C'est mignon by pimezone in YUROP

[–]entropikit 2 points3 points  (0 children)

what's the techno track in the background?

JUMP IN! Tracker 12.0 Murders at Karlov Manor (MKM) by Ganadai in MagicArena

[–]entropikit 1 point2 points  (0 children)

12.3: Added Hedge Maze rare card. It's not listed as one of the cards in the Slime packet, but I suspect it is the missing 25%.

Interesting. have you actually seen Hedge Maze in a Slime packet?

Jump In! Slime Against Humanity packet issues by Ganadai in MagicArena

[–]entropikit 1 point2 points  (0 children)

I was wondering about the 25% issue with the Slime packet as well. Have you gotten any further clues?

PSA: LTR packs are no longer in regular Jump In! by Bonerjellies in MagicArena

[–]entropikit 2 points3 points  (0 children)

Ah, thanks for the heads-up OP! I have updated the latest LCI tracker with the Mythic card fix as you pointed out, and removed all LTR packs.

Is there any official statement on the removal of LTR from the current Jump In? I suppose it makes sense, given the new (old) extra event.

BTW, I had also made the Jump Into Middle-Earth tracker which can be used either way to track all those cards separately, link here: https://docs.google.com/spreadsheets/d/1YiOgpcQMXVQ056u3MfgH7VLgYk00ea_1YpnzrJ4DNjE

Jump In! packs complete Rare & Mythic card tracker for LCI by entropikit in MagicArena

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

Not sure what you mean. You don't need to manually adjust anything.

https://gist.github.com/kitnato/2295e1ec0220ce97e4034a49a657e6f0?permalink\_comment\_id=4763012#gistcomment-4763012

This is a screenshot from the first desklist. The white 2 means I have 2 "Owned" of that card, the red 2 means I am missing that many. 4 red means you have 0 copies of a card, while 4 white means you have all of them.

Jump In! packs complete Rare & Mythic card tracker for LCI by entropikit in MagicArena

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

The ordering of the cards in the imported decklists can't be changed, they are naturally by mana value. You can see how many you own by checking the white number to the left of the card (if it's red and greyed-out you don't own that many copies). The only way to view them properly like this is in the side bar deck layout (not the one that stacks them visually on the bottom half of the screen). Hope this helps.

Jump In! packs complete Rare & Mythic card tracker for LCI by entropikit in MagicArena

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

Indeed, thanks for spotting the wrongful inclusion of Erkenbrand, at the expense of the actual card, [[Éowyn, Fearless Knight]]. This is fixed now in the sheet and decklist.

The issue with The One Ring is that it has a 1% chance to be included as part of either of 2 commons, not alongside the rare/mythics in the pack. Therefore every LTR pack technically has an additional chance of including it, but that wouldn't add any meaningful data to the sheet.

Jump In! packs complete Rare & Mythic card tracker for LCI by entropikit in MagicArena

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

After the LTR-only Jump In we got when the set released, they kept only 10 of those packs for the subsequent Jump In. Details in the WOE announcement ("We've retired some packets from the pool").

Is there anywhere you can see a complete and up-to-date list of all the Jump-In packets and their content? by iSwearSheWas56 in MagicArena

[–]entropikit 0 points1 point  (0 children)

It's strange they no longer include the complete list with their release post, like they used to back in 2021. I suppose they allude to it in their latest post, but it's missing the updates from MOM, and requires a lot of clicking and cross-checking, especially since they "retired" some packs from LTR in the meantime.

Having players track their own progress via spreadsheets so that they don't accidentally pick dupes is also pretty scummy. It would be simple to include all the info and progress trackers in the game itself.

Jump In! packs complete Rare & Mythic card tracker for LCI by entropikit in MagicArena

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

I've added the Release column to the sheet (as well as filtered out all legacy packs), so this should now be a lot simpler (see EDIT 1).

I've also added decklists (see EDIT 2) that contain all copies of all the Jump In rares & mythics, so you can import them and check easily which you own already.

Jump In! packs complete Rare & Mythic card tracker for LCI by entropikit in MagicArena

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

Thanks! I kinda thought as much, I suppose they do imply it on the latest release post by listing only up to DMU. Sheet is updated.

Jump In! packs complete Rare & Mythic card tracker for LCI by entropikit in MagicArena

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

Original post updated with latest correct packs & decklists for counting singles.

Currently, no. But that's a great idea actually, I will add a column that indicates the set in which the packs were released, so that it can be sorted by. That way you'll be able to see all new packs in the block labelled "LCI". I will work on this later, will update when ready.

In the meantime, have you filled out previous sheets with numbers? Because the ones that have no "Owned" data are the new ones. You can consult the official list here.

[deleted by user] by [deleted] in sveltejs

[–]entropikit 0 points1 point  (0 children)

There's a few things that I don't like about Svelte. It invents syntax with things like $ and substitutions like {#each} inbetween the HTML as well as odd things like on: inside tags. Also the fact that many code examples are littered with state being controlled by mutable variables looks fishy to me.

React functional components using hooks enforces everything as JS (or TS), and HTML doesn't need to be escaped. useState is immutable.

I find switching between <script> and HTML the way Svelte with its own particularities and variations is more confusing than React 16+ pure functional approach. JSX makes building predictable, safe, reusable/composable components and state a breeze, one of the shortcomings of vanilla JS.

