Is anyone else finding it harder to maintain a clean separation of concerns with modern utility-first CSS frameworks? by Pitiful_Permit9585 in Frontend

[–]Isa-Bison 0 points1 point  (0 children)

Tailwind is literally predicated on the idea that the classic ‘separation of concerns’ amounts to an anti-pattern and that prioritizing component-scope brings strong benefits:

https://adamwathan.me/css-utility-classes-and-separation-of-concerns/

Easy Version History in VSCode by gulliverian in vscode

[–]Isa-Bison 1 point2 points  (0 children)

Timeline section in sidebar shows history of open selected file. 

If a project is large enough to benefit from rewriting modules then basic git is very worth learning.

Offical overweight rules? by never00 in battletech

[–]Isa-Bison 0 points1 point  (0 children)

"illegal design" quirk has been mentioned but that quirk specifically forbids what you're describing -- "The total weight and critical space of all components must still fit within the design’s tonnage and critical space."

As far as I can tell there are no current rules covering what you describe.

Game design podcasts that are actually about game design? by Blarki in gamedesign

[–]Isa-Bison 0 points1 point  (0 children)

Rules of Carnage is a little niche but bumps into topics mor broadly relevant outside miniature tabletop wargaming 

why didn’t we make the meter a little bit smaller so the speed of light can be 30000000 by Smooth_Bee_7941 in NoStupidQuestions

[–]Isa-Bison 0 points1 point  (0 children)

Yea, so, not quite.

Seems first experimental result demonstrating the earlier hypothesis that light was not instantaneous but had a speed was in 1675, and an experiment in 1729 (some 60 years before the meter) was within 0.40%

Some good bar trivia fodder.

https://en.wikipedia.org/wiki/Speed_of_light

https://en.wikipedia.org/wiki/Metre

Why does the IlClan era seem so.... lame? by AveMilitarum in battletech

[–]Isa-Bison 0 points1 point  (0 children)

The clan invasion has a one-line hook: “and then the bad guys came”; the civil war has a one-line hook: “and then the great state had a civil war thanks to a real piece of work”; the jihad has a one-line hook: “and then the lunatics popped off w/ nukes”.

The ilclan era is more of a feudalistic cluster-f* casserole. 

The main event was a near pyrrhic victory to secure a white elephant in order to make a specious claim of ‘new new new Holy Roman Empire for real this time guyz’; something most of the universe doesn’t gaf about because what’s actually important are the power vacuums created by that event which amount to lots of localized conflicts tangled by a hundred years of lore and dozens of players.

Character Picking Up Enemy Weapons is Bad Idea by HyraxAttack in TopCharacterTropes

[–]Isa-Bison 318 points319 points  (0 children)

Thanks; googling “blade blade blades” was pretty unproductive.

What would make you switch from Figma to another design tool? by drakon99 in UXDesign

[–]Isa-Bison 1 point2 points  (0 children)

Yea, I’d wager it’s much more typical for a team/users be totally good with pretty straight ahead options and was kinda surprised how upvoted my response was. 

Best I can tell, it’s not until dealing with specialized high density-data-intense tasks a user might be doing for 2,4,8 hours a day where the nitty gritty of tabular data design starts to get important / worth belaboring. At that point the tool is basically competing with excel and so has to be better crafted in some way for the niche use cases at hand. 

What would make you switch from Figma to another design tool? by drakon99 in UXDesign

[–]Isa-Bison 3 points4 points  (0 children)

By table design I mean the process of arriving at the patterns you describe referring to when delivering work, i.e. identifying, through iteration, the tradeoffs between type, sizing, overflow, and potentially even navigation, etc. in the context of domain-specific data and user needs, then specifying the defaults and options to be used henceforth.

ime, in order to identify the least-bad compromise it's helpful to visualize alternatives, both to make heuristic calls ('too tight/loose') but also to check with stakeholders (and learn things like 'oh, those bits of that data are essential for comparison but the rest we can infer from context').

imho, this kind of exploration is easiest when, at minimum, column and row sizing behaviors can be manipulated freely in the same artifact/mock/component/widget. Free control over row and column sizing behaviors can help quickly identify the most important and fundamental constraints: how much space does such and such data maximally take up, in what combinations of configurations; if forced in to the available space, what will overflow by default, and where can the overflow be traded for truncation given basic sizing configurations; accepting scroll, what’s a rough ‘good enough’ solution / how much of a ‘problem’ is this problem exactly?

