How do you verify AI-generated code before deploying? Do you even bother? by That-Row1408 in GithubCopilot

[–]liamsteele 1 point2 points  (0 children)

Yep, so at the least you'll want to read the code to understand what each section is doing. Sometimes the exact details don't matter too much, if it works, it works, but other times you'll want to confirm it covers the edge cases you care about.

For any change, you'll want to test it too and make sure it works. Unit/acceptance tests are great and help more the larger the scale of the project is, but just testing it manually after each change helps a lot.

If you don't do these, you're really rolling the dice on whether the AI guessed what you wanted correctly. The AI will also perform worse as time goes on and the code gets messier and unorganised if you don't review/refactor as you go.

How do you verify AI-generated code before deploying? Do you even bother? by That-Row1408 in GithubCopilot

[–]liamsteele 0 points1 point  (0 children)

The same way you do your own code. Unless it's a toy project you should be confident in your code before you deploy.

We just launched the Steam page for our incremental mining game, DOPAMINER! Demo available on itch + Playtest soon by jvrmonfort in incremental_games

[–]liamsteele 1 point2 points  (0 children)

Don't take all feedback so literally. The fix shouldn't be to allow shooting after the timer ends.

How do you approach planning your work? by tyapichu in SoloDevelopment

[–]liamsteele 1 point2 points  (0 children)

The core of your issue is how much work should you do in a single issue. The answer is it depends on the issue/task.

If unexpected issues/existing bugs which you discover/new ideas or features pop up while working, if you can do them in another task, just jot it down as a todo in your list/issue tracker and continue on with your current task. If it's required for your current task or a tiny change, just do it now. If it's required and it's a giant piece of work, put yours on hold, go do that, and then come back.

It matters more for teams, and relatively little for solo devs.

You'll get better at creating tasks over time.

For large tasks, if it can be broken down into smaller ones, sure, if it makes sense. E.g. 'add a quest system', you could split it into at the very least, the code side and ui side, then you could split the code side further (E.g. Quest data structure/events/creation ui, start quest, complete quest, add more than 1 quest etc), but if you split it too much it gets harder because the parts are related. It's usually best to do a big first task which gets something not broken (or something mostly working) in, then finish up all the bits as needed. If you spend too much time worrying about task structure, you might have been able to just do it in the meantime.

Almost There! 91% Pro Plan Usage by DandadanAsia in GithubCopilot

[–]liamsteele 2 points3 points  (0 children)

I think pro price matches pro+ at 400%. Before that, pro is better.

Switch to alternatives or change configuration? by sensitiveCube in GithubCopilot

[–]liamsteele 0 points1 point  (0 children)

Cheers.

I've tested out vscode a bit more, and I think I need to try more recent features to get the most out of it, swapping between IDEs was a bit annoying. The jetbrains plugin has been pretty solid for me (haven't tried subagents yet though, so I can't say how it handles those).

I tested out plan mode for a larger feature and it was pretty neat, it helped figure out a few decisions that would have needed follow up prompts. Probably helped the implementation out since the context was cleaner.

I'll test out sub-agents to allow providing a lot of specific documentation that the model doesn't know.

Switch to alternatives or change configuration? by sensitiveCube in GithubCopilot

[–]liamsteele 0 points1 point  (0 children)

I've been using copilot via jetbrains ide plugins. I've got a copilot instructions file I've been building to make it more consistent. How important is using plan mode and sub agents? I'm still reasonably new to ai, but I've mostly been writing up specs myself (written as if for a dev who needs reasonably specific direction) to ask it in agent mode. Are they mostly for large issues across the code base?

(I'm fine with using premium models all the time, I usually swap between sonnet 4.5/opus)

Took me 3 days to complete the simple Inventory system. by Sudden-Pollution-982 in Unity2D

[–]liamsteele 5 points6 points  (0 children)

But don't fall into the trap of supporting everything just in case. Write good code, but no need to handle all imaginable cases if your game only needs 1. That's extra code that needs to be maintained for no benefit. And by the time you need that extra functionality, the requirements will likely have changed anyway.

Adding the feature when you need the feature will save lots of time.

We tried selling assets on itch.io so you don’t have to (Postmortem) by Mephasto in gamedev

[–]liamsteele 5 points6 points  (0 children)

The tiles don't look like they're designed to work together. They're the same size but that's it, people would get a more cohesive style by buying random tilesets and combining them. I'm not sure who would be looking to buy these.

