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Malcolm XML posted:welcome to COM, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
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# ? Jun 11, 2014 20:56 |
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# ? May 27, 2024 21:28 |
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with regards to css is it better practice to try and cram everything into as little sheets as possible with lots of weird selectors or is it fine to just seperate things out into multiple sheets? im not talking about huge amounts of stuff here
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# ? Jun 11, 2014 23:10 |
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best practice is to get a job not involving css
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# ? Jun 11, 2014 23:25 |
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Kevin Mitnick P.E. posted:best practice is to get a job not involving css this, but use sass and make a bunch of little sheets that all @include into your main style sheet then sass compiles and minifies that one for you
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# ? Jun 11, 2014 23:29 |
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Kevin Mitnick P.E. posted:best practice is to get a job not involving css its....for fun uncurable mlady posted:this, but use sass and make a bunch of little sheets that all @include into your main style sheet then sass compiles and minifies that one for you hmmm, im not sure if that would work too well
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# ? Jun 11, 2014 23:32 |
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# ? Jun 11, 2014 23:34 |
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Valeyard posted:hmmm, im not sure if that would work too well why wouldn't it? sass compilers just spit out a css file. you only use the smaller files to make your life easier (foo.global.scss, foo.timeline.scss, foo.butts.scss, foo.images.scss, etc)
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# ? Jun 11, 2014 23:45 |
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Valeyard posted:hmmm, im not sure if that would work too well it works very well and is much better than managing one huge stupid four-digit line master css file
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# ? Jun 11, 2014 23:51 |
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HTML5 posted:it works very well and is much better than managing one huge stupid four-digit line master css file username/post combo i guess
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# ? Jun 12, 2014 00:03 |
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HTML5 posted:it works very well and is much better than managing one huge stupid four-digit line master css file i inherited one of those monsters. 100% guaranteed there were bunches of unused or broken rules but even enumerating the pages on the site was nontrivial so no way was i going to gently caress with the css
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# ? Jun 12, 2014 00:09 |
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Kevin Mitnick P.E. posted:i inherited one of those monsters. 100% guaranteed there were bunches of unused or broken rules but even enumerating the pages on the site was nontrivial so no way was i going to gently caress with the css depending on how the poo poo files like that are written sometimes you can use tools like this to attempt to make understanding them LESS painful http://css2less.cc hahaha
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# ? Jun 12, 2014 00:22 |
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Valeyard posted:with regards to css is it better practice to try and cram everything into as little sheets as possible with lots of weird selectors or is it fine to just seperate things out into multiple sheets? In every situation you can pretty much never go wrong with Separating things out as much as is possible. In this situation, you should strive to separate css from the things you are responsible for.
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# ? Jun 12, 2014 05:07 |
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yeah, if you're writing css you better have tits
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# ? Jun 12, 2014 13:28 |
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is what all the previous fuckwits were thinking, fact is ask qirex, that nigga knows poo poo
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# ? Jun 12, 2014 13:29 |
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Stringent posted:yeah, if you're writing css you better have tits women work the front-end and men work the back-end.
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# ? Jun 12, 2014 14:24 |
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uncurable mlady posted:women work the front-end and men work the back-end. nah just fat people work in everything
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# ? Jun 12, 2014 14:39 |
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the designer writes the css you write the knockout and you meet in the middle on the markup.
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# ? Jun 12, 2014 14:45 |
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mvvm ftw.
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# ? Jun 12, 2014 14:46 |
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altho if the designer was good he could probably write all of the markup too.
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# ? Jun 12, 2014 14:46 |
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you know how sometimes in c functions wind up being replaced with macros? any way to pass a macro where a function pointer used to go?
