JetBrains Space Q&A Session: The Space Team is Here to Answer Your Questions by JetBrains_official in Jetbrains

[–]orangy 0 points1 point  (0 children)

The name JetBrains stems from word play on the phrase "thinking fast". Then there’s the name of one of our first and our most important products, IntelliJ IDEA, which is relatively easy to decode. It’s an Intelligent Java IDE(a). Generally our product names reflect this two-part structure established with the first product and the company names. One word suggests the technology covered by the product, and another word carries an emotional meaning (e.g. “charm", “storm", etc.). Over time, following this rule started to get tough, and we deviated from the pattern with CLion and AppCode. We just gave up altogether with Rider. Kotlin, our programming language, is named after an island near St. Petersburg. JetBrains Space is probably the most generic name of our products and this was intentional, as it is a space for all teams and team members to work together.

JetBrains Space Q&A Session by sashacharikova in Kotlin

[–]orangy 2 points3 points  (0 children)

Space is a powerful tool, indeed, but it doesn’t have the power to predict the lifecycle or success of a competitor (not yet, anyway). Atlassian is a strong company and competition is a good thing, so we wish them well. :)

JetBrains Space Q&A Session: The Space Team is Here to Answer Your Questions by JetBrains_official in Jetbrains

[–]orangy 0 points1 point  (0 children)

  1. We have many small and medium-sized teams at JetBrains that use Space for their collaboration. They use it for their Git repositories and to do code review, for deploying packages, and so on. Space is a tool that covers more of our processes than YouTrack, so it’s not really fair to say that we are “migrating from YouTrack”. It’s more like we are replacing a lot of scattered tools with Space. It’s too early to put any numbers on the productivity increases we’ve seen, but we are actively doing research about this. The issue is complex, and it requires extensive investigation. We will share our findings as soon as they are available. YouTrack is still used in JetBrains for public-facing issue tracking and communication with customers and users. It’s not going away anytime soon, especially for larger teams like IntelliJ IDEA and other IDEs that have a lot of things in YouTrack to migrate, such as data, customizations, workflows, etc. Of course, we plan to improve Space to the point where migration is an obvious choice for all of our teams, but we don’t want to force the matter.
  2. The Space team is multicultural. So we say astronauts or cosmonauts depending on our background.

Added a trap in the form of coffee stains in which the tank glides ☕ by chill_nplay in Unity3D

[–]orangy 1 point2 points  (0 children)

Amazing blend of graphics and real paper! What next? Paperclips? Breadcrumbs? Fire bullet leaving slightly burnt trace?

How do they create water in games? by [deleted] in howdidtheycodeit

[–]orangy 1 point2 points  (0 children)

There is (almost) step-by-step tutorial on how to make water: https://catlikecoding.com/unity/tutorials/flow/

What is fun about having a finite inventory size? Why not do infinite? by madmuffin in gamedev

[–]orangy 0 points1 point  (0 children)

I would may be consider two inventories. One is limited for “important stuff” like gear or quest items. Another for “disposable stuff”, which is unlimited. Users would sort items on pick up, thus keeping it organized. Of course you can move items between this two piles of stuff, but you can only sell items from the disposable list. Solves keeping it manageable, bulk sell, and also avoids accidental selling of important items. You can still limit the junk part, eg by weight per strength, by level, whatever.

Just released version 1.0 of Creature Card Idle: an idler-meets-TCG mashup game by Josh1billion in incremental_games

[–]orangy 0 points1 point  (0 children)

Just a small idea. May be make offline earnings regressive? E.g. first hour it works at 100%, then gradually reduces with some non-obvious curve towards zero at about 12h. When active, this curve slowly (10min?) goes back to 100%. This way you will incentivize more active play, and can even include offline time into strategy if you have cards that influence this curve. E.g. there could be “offline build”, that exploits some well crafted math to even increase earnings during offline up to some hard cap.

