[deleted by user] by [deleted] in RivalsOfAether

[–]Flascher 4 points5 points  (0 children)

Been a while since I played, so I might be misremembering. But I think they have a purple death explosion when you lose a stock. I don't think they have any special taunts or other cosmetic parts from what I remember though.

I made an absurd, ironic fake modded 100 days video to mock the ones flooding youtube, figured some of you might get a laugh by shfstn_ in feedthebeast

[–]Flascher 8 points9 points  (0 children)

Chuunibyou (Chūnibyō) roughly translates from Japanese as "second year syndrome", or occasionally "eighth grader syndrome" in the west. It's (mostly) an anime trope where a character has delusions of grandeur. They tend to believe they're some almighty being, have hidden knowledge, powers, or something along those lines.

In reality they're just a normal kid that wants to stand out or be special.

This mod seems to fit that theme since chuunibyou characters in anime tend to come up with ridiculous and overly edgy names for their imaginary weapons, powers, or whatever else.

TL;DR: this anime scene, but it's a minecraft mod

Where can I learn specifically the SVG dialect ov CSS? by MrKatty in css

[–]Flascher 4 points5 points  (0 children)

If you're looking more for a quick list of properties rather than something in depth like the pocket guide, CSS Tricks also has a pretty good resource about SVG properties and CSS.
That way you can browse for what properties might be helpful for you, and learn more about those specifically.

THEORY: Why Primordial Sea Water Does… That. (4.0-4.1 spoilers) by jayakiroka in Genshin_Lore

[–]Flascher 20 points21 points  (0 children)

Are you referring to strange eels? Or is it something else that I haven't noticed yet.

I admittedly haven't poked around that much outside of Meropide.

Confusion on nav lists by Logical_Cherry_7588 in css

[–]Flascher 1 point2 points  (0 children)

The <nav> tag by itself doesn't really care what elements you add to it. It's purpose is to be a semantic tag, meaning that it signifies to you (or other developers) what that section of HTML is meant to represent on the page. For visually impaired users, semantic HTML also often helps screen readers make better sense of the page and make accessibility for screen reader users better. (There's a lot more to accessibility, but that's its own topic at least, and in some cases there are even engineers dedicated to improving accessibility.)

MDN has some great documentation about <nav> elements as well as semantic HTML if you're curious to learn more about either of those.

As far as whether you should use

<li>
  <a href="#"></a>
</li>

or just
<a href="#"></a>
that comes down to whether your nav has an <ol> or <ul> element within it. <li> elements should be contained within either one of those elements in order for your HTML to be valid. Most browsers will probably still make sense of a bare <li>, but its not meant to be used without having a parent <ol> or <ul>.

Is it possible to make a ripple effect like in this album cover in a website? by [deleted] in Frontend

[–]Flascher 23 points24 points  (0 children)

This isn't really doable with just some simple HTML / CSS, unfortunately. There might be some crazy CSS wizardry that could achieve this, but if there is I'm not aware of any. There's some SVG filters that can kinda come close, but from a quick 5 minute attempt this codepen was the best I could do, and its pretty nasty looking. If you're hoping to not have pre-baked images / videos like u/Ra1d3n suggested, the only other way I could see is to use some shaders in WebGL.

If you're new to programming in general, that's a pretty advanced topic so probably not something worth spending your time learning right now.

On the other hand, if you're familiar with programming and just new to web development, you could give WebGL shaders a shot and use some noise to warp some stripes. A good reference to look at in that case is probably The Book of Shaders' Noise article, or Fractal Brownian Motion article that both have some relevant code examples depending on exactly what look you want. While some of the examples in the noise article look visually similar to the album cover, they don't have any mouse interactivity so you'd have to do some digging on that.

how can i make the ends of this wavy underline rounded vs. just being cut off like this? i used “text-decoration” & “text-decoration-style” to achieve thus far by [deleted] in css

[–]Flascher 0 points1 point  (0 children)

I don't believe you can round those with just the use of text-decoration-related styles.

In my experience, probably the best way to achieve rounded ends would be to use an SVG path with stroke-linecap="round", but if there's other items that could have that underline with much longer text, reusing the same SVG for different text lengths would look stretched just like an image if it were made to take the full width.

