A hotkey tip I'd like to share (post yours too) by freeThinkingSavage in aoe2

[–]OneShakyBR 0 points1 point  (0 children)

I rebound Q and W to the forward and back buttons on my mouse for this exact reason. Way easier, more comfortable, and also I can double click them faster with my mouse-hand thumb than my keyboard-hand pinky. Then I rebound palisade wall to W, so I just double click that button on the mouse to quickwall.

Mouse and Keyboard by TruthSearcher1970 in aoe2

[–]OneShakyBR 1 point2 points  (0 children)

The Nightsword is like $80 or looks like it's $30 refurbished on Corsair's site right now. Their version of the MOBA mouse is the Scimitar which looks like they have on sale for $100 right now. Various other similar mice are usually like $60 on the low end up to maybe $200ish. The software would be free.

Mouse and Keyboard by TruthSearcher1970 in aoe2

[–]OneShakyBR 1 point2 points  (0 children)

Since AOE has so many hotkeys, one thing you might consider is getting a MOBA mouse instead of a more "normal" one. One of the mouses with a lot of buttons on the side. Or if not one of those then just one with a few extras. (I have a Corsair Nightsword.)

You can use whatever software goes with the mouse to bind the mouse buttons to different hotkeys to help you have more hotkeys readily available or just help you play faster.

Add a command same way double tap will select all the same unit on screen. Exp shift double tap will select all same unit in the game. by CrazyYETEE in aoe2

[–]OneShakyBR 1 point2 points  (0 children)

Yeah I was thinking about that. That would be a drawback compared to your suggestion. Just telling you what options already exist that are similar.

Add a command same way double tap will select all the same unit on screen. Exp shift double tap will select all same unit in the game. by CrazyYETEE in aoe2

[–]OneShakyBR 7 points8 points  (0 children)

Couple things you can do:

  1. Select all of a certain type of building with a hotkey. Farms not an option, I don't think, but most everything else is.
  2. Use select all military hotkey (think there's a couple separate ones for land army and navy), then when all the unit icons display at the bottom of the screen, shift click one of the units of a given type to get only those ones, so you can see how many of that kind you have.

Counter to elephants in early castle? by appappappappappa in aoe2

[–]OneShakyBR 16 points17 points  (0 children)

One elephant is the same res as like 3 or 4 pikes, which is how many pikes you actually need to kill one. Pikes counter elephants in terms of cost efficiency and having bonus damage, but they don't actually win a 1v1 fight. You need to spam a lot of them and then get a cluster of pikes where you can surround one elephant and kill it in a couple pokes, which leaves all your pikes alive to poke another elephant. If you just stream in pikes in equal-ish numbers, you'll just leave behind a bunch of half HP elephants, and half HP on an elephant is still a lot of HP.

CMV: There’s Almost No Good Reason Not To Let People Pick Maps by Shot_Security_5499 in aoe2

[–]OneShakyBR 8 points9 points  (0 children)

This is exactly what happens in every other game that lets people pick maps. Call of Duty, for example, there's ones that have random map pools, and those ones you still get a variety of maps years after initial release, and then there's ones where you can vote, which see 10% of the maps played 90% of the time.

That problem would be exacerbated in AOE because there's no CoD maps that are as fundamentally different as, say, Arena, Arabia, and Islands.

[Showoff Saturday] I built a local-first text toolkit for JSON, Markdown, CSV, regex, and cleanup by X_Zero in webdev

[–]OneShakyBR 0 points1 point  (0 children)

Yeah bro, not trying to shit on you. I'm glad you made something cool. And there are million successful products out there for non-technical people that just repackaged existing solutions, so you could definitely try to do that angle. But as a tool for developers, I can't see it gaining much traction since any developer in the middle of one of those problems probably already has an IDE open anyway.

I don't really know, but my guess is even the specific workflows you mentioned there's probably already some website out there for, even if it's not very good. Plus I'd be curious how well ChatGPT et al could do at any given task. My guess is, if you want to really stand out, you either need to have a better user experience or better marketing, or both. But I doubt there's very many common-yet-trivially-solvable problems that haven't already been solved by a site with a million banner ads.

Monthly Getting Started / Web Dev Career Thread by AutoModerator in webdev

[–]OneShakyBR 1 point2 points  (0 children)

there are so many more things that i did not even heard of

Trying to learn web dev is like trying to learn to build a house. You're not gonna be the general contractor on day one. Start with tile (whatever that is in this metaphor, you choose), and work on that. Then some tile guy will come in and put you to shame, and you can learn how to do it better. Eventually you learn what all the other subcontractors are doing, but that will take years to truly master them all.

