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coaleh@lemmy.worldto Games@sh.itjust.works•Valve finally unveils Deadlock on Steam, access is still "limited to friend invite" via playtestersEnglish1·1 year agoI’d be happy to take an invite code off of someone’s hands (and then share the friendship some more!) :)
coaleh@lemmy.worldto Games@lemmy.world•Steam Next Fest is currently ongoing - which demos did you like/dislike?English9·2 years agoShapes 2 for the factory game!
coaleh@lemmy.worldto Games@sh.itjust.works•THE FINALS | Season 1 | December 2023English31·2 years agoIt’s good fun! The rounds are very dynamic with all the different weapon types and destruction! Needs more modes though
coaleh@lemmy.worldto PC Gaming@lemmy.ca•The Day Before - Steam EA launch: mostly negative (22% on 444 reviews while 37K playing...)4·2 years agoPlayed the game for an hour and can confirm it’s bad! Not terrible… Just poor combat, systems, gameplay loops and server performance. I think even if it was polished I just wouldn’t like the concept they’re going for. Dying very easily and loosing everything just isn’t for me!
coaleh@lemmy.worldto Technology@lemmy.world•Satya Nadella 'furious' with blindside ousting of Sam AltmanEnglish13·2 years agoAnd then he hired him!
coaleh@lemmy.worldto Experienced Devs@programming.dev•How do you balance rapid iteration and merging/upgrading?English2·2 years agoI’d say the ideal thing to aim for is case 2-ish. Building in isolation isn’t great and dog-fooding your lib (via their projects) can help reduce the amount of future breaking changes (getting things right the first time). I.e. Ideally your helping people upgrade when needed and seeing their problems. Even if your forking their projects to try your experimental changes out for them and then provide a PR? That’s probably a lot easier said than done though xD
A dependecy management system to let consumers know when a new version is available could go a long way, or you pushing for them to update by talking to them (as this is all internal?).
Basically reducing the distance between teams and getting the tightest possible feedback loops should be the goal.
That’s my rushed 2p while waiting for a haircut anyway ;)
https://lemmyrs.org/c/rust@kbin.social works for me. I believe there is a generic way to link to communities that works for all sites… but I don’t know how. I know the format is something like
!rust@kbin.social
but nothing seems to convert to a link etc Edit: perhaps just relative links? /c/rust@kbin.social
coaleh@lemmy.worldtoGeneral Programming Discussion@lemmy.ml•Dipping my toes into developing a Lemmy client.. Whats the best place to ask questions? :)English1·2 years agoHaha! I too have wanted to do the same thing! Well… not in React - I actually wanted to use leptos because it seems neat. So ideally I’d want an API client that’d work in rust in wasm. Or maybe it’s simple enough to migrate an existing one over.
As this is very likely just a side project for me, I may as well share my desires for any new client. One thing I’d really like to see in a Lemmy UX is a swipe based navigation like in Sync for reddit. Such a lovely way to navigate.
Oh oh! and some decent customisation on different views (depending on communities and whims). Like big cards with previews and smaller ones with title emphasis.
Tbh all of this is basically what Sync had. Sync was great…
Not sure if making mobile apps these days is required as web apps can get you pretty much there with service workers etc. I guess hosting is still the main issue even though offline first apps can mitigate that a lot!
Thank you for reading my rambles. It’s pretty much a mind dump rather than being directed at anyone etc :)
Surprised nobody has mentioned Wildgate. It’s really fun! Different take on the Jumpship idea with a lot better execution (but they’re at different stages of dev to be fair!).