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Messages - SquareWheel

1
Cute Discussion / Re: IguaRPG 2 Devlog
« on: December 08, 2024, 07:36:45 PM »
Huh, weird that Electron doesn't support prompt.  It's not exactly a "best practice", but sometimes you just need a modal, man.

Did you end using <dialog> in your replacement?  They have some special interaction with forms that make them a little more convenient to use.

2
Cute Discussion / Re: yearly checkup thread
« on: November 29, 2024, 12:37:01 AM »
Career progress, improving mental health, finding a life partner, traveling, upgrading your home or vehicle.  These seem like the usual go-tos.  I don't see why you need to have a goal though.

I'd settle for beating Scorpion who freaking cheats

3
Cute Discussion / Re: yearly checkup thread
« on: November 27, 2024, 04:41:53 AM »
I had a dentist appointment today and got generally high marks.  Then I bought Mortal Kombat 1+2+3 from GOG and I still have no idea how to play this freaking game, even after 25 years.  I remember once I figured out a special move for Sonya and spammed it to victory, but surely there's a better way.

4
Cute Discussion / Re: IguaRPG 2 Devlog
« on: November 09, 2024, 07:55:42 AM »
The Iguana designer menu is really cute looking.

Nice umbrella

5
Cute Discussion / Re: IguaRPG 2 Devlog
« on: October 23, 2024, 07:24:45 AM »
I forgot to reply earlier but yeah the dev vlogs are cool.

6
Cute Discussion / Re: Official Video Games Topic for the Year 2022
« on: August 06, 2024, 11:02:00 PM »
That was fun!  One of those keys was real mean.

The game reminded me a lot of Ittle Dew, since the paths you can take branch depending on the spells you unlock.  I finished in 49 minutes, though didn't get the true ending.  I have some guesses as to how that might be done, but I'd need to play around more.  I'm a little worried that I need to beat it deathless based on the ending message... but that's probably not going to happen.

Cool game!  I think it's real nifty that you're still releasing freeware projects after all these years, chuchu.

7
Cute Discussion / Re: Official Video Games Topic for the Year 2022
« on: July 17, 2024, 02:42:50 PM »
Happy July 17th, friends!

8
Cute Discussion / Re: IguaRPG 2 Devlog
« on: June 01, 2024, 07:59:15 PM »
Funny, the backlog burner event that I created this bingo card generator for just wrapped up today.  I expect we'll bring it back in November for the next one.

You could've added your bingo-related games to the bingo card.

9
Cute Discussion / Re: IguaRPG 2 Devlog
« on: April 25, 2024, 11:41:27 PM »
Hey I finished my thing.  Definitely think rewriting in Vue was the way to go.

https://github.com/WesCook/BacklogBingo

10
Cute Discussion / Re: Official Video Games Topic for the Year 2022
« on: March 24, 2024, 02:25:56 AM »
I finally played through Hollow Knight some months back and really enjoyed it.  Just a marvellous game.  I do enjoy metroidvanias but they can also be a bit of an investment sometimes, so I'm always a bit hesitant to start a new one.

I'm not sure if Maddy's older games are harder than Souls titles or not.  They're very precise and that would be difficult for a lot of people.  On the other hand, Souls games (at least the more recent ones) are more reaction-based, and that presents its own difficulties.  I think either could be difficult for people with low motor control, but both skills can also be improved through practice.

I've played so much of both that I really don't have that beginner's context necessary to evaluate it fairly anymore.

I played through Celeste 64 after finishing the C-Sides in the regular game.  I really liked the Mario Sunshine-esque stages.  Overall though I was content to put it down after the hour or two I spent with it.

I saw one of your SM64 runs on my Youtoobs.  I recognized some of the tricks, like the backwards bomb carrying.  It seems like a tricky but very fun game to learn speed tech on.

11
Cute Discussion / Re: IguaRPG 2 Devlog
« on: March 23, 2024, 05:48:52 PM »
It's not really something you can accomplish with React out-of-the-box, in particular declaring styles in your component files in a nice way.

Yeah that's one of my favourite parts about SFCs.  The scoped styling is really nice for small, individual components.  I think you could away with a really small styles.css, or even just stuff the global styles in your main App.vue file and make that one non-scoped.

The HTML file has bastard attributes for boolean expressions and looping (Haha, looking at Vue, they also have this...)

That's actually a big part of why I'm liking Vue!  Here's a quick example of some imperative, non-Vue code I wrote beforehand.  This function takes an array of objects, creates some HTML elements based on their information, and outputs the elements to the page.