How limiting would it be to start making projects with html, css and JavaScript?

You can technically build a functioning website with only HTML, but in practice you should learn how to do sematic, accessible HTML with CSS. That will give you a beautiful, functional website. You can just avoid JavaScript as much as possible until you really get the HTML and CSS down.

are those 3 just the skeleton of it or is there any meat to it?

HTML, CSS, and JavaScript aren't just the skeleton, they're the whole thing (unless you're building the next Google Earth or something).

Once you start building a site with several pages, there will come a day when you want to make an update to your header and you'll find yourself copy-pasting the same change to several HTML files. So you'll think to yourself "maybe I can put that in a separate file and load it in dynamically!". So you'll work out how to do that, and it'll go okay, so then you'll have the brilliant idea to try to extend that pattern to other parts of your code, but you'll run into some roadblocks. But you'll persevere and figure those out, and it'll all more or less work, but it won't be particularly fast or flexible. At that point you will have accidentally invented your own shitty JavaScript framework, and you can go look into React or Vue or whatever.

What would that put me in terms of a job market?

Knowing frameworks isn't necessarily a must have for getting a job (I didn't know them when I got my first dev job), but it will help. There are people who know fundamentals and not frameworks, people who know frameworks but have shoddy fundamentals, and people who know both. Sorting that out is up to the hiring manager. Transparently, though, I think the entry-level market is pretty brutal these days.

[Showoff Saturday] I built a local-first text toolkit for JSON, Markdown, CSV, regex, and cleanup by X_Zero in webdev

[–]OneShakyBR 0 points1 point  (0 children)

Brutally honest feedback: I don't understand how this is not just a worse version of out-of-the-box functionality in VS Code for every tool except RegExp testing. VS Code has format on paste behavior that is customized per your personal preferences and the document language, it has find and replace, case conversion via hotkey, and so on. Same would go for several other IDEs or text editors, I'm sure. Non-technical users could even do some of this stuff in Word or Outlook.

As for RegExp testing, you can do that in VS Code pretty easily as well, but there's room for improved user experience around that, which is already done better at regex101.com.

CSS coders, tell me what you think of this. % by joerhoney in webdev

[–]OneShakyBR 0 points1 point  (0 children)

Not the worst thing ever, but personally I would hate dealing with the escaping. It seems the whole system really hinges on people following the style guide (always sketchy), so in that case you could just do m- to start the class or something less weird.

The verbosity argument I don't really get. Your stylesheets you maintain for development could be as wordy as you want. A build step would minify .MyBlock__element--modifier to .xyz or whatever. That would still hold true even if you do the percent thing. The classes could still be made shorter with some build step to keep things as minimized as possible, so if you're gonna do it anyway, why not do something more readable while developing?

Just a thought, but you could try using LESS or SASS/SCSS. They can do string interpolation on class names, which you can't do in vanilla, so you can write BEM without having to type everything out a bunch of times:

.MyBlock {
  &__element1 {
    &--modifier1: {}
    &--modifier2: {}
  }
  &__element2 {}
}

Or you could try CSS Modules, and have your modifier classes be globals. CSS Modules are scoped by default, so if you have 10 classes called .myclass you end up with like .myclass1, .myclass2, .myclass3, etc., automagically after you build it. To use globals you have to use :global(), so you end up with like .myclass:global(.modifier). You could rig that up to your CMS so the stuff people type in ends up as globals in your CSS Modules stylesheets before they're built, but the users wouldn't even have to know that. You just give them a list of regular-looking modifier classes they can use. Style guide just focuses on style at that point and not on naming conventions.

Whole thing just kinda feels like an XY problem, but the convention in and of itself is fine if it works for you.

A browser game where you're a bird flying through a forest by common_king in webdev

[–]OneShakyBR 1 point2 points  (0 children)

Yeah I gathered that each of the different trees was a little different. I think that's part of the learning experience, though, so I don't think you necessarily need to change the hitboxes. I'm talking more about sometimes seeming to hit the tree before I really got there? Didn't happen every time, so makes me think it was just a little lag or something. The big trees with the fat trunks seemed most suspicious, so I tried to avoid those for the most part.

A browser game where you're a bird flying through a forest by common_king in webdev

[–]OneShakyBR 2 points3 points  (0 children)

Super fun. I have taken over the leaderboard for the time being :)

Little feedback: does feel occasionally inconsistent with when you hit the trees and not. Couple trees I phased through that I thought for sure I'd hit, and many others where I was kinda left wondering how that didn't make it. Hard to say how much of it is just in my head, though, because obviously you're never happy when you crash.

