@sammymedia0: Apologized whenever you are wrong life is too short to be losing nice people because of pride stops searching for quotes to defend your stupidity because one day you will realize that the same person can't be found twice in life not everyone is replaceable #grandpaassistant #wordsofwisdom #lifelessons #grandpasadvice #wisewords

Grandpa Assistant2
Grandpa Assistant2
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Region: NG
Friday 24 April 2026 08:47:17 GMT
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prince.pule7
Prince Pule :
3yw21 money runell
2026-05-24 15:37:18
0
wordofadvices
wordofadvices :
You are right grandpa
2026-04-24 09:22:33
1
lumanomukongane21
Lumano Mukongane :
you are right papa amen 🙏
2026-06-17 13:23:03
0
ody.nation
ODY NATION :
no be lie oh papa ❤️👌
2026-05-29 15:33:36
0
mothowabathogangw
mothowabathogangwanamagogamoth :
Amen hallelujah
2026-05-19 00:57:16
0
mirembe.shalif
HAJ SHALIF :
2026-04-27 06:41:25
0
sandile.jiyane
Sandile Jiyane :
save
2026-04-24 08:55:58
1
user9407778637122
Alice :
Ameen
2026-06-04 18:10:45
0
thabiso_073
king :
Mmmm wisdom words 👌
2026-04-24 09:22:17
1
wilsonndaremba
Wilson Ndaremba :
Amen
2026-05-09 08:27:27
0
refilwemampshika
Refilwe Mampshika :
yeeeeeees
2026-05-09 04:44:48
0
fatima.turay756
Fatima Turay :
surely
2026-05-05 23:41:57
0
user85666917870067
Warra :
Amen Papa
2026-04-24 17:53:04
0
theereal_baone
Baone🫧 :
Amen
2026-05-12 19:22:25
0
angie202602
Angie Angela :
Amen
2026-04-24 10:13:50
0
samira.ramadan569
samiraramadan787 :
😁
2026-05-11 09:48:00
0
user697402606527
hamdu :
♥️🥰
2026-05-10 08:11:13
0
money.love086
money Love ❤️ :
❤️❤️❤️
2026-05-07 06:28:41
0
money.love086
money Love ❤️ :
✌✌✌
2026-05-07 06:28:32
0
mabelmdluli6
mabelmdluli6 :
🙏
2026-05-06 08:51:19
0
user5120345819477
ivykay :
🥰
2026-05-05 10:19:59
0
sachudanand4
PeterNands :
👌👌👌
2026-05-02 01:00:21
0
user9423905077247
user9423905077247 :
😂😂😂
2026-04-26 10:31:36
0
edgar.wstson
Edgar. :
👍👍👍
2026-04-24 18:50:50
0
alorlukangong
Alor Luka Ngong :
👌👌👌
2026-04-24 10:38:43
0
To see more videos from user @sammymedia0, please go to the Tikwm homepage.

Other Videos

Opus 4.8 to one-shot a playable Backrooms, same prompt. #fable5 #claudeai #glm5 #deepseek #prompt #aimodel Opus got the flashlight working but you can't run and can't pause. GLM-5.2 built the full mechanics. Opus: 2:14sec & $1.94 GLM: 1:08sec & $0.37 Promt: 👇🏻 Act as a senior game developer. Build a technically impressive Backrooms horror game in a single self-contained HTML file. Embed all CSS and JavaScript, no external libraries or assets. Priorities: atmosphere, smooth 60 FPS performance, procedural generation, visual quality. Engine Raycaster (DDA) with textured walls plus per-row floor and ceiling casting. Internal render buffer 480×270, upscaled to the screen with image-rendering: pixelated for performance. Infinite world on 16×16 chunks, deterministic generation from value-noise / fBm, with a guaranteed open
Opus 4.8 to one-shot a playable Backrooms, same prompt. #fable5 #claudeai #glm5 #deepseek #prompt #aimodel Opus got the flashlight working but you can't run and can't pause. GLM-5.2 built the full mechanics. Opus: 2:14sec & $1.94 GLM: 1:08sec & $0.37 Promt: 👇🏻 Act as a senior game developer. Build a technically impressive Backrooms horror game in a single self-contained HTML file. Embed all CSS and JavaScript, no external libraries or assets. Priorities: atmosphere, smooth 60 FPS performance, procedural generation, visual quality. Engine Raycaster (DDA) with textured walls plus per-row floor and ceiling casting. Internal render buffer 480×270, upscaled to the screen with image-rendering: pixelated for performance. Infinite world on 16×16 chunks, deterministic generation from value-noise / fBm, with a guaranteed open "street" grid so every chunk stays traversable; unload distant chunks (LRU). Procedural textures (yellow wallpaper with damp stains/seams, wet carpet, ceiling tiles) sampled from typed arrays for speed. First-person controls: WASD + arrows to move, mouse look, F toggles a flashlight, Esc releases pointer lock. Atmosphere & lighting Dynamic lighting: fluorescent fixtures placed across chunks with inverse-square-style falloff. The lights are ON by default and the world stays clearly, brightly lit — the scene must never be hard to see. Distance fades into a warm yellow fog (haze), never to black. Lights only flicker slightly and occasionally. Flashlight (F): a cone source in front of the player adding extra light. Vignette, film grain, and subtle VHS effects (scanlines, slight chromatic edges). Web Audio synthesis: constant low hum (58/116 Hz + saw grit), high-frequency fluorescent whine, footsteps (filtered noise), electrical buzz that rises around flickering lights. Pop-up atmospheric subtitles tied to events. Save player position/heading in localStorage. Modern-browser compatible. Horror mechanics — psychological, dread over jumpscares The player is never truly alone, but is almost never sure of it. Build tension and uncertainty; most events should make the player question what they saw. Avoid constant monsters or chase sequences. Events: Disembodied footsteps directly behind the camera, HRTF-spatialized, slightly out of sync with the player's own pace; they stop the instant the player turns around. Include a variant that matches the player's walking rhythm. Fluorescent lights briefly flicker and buzz, then settle back to full brightness — short, subtle, never going dark. A single light turning off behind the player, back on when they turn to look. A faint humanoid silhouette glimpsed at the end of a far corridor or just past a corner, that vanishes before the player gets a clear look or can reach it — it never approaches or attacks. Trigger once within the first 10 seconds, then randomly afterward. Include a sub-second "glimpse" version during a flicker. Very rare shadow entities at long distance. Distant footsteps and noises. Rare spatial anomalies: a door/room that wasn't there before (opens while unseen, reverts when not looked at), impossible hallways. A distant scream heard only once per session. An extremely rare jumpscare (less than 1% chance per minute). Event rules Trigger on a randomized timer/probability, never a fixed loop, with a cooldown so events never overlap or repeat back-to-back. Keep them subtle and ambiguous. Tie each event to the existing audio and lighting systems so they feel native to the world, not scripted overlays. Slowly escalate frequency/intensity the longer the player keeps walking. Return only the complete HTML source code. No explanations.#aifyp

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