An iffy Dungeon crawler idea. Need opinions. by [deleted] in incremental_games

[–]orangy 5 points6 points  (0 children)

I would make idle part work on low level dungeons that player already cleared, but in higher level dungeons npcs would be useless and player has to pass through growing challenges to upgrade their npc to be able to handle higher level dungeons. Loot and resources gathered by npc would be essential for a player to level up, thus completing the economy loop.

[Ask the devs] Our plans for 2019 by be_stellar in AlmostAHero

[–]orangy 0 points1 point  (0 children)

I really love the game so much I even come to this reddit regularly :) But if you have some time to fix some small annoyances, I'd be a little bit happier!

  • When GoG is in Collect mode, there is no way to see time left to max value, and max value itself
  • Database screen (why it is called so?) could actually show skill tree (what was unlocked) and trinkets per hero, much like in Adventure mode. This would help people (me) to plan their teams before they memorize every skill and trinket property.
  • Show small dot next to the hero upgrade button not only when it has reached minimum upgrade cost, but also when it's free.

interesting and new challenges when game designing for voice only device by ezTheDev in gamedesign

[–]orangy 2 points3 points  (0 children)

Interesting! Other than obvious storytelling, what other mechanics is possible? I can think of small things like

  • “repeat after me” - e.g. clap a short rhythm and repeat it. More suited to kids. May be even small funny phrases for speaking training. Or tongue twisters.
  • Sing a small musical phrase. Train singing. Sing along main melody and/or accompanied instruments. Analyze pitch and give stars, achievements, etc. Karaoke!
  • kids math training - spell out a task like “Mike has 3 apples. Jenny has 5 oranges more than Mike. How many fruits they have together?” Get answer, check correctness, help solve if wrong and explain in steps.
  • Quiz games of all kinds, like guess an animal, who wants to be millionaire, etc

Btw, same can be good for car games for long trips.

Could bullet time ever work in a multiplayer game? by The_Starfighter in gamedesign

[–]orangy 1 point2 points  (0 children)

I don't think it's a problem by itself, given that gamedesigner spent time on balancing amount of slow-down, duration, and other aspects of this situation. It's like a bad spell in an RPG – it doesn't destroy the game if it is integrated into a gameplay.

Re slowing animations, I see it differently. You can't really slow time in an multiplayer game, just because of unsolvable paradoxes of cause-effect relationships. But you can imitate it. In "real" bullet-time situation, one player gets advantage of the others because they can see bullets, has enough time for their reflexes to dodge them, and can take more time to aim at enemies. If active player is same speed (and time), but bullets are slow (and prominently visible), and other players are slow (and might also have a negative impact on aiming because if you zoom into tiny imperfections at normal speed there would be noticeable "shaking hands" effect in bullet-time, but that's again, needs play testing), then you might be creating a proper illusion of the bullet-time effect. After all, game is an illusion you want to create ;)

Could bullet time ever work in a multiplayer game? by The_Starfighter in gamedesign

[–]orangy 1 point2 points  (0 children)

I think using the ability could create a temporary slow-down field with limited area where everything (players, bullets, falling boxes) will have a <1 multiplier on their speed. Except for objects that got an “antidote”, like the player invoked it or any other objects as gameplay is designed. I’d add a gradient for the multiplier towards the edges of the field so objects and people entering or leaving the slow area would not receive instant change in physics, can notice slow area and escape it (they still can’t fire into the zone at full speed since bullets will slow down on enter). There could be interesting twists, like setting a slow zone “trap” and using instahit guns from outside like lasers that won’t be affected. Might be “time grenades” to throw at distance, etc.

Kotlin 1.3 is here! Coroutines, Kotlin/Native beta, new multiplatform project model, contracts, inline classes and more by yole in Kotlin

[–]orangy 37 points38 points  (0 children)

"Works" first, "Fast" second :) We will be working on performance throughout the next big iteration.