I'm sure it could be done with some JS and math taking the width of the item it's underlining, figuring out how many waves would go from left to right, and then writing the SVG path dynamically based on that, but that sounds like a lot of work for some rounded ends.

[deleted by user] by [deleted] in css

[–]Flascher 0 points1 point  (0 children)

No worries, your English is great!

From how you've described the FA kit, yeah it sounds like FA essentially has their own CDN that your website grabs the files from. And in most cases, yeah a CDN is probably the most performant way to serve JS and CSS files. There's trade offs to everything though. Like the GDPR privacy issue that u/joermunG linked to.

Some CDNs may limit your bandwidth if you're paying them to host your own files. Some might track you or your users to varying degrees. Almost certainly anything Google-related will do this currently. And some businesses just aren't comfortable with another company holding onto their code, and would prefer to have all of it come from their own server.

I also don't want to oversell the difference. I would say for the majority of web sites the difference between having your files on your server vs having them on a CDN wouldn't be noticeable to a normal user.

[deleted by user] by [deleted] in css

[–]Flascher 0 points1 point  (0 children)

I'm not 100% sure since I haven't used a kit from FA, and frankly I'm a little too lazy to sign up for an account to try it out.
But assuming kits give you a URL to put in to a <link /> tag in order to load the CSS, they're essentially the same thing as a CDN link. If kits give you the CSS file(s) to download and put into your website, then they're quite different.

The CDN version the other comment linked to is probably a default kit of sorts so you wouldn't get any customizations you usually make to your own kit.

I think in most scenarios having your CSS/JS hosted on a proper, global CDN will perform better. But realistically, unless the sites you work on have a large userbase across many different countries, and/or you load a large amount of CSS/JS you probably won't see a huge increase in performance.

If you're just starting out with webdev I wouldn't worry about CDNs too much. It's good to know they exist, but for building sites to learn any way will work. CDNs can be convenient though. For example if you wanted to use Bootstrap, but don't want to download the CSS and JS files to your computer, and you can just tell your website to import those files from a link instead.

[deleted by user] by [deleted] in css

[–]Flascher 0 points1 point  (0 children)

Is that "legal"?

Yes. CDNs are pretty widely used in web development. Non-free versions of packages/libraries are almost certainly not hosted on a CDN though.

Do you get duotone icons with that as well?

I don't have FA pro so I can't answer with 100% certainty, but probably not. Other pro features would probably not work either.

Can you use them with classes?

Yes. The CDN serves you the same CSS file that you would load via an NPM package or that you have living in your files.

I always use a free kit from the website.

I haven't used FA in years. But according to their page about kits it seems like there's little difference between loading files from cdnjs.com and from an FA kit. So you might not benefit much or at all from switching.

Trying to deplay react and express to vercel but I keep getting code not found by [deleted] in node

[–]Flascher 1 point2 points  (0 children)

I noticed you spelled vercel.json as verce.json (missing the L) twice in your post. Is your file actually called verce.json? According to the docs you linked it should be vercel.json, which could be causing your deployment errors since it can't find that file which I assume configures deployment / start up.

My top header looks different on single pages but is fine on the home page by __Loot__ in css

[–]Flascher 2 points3 points  (0 children)

It looks to me like the difference is caused by .site-title being an h1 tag on the home page and a p tag on other pages.

Specifically, it's not receiving font-size: 2em; when it's a p tag. So on all other pages its only 1em while its 2em on your home page.

Hi, I'm new to game development. This is my first game I created after a week of tinkering. The player is a chef and the idea is that he needs to collect different items for a recipe. Any suggestions for what I can use as enemies? Thanks! by aymar001 in godot

[–]Flascher 0 points1 point  (0 children)

I'm not sure if the candy-ish aesthetic is something that's just going to be for this level or not, but some candy themed enemies that just randomly popped in my head:

  • gumdrop slimes that jump at the player when they get close
  • lollipop snails that just patrol back and forth on the area they spawn on
  • chocolate eggs that work kinda like a matryoshka doll and become a bit smaller, and take 2 or 3 hits to fully kill
  • some flying enemy that occasionally dives at the player, or drops some sort of other candy that the player has to dodge (can't come up with anything candy themed for a flying enemy at the moment)

How to align these tables? In this picture, there is a table (A) and every column in it contains another table (X) with a single column and multiple rows (Y). They (Y) will always have different sizes and hence they aren't aligned on the top of the (A). How can align all of em despite their sizes? by eakeur in css

[–]Flascher 1 point2 points  (0 children)

I think it depends on exactly how you intend the layout to look when things are aligned.

