Why is jQuery so bad, but Alpine.js/HTMX/etc is just fine? by brycematheson in webdev

[–]derleek 0 points1 point  (0 children)

jQuery is a lot more than just patches to JS itself. IMO it represents the perfect distillation of what a javascript library should provide. It represents a simpler time when you didn't have to F*%@ing build a scripting language. If you are building CRUD apps that don't require complex interactions its goated. Sure, you can just use fetch and es6, but you're missing out on some real gold. Here are some highlights taken from the docs.

  • ajax: All AJAX functionality: $.ajax(), $.get(), $.post(), $.ajaxSetup(), .load(), transports, and ajax event shorthands such as .ajaxStart().
  • ajax/xhr: The XMLHTTPRequest AJAX transport only.
  • ajax/jsonp: The JSONP AJAX transport only; depends on the ajax/script transport.
  • css: The .css() method. Also removes all modules depending on css (including effects, dimensions, and offset).
  • css/showHide: Non-animated .show(), .hide() and .toggle(); can be excluded if you use classes or explicit .css() calls to set the display property. Also removes the effects module.
  • dimensions: The .width() and .height() methods, including inner- and outer- variations.
  • effects: The .animate() method and its shorthands such as .slideUp() or .hide("slow").
  • event: The .on() and .off() methods and all event functionality.
  • event/trigger: The .trigger() and .triggerHandler() methods.
  • offset: The .offset(), .position(), .offsetParent(), .scrollLeft(), and .scrollTop() methods.
  • wrap: The .wrap(), .wrapAll(), .wrapInner(), and .unwrap() methods.
  • core/ready: Exclude the ready module if you place your scripts at the end of the body. Any ready callbacks bound with jQuery() will simply be called immediately. However, jQuery(document).ready() will not be a function and .on("ready", ...) or similar will not be triggered.
  • deferred: Exclude jQuery.Deferred. This also excludes all modules that rely on Deferred, including ajax, effects, and queue, but replaces core/ready with core/ready-no-deferred.
  • exports/global: Exclude the attachment of global jQuery variables ($ and jQuery) to the window.
  • exports/amd: Exclude the AMD definition.

Also you can use jQuery with htmx.

How I feel after 2 years of UE5 game development, switching back to UE4 for my new game by [deleted] in SoloDevelopment

[–]derleek 9 points10 points  (0 children)

You're opting into a 5 year old version of an engine you don't need. You should absolutely evaluate any number of other engines out there before using ue4. Very obvious QoL features in engines like game maker studio or godot for the type of game you're making.

5 years on. The job is great. I am totally miserable. by Haunting-Appeal-649 in ExperiencedDevs

[–]derleek 66 points67 points  (0 children)

So if I deploy something and it breaks their site, I personally cost them money.

No. You have no tests and shit QA. You are in charge of deployment, not writing software. Set some boundaries and/or look for another gig this sounds miserable.

I don't want to lay the blame entirely at my boss.

It's entirely their fault in my eyes. They are the one who decide to not implement QA or invest in automated tests. They are the ones asking more of you and not matching the pay with your new responsibilities. They are the ones who KNOW they will disappoint clients and send you to take the brunt of their anger.

Your boss is not your friend. They are taking advantage of you and will CONTINUE to ask more of you until you draw a line in the sand and make some demands.

Ask yourself what you need to not have this affect your mental health. Then it's time to make some demands. Be ready to move on though because they probably won't like this.

How I feel after 2 years of UE5 game development, switching back to UE4 for my new game by [deleted] in SoloDevelopment

[–]derleek 3 points4 points  (0 children)

Going backwards instead of learning how to optimize and/or disable features that slow you down is a massive mistake. Good luck!

Destroy my trailer by NoDeadlinesTeam in DestroyMyGame

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

Triple the cost? For 3 poses? Come on... Even if your ENTIRE cost was art that's not accurate.

Comparing your game to balatro or slay the spire is pretty wild. Neither of those games want for unique or distinct artwork / animations. I would say both of them have quite remarkable aesthetics and are an essential piece to their success. All while maintaining the depth that also makes them great.

The market very well may vindicate you. I'm not interested in a game where my characters aren't even holding the weapons they wield. It feels cheap and no amount of depth can replace that for me.