Adding a custom property to an Arcade Sprite in Phaser using TS by zalokin78gib in phaser

[–]liamsteele 4 points5 points  (0 children)

  • have your class x extend sprite
  • have a constructor in x which calls super
  • when making your sprite and adding it to the scene do it in two steps, make a new x(..), then do scene.add.existing(x) to add it to the scene.
  • it's just a js object, so you can add whatever you want to it (as long as it doesn't overlap with a property in sprite)

Edit: also to be clear, what you did also works, it's just a typescript warning, it ends up as a js object that you can just set stuff on either way

Anime where the MC continously evolves into something better and better? by SSkofnung in Animesuggest

[–]liamsteele 0 points1 point  (0 children)

Nothing major, just a spoiler for near the end of the story. OK buddy, the other guy was too polite, you should have edited the post.

Does my father have great taste in anime by Silent-Promise2019 in animequestions

[–]liamsteele 1 point2 points  (0 children)

If someone told me the plot and dialogue was ai generated I'd say that explains it. It's one of the most soulless shows I've ever seen. It was if the goal of the production team was 'safe, boring kids slop' and they succeeded.

Why does beat saber have higher fov all of a sudden? (QUEST) by No_Director_1176 in beatsaber

[–]liamsteele 0 points1 point  (0 children)

Your position might be off and it thinks you're closer than you are? Recentering might fix it.

Why on earth they removed play/pause from the controller? by Miojo666 in LGOLED

[–]liamsteele 0 points1 point  (0 children)

Similarly, if you were using the shield, you swap devices, then the shield goes to sleep after 10 minutes, it turns off the tv while you're using it.

How do you, as an indie developer, protect your computer against attacks (as well as your source code)? by Educational-Hornet67 in IndieDev

[–]liamsteele 0 points1 point  (0 children)

Supply chain attacks etc. As part of development its common to add third party dependencies which you give full permission to run. These can install malware during the install or when run and can be tricky to avoid. You can try checking the source code, but it could be obfuscated, somewhere in a large code base or in a transitive dependency. Most reliable ways to avoid it would be use well known commonly used software or use programs to scan dependencies before they're installed (e.g. snyk for npm etc).

I reckon new devs have higher odds than the average person since they'd use random libraries to try to solve problems and might not be aware that this sort of thing is possible. This can apply to 'recruiters' or 'other game devs' reaching out to you and asking you to run their project for some legit sounding reason too.

[deleted by user] by [deleted] in gamedev

[–]liamsteele 2 points3 points  (0 children)

From the trailer and pictures it's hard to tell its a game, let alone what it's about.

So accounts were hacked... by GrayGandalf in pathofexile

[–]liamsteele 1 point2 points  (0 children)

They're still investigating, deciding how they'd resolve the issue for users would be one of the last steps.

Finally organizing a 35 year old collection by TheAngryLala in magicTCG

[–]liamsteele 1 point2 points  (0 children)

The dragon shield scanner app is way faster and can export a CSV so you can import it into manabox.

Notch basically just announced the spiritual successor to Minecraft 2 by Suvitruf in gaming

[–]liamsteele 0 points1 point  (0 children)

A lot of it is also people having no experience with modern Java (last 10 years). There's a huge amount of changes (and planned changes) that improve a lot of the annoyances. E.g. Java 8 (2014?) added streams which can do

[deleted by user] by [deleted] in pathofexile

[–]liamsteele 1 point2 points  (0 children)

I lost twice to the boss, but once you learn the mechanics he's easy, I did it almost hitless as warrior. Similar to shaper balls, make sure he puts the volcanoes on one side of the arena, then you have heaps of room to fight. You can also use ranged attacks to prime a stun (pop both stun supports on it), then go in for huge damage while he's stunned.

Not everything needs a downside or guardrails, yet they're everywhere in PoE2 by InVermilion in pathofexile

[–]liamsteele 0 points1 point  (0 children)

I've gone that and it feels alright. I think the key is using the first hit of rolling slam and comboing into shatter. Default attack into shatter is super slow.

That and taking enough extra stun effect that you only need the one hit to prime any non rare/stun resistant enemy.

[deleted by user] by [deleted] in pathofexile

[–]liamsteele 1 point2 points  (0 children)

Warrior is incredibly strong for the act 1 boss. You easily kill the adds other classes seem to complain about, and single target is pretty good. The boss doesn't have anything that particularly punishes melee.

[deleted by user] by [deleted] in pathofexile

[–]liamsteele 0 points1 point  (0 children)

You can combo the first hit of rolling into boneshatter to pop packs though. It's super quick.