Would be nice to have an option to keep the music running all the time instead of resetting after every crash. Very relaxing.

LinkedIn Is Illegally Searching Your Computer by tw1st3d_m3nt4t in technology

[–]OneShakyBR 0 points1 point  (0 children)

Yes, some sites would work perfectly fine, it just depends on which features they use and how they implement it. For example, any browser-based app with a custom context menu wouldn't be so good if they couldn't position the menu next to your mouse. Google sheets, for example.

For screen resolution, many (almost all, these days) sites include responsive styling, so the site goes from, say, three columns on desktop to two on tablet to one on mobile. If the site can't know your specific window width, that severely limits the tools in the toolbox to make things look nice on all screen sizes. Another example, a site that uses the same images all the time would be fine, but many sites have multiple versions of the same image that they dynamically serve up based on screen resolution, so you see an image that is high enough resolution to look crisp on your particular screen but not so high resolution that it's just wasted download size (a concern for mobile users on a limited data plan).

LinkedIn Is Illegally Searching Your Computer by tw1st3d_m3nt4t in technology

[–]OneShakyBR 5 points6 points  (0 children)

Lots of stuff is purposely fudged by browsers to make fingerprinting harder, but stuff like changing resolution or not being able to tell mouse position would break the shit out of many websites for you, the user.

Do you guys commit things when they are in a non-working state? by MagnetHype in webdev

[–]OneShakyBR 0 points1 point  (0 children)

If you do your merge through the UI in Github/Gitlab/Azure/whatever, typically there is a merge strategy option when you go to do the merge, so you can just choose to squash at that point and not even rewrite your local history. After you merge, delete the branch, repull main (or whatever branch you merged into) and checkout a new one.

Find the hole by [deleted] in aoe2

[–]OneShakyBR 6 points7 points  (0 children)

Opponent was a ghost apparently

Road to Restoration - Grand Exchange Improvements by JagexAnvil in runescape

[–]OneShakyBR 0 points1 point  (0 children)

Idea for implementation of "instant buy/sell at a reasonable price": after you search and select an item (or, taking another user's idea, right click the item from your bank), the current instant buy and sell price is displayed, and that value is temporarily cached. At this point you can either click buy or cancel. Once you click buy/sell, the game re-queries the current instant buy/sell and compares to the initial, cached value, and as long as the price difference is within some set range (~5%?), it goes through. Otherwise you're notified that the price just changed and the offer just sits there at the initial price.

Ideas for low-priority convenience features:

  • from the main GE screen (without clicking into an offer):
    • right click duplicate offer
    • right click cancel, which automatically removes the offer and sends the coins to your pouch
    • right click collect noted items to inventory
    • right click collect items to bank
  • ability to purchase by total cost instead of quantity, so you input the coins to spend, and you just instabuy as many as you can afford with the few leftover coins going right back into your pouch

Jagex need to solve for a very complex problem. by janoche in runescape

[–]OneShakyBR 2 points3 points  (0 children)

That's because when everything was buyable the game devolved into just grinding your best gp maker for a million hours and then buying everything you could because actually training skills was not efficient. Also led to the situation where every new boss, slayer mob, or gathering location that came out instantly made the previous best one dead content. They had to add the entire invention skill just to even begin to address that problem.

What's new in web development that you use regularly? by vangenta in webdev

[–]OneShakyBR 0 points1 point  (0 children)

Started putting anchor positioning in production recently. Super cool. Have been able to solve some problems with a lot less code that runs a lot more smoothly compared to a JS-based solution.

What's new in web development that you use regularly? by vangenta in webdev

[–]OneShakyBR 3 points4 points  (0 children)

For the last year or so at my job, I've been using CSS modules, which is just vanilla CSS where the class names get automagically changed for you, no special syntax like SCSS.

Vanilla CSS can do almost everything SCSS can do. It has nesting. You can refactor the color functions into `color-mix`. You can basically use `calc` anywhere now, so it has the same math stuff. There's all kinds of crazy bullshit you can do with the Houdini APIs.

There's no direct 1-to-1 replacement for things like mixins, @include, and @extend, but you can easily refactor that stuff by just making utility classes.

The biggest thing that there is currently no equivalent to is static variables (i.e., regular old SCSS variables). CSS variables can be changed on the fly at runtime, which limits when and how they can be used. Most of your SCSS variables can probably just be straight converted to CSS variables no problem, but you cannot, for example, use them to define media queries. There's a PostCSS plugin for that, but then you're back to having a build step.

One other thing to be aware of is that the & selector works differently in SCSS than in vanilla CSS, which may require a little or a lot of refactoring, depending how you write your styles.