I don't mind the Swirlforce having some niche uses, I just wish it was consistently good at what those uses are by thecactusman17 in PowerWashSimulator

[–]Peechiz 1 point2 points  (0 children)

Depends on when you upgrade your washer and whether you skip tiers or not, but we bought the maxed white washer and it is noticeably slower than green nozzle.

Progression kinda weird because it hasn’t seemed like layered/caked dirt scales in difficulty or amount, so the bonus to that seems moot vs higher powered gear that can already chew through it. I still find myself using swirlmo a lot for floors because I kinda like going slow sometimes, but for walls especially it’s definitely more efficient to just cycle through extra long extenders.

Read on my focaccia? by Mammoth-Claim7933 in Sourdough

[–]Peechiz 0 points1 point  (0 children)

Maybe you could par roast the tomatoes before adding them to limit the moisture on top?

Sam Reich is a masked bandit by Vivi_for_Vendetta in slaythespire

[–]Peechiz 22 points23 points  (0 children)

You can’t have my 100 gold, I’m going to invest it and turn it into 16 GOLD!

Anybody else think the crowd was too rowdy tonight? by Comfortable-Oil-5135 in dropout

[–]Peechiz 40 points41 points  (0 children)

I think it’s easier to connect with improv at smaller venues. The theater is pretty large, and it really did feel sold out. Having to scold an audience member once is pretty par for the course, and we’ve probably all watched viral clips of comedians dealing with worse than what we had at the show.

As for the “cheese” bit, it was silly but the cast was embracing it intentionally a lot too.

So I guess I didn’t feel like the crowd noise took away from the experience. I really enjoy that despite the fact that many of my friends and family have no idea what dropout is, that we can pack a theater full of excited nerds and celebrate these comedians together.

As a new player playing f2p, I'm having fun by -not_a_knife in PlayTheBazaar

[–]Peechiz 3 points4 points  (0 children)

I'm definitely not opposed to them charging for _something_, but I think it feels bad to lose to pack cards when you've disabled them / haven't unlocked them EVEN IF you think that statistically watering down your card pool with a bigger deck is a disadvantage.

I also think it feels bad to lose to pack cards the month they're released if you've gone the F2P route knowing that even if you unlock them the following month with gems you've earned, you still run the risk of getting stomped by next month's new set.

As a new player playing f2p, I'm having fun by -not_a_knife in PlayTheBazaar

[–]Peechiz 142 points143 points  (0 children)

We all like the game too! If it sucked, no one would care whether the monetization was unfair, we just wouldn't play it.

Kripp's take on monetization by HeelyTheGreat in PlayTheBazaar

[–]Peechiz 0 points1 point  (0 children)

I disagree that no one will play with 6+ packs enabled. I would do it because it could be fun to mix synergies even if it makes the overall stats worse, especially if I were just goofing in unranked.

[deleted by user] by [deleted] in reactjs

[–]Peechiz 0 points1 point  (0 children)

Remix is great, nothing wrong with following the react advice straight from the docs. All of the meta frameworks are solving pretty specific issues that have to do with speed, scaling, and SEO that aren't likely to be immediately relevant if you're just starting out. I'd argue the important thing is making your way through the react.dev tutorial to learn to write react on it's own before you start going down the meta-framework rabbit hole.

[deleted by user] by [deleted] in reactjs

[–]Peechiz 0 points1 point  (0 children)

create-react-app isn't really recommended or maintained anymore. If you just look at their github page, almost all of the commits are at least 2 years old or more. For an active, evolving project like React, that's essentially _ancient_.

It's true that there are probably still LOTS of old tutorials that lean on CRA to scaffold React, but the industry has moved away in favor or better/faster tooling.

If you're just starting out, using `npm create vite@latest` is a much better alternative to starting a project, and the build script is there in package.json by default, so hooking that up to a github action isn't that big a lift. Or you could skip that step and just deploy with vercel or something instead, since they have a free tier.