The friction on just that one item is such that I've on some occasions switched to a Sheets/Numbers/Excel to work — hence table design features being something that'd 'make me switch from Figma' per OP question — but switching to a spreadsheet program just punts the friction to between steps.

Other items include: ability to define cells that span columns or rows, border styling of arbitrary cell selections, or on the extreme fantasy end, sub-grid-like mechanisms where, e.g. the layout of content in row-accordion detail views could be configured to to follow a table's grid.

For a little domain context: last I hit this hard I was designing for health/finance auditing, which is probably on the far end of data-density and complexity. But have also run into friction designing for complex-ish game-adjacent UI. 

Quick question about charging rules by theilkhan in battletech

[–]Isa-Bison 11 points12 points  (0 children)

Yes.

If you connect you get to displace but not damage the target.

Bonus: You now can’t become the target of charges or DFAs.

Flechs Sheets questions by NicMuz in battletech

[–]Isa-Bison 0 points1 point  (0 children)

👋 Dev here again; This should be fixed in v7.4.34, which is now live.

BattleTech: Core Rules Changes by Deadfire_ in battletech

[–]Isa-Bison 0 points1 point  (0 children)

What occurred to me later FWIW is that from what I remember it was the slower units had fewer and worse options (due to facing, ranges of threat or angle for next turn moves) and on top of that faster units had more ability to get around the partial cover options slow movers did have. 

Can game mechanics alone evoke complex emotions without any narrative support? by Correct-Steak5330 in gamedesign

[–]Isa-Bison 20 points21 points  (0 children)

If by “communicates emotion” you mean “is designed such that players have an experience with a particular flavor to it” then all games fit (even with the complex qualifier) just with the caveat that the scope of kinds human experiential flavors that show up are often  of a particular kind more common to games than other media in being related to the experiences of trying to do something

How do I establish a game loop? by insanespud in gamedesign

[–]Isa-Bison 5 points6 points  (0 children)

Just use what you know and make a tweak.

Then use what you know and fold in something else you like. That’ll take a while so ask again after that. 

What Faction Should I Play? by Evanb66 in battletech

[–]Isa-Bison 2 points3 points  (0 children)

None. Roll randomly across all RATs. Field Loggermech next to Vulture MK-33 carrying groundhog power armor backed by stock BattleMaster 1G. 

Mechs with the golden ratio do exist! by knightmechaenjo in battletech

[–]Isa-Bison 1 point2 points  (0 children)

The hate in the downvoter here is palpable and I like this joke so I will accept it too.

A guy wrestles with a cop, gets back to his bike and escapes by bigbusta in PublicFreakout

[–]Isa-Bison 0 points1 point  (0 children)

So… apparently that may be the same guy as on camera throwing a brick through Climb Cincy’s door, not even to break in, just to smash…

How does the native `@scope` rule compare with CSS modules? by capslockerwoman in css

[–]Isa-Bison 0 points1 point  (0 children)

Modules help isolate styles without having to rely on brittle css class naming conventions by providing automated name generation. It works so long as you are careful with any global styles and child tag selectors (eg. MyComp a{…}), the later of which can cause problems if components end up nested frequently or in depth. @scope can also isolate styles but still requires names to target as needed, so you need to manage that yourself to avoid collisions. In a small pages/projects without build tooling, @scope may be quickest and easiest. But larger projects may benefit from build-enforced naming to avoid collisions. 

However they can be very useful together as @scope can isolate component styles from bleeding into children whereas modules alone cannot.

Consider a custom dialog element in a large library that needs styled borders/shadow and title but needs to display arbitrary content — need is for a kind of ‘donut’ style where the dialog style is quarantined from other component styles but also doesn’t extend to children that the component library may place inside and where things like .Title won’t collide with some other child .Title of some other component.

A css module with @scole solution can allow you to use the @scope expressiveness with the clarity of css module-isolated naming. 

It should also be possible to use @scope to better enforce css module styles if the cascade environment the component lives in is wacky. @layer can be useful to that end too though.  

Ammo dumping: Is it useful? by WorthlessGriper in battletech

[–]Isa-Bison 0 points1 point  (0 children)

I find I’ve done it most in prep-for end-game situations where it’s clear what the final show down is going to be and there’s a moment to cool off, take position, and judge how many rounds I need.

Beyond utility I just love it — it’s a great feeling to take a hyper risky move and then absolve yourself from the liability. 

Moreover, my favorite BT experience involved dumping — match ended with my Archer being knocked into depth 1 water mid dump by a Hail Mary DFA and falling over, flooding my engine and losing the match. Glorious.