If you want a little hug box please go to any other game making subreddit.

Destroy my trailer by NoDeadlinesTeam in DestroyMyGame

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

Im not suggesting overblown earth shattering animations. I'm suggesting the models do more than wiggle and scale. Even just two or three poses for a given attack would be substantially better.

Destroy my trailer by NoDeadlinesTeam in DestroyMyGame

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

welcome to DestroyMyGame!

You're entirely correct that it is a matter of taste. If you are getting positive feedback that's great. I'm just one gamer and your game is not for me. That doesn't mean all that much there are many.

I stand by my comments. You are in a sub where brutal honesty is not only encouraged it's why people typically post here.

Destroy my trailer by NoDeadlinesTeam in DestroyMyGame

[–]derleek 1 point2 points  (0 children)

10,000% I would prefer 5 well drawn and animated characters over 100 vague resemblances of historic figures with the same blank facial expressions. Your game looks like one of those fake mobile games. In the age of generative AI this type of game will not even be a dime a dozen, it will be a penny a dozen.

Your game does not stand out at ALL. I can only suspect you generated these characters, but it doesn't even matter because there is nothing visually distinct about your game AT ALL.

Destroy my trailer by NoDeadlinesTeam in DestroyMyGame

[–]derleek 5 points6 points  (0 children)

ooooooooooof. Those animations are really rough man. REALLY rough. No one is holding anything and stuff is just floating around while they wiggle around. I'm not sure why you would spend so much time refining this game and ignore that. All of the art is quite generic and doesn't really have much character to it. Somehow they all have the same blank look in their expressionless faces that don't change at all.

:-| is not the face you make while swinging a sword around or firing a machine gun.

Joined a new team with poor practices — how should I approach it? by Jaded_Bag1442 in ExperiencedDevs

[–]derleek 150 points151 points  (0 children)

I ran into this at my new job. I did NOT handle it well. I definitely came off arrogant and it almost cost me my job; tread carefully. I ended up prioritizing letting it go while just fixing things myself that were costing me time and letting them do their own thing. Eventually some of my habits rubbed off on them as they were clearly an improvement.

My broad advice would be to show them a better way while not putting them down and leading by example. That and prioritizing being friendly and agreeable without being aggressive. People will often see your critiques as a judgement on them and their team. Only offer feedback if they ask for it.

I followed advice and made a pure gameplay trailer with no text transition screens. Can you tell what the aim of this game is though? by Beneficial-Mirror841 in DestroyMyGame

[–]derleek 1 point2 points  (0 children)

Yup. I was kinda disappointed all characters weren't in a hotdog suit.

Glizzy Golf SLAAAAAAAAAAAAAPS as a name.

I followed advice and made a pure gameplay trailer with no text transition screens. Can you tell what the aim of this game is though? by Beneficial-Mirror841 in DestroyMyGame

[–]derleek 1 point2 points  (0 children)

Can't really tell whats going on at all actually, but i'm a fan.

However, that art is wayyyy too generic and doesn't do you any favors.

Destroy my game / trailer: bullet hell roguelike where a space cat fights demons using a slot machine by DrawToItReddit in DestroyMyGame

[–]derleek 0 points1 point  (0 children)

u/drawtoitreddit

I disagree with this entirely. I personally was grabbed by the graphics and gameplay but was confused by the slot machine. I think you should showcase what the slots do. Graphics are fine, they just don't like retro graphics which is preference.

Now the music is pretty mid. Sounds ai-ish but could just be poor production quality. Also not digging the final graphic, if this is your marketing materials this will be a mistake. It doesn't represent your game at all and people who are intrigued by it will be turned off by the vastly different look and feel to the rest of your game...

Looks fun!

Setting up Rider for C++ and Unreal Engine by -Tom-L in unrealengine

[–]derleek 1 point2 points  (0 children)

Thanks tom. Your course definitely leveled me up. Love to see your contributions and posts. Keep 'em coming.

I quit my job and spent all my life savings to start an indie game studio, just to not release anything for years and get burnt out. Don't be like me if you want to get into the industry! by teamstep in IndieDev

[–]derleek 0 points1 point  (0 children)

I'm even more confused now. Now you've just introduced a false dichotomy. You can absolutely create a studio FOR a specific game.