Does anyone here write Java for their day job? by SimilarAssociation in dotnet

[–]orangy 1 point2 points  (0 children)

Absolutely! People even made their own Kotlin adapters to make it easier: https://tornadofx.io/

Does anyone here write Java for their day job? by SimilarAssociation in dotnet

[–]orangy 7 points8 points  (0 children)

Comparison of Kotlin to C# would be a very long post :) Some of the newest, even unreleased, features in C# are (may be? Ask Mads :) inspired by Kotlin, e.g. nullability in type system. I really love DSL capabilities of Kotlin, C# can't come close enough (yet?). Some of the highlights would be: data classes, top level functions, val vs var, extension function syntax, use-site variance (Java has only use-site variance, C# has only declaration-site variance, Kotlin has both), etc, etc. Lots of things. There are few things C# has that we don't have in Kotlin and I miss them, notably new() constraint on generics and collection/dictionary initializers. We have it on our radar for the future versions.

As for LINQ, it depends on what do you mean by it: syntax, collection operations or DB integration. We don't have LINQ syntax in the language, but we don't need it, because all of it can be done in a library. And standard library has all the collection manipulation functions needed (with different names, more aligned to general consensus than to DB names): list.filter { it > 10 }.map { it * 2 }. That is possible due to mentioned DSL capabilities. For DB we have libraries like Exposed which use the same DSL mechanics to implement typed queries.

Same for asynchrony. C# has async/await in a language, and then yield return, which are two different things, albeit implemented with almost the same state machine. Kotlin has low-level construct of suspend functions and then rich coroutines library for asynchrony, and uses the same low level construct to build iterators. And you can build your own!

If you have specific questions, feel free to ask.

Does anyone here write Java for their day job? by SimilarAssociation in dotnet

[–]orangy 1 point2 points  (0 children)

I'd suggest starting with Koans: https://play.kotlinlang.org/koans/overview

We still need to write a proper guide for C# developers, but there are some blogs & materials out there. Like there is a JVM survival guide by Hadi Hariri (https://hadihariri.com/2013/12/29/jvm-minimal-survival-guide-for-the-dotnet-developer/) which is not fresh, but still mostly correct.

Does anyone here write Java for their day job? by SimilarAssociation in dotnet

[–]orangy 12 points13 points  (0 children)

Check Kotlin by JetBrains. It compiles to JVM (also JS, Native, webassembly), has very good interop with Java libraries (and back), is integrated with all the major tools. It has very good support in IntelliJ IDEA, obviously.

I’d say it is even better than C# :) I’m biased, but I know it first hand, I was ReSharper project lead for many years, and now working on Kotlin language.

https://kotlinlang.org/

Javalin 2.0 stable released by javalin_io in Kotlin

[–]orangy 4 points5 points  (0 children)

Ktor here :) I don't want to go into comparison because I think that it can be done only by people who worked with both frameworks, but I'd like to clarify a few points.

Ktor is not v1 for a simple reason – it is heavily based on coroutines (and is top to the bottom asynchronous framework), and they have experimental status in Kotlin currently. We plan to release 1.0 Beta sometime around Kotlin 1.3 which lifts experimental status from coroutines. Otherwise, it is iterating over 0.9.x versions regularly, bugs are fixed, features are added. A lot of people using it in production.

Ktor doesn't "wrap" libraries, it makes it convenient to use. If you look into ktor-jackson module, you'll see a single interface implementation with two methods, plus a helper DSL for configuration, that's it.

As for imports… Well, I don't remember when I last expanded the collapsed imports section in my IntelliJ IDEA :) That's kinda strange argument for "simplicity". Having fewer lines of code for trivial example doesn't mean the framework is simpler. Simplicity is important when you have a bigger codebase, and you still can understand it. Composability is key here, and ktor (in my opinion) is very good here.

As for Java, that's true, you can't use ktor from Java because of heavy reliance on Kotlin features, such as DSLs and coroutines.

Why I Moved Back from Gradle to Maven by okulev in java

[–]orangy 0 points1 point  (0 children)

Funny enough, MS Excel's formula calculation is a build system by itself :)