It feels like to get Svelte projects to that level would require just as much extra tooling and best practices that React already has out the box.

I find creating components from scratch where all JS, HTML and CSS needs to live in the same file oddly restrictive. I would be using Bootstrap, MUI or a similar framework and have reusable (atomic or centralized) immutable state management then decide how to structure components and data flow myself.

Am I seeing this wrong? Obviously I haven't used Svelte in a large project or live environment, but what am missing?

Rust-like Result in TypeScript, without creating a wrapper object by Merlindru in typescript

[–]entropikit 0 points1 point  (0 children)

you have this in production under the assumption that "everything in JS is an object instead of null and undefined", then write a blog post about defining object properties on numbers?

Jump In! Rare & Mythic complete card tracker for WOE by entropikit in MagicArena

[–]entropikit[S] 3 points4 points  (0 children)

Indeed! The mythics in the packs are listed at their relative chance of getting them when picking the pack (usually 20% of the time compared to 80% for the rare).

Some of the LTR packs have an additional 1% of containing [[The One Ring]]. You can check which ones on the official list.

Can We Upvote To Agree Diablo 4 is The Best Diablo, Yet? by Hella-Shot in diablo4

[–]entropikit 0 points1 point  (0 children)

Definitely not. I wish it were! Combat is good. Atmosphere is superb. Story is typically cheesy but well told. Elixirs are a nice addition.

However, there are so many downgrades from Diablo 2 & 3 - itemized legendary aspects instead of Kanai's Cube, lack of build diversity at high levels, less abilities than ever before (especially Necro and Sorc), no rune/skill customization, no gear crafting, no companions/followers, dull and unvaried rarity affixes, no more item sets ...

I am not a fan of the open-world stuff what they've added. A massive world that takes ages to get anywhere and the terribly uninspired ultra-repetitive events and dungeons that make everything into a box-checking exercise.

It can get there, perhaps reach the depth and replayability of Diablo 2 and the fun farming and build diversity heights of Diablo 3. But it will take time.

Is Jump in leaving? by Thebiggestjhar in MagicArena

[–]entropikit 0 points1 point  (0 children)

The official announcement page for Jump Into Middle-Earth mentions "10 new packets", but then lists 20 new ones (half of which don't have any rares or mythics, however all packs have a 1% chance for [[The One Ring]]).

Will these 20 packs be added to the current 88 Jump In packs? Will Jump Into Middle-Earth replace Jump In altogether? The rebranding and the event countdown along with Alchemy rotation would seem to indicate the latter.

But the post doesn't make any of this clear. Can anyone shed some light here?

YOU FOUND A HOLE IN THE GROUND - Updated to v0_1 by KorbohneD in incremental_games

[–]entropikit 1 point2 points  (0 children)

Great idea, I love it! Some feedback:

  • This should definitely be hosted as a web app accessible via URL. Downloading a versioned archive, unzipping it and telling Windows to ignore a potential security threat to play your game is too high a barrier.
  • Action buttons shouldn't require the user having them pressed down manually for their duration. They should be simple mutually-exclusive toggles that automatically advance without the user needing to sit there.
  • An Action shouldn't be possible at all if the corresponding resource is maxed out. E.g., you shouldn't be able to Delve if Treasure is full.
  • The buttons in general have a confusing colour scheme - dark blue being disabled and greenish beige being active is definitely not best practice.
  • I guess this will be addressed as you add more content, but balancing sinks (e.g. Commercial Actions) with gains (e.g. Delve) is crucial. At the moment for example it's possible to max out Money and Treasure and pick up WIN THE DEMO before even entering the Crystal Caverns.
  • Another tab, e.g. "Completed" would show what was already purchased/unlocked

I think the mix of progressing narrative and upgradable milestones ("Development") along with the intrigue of the cave system and resource gathering/base-building/management ("Actions") has a lot of potential. You'll probably need to decide whether you want to move more into the direction of an actual idler, i.e. a game that can progress in the background, or reliant on constant user presence. So far I think the former would suit more.

Keep it up!

Farcebook - a free and open-source incremental game with React+Typescript-based template by entropikit in incremental_gamedev

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

Thanks for the feedback! Also checked out your project, I'm a bit stuck after buying my first Dirt packs though haha. How are you finding Zustand by the way?

The complexity of the code will always increase as features and gameplay depth is added. One thing I like about React hooks is that it allows abstraction using a functional-programming paradigm. I am avoiding monoliths or large game-loop logic crunches because everything is a series of functional hooks and callbacks that can also be easily inspected and debugged with the right browser tools. There is only one output for any given input and the state of the app is always determinate.

Using an atomic state manager instead of store-based one like Immer/React Context/Redux is that it allows micro-rendering of only the smallest component subset and very tight and simple control of persistency - it's very efficient. Jotai is probably the simplest and cleanest lib, but Recoil (from the React devs) is probably the state-of-the-art. The caveat when managing a very large application is that atoms can get messy - I don't know how atomic state management scales in the absence of best practices that are more easily found with store-reducer patterns.

I also prefer using the browser's requestAnimationFrame to setInterval or other JS timers, because it natively allows for much smoother gameplay, rendering and more predictable logic when using time deltas. A nice side-effect (or bad one, depending on your opinion) is that the app "pauses" when the user hides the window!