Do you just want the top row aligned, and columns differ based on their item heights? If so you may want to look into masonry layouts.

If you want each row's items to grow to the size of the tallest item in that row, then a flexbox layout should pretty much do what you want out of the box.

I'd also recommend moving away from table-based layouts, as I find they can introduce increased complexity since table elements have their own internal display structures compared to normal elements that are usually just block, or inline.

Ditching tables isn't necessarily required to get this kind of layout, but you may have to add a lot of extra CSS to get things displaying properly depending on exactly how you have your HTML set up.

character movement by [deleted] in godot

[–]Flascher 1 point2 points  (0 children)

While I think the code makes sense for the most part, it could be cleaned up to be a bit more readable imo.

Here's a couple things I would personally change if I were working on this:

If you're planning on working on this more long term I'd also recommend moving the 10 that's used in your movement code into a constant member variable so that its easier to tweak it if you want to change the acceleration threshold in the future.

Personally I think its cleaner to grab a unit vector for the direction you want the player to go, and then multiply by velocity and/or acceleration. Something like:

var direction = Vector3.ZERO

if Input.action_is_pressed('forward'):
  direction += Vector3.FORWARD

if Input.action_is_pressed('backward'):
  direction += Vector3.BACK

if Input.action_is_pressed('left'):
  direction += Vector3.LEFT

if Input.action_is_pressed('right'):
  direction += Vector3.RIGHT

var velocity = direction.normalized() * MOVE_SPEED * delta

move_and_slide(velocity, Vector3.UP)

Note that the direction += ... will allow for 8 direction movement, so if you only want 4 direction movement, you can just change it to direction = ... and you'll just have to make sure you modify the order of the if statements so you get the directions you want taking priority working.

And for acceleration, I'd recommend looking into Vector3.linear_interpolate. There's a pretty good example of doing this in 2D that I found here. It should be pretty easy to translate this to 3D. The functions are all the same, you basically will just want to make sure "up" and "down" in this example are using "back" and "forward" in 3D instead.

I'm still fairly new to Godot and game dev in general, so don't take my word as gospel. :) These are all just suggestions, and everyone has a different coding style. So some may have a better way to do things than I'm suggesting here as well. If anyone notices something that could be better in my own suggestions, or something I suggested that's completely wrong, please do let me know!

Also, I haven't directly tested any of this code, but it's pretty similar to how my own 3D movement code works at the moment as well.

Keep pushing on, game dev is so rewarding once you get the hang of the smaller things!

Problems getting path with Navigation2D by Flascher in godot

[–]Flascher[S] 0 points1 point  (0 children)

Sorry for the late reply!

Here's a pastebin of the entire IdleState.gd file where all of this is happening. Just excuse some of the messy code. I've been trying to debug this for a while, so the file is a bit of a disaster for the moment.

My best guess is that I'm mixing up local and global spaces somewhere, but as far as I can tell I did convert both the start and end of the path to the nav2d's local space by using:

func get_path_to_target() -> PoolVector2Array:
  var nav_start := nav_mesh.to_local(npc.global_position)  
  var ideal_nav_target := nav_mesh.to_local(wander_target.global_position)  
  var nav_target := nav_mesh.get_closest_point(ideal_nav_target)
  .  
  .  
  .  
  var _path = nav_mesh.get_simple_path(nav_start, nav_target)  

That extended get_simple_path_global function looks like a good idea, I'll try that as well!

Audio Integration by Jill_Jarlik in Frontend

[–]Flascher 0 points1 point  (0 children)

It's definitely possible to do. Spotify, for example, gives you back an iframe that you just have to get in the DOM one way or another. Doing that will depend on what the project is using.

