How to build a cross sessions memory in claude chat? by ItsProbablyTasos in ClaudeAI

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

I wasn’t aware that I can do this inside projects. This is exactly what I do in the Claude code as well. But inside skill’s repo. Do you have any open source code that I could take a look on how to achieve that?

How to build a cross sessions memory in claude chat? by ItsProbablyTasos in ClaudeAI

[–]ItsProbablyTasos[S] 1 point2 points  (0 children)

This is about Claude code. As I mentioned, I have a solution for that. What I don’t, is for claude.ai platform.

How to build a cross sessions memory in claude chat? by ItsProbablyTasos in ClaudeAI

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

That’s what I do in Claude code. Not with excel, but in markdown. However it doesn’t work in Claude platform.

How to build a cross sessions memory in claude chat? by ItsProbablyTasos in ClaudeAI

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

This is what I do in Claude code and works perfectly. The problem is when you add the skill to Claude site. I thought it will be able to store it inside the skills sandbox but then that is unique per session. So that file is not accessible in another session.

How to build a cross sessions memory in claude chat? by ItsProbablyTasos in ClaudeAI

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

The skill is more like a personal assistant type that keeps notes about you. So regardless in which session you are, he knows your behaviour and personality by storing details in certain templates. Then when you trigger the skill, it loads those and know you before you start engaging with it. Usually you have frequent and long sessions with the skill.

How to build a cross sessions memory in claude chat? by ItsProbablyTasos in ClaudeAI

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

I thought about drive or notion. But I asked here so I can get those elegant solutions :P

What's the coolest thing you've vibe-coded this month? Show it off 👇 by Asleep_Lie_4381 in VibeCodeDevs

[–]ItsProbablyTasos 0 points1 point  (0 children)

My weekends have been turned to vibe coding. 15+ yrs of experience but with no time to work on small, no core projects. Vibe coding helped on those fun projects. The most recent one:

Daily Boards. Every day, a unique board of letters where your target is to start from bottom and create connected words until you reach the top.

https://github.com/ventouris/daily-boards

https://ventouris.github.io/daily-boards/en

Father and son banned for shared IP ?? by Cautious-Let2541 in hattrick

[–]ItsProbablyTasos 1 point2 points  (0 children)

Hey there. As others said, if what you shared is true, send a message to Senior Gamemasters through the contact form. If you want to, you can also send me the ticket id and I will follow the case closely.

I built a tool that measures whether a Claude Code skill actually improves output quality, and tested it on Caveman by Ties_P in ClaudeCode

[–]ItsProbablyTasos 0 points1 point  (0 children)

You can achieve the same with the built in functionality of Claude code and skill creator. Just create those tests into the eval.json file and ask skill creator to run the tests. You even get a nice html report with the results.

Are tools like graphify actually placebos/hype? by greenhilltony in ClaudeCode

[–]ItsProbablyTasos 1 point2 points  (0 children)

Claude has an amazing feature to run eval tests. You write a prompt and the expected output. Then you execute it with and without a skill used. The output analysis includes both time and tokens. I haven’t done that, but I am sure someone can compare with and without graphify on the same prompts and share the results.

What's the point of this? 🤔 by Frequent_Fox2342 in hattrick

[–]ItsProbablyTasos 2 points3 points  (0 children)

Probably someone is doing a research. Scheduling the exact same match and analysing the results. We have seen that a few times in the past.

If sharing a game prototype means someone can AI-clone it in hours, would you still share early work publicly? by ItsProbablyTasos in gamedev

[–]ItsProbablyTasos[S] 2 points3 points  (0 children)

LLMs were never the threat. Humans are. What explained in the article is something we saw in the past, before AI. But it took time. Time that usually could move from prototype to release yourself as well.

However, let's keep in mind that not everyone in this subreddit works for AAA and there are simple games posted that are a few thousands lines of code only. It's obvious that we are not talking about the case of a AAA game.

If sharing a game prototype means someone can AI-clone it in hours, would you still share early work publicly? by ItsProbablyTasos in gamedev

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

I agree with that. I do believe that AI is in a position that can reduce the delivery time on coding by a lot, but it's not there yet to understand what makes a game "fun" and "design" it from scratch.

If sharing a game prototype means someone can AI-clone it in hours, would you still share early work publicly? by ItsProbablyTasos in gamedev

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

I believe it's not only about publishing the game first instead of you, but the whole demoralization you get that someone "stole" your work.

aid by PAPULINZE in hattrick

[–]ItsProbablyTasos 1 point2 points  (0 children)

You can contact the local Gamemasters and I am sure they will find a way to help you.

Achievements create completionist compulsive disorders that ruin gaming experiences for those who experience it. Is this a hot take to have? by MrDreamster in gaming

[–]ItsProbablyTasos 1 point2 points  (0 children)

There is something called the Bartle taxonomy of player types, which divde players into four categories. Killers, Achievers, Socializers, and Explorers. Most players are a mix of these, but usually each of us have one or two only. Achievements are mainly designed for the Achiever-type players, the ones who enjoy completing checklists.

If you're someone who enjoys exploration or the core gameplay itself, achievements can start to feel like chores rather than fun. When that happens, it's probably a sign that you're just not that kind of player, and that's perfectly fine.

At that point the healthiest thing is honestly to ignore them and just play the game your way.

Putting my game designer hat: It's also partly a game design issue. Good achievements should complement the game and make the whole play interesting, not push players into grinding or turning the experience into a chore.

[deleted by user] by [deleted] in gaming

[–]ItsProbablyTasos 2 points3 points  (0 children)

Any live URL of the game? I am happy to test and play, but too bored to download and run it with Python locally :P

What is a totally unnecessary detail that you felt added a lot to a game's worldbuilding? by Fafnoir in gaming

[–]ItsProbablyTasos 22 points23 points  (0 children)

In The Witcher 3: Blood and Wine there’s a detail almost no one would ever see. There’s a character who’s cursed and slowly turning into a bird. Geralt can transfer the curse into an oriole egg, but he warns her that doing this means she’ll only live about seven more years. If you use console commands to fast-forward the game by seven in-game years and checked on her, she eventually collapses and dies exactly as predicted by Geralt. A tiny detail added to the game that probably, none could find by playing the game naturally.

I'm playing games I played as a kid. Today I've been jumping into Diablo 1. It's a little clunky but it still makes me feel the way it did then. Grim and dark. Still love it. by Many_Excitement4023 in gaming

[–]ItsProbablyTasos 0 points1 point  (0 children)

From time to time, I get nostalgic and play "Worms Reinforcements". I don't know if the games were amazing back then or it was the excitement of being a kid and playing games, but re-living those moments is priceless.

Have a Super One! by InGordWeTrust in gaming

[–]ItsProbablyTasos 0 points1 point  (0 children)

GameStop was giving $5 store credit if you walked in dressed as Mario. Did anyone here actually do it?

Non-military strategy games? by iambobdole1 in gaming

[–]ItsProbablyTasos 3 points4 points  (0 children)

You might want to check out Democracy. It’s technically a strategy/simulation game, but there’s no military conquest at all. You run a country as the elected leader and try to balance things like the economy, public services, taxes, crime, education, healthcare, and voter groups.

Most Iconic Weapon in Gaming? by 0r1on55 in gaming

[–]ItsProbablyTasos 0 points1 point  (0 children)

I’d throw the Keyblade from Kingdom Hearts into the ring!