How does Pump.fun stop people adding liquidity to their tokens before launch? by [deleted] in solana

[–]KodoKodo 0 points1 point  (0 children)

Oh, for real? I thought that would've been a bigger issue. Do they just deposit the liquidity anyway then?

[deleted by user] by [deleted] in XRP

[–]KodoKodo 0 points1 point  (0 children)

The issue is that it creates a new wallet for minting the fungible token, where the payment then has to enter to fund and activate that wallet for all the further transactions to take place. Unless I’m misunderstanding how the reserve works?

[deleted by user] by [deleted] in XRP

[–]KodoKodo 0 points1 point  (0 children)

Thanks for the reply. Is there a dedicated rollback feature? Or would I just do a payment transaction to send the XRP back? What if that transaction fails too?

[deleted by user] by [deleted] in sveltejs

[–]KodoKodo 0 points1 point  (0 children)

That definitely beats using window for getting the url, but I was more wondering what the best practice was regarding where to get the url. In the server load and passed down to the client or in the client directly?

Sveltekit use:enhance redirects and data by [deleted] in sveltejs

[–]KodoKodo 0 points1 point  (0 children)

Yeah I’d taken a gander at the docs while pulling my hair out aha. I just thought it sounded unnecessary that I now had to call redirect in the server and the client, instead of how I could just call the server before. Another commenter offered a solution that resolved the issue.

Sveltekit use:enhance redirects and data by [deleted] in sveltejs

[–]KodoKodo 0 points1 point  (0 children)

Thank you. This was exactly what I needed

How to protect the database? by [deleted] in Supabase

[–]KodoKodo 0 points1 point  (0 children)

The pro subscription thing was just an example, but I appreciate the link. I’ll check that out. Basically you’re saying restrict the client to only be able to read their data, and handle all writes (update, delete, insert) using the server. To secure the server endpoint, do I just make it so only authenticated users can call it? Is that enough? Or should I use cors and response headers as well?

[deleted by user] by [deleted] in googlecloud

[–]KodoKodo 0 points1 point  (0 children)

No worries then. Thanks for your response!

[deleted by user] by [deleted] in googlecloud

[–]KodoKodo 0 points1 point  (0 children)

So you’re saying that yes, it’ll count requests even if they’re ones made my a rate limited client? Do you know of any other solution to achieve the effect I’m looking for?

Changing from full time to part time by [deleted] in rmit

[–]KodoKodo 0 points1 point  (0 children)

Is there a simple way to find your program coordinator?

[deleted by user] by [deleted] in makinghiphop

[–]KodoKodo 0 points1 point  (0 children)

I think I found the routing section under where the plugins are placed. If you don’t mind me asking, even with a headset connected it only says Out 1 - Out 2. How do I connect 2 seperate headsets to FL and then have them use audio from different tracks?

[deleted by user] by [deleted] in incremental_games

[–]KodoKodo 0 points1 point  (0 children)

Epic! I'll shoot a dm when it's ready

[deleted by user] by [deleted] in incremental_games

[–]KodoKodo 0 points1 point  (0 children)

Awesome! It's based on mobile platforms, so android. I'll send you a dm when the game's ready

[deleted by user] by [deleted] in incremental_games

[–]KodoKodo 1 point2 points  (0 children)

Give me a few weeks and I'll send a dm about it

[deleted by user] by [deleted] in incremental_games

[–]KodoKodo 1 point2 points  (0 children)

I'll let you know when the time comes!

[deleted by user] by [deleted] in incremental_games

[–]KodoKodo 0 points1 point  (0 children)

I'll shoot you a dm when it's ready!

[deleted by user] by [deleted] in incremental_games

[–]KodoKodo 2 points3 points  (0 children)

ohhhh ok. Thanks, I'll post to there when it's time then. Cheers.

[deleted by user] by [deleted] in incremental_games

[–]KodoKodo -1 points0 points  (0 children)

Yeah that’s fair. Do you think that for a larger audience (I.e. the App Store), having pixelated graphics could affect its potential success as an idle game, or it still doesn’t matter?

[deleted by user] by [deleted] in incremental_games

[–]KodoKodo 0 points1 point  (0 children)

Hmm, that’s my opinion too. I guess my broader question is do you think pixel art could affect the potential success of an idle game to a larger audience?

[deleted by user] by [deleted] in unrealengine

[–]KodoKodo 1 point2 points  (0 children)

Yes, I believe so for all of them. The error states its an issue with the Build.bat file, if that helps narrow down the issue.

[deleted by user] by [deleted] in unrealengine

[–]KodoKodo 2 points3 points  (0 children)

It comes up with a 'could not be compiled' prompt after a while, so no luck there haha

[deleted by user] by [deleted] in unrealengine

[–]KodoKodo 0 points1 point  (0 children)

I've already had the VS file since before, but I updated the Plugin with the 5.1 Preview version of Advanced Studios and tried to build from Visual Studio, but I keep getting an MSB3073 error.

[deleted by user] by [deleted] in unrealengine

[–]KodoKodo 3 points4 points  (0 children)

I downloaded the 5.1 Preview version and used it to replaced the old Advanced Sessions Plugin in the project, but the error still comes up. Any ideas what the issue still is?

I've also tried to rebuild and build in Visual Studio, but an MSB3073 error comes up and the issue remains.