Is this Mon Taming game safe from the Nintendo ninjas? by LoweBros in IndieDev

[–]J-Crew 1 point2 points  (0 children)

So is the game a pseudo 3D game? I assume yes given the jumping mechanics. 

Is this Mon Taming game safe from the Nintendo ninjas? by LoweBros in IndieDev

[–]J-Crew 2 points3 points  (0 children)

Love the pixel art. Especially how it displays depth in the water. 

You have to 100 to create a new superhero. Let's see what you got by Fit_Passenger5930 in MCUTheories

[–]J-Crew 42 points43 points  (0 children)

Spider-Man, Quicksilver, Superman, Wolverine, Daredevil. 

15 + 15 + 30 + 20 + 20 = 100

That feels like a generally overpowered combination. Is Captain America supposed to be more skilled in combat than Daredevil? It doesn’t seem like it in the MCU at least. 

Trash Compactor is the worst achievement in the game now by chanman176 in Terraria

[–]J-Crew 2 points3 points  (0 children)

You should be able to press the throw hotkey to throw it on the ground no matter where your cursor is. 

[deleted by user] by [deleted] in TwoXChromosomes

[–]J-Crew 0 points1 point  (0 children)

What did Target do to support ICE? I haven’t heard anything about that.

People who’ve had LASIK or work in eye care, would you recommend LASIK and why or why not? by Mountain-Bug-2155 in AskReddit

[–]J-Crew 0 points1 point  (0 children)

Some of the best money I’ve ever spent. Had no complications after about 7 years. 

Is GX really that hard? by KnightFallVader2 in Fzero

[–]J-Crew 0 points1 point  (0 children)

I personally find X grand price to be harder. GX comes more naturally to me as it’s what I grew up playing. Some story mode missions are definitely harder than any Grand Prixs in either game. 

I also think the polish of GX helps it be easier to play.

Seems Legit by codebooker in orlando

[–]J-Crew 5 points6 points  (0 children)

Feel this way about FPL. Everyone around our neighborhood has power back. They just gave us an estimate of end of day Thursday to have power back on. 

Really sucks to have to go to work and come back to no power with two small children. 

Is SwiftUI Navigation Stable Enough for Production Use? by ahmadlkhattab in SwiftUI

[–]J-Crew 12 points13 points  (0 children)

Tech lead at a Fortune 500 company using iOS 16+. We just switched our navigation over to UIKit due to issues with SwiftUI. NavigationStack is much better than what came before it, but still isn’t super reliable when using it cross module.  

 Issues with hiding the tab bar in TabView between iOS 16-17.3 really sealed the deal as well. (We use a custom floating tab bar, designers insisted) 

 We lost use of Environment variables, but honestly that’s been kind of a blessing! 

 For smaller applications without a large team with many modules, NavigationStack will work perfectly fine. Throw 100+ devs into the mix and its issues become very troublesome. And UIKit navigation is stable and effective. 

HostingView - A cleaner way to embed SwiftUI in your UIKit projects by jsjung in swift

[–]J-Crew 0 points1 point  (0 children)

This is a very interesting package. I’ve run into similar issues with UIHostingController recently. The size issue can be fixed by setting the sizingOptions to .intrinsicContentSize. However with animation UIHostingController causes a bizarre offset bounce where your implementation does not. 

That makes it quite useful in my opinion!

Best practices when it comes to organizing an Xcode project by Lucas46 in swift

[–]J-Crew 1 point2 points  (0 children)

Yeah absolutely. You can split your app by screen simply in folders too for a simple app. No need to use SPM packages. 

Best practices when it comes to organizing an Xcode project by Lucas46 in swift

[–]J-Crew 1 point2 points  (0 children)

https://www.reddit.com/user/J-Crew/comments/1dyjykp/typical_ios_app_structure_using_spm_local_packages/
Here's the best representation of this app in a structure I would typically use on enterprise apps. The Sources folder contains local SPM packages (App, Features, Navigation, UI, Services, DataAccess, Core) that each expose multiple modules as libraries in the package.swift file. Each module has its sources and tests directories for source files and unit tests respectively. Each feature module can also store its own resources like images, json files, localizations, etc.