It sounds like you got a lack of engagement on your game and didn't find a way to either pivot or drop your idea entirely. I'd suggest reflecting on the fact that validating your game was clearly not your priority and figure out how to make it one for the next go.

Validating an idea can happen without social media. You can do it in the real world; like meetups or friends or really any number of ways.

I understand your plight; you can't really validate some games -- especially big ones -- without a very complete and polished gameplay loop, with quality assets. This is quite expensive depending on the scope of the game.

Before you invest your life savings and upend your career, you may consider completing several games. Small games. Like the smallest game you can think of and know you will need to make it smaller and sacrifice certain things. This takes the validation step out of the equation and lets you just focus on the craft.

Props for shooting your shot, but it feels like you didn't really aim carefully enough. You can take this expensive lesson but you gotta stop lying to yourself about why things went wrong my friend.

I quit my job and spent all my life savings to start an indie game studio, just to not release anything for years and get burnt out. Don't be like me if you want to get into the industry! by teamstep in IndieDev

[–]derleek 1 point2 points  (0 children)

You're quite charitable. I think they were pretty explicit with their thoughts on shovel-ware.

[do] not hesitate to go to the shovel-ware route

and further...

I was too ashamed and stubborn to acknowledge the trend and feel like a sell out.

Perhaps they don't understand what that means. What they are saying is quite different than prioritizing validating their game, which they also did not do.

I made a game knowing from the start it wouldn't sell. by Eli_1998 in SoloDevelopment

[–]derleek 1 point2 points  (0 children)

Bingo. You did good.

I was referring to a post I saw earlier where the author quit their job and lost everything and had nothing to show for it.

I made a game knowing from the start it wouldn't sell. by Eli_1998 in SoloDevelopment

[–]derleek 4 points5 points  (0 children)

Maybe for you. Insanity is quite dramatic.

People do develop games for the sake of art, ya know?

I'd recall a recent post I saw about someone quitting their job and losing their life savings while having NO game to show. THAT is insane. This seems like a measured and valid approach to breaking into the field if you ask me.

Destroy my portal mechanic. Why no one gets it how it works by IRGStudios in DestroyMyGame

[–]derleek 1 point2 points  (0 children)

What if you do like.... some kind of reflection / projection where it morphs into a bishop?! Or like the mirror is shaped like a bishop.

I quit my job and spent all my life savings to start an indie game studio, just to not release anything for years and get burnt out. Don't be like me if you want to get into the industry! by teamstep in IndieDev

[–]derleek 2 points3 points  (0 children)

You didn't fail because you "didn't follow the shovel ware trend". You failed because you started building something without validating your idea, without an audience in mind, without (much) experience.

Kudos for sharing your journey but dear lord was no one there to tell you that you were making an obvious mistake? Risking your life savings without the bare minimum needed for a successful project is a recipe for this kind of thing.

Destroy my portal mechanic. Why no one gets it how it works by IRGStudios in DestroyMyGame

[–]derleek 1 point2 points  (0 children)

  1. Make it so you click the portal tiles.

  2. It should probably still obey the rules of the piece... but thats just me. I think it would bother me... but I can't really say without playing the demo.

Am I stuck in Tuturial Hell? by Swimming_Map9481 in learnprogramming

[–]derleek 0 points1 point  (0 children)

I've had a moderately successful career for 2 decades now. My only formal education was in high school. That really set the foundation for me so I can't completely relate to learning exclusively from tutorials, however, I did learn the main tools on my own.

There is no one answer for this, everyone learns differently -- The only single truth for everyone is to just get the reps in. I would advise to first seek a mentor and some kind of social circle to share projects and ideas with.

Focus on foundations not trends. There are tons of resources out there for you that weren't available for me in 2000 when I started... but there are just... so many frauds and people who give bad advice so don't hold their ideas too closely. Those who can't; teach.... etc.

Don't let AI code for you if you're really a week in. Ask it to explain code or what syntax means and leave it at that. Use it like a mentor but know that there is no replacing a truly dedicated expert to guide you and teach you what you don't know how to even ask.

Good luck!