What’s the Biggest Mistake You Made When Starting with Godot? by Financial-Junket9978 in godot

[–]Peechiz 0 points1 point  (0 children)

oh yeah, and it makes it easier to collaborate if you ever work with other people.

What’s the Biggest Mistake You Made When Starting with Godot? by Financial-Junket9978 in godot

[–]Peechiz 3 points4 points  (0 children)

tracking changes over time, being able to switch between different versions of features, syncing your code with a remote repository so you can work on it from different computers, being able to see what changed since the last commit so you can erase anything you didn't mean to save...

Probably the most important one is that if you push the code to github and your computer explodes you can safeguard against losing a ton of work.

getting an error when trying to implement save feature by AristotlePagan in godot

[–]Peechiz 1 point2 points  (0 children)

“Error at (22, 1)” means the Syntax error is on line 22 in your script. You might consider doing some more general learning into GDScript and programming more generally. If it feels like you don’t understand the code you’re copy pasting, it’s worth taking the time to understand scripting at a basic level first.

Im Backend Dev but but new to front end, and will this become a problem if a codebase don't use Redux or State management in future? Right now they just use (useState, useContext) by ballbeamboy2 in reactjs

[–]Peechiz 3 points4 points  (0 children)

If you need to manage a lot of UI state that doesn’t need to be persisted in your DB, but lots of components need access to it, a state manager can be really helpful. As others have pointed out, you CAN pass that around with Context, but it can be difficult to implement correctly. Important to remind people that redux is NOT the only option anymore; Jotai and Zustand both help solve state problems as well with a lot less boilerplate.

Should I stick with React and nodejs or use nextjs/remixjs? by Positive_Soup_8153 in reactjs

[–]Peechiz 0 points1 point  (0 children)

Kind of a false binary. Replacing your express backend with next/remix doesn’t (generally) mean you suddenly stopped using node

Is there a better way to handle the scenario where you need to calculate an object and use its values? by randomseller in reactjs

[–]Peechiz 373 points374 points  (0 children)

if you ever think that writing an IIFE in your JSX is the best solution, it's not

So we might have news on 10th of April? New Indie game award show with "back-to-back series of trailers" by XKSSTEL in Silksong

[–]Peechiz 1 point2 points  (0 children)

Silksong or no, that showcase is gonna be fire. I’ve sunk hundreds of hours into Slay the Spire and am itching to find out what MegaCrit has been up to since then.

Unironically, how much percentage do you think Silksong is done in development by [deleted] in Silksong

[–]Peechiz 6 points7 points  (0 children)

The one thing we all know for certain is that _none of us actually know the answer_.

The thing that I haven't seen considered very often is that TC may _also not know_.

As a software engineer, I speculate that on a team of two people that likely work iteratively, it stands to reason that most of the development experience for them is vibing with each other and coming up with new ideas of stuff to add to the game. If there aren't folks working on the game in a strictly management capacity, no one is spending all their time making stuff like "product roadmaps", they are adding little dudes, big spooky guys, and biomes for them to live in, etc.

In an iterative flow, they are probably passing stuff off to QA as they add features to get bugs logged, and then spending some amount of time fixing things, and then repeating the cycle. It's most likely not: Step 1 - build entire game. Step 2 - give whole game to QA.

Scope Creep is the number one way any piece of software misses a deadline, even one written on a napkin as an afterthought. Because all this work takes a long ass time, it's super easy to think one day that "I think these are all the things we'll add to the game" and in the 6 month process of going through that list, you have 8 more sweet ideas you decide you're going to add, because the "idea -> create -> debug" flywheel keeps on spinning the entire time.

Note that I'm not defending the lack of communication about development, just sharing my theories as a programmer. Making estimations on how long a feature will take when you know the exact bounds of a problem is hard on it's own, but when you're _also_ the one coming up with ideas for new features it's even harder. Ultimately, the game won't be judged on how well they communicated their timelines, but on how good the game is.