Code: [Select]
<script>
categories.forEach(cat => {
const elemLi = document.createElement("li"); // List item
const elemLabel = document.createElement("label"); // Label

// Span
const elemSpan = document.createElement("span");
elemSpan.innerText = cat.msg;

// Checkbox
const elemCheck = document.createElement("input");
elemCheck.type = "checkbox";
elemCheck.id = cat.id;
elemCheck.checked = true;

// Attach elements to DOM
listElem.appendChild(elemLi);
elemLi.appendChild(elemLabel);
elemLabel.append(elemCheck);
elemLabel.append(elemSpan);
});
</script>

Here's the same thing in Vue's declarative style.
Code: [Select]
<li v-for="cat in categories">
<label>
<input type="checkbox" checked="checked" v-bind:id="cat.id">
<span>{{ cat.value }}</span>
</label>
</li>

So yeah, bastardized HTML is one thing, but boy does it make it easier to read this kind of template code.

I haven't played with React yet but it's definitely on my todo list.  It's still a lot more popular than Vue, so would probably be more useful in terms of practical knowledge.

Rejected because I used TypeScript in the live programming examination. Told I needed to brush up on my JavaScript skills.
Ugh, that's frustrating.  Reviewers look for any possible reason to exclude candidates simply because it makes their lives easier.  I'm sorry about that.

Best of luck getting your foot in the door, ducko.  It's rough out there right now.  We've gone from companies over-hiring during the pandemic, to panicking at signs of a recession.  It's resulted in lots of people flooding the market and few companies willing to hire right now.  You're a good developer though, and I'm sure that eventually you'll be noticed.

12
Cute Discussion / Re: IguaRPG 2 Devlog
« on: March 19, 2024, 10:41:48 AM »
I like writing ES6, but have basically been a curmudgeon about learning the new school way of doing things with frameworks, build steps and bundlers.  I'm not completely new to them since I used preprocessors back in the day (remember LESS/SASS, gulp/grunt, Bower, and Browserify?  No?), but I basically fell off after things moved in the direction of Webpack.  I didn't like how much "magic" it did versus the clearly defined build steps of gulp.  And the fight over CommonJS vs AMD didn't have a clear victor yet, so I was hesitant to invest in either world (turns out they both lost).

Anyway I was working on a side project, and found I was needing to dedicate a lot of code to managing state and keeping the page in sync with local memory.  It was getting messy.  On top of that I had a few different modules that were effectively pages each needing to share information, each with a UI setup function, and with a switcher function to swap between them.



Rather than try to refactor that mess into something more elegant, I decided it was time to start learning Vue.  Any of these state management libraries probably would have worked, but Vue offers an easier start and two-way data bindings.

So far Vue is pretty cool.  It's nice to have more declarative logic to the template, and definitely makes things easier to reason about.  Instead of defining a bunch of dynamic elements in JavaScript, just create them in HTML and slap on some magic attributes.  It's often less code, but more importantly it's easier to parse at a glance.  I was already making use of modules but Vue single-file components feel like a nice extension of that concept.

I still need to rewrite my app, but I think I've got enough of the foundations down now that it shouldn't be a problem.  I'm still keeping the stack pretty slim with just Vue 3 + Vite.  Might introduce Vue Router if I can find a way to make it work with GitHub pages (hijacking the 404.html maybe?).

I expect the experience should be relatively transferrable to React or other frameworks.  Especially if I start picking up the Composition API.  So far I've mostly stuck to the Options API since it's used in the documentation I've been following, but I'm thinking that's mostly just a difference in syntax.

Anyway there's still over 9,000 other JS tools I haven't learned yet, but this seems like a good start.  Pray for my hard drive as it bears the brunt of node_modules.

13
Cute Discussion / Re: Official Video Games Topic for the Year 2022
« on: March 19, 2024, 09:48:34 AM »
I downloaded the Archthrones demo for Dark Souls 3.  It's purdy good.

Also been playing a lot of Risk of Rain 2 lately.  Been slowly leveling up the Eclipse difficulty levels, which basically add a new challenge every time you get a successful win.  I played some more Risk 1 after the remaster came out too, but have basically finished with it now.

Am excited for the Elden Ring DLC.

14
Cute Discussion / Re: Official Video Games Topic for the Year 2022
« on: February 13, 2024, 11:02:19 AM »
I started it last night actually.  Played the first three chapters then was too sleepy to continue.  Enjoying it so far!
Finished it now!  Game gets tough in the final chapter and the C Sides.  Lots of fun though, and super polished.

Also, are you seeing what I'm seeing?
Spoiler (click to show/hide)

15
Cute Discussion / Re: Official Video Games Topic for the Year 2022
« on: February 01, 2024, 07:18:24 PM »
or maybe you already played it in the last month since your post.
I started it last night actually.  Played the first three chapters then was too sleepy to continue.  Enjoying it so far!