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# ? Jun 12, 2014 15:15 |
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no, macros are text substitution. the compiler never sees them. a good library will have functions corresponding to the macros so that you can take the address
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# ? Jun 12, 2014 15:26 |
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Shaggar posted:the designer writes the css you write the knockout and you meet in the middle on the markup. i've worked at ad agencies for nearly 10 years now and i can safely say that more designers than not know jack poo poo about html and css and have no desire to learn anything outside of PS, AI and ID (though there was a designer at my last agency who swore by Fireworks for web layouts lol). plus i get paid a really stupid amount of money to write and fix css all day long. no complaints here
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# ? Jun 12, 2014 15:32 |
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I am a developer and that's why I put in those qualifiers. While I certainly wouldn't be so flippant were I actually quoting/scheduling time for the project, I feel that my argument is sound. If the code is written with this hero/victim select idea in mind in the first place, it really, honestly shouldn't be any more code or development effort. Let's look at the dialogs as an example. You've got all of the text dialog stored in memory somewhere. Instead of displaying static text ("he," "she"), you just always substitute in the heroPronoun/heroName/kidnapeeName/kidnapeePronoun variable, as appropriate, instead. It takes the same time and effort to write the dialogs. The same time to write the code. Since it's a simply a lookup it's an O(1) executional complexity, so it's not even a noticable change in cycle time. Finally, it's (basically) the same storage space in memory: rather than a dialog having "he" or "she" hardcoded in in text, instead it's your replacement escape character (say, 0x02) followed by the lookup code (say, enum.pronoun.heroPresent, which could be 0x01 or something similar). Still two bytes (assuming they're using ASCII or UTF-8, that is, otherwise it would be even less storage than hard-coding "he" in Unicode). But you're right that I don't know what the actual source looks like for modern Zelda games. Maybe you've even got insight that I don't. But I do know what's trivially easy with modern programming languages, and this idea is one of them. However, as I feel it's a derail and I don't need to fight over being right or wrong on the internet, that's all I'll say on the subject. Thanks so much though for getting on my case about it.
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# ? Jun 12, 2014 15:34 |
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speaking of web "development" i just finished a terrible hack to get cookie information when cross domain requests are posted via XDomainRequest
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# ? Jun 12, 2014 16:05 |
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dazjw posted:I am a developer and that's why I put in those qualifiers. While I certainly wouldn't be so flippant were I actually quoting/scheduling time for the project, I feel that my argument is sound. If the code is written with this hero/victim select idea in mind in the first place, it really, honestly shouldn't be any more code or development effort. source youre quotes
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# ? Jun 12, 2014 16:20 |
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Bloody posted:source youre quotes
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# ? Jun 12, 2014 16:36 |
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http://forums.somethingawful.com/showthread.php?goto=post&postid=430899401#post430899401 zelda thread in games, discussing how easy, coding-wise, it'd be to make zelda have interchangeable hero/damsel roles for the characters
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# ? Jun 12, 2014 16:58 |
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foreign languages?? never heard of them
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# ? Jun 12, 2014 17:02 |
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dazjw posted:http://forums.somethingawful.com/showthread.php?goto=post&postid=430899401#post430899401 zelda thread in games, discussing how easy, coding-wise, it'd be to make zelda have interchangeable hero/damsel roles for the characters you missed the italics. those really brought the post together
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# ? Jun 12, 2014 17:06 |
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this one's just as goodBlasphemeral posted:I wonder why they don't just have a screen at the start of the next game:
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# ? Jun 12, 2014 17:09 |
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oh lord but he's arguing with zaphod42, the worst poster on the forums close Games
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# ? Jun 12, 2014 17:11 |
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yes, the string changes are the hardest part of all of this
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# ? Jun 12, 2014 17:16 |
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he's just a really guru developer that's why he doesn't post here in the terrible programmer safe zone
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# ? Jun 12, 2014 17:16 |
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so we're all agreed, having literally interchangeable main characters is a good idea. but how hard would it be to program it?
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# ? Jun 12, 2014 17:58 |
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Werthog 95 posted:close Games
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# ? Jun 12, 2014 18:34 |
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FamDav posted:yes, the string changes are the hardest part of all of this If your programming experience is rpg maker then yeah i can see how you might think that
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# ? Jun 12, 2014 18:45 |
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what i've learned from this is that i can just post 0x0FARTS and people in games will believe that i know what i'm talking about
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# ? Jun 13, 2014 01:07 |
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dazjw posted:http://forums.somethingawful.com/showthread.php?goto=post&postid=430899401#post430899401 zelda thread in games, discussing how easy, coding-wise, it'd be to make zelda have interchangeable hero/damsel roles for the characters admitting to reading a Zelda thread is a helluva a sacrifice, thanks for taking one for the team
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# ? Jun 13, 2014 03:11 |
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two words star citizen
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# ? Jun 13, 2014 08:46 |
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# ? May 27, 2024 21:28 |
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Stringent posted:admitting to reading a Zelda thread is a helluva a sacrifice, thanks for taking one for the team the real sacrifice is the part where he actually reads a zelda thread
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# ? Jun 13, 2014 10:14 |