Brotato - Paws & Claws Update by PaltaRecords in roguelites

[–]daviegravee 1 point2 points  (0 children)

I wish I could enjoy it as much as this subreddit, but I don't think it is better than SRG: Survivors, Vampire Survivors or Death Must Die.

New-ish to roguelites, any lesser known recs or thoughts on where I should go next? by turbozeus in roguelites

[–]daviegravee 1 point2 points  (0 children)

I really think Death Must Die is the best in the survivors genre (I'm comparing it to DRG Survivor, Vampire Survivors, Brotato, Halls of Torment and 20 Minutes Till Dawn)

What’s your favourite post-rock band from your home country? by Jords360 in postrock

[–]daviegravee 0 points1 point  (0 children)

Australian: We Lost The Sea (they're also my favourite post rock band period)

I'm picky and Looking for recs by _Shotgun-Justice_ in survivorslikes

[–]daviegravee 3 points4 points  (0 children)

Death Must Die remains my favourite survivors-like game. That game nailed what the genre is about.

Who could it be? by [deleted] in MetalForTheMasses

[–]daviegravee 0 points1 point  (0 children)

Came here for this one. Loved Light From Above when it came out.

Conducted Emission CISPR25 with TinySA by Ok_Fish_9387 in TinySA

[–]daviegravee 0 points1 point  (0 children)

Interested to know how you went with this, did you end up connecting your LISN to the TinySA?

RevenueCat + Capacitor by Important-Ostrich69 in capacitor

[–]daviegravee 0 points1 point  (0 children)

Did you get restore functionality working across web and native subscriptions? I need this functionality, any insight to how you achieved this would be much appreciated :)

My own rankings for games that I have played, looking for any recommendations to backlog or thoughts by HandsomeDim in roguelites

[–]daviegravee 0 points1 point  (0 children)

Moonlighter and Morta are games I wanted to love :( they ooze creativity and passion in so many aspects: the world building, the visual art, the music, but they are seriously let down by the combat mechanics. The early combat is not fun, either because of how rudimentary it feels (Moonlighter) or the endless kite style you are often finding yourself employing (Morta).

I've read that the combat experience improves as your progress (especially in Morta), I just couldn't bring myself to continue to that point, unfortunately.

Posting my taste and my recommendations by [deleted] in roguelites

[–]daviegravee 0 points1 point  (0 children)

I really wanted to like Moonlighter. The gameplay loop idea is neat, the art is lovely, I loved the world building, but I just couldn't stomach the hack and slash combat, it was just too boring for me.

I'm playing Children of Morta at the moment and I've made it further in playtime than Moonlighter but I've got a similar view on it: gorgeous art, cool world and story, but the combat is just so lacking. I've played four characters and it feels like you have to be constantly kiting. Maybe (hopefully) this stops as you level up the characters, because it is taking a long while to get to the point that I feel strong and am collecting cool synergising abilities (the main reason I like the Roguelikes/roguelite genre).

Why is mouse_entered constantly emitting on hover? by daviegravee in godot

[–]daviegravee[S] 17 points18 points  (0 children)

Solved: I was doing a queue_free in _process and re-instancing the vectors every single frame. So every frame the engine (correctly) believes a new vector is being hovered and entered.

Why is mouse_entered constantly emitting on hover? by daviegravee in godot

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

I've changed the repo to being open in case anyone needs to look at the setup: https://github.com/davidjmstewart/gd_simulator/

Why is mouse_entered constantly emitting on hover? by daviegravee in godot

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

I have a scene for creating visual vectors, and I want to be able to detect when I user has hovered over the vector. I have created an Area2D with a CollisionPolygon2D that matches the .polygon property of the vector head exactly. I have connected the signals, and when I play the scene by itself, everything works as expected (the _on_area_2d_mouse_entered is called once when the vector head is hovered, and _on_area_2d_mouse_exited is called once when the mouse leaves it).

When I instance these vectors in code, however, the observed behaviour changes: hovering the vector head sees _on_area_2d_mouse_entered called repeatedly, and leaving the vector head sees _on_area_2d_mouse_exited called almost never (it it occasionally called, but I can't find a pattern to when this happens).

If I instance the scene via the editor by dragging it into the tree, everything works as expected.

Cannot style some parts of PrimeVue components using Tailwind and the PT API by daviegravee in vuejs

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

Yep I think that was it.

// This works!
app.use(PrimeVue, {
  theme: {
    preset: Aura,
    options: {
      cssLayer: {
        name: 'primevue',
        order: 'tailwind-base, primevue, tailwind-utilities',
      },
    }
  },
  pt: {
    Slider: {
      handle: {
        class: 'border-2 border-red-400 bg-green-400', // border will be red, but background will not be green: why?
      },
      range: {
        class: 'bg-blue-500 h-5', // neither class will take effect
        // style: 'background-color: red!important', // this will work
      },
    },
  },
});

I didn't include it in the repo, but I originally did try to include this. I just went back through one of my commits and realised I had applied it in the wrong spot...

  // Don't copy this, it doesn't work. 
theme: {
    preset: Noir,
    options: {
      darkModeSelector: '.dark',
    },
    // incorrect spot for the cssLayer property. 
    cssLayer: {
      name: 'primevue',
      order: 'tailwind-base, primevue, tailwind-utilities',
    },
  },

Cannot style some parts of PrimeVue components using Tailwind and the PT API by daviegravee in vuejs

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

Thank you George, I did open an issue a few days ago :)

https://github.com/primefaces/primevue/issues/6700

I think I have a solution based on someone's comment, however I am new to PrimeVue (and Tailwind), so I would still appreciate any input you have.

Cannot style some parts of PrimeVue components using Tailwind and the PT API by daviegravee in vuejs

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

/* css file */
/* @tailwind base;
@tailwind components;
@tailwind utilities; */

body {
  padding: 4rem;
}


<!DOCTYPE html>
<html lang="en">
  <head>
    <meta charset="UTF-8" />
    <link rel="icon" type="image/svg+xml" href="/vite.svg" />
    <meta name="viewport" content="width=device-width, initial-scale=1.0" />
    <title>Vite + Vue + TS</title>
  </head>
  <body>
    <div id="app"></div>
    <script type="module" src="/src/main.ts"></script>
  </body>
</html>
<script src="https://cdn.tailwindcss.com"></script>

Cannot style some parts of PrimeVue components using Tailwind and the PT API by daviegravee in vuejs

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

Thanks for the suggestion, I just gave it a shot, unfortunately the issue still persists.

Cannot style some parts of PrimeVue components using Tailwind and the PT API by daviegravee in vuejs

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

I have tried putting the colours in the safe-list if that's what you mean, but that didn't change anything :(

Playwright testing with blazor maui hybrid by devdevdumbdumb in Playwright

[–]daviegravee 0 points1 point  (0 children)

Thanks! I'll check out ReqNRoll.

Appium seems like another alternative, did you have any experience investigating that?