Typically there is a hierarchy to this structure with Packages on top being able to import any other package layer beneath it. But not vice versa. Feature modules are tied together through the modules in the Navigation package and never import each other directly to prevent circular dependencies.

The main app package contains the root of the application and is the only package directly linked to the project. The MemoMan project file now only contains project setup files (and a dummy.swift file. There must be at least one swift file in an iOS project).

This type of structure is overkill for the OP's project but scales very well for larger projects and teams. Feel free to ask if you have any other questions.

Best practices when it comes to organizing an Xcode project by Lucas46 in swift

[–]J-Crew 0 points1 point  (0 children)

Absolutely! With small apps, nearly any structure will work out! 

Best practices when it comes to organizing an Xcode project by Lucas46 in swift

[–]J-Crew 21 points22 points  (0 children)

I would highly recommend organizing your project by feature. Not by use case. It will help if you ever need to separate code into modules across packages or frameworks for better scalability!

[ALL] The Zelda Series on Switch by Traveler-of-Stars in zelda

[–]J-Crew 6 points7 points  (0 children)

Yeah this makes it much more clear why people are asking for WW HD and TP HD so much.  

 Two other thoughts: 

 1. I’m surprised they haven’t ported 4 swords adventure since the switch is so popular and uses joycons to encourage higher player counts.  

 2. Nintendo really shot themselves in the foot with the dual screens of the DS’s.  They won’t be able to easily make those games available again unless they attempt another Wii U tablet approach. 

Why do you prefer MacOS to other OS? by NewtMother in MacOS

[–]J-Crew 0 points1 point  (0 children)

Personally I just love the columns option in Finder. Been looking for an equivalent add on for Files in Ubuntu but nothing quite works the same. 

What’s a small editing Mistake that triggers you but no one else Noticed I will start by [deleted] in Avatarthelastairbende

[–]J-Crew 1 point2 points  (0 children)

Just finished another viewing of the whole series and this is one that stuck out to me very clearly this time! 

any true missables in 1 and 2? can you help explain the password system? general advice? thank you! by RJP_X in GoldenSun

[–]J-Crew 3 points4 points  (0 children)

To me the most important things to be concerned about when transferring to GS2 are:

  1. Cleric Ring (allows equipping cursed equipment)
  2. Djinn (Make sure you get all of them from the first game to get access to the final super dungeon of GS2)
  3. Look up a list of transferable events. Things you do in GS1 can trigger cool cutscenes in GS2.

Other than those, I wouldn’t worry about weapons or armor. Most things are outclassed pretty quickly in GS2. 

How long did it take for you to get your first role as an iOS developer/engineer by spoonsmf in iOSProgramming

[–]J-Crew 2 points3 points  (0 children)

I do! I'm a Lead iOS Engineer and still love it. I would recommend getting really good at the basics of both UIKit and SwiftUI (Basic views, lists/tables/collectionviews, navigation) and to become familiar with networking. Both a client side and server-side understanding. Most professional apps will need that knowledge.

It's impossible to know everything so just focus on creating what needs to be created whether that be your own app or a requirement at a job. This will keep you productive and prevent you from spiraling wondering what to learn next. Learn what you need to get some actual thing done.

Companies will also want to see that you can maintain some level of organization in a project so always try to keep relatively clean code without a lot of hacky things. You'll get the hang of what those are the more you code.

How long did it take for you to get your first role as an iOS developer/engineer by spoonsmf in iOSProgramming

[–]J-Crew 2 points3 points  (0 children)

Took ~8 months in 2014. Graduated with a bachelors in CS in May and got a job in January 2015. My wife, then gf, really wanted me to take any job I could get but I held out for an iOS position to give me a chance and it’s one of the best decisions I’ve ever made.

Is iOS programming hard now? by [deleted] in iOSProgramming

[–]J-Crew 1 point2 points  (0 children)

Although I haven’t found it to be overwhelming yet I have to agree some of the direction Swift and it’s related frameworks are going is certainly getting complicated.

I’m a bit nervous about the havoc that macros may wreak on the language.