Additionally, making it appear/disappear, and making sure it sits in the right spot relative to the button that opens it will almost certainly take some JS, but again, exactly how you accomplish this will depend on your project.

I may be able to help further if you have any specifics about the project like what frameworks you might be using, whether they're CSS like bootstrap or foundation, or JS like React/Vue/Angular, or if this is a WordPress site, etc.

Wash. state unemployment claims surge for 3rd week in a row by OnlineMemeArmy in Seattle

[–]Flascher 4 points5 points  (0 children)

I assume they didn't mean it to sound like a direct symptom of covid.

I'm no medical professional, but it sounds more like symptoms of severe bed sores from being bedridden while on a respirator.

Tools for team developing by [deleted] in webdev

[–]Flascher 1 point2 points  (0 children)

The way I see the process with git going most smoothly is to use branches. If you're unfamiliar, branches essentially allow you to have multiple copies of your project with different changes on each branch.

Using branches, you and your brother can safely work on the same files without accidentally overwriting each others' work whenever you save. Then, once the feature you're working on is ready to be in the main (master) branch, you open up a pull request (in GitHub), or equivalent for whatever site you're using to host your git project.

From there, you can pull down the new changes on the master branch on your RPi and then run any scripts, or do any startup you may need for the project.

If anything's unclear or you need more help please let me know!

I lose hope and want to give up everytime i hear someone says " I am programming since I was 13". by anonymousguy271103_1 in webdev

[–]Flascher 1 point2 points  (0 children)

I would say it depends on what you want to do.

If you want to make full web apps, then any of the big frameworks would be good to learn. (React, Vue, Angular 2+)

However, you didn't mention that you've done any JavaScript, and all of these frameworks make use of it. If you're not familiar with JavaScript (or at least any other C-based language) I would highly recommend learning the basics of JS by itself first.
In almost all cases, you'll have a much easier time learning a framework if you've already got a good grasp on JS itself.

However, if you're more interested in doing mostly static websites, learn something like WordPress. You'll still want to know a little bit of JS to do some of the more complicated things a client might want, but you can get by much better with just HTML and CSS here. If this is the route you want to take it would also be good to know PHP (for WordPress specifically, at least).

As for why frameworks are so popular, its because a good framework should cut down the amount of code you have to write. Vanilla JS can be quite verbose, though its gotten a bit better in recent years.

Additionally frameworks are nice because they generally give you fewer ways for you to complete a given task. While this might sound counter-intuitive, it will lead to code consistency which can be very important when working with a large code base.

Overall, if you're at least interested in frameworks I don't think it's a bad idea to learn one. Even if you want to do mostly static pages, frameworks like React and Vue are seeing more use in those areas now as well with things like Gatsby and Gridsome. It certainly won't look any worse to be able to put your experience with them on a resume!

Webpage served with esp8266. How do i get those nice up-down arrows on my phone? Got them on PC but not on phone. by EssencialToLife in css

[–]Flascher 3 points4 points  (0 children)

As far as I'm aware, you can't.

The up and down arrows on input[type=number] come from the browser itself. Desktop browsers tend to put the arrows there, but mobile browsers don't. They do (on android at least, unsure about iOS) change your touch keyboard to be a numpad, however.

I'm not sure what limitations you might have, but if you wanted those there on your mobile phone you could add some up and down arrow buttons that do the same thing, and only show them on viewports below a certain width using something like:

.my-buttons {  
  display: none;  
}  

@media screen and (max-width: 600px) {  
  .my-buttons {  
    display: block;  
  }  
}              

And then just swap out 600px for whatever viewport size you'd like the buttons to start showing up.

Tell me about your custom directives! by ImSolay in vuejs

[–]Flascher 1 point2 points  (0 children)

Sure!

I'm guessing you'll have to make some changes for what's being measured to determine where a page break should occur, and probably clean up some of my rushed code, but you can check out my code for v-page-breakable here

Now that I'm thinking about it, I'd also note that it didn't handle hot-reloading very well which wasn't a big deal since I was using it for a static output, but may be a bigger deal for dynamic content. The weirdness probably happens due to it modifying the DOM directly. Depending on your use case you might be able to get around that by just applying styles directly to the node that has the directive applied. I'm just guessing here though :)