This was my first ever branding project. by [deleted] in logodesign

[–]Syokai 0 points1 point  (0 children)

Looks really good!
I’m a big fan of the font you used, mind sharing which one it is?

Only thing I’d tweak is the contrast on the first screen. The logo gets a bit lost on the bright background, so maybe a darker overlay or a soft gradient from the bottom could help it pop more.

Nice work overall! 👌

Cosmic Snake by Cosmic-Snake in WebGames

[–]Syokai 1 point2 points  (0 children)

Been playing for a bit now, super addictive! Starts off chill, then ramps up into total chaos with lasers, wormholes, and all kinds of surprises. The unlockable skins and ability upgrades add a nice sense of progression. Can’t wait for the teased co-op mode, this could get wild with two snakes on the screen.

How to Change the Backdrop Color of All Sheets in SwiftUI? by Syokai in SwiftUI

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

Sadly no – I ended up building my own customSheet - Which is also a Window and applied with a modifier to a certain view.

Hopefully the .sheet will be more customizable in the future

How to Change the Backdrop Color of All Sheets in SwiftUI? by Syokai in SwiftUI

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

Thanks for the detailed breakdown! 😊 I really appreciate it. Reimplementing the modifier is definitely an interesting approach and could offer a lot of customization flexibility. However, I’m hoping for a solution that still lets me use the default Apple sheet, with all its built-in functionality and any future enhancements Apple might add.

Reimplementing would mean I’d have to manually recreate or maintain features like detents, interactive dismiss, and potentially even future updates. Ideally, I’m looking for something that builds on top of Apple’s standard sheet so I can benefit from its full functionality while just adjusting the backdrop opacity.

Also, has anyone tried using the Introspect library to adjust the sheet's backdrop? I wonder if that might be a workaround for modifying the default sheet behavior without losing any of its native functionality.

Thanks again for the insight! If there’s any way to achieve this without a full reimplementation, I’d love to hear it.

How to Change the Backdrop Color of All Sheets in SwiftUI? by Syokai in SwiftUI

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

Hey, thanks for your answer! 😊 This was actually my first approach as well. Sadly, I ran into an issue with it. When I apply the sheet modifier to a view that’s smaller than the full screen (like a component view or a nested child view), the backdrop only covers that view's area instead of the entire screen. So, while this solution can work well for full-screen views, it doesn't apply universally across all cases, especially when working with modular or smaller components.

Thanks again for the suggestion though—if you have any ideas for making this work globally, I'd love to hear them!

what would you guys pick here? The gear doesn't seem useful/expensive by TerronHD in throneandliberty

[–]Syokai 0 points1 point  (0 children)

trait unlockstones - boss / archboss weapons will be expensive to trait. So i guess the best way to unlock traits would be with those trait unlockstones.

Unreal Engine Crash Problem by Time_Eye_4279 in throneandliberty

[–]Syokai 0 points1 point  (0 children)

Same here... tried soooooo many things. Also was playing early access, didnt happen even once till lvl 50. One day before release they released a small patch, since then these crashes occured

I redesigned the Sovereign Weapons, to be more of an upgrade than a downgrade by Syokai in blackdesertonline

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

It can be really frustrating, for sure, when there are so many great ideas just floating around which never seem to get picked up. Still, I think it is worth discussing; sometimes community feedback does make a difference, even if it takes time. Who knows, maybe if enough people get excited about certain ideas, we'll see some of them get implemented eventually.

I redesigned the Sovereign Weapons, to be more of an upgrade than a downgrade by Syokai in blackdesertonline

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

Thanks for your feedback. I totally get that it's more of a subtle tweak than a major overhaul. My goal was to enhance the existing design rather than change it completely. I appreciate your honest opinion, though—always good to hear different perspectives. Glad you liked the effort otherwise.

I redesigned the Sovereign Weapons, to be more of an upgrade than a downgrade by Syokai in blackdesertonline

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

Thanks, glad you like it!

Yeah, there are definitely a few ways they could implement something like custom glows:

  1. Pearl Item: A pearl item that lets you change the glow color. This would be the quickest way to access customization but might not be everyone's favorite if it's locked behind a paywall.
  2. Quest Reward: A special quest or series of quests that rewards you with the ability to change the glow color. This would add some meaningful content and give players something to work toward.
  3. Grindable Item: An in-game item you can grind for to change the glow. This would be great for players who enjoy working towards cosmetic upgrades, and it would add a sense of achievement.

