of these made me an expert at the game, but at least I was being beaten up fairly. This is not a point against UFC 6, though. Giving the option for anyone to enjoy the game is always a good thing in my eyes. There is a lot of customizability in the difficulty, with everything from slow-motion reactions to specific assists being offered as toggles. If I had a friend coming over and wanted to try a quick 1v1, the streamlined controls option is one I’d consider to make it a light and fun fight. The one part of the fighting that did not click with me was the grappling. Being taken to the ground brings in an entirely new control mechanism involving mounts and submissions that feel more like quick-time events than the heavy, tactical fighting I had seen so far while standing. The game wants me to hold sticks in certain directions to change the position or pull off submissions, trying to do the opposite actions of the opponent. Even though I tried to get used to this gameplay, it just felt like a momentum killer, and I eventually just wanted to get back on my feet to get back into the action. Legacy and Career It was UFC 6’s career mode that I wanted to play the most when I started it up. I grew up with EA Sports games, and taking my team from the ground to the top has always been my favorite task. UFC 6 has that same option but also offers a more cinematic entrance to the career experience than I expected with ‘The Legacy’ mode. This mini-campaign follows an up-and-coming fighter, Chris Carter, who is attempting to reach the heights his father had reached in the sport. Starting with a small-time gym and coach, the story follows both his growth in the space as well as the growing rivalry with a friend and fighter, Danny Lopez. The fights in this mode are very good at introducing a newcomer like me to the sport and its varying techniques. Cinematics land between the major fights, showing the growing tension between the two fighters as the years go by, feeling the pressure to not miss out on the hard-earned chances. The dialogue can be a little corny at times, especially when the bar fights kick off, but I largely enjoyed the storyline. At the end of it, I was pretty much familiar with all the mechanics of the career mode, unlocking new skills and moves, and how I needed to approach fights, both outside and inside the ring. This story mode isn’t a very lengthy one, so don’t expect an hour-long campaign. Once the conclusion is reached, Carter’s journey continues as if it’s a normal career playthrough, though I decided to start over from scratch now that I have some know-how about the basics. The career mode is very streamlined, which is to be expected considering there isn’t a team to manage like in other EA Sports games. It’s the journey of one fighter. When a fight comes up in the calendar, I could choose how many weeks I dedicate to preparing for it at the gym. A longer prep time gives the opportunity to get my fighter’s fitness up (giving a bonus during fights), earn more money and points for unlocking new skills, and gain more fans to fast-track the rise to stardom. While that sounds like a lot of things to manage, it’s more like a few clicks. There is a social media menu that sometimes pops up with canned replies I can send to fans, and the sponsors are once again a single click away from being assigned as finished. It’s the training aspect that adds a gameplay angle. Using the money from winnings and sponsorships, I was hiring different types of trainers and learning fancier moves to use in the ring. One small thing I appreciated was that it was possible to injure each other during these training sessions. If a trainer goes down in a bad way while sparring, they won’t be available for the remainder of training. If my fighter is injured, it takes valuable time and resources to heal and recuperate. Just like in real life, it makes sense not to go so hard during training sessions and save that energy for the main event. Every training or sponsorship activity I took part in used up the days and weeks I had before the next fight, bringing a balancing element to the whole ordeal. There were times I simulated most of these to just get to the next fight, but the grind for gaining even the slightest bit of advantage while trying not to overdo it is an enjoyable one. Outside of quick fights and career modes, UFC 6 also introduces an almost museum-like mode to explore a trio of fighters considered to be legends of the sport: Max Holloway, Alex Pereira, and Zhang Weili. The aptly named Hall of Legends mode is unlike everything else seen in the game. Each of these fighters has entire levels dedicated to them that I could walk around in and explore their journey into the UFC. This includes footage from real-life fights and interviews about their original inspirations and training methods. Each of these spaces is almost like an interactive documentary. Once the highlights are done, the mode offers the opportunity to take over a deciding fight from the superstars. It’s an impressive transition. Going from the real-life televised event with crowds and commentary to immediately taking over in the game has some real hype behind it. Performance and visuals It’s clear to see that UFC 6 is going for a photo-realism look with its visuals compared to any other fighting game. The fighters don’t look great in selection screens. But inside the arenas, under the flood lights, surrounded by crowds, and facing an opponent, the visuals are more than impressive. As ghastly as it is to witness, things like blood spraying into the mat and muscles reddening as they get pummeled keep improving the immersion. The fluid animations help sell the illusion even further. A missed kick carries the momentum to require a corrective step. Hard punches that glance off blocks give off the air of a hit that still took some wind off the opponent’s guard. The special moves with flips and spins look mega awkward when missing, just as they do in real life. Suffice to say, the Frostbite Engine powering this game is one of the biggest strengths of EA development studios. Playing on the Xbox Series X, the 60 FPS gameplay did not miss the mark or cause any slowdowns that I could detect. I still wish this series were on PC to see just how far the developer can push the engine. One area I continue to have issues with, surprisingly enough, is the menus. The game has fast loading screens, but almost every menu I click through has a large amount of noticeable lag before it registers. This is immensely painful in the career mode, since I have to go through multiple menus between fights to train and do sponsorships, and having a 3-second pause when selecting a simple move between pages is the only time that made me quit the game. Thanks to Xbox’s quick resume, though, I was able to instantly jump back in the next day to the same point (and wade through more laggy menus). Conclusion My primary mission going into this EA Sports UFC 6 review as a newcomer to the series was to find out if this is a good jumping-in point for someone like me. Suffice it to say, the game passed that test with flying colors. Despite the high skill ceiling, the legacy mode introduction campaign, multiple types of accessible controls, and streamlined career had me picking up the basics and fighting styles much faster than I expected. I wish I had gotten to try out competitive multiplayer during my time with the game, too, but the lack of players in the pre-release version prevented this. The impressive visuals and animations, coupled with the impact physics that let me feel every punch and kick easily, made this the most immersive fighting game I have played. The only part that gave me pause was the grappling gameplay, which killed the momentum in most fights. The Flow State amplifying system didn’t hamper the experience, but I also felt like it made more sense for an arcade fighter, not this. Easily the most annoying thing about UFC 6 was its laggy menus, which I hope get some sort of fix later. Returning series veterans might have a completely different experience from me. But for a new fan like me looking to climb ranks and see fighters get floored in spectacular ways, UFC 6 doesn’t miss a step. EA Sports UFC 6 is releasing on June 19 across Xbox Series X|S and PlayStation 5 for $69.99. Ultimate Edition owners can already jump in via advanced access. This review was conducted on the Xbox Series X version of the game provided by EA.
    • No, Microsoft is obviously just spending money on maintaining a product with 0 users.
  • Recent Achievements

    • Week One Done
      ssd21345 earned a badge
      Week One Done
    • Contributor
      MarkHughes4096 went up a rank
      Contributor
    • Dedicated
      jordanspringer earned a badge
      Dedicated
    • Rookie
      Rimplesnort went up a rank
      Rookie
    • One Year In
      Markus94287 earned a badge
      One Year In
  • Popular Contributors

    1. 1
      +primortal
      486
    2. 2
      +Edouard
      173
    3. 3
      PsYcHoKiLLa
      138
    4. 4
      ATLien_0
      94
    5. 5
      Steven P.
      79
  • Tell a friend

    Love Neowin? Tell a friend!