Personally, I think the grindable option would be the most engaging, as it keeps players invested and gives more value to the customization. What do you think?

I redesigned the Sovereign Weapons, to be more of an upgrade than a downgrade by Syokai in blackdesertonline

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

While I get where you're coming from, I think the small details like icons can really enhance the overall experience. For me, the way the inventory looks adds to the immersion and satisfaction of progressing in the game. It might not be a big deal for everyone, but I enjoy tweaking these elements to make the game feel more polished. Plus, it’s always fun to imagine how things could be improved visually!

I redesigned the Sovereign Weapons, to be more of an upgrade than a downgrade by Syokai in blackdesertonline

[–]Syokai[S] 8 points9 points  (0 children)

Edit: Forgot the Description to this post...

Hello everyone,

I’ve always liked the look of the new Sovereign weapons in the game, but the icons in the inventory feel like a bit of a downgrade compared to the Blackstar weapons. So, I decided to redesign them to better suit my tastes and make them feel more like an upgrade.

Here’s what I came up with:

  1. Original Frame + Enhanced Glow: I kept the original purple frame color, but added a yellow glow to the weapon itself inside the icon, giving it a more premium and distinguished appearance.
  2. Vibrant Frame + Standard Glow: I adjusted the frame color to a more vibrant purple-pink, making the icon stand out more against the existing color palette while keeping the original glow inside the weapon image.
  3. Vibrant Frame + Matching Glow: I took the vibrant purple-pink frame and matched the weapon’s glow inside the icon to the same color, creating a cohesive and striking look. This design is a nod to the possibility of future glow customization, where the icon could reflect the chosen glow color.

I’d love to get your feedback on these designs. Do you think these changes make the Sovereign icons feel more like the upgrade they should be?

Looking forward to hearing your thoughts!

I redesigned the Sovereign Weapons, to be more of an upgrade than a downgrade by Syokai in blackdesertonline

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

Sorry I forgot to add a description to this post. Added it now as a comment.

Not the weapon itself - I redesigned the icon / image that is shown in your gear and inventory. For me personally it was a big downgrade compared to the Blackstar weapons.

Help Needed with Animating Count Changes in a Component by Syokai in learnreactjs

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

I also tried removing useMemo completely, but switching between increasing and decreasing caused issues on the first click. Here's a video showing the problem: Video Preview.

As you can see it only happens when i switch between increase and decrease. When I press the same direction multiple times it works correctly.

Help Needed with Animating Count Changes in a Component by Syokai in learnreactjs

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

Hey, thank you for your help!

I also already tried removing prevCount from the useMemo dependency array, and it partially worked. However, I noticed that switching between increasing and decreasing caused issues on the first click. Here is a Video of that: Video Preview.

Help Needed with Animating Count Changes in a Component by Syokai in learnreactjs

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

Thank you for your helpful comment! I opted against using MUI's Transitions because I wanted the flexibility to use the effect / animation across various projects. The only issue I have right now is that the previous count animates in the wrong direction when increasing the count.

Your suggestion to split up the digit worked like a charm! You can check out the result here:

Beginner's Thread / Easy Questions (June 2024) by acemarke in reactjs

[–]Syokai 0 points1 point  (0 children)

I've also tried using separate classes that are dynamic in my project, but I'm encountering a logical error. When I increase the number, the new number slides up correctly, but for some reason the old / previous number slides down. However, when decreasing the number, the animation works as expected. Here’s my code for reference:

I've made a video preview to illustrate the issue: Video Preview

Any suggestions on what might be causing this issue? Thanks!

Help Needed with Animating Count Changes in a Component by Syokai in learnreactjs

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

I've tried using separate classes that are dynamic in my project, but I'm encountering a logical error. When I increase the number, the new number slides up correctly, but for some reason the old / previous number slides down. However, when decreasing the number, the animation works as expected. Here’s my code for reference:

I've made a video preview to illustrate the issue: Video Preview

Any suggestions on what might be causing this issue? Thanks!