10,000 Matching Annotations
  1. Apr 2021
    1. Ultimately, Shelter Generations relies on your capacity to dig into its subtleties. On that overt level it's an obtuse and obviously indie game, and it's really quite demanding of the player; it asks them to figure their own way through the game, and it asks them to really commit to an emotional connection to these hopeless little cubs.
    1. Sometimes it requires more luck than strategy to complete the levels because of the building queue system.
    2. Good game with some place for improvements. It has potential.
    3. This is a good game, but it has potential to become an even greater game.
    1. A small set of levels with obtuse goals and scoring leaves the player uncertain of what exactly they are playing.
    1. messy

      what does this actually mean in this context?

      ah, I see elaboration further down...

      Visually it's a mess, though thankfully there are no surprise traps. However, sometimes lasers would camouflage into the dungeon irritatingly.

      Yes, it does look pretty ugly.

    2. The game consist of many unique elements like a switchable fireball gun / laser switcher, time turning platforms, rotating / sequential lasers, floating ball shooting enemies, wall of death.
    3. All of the beautiful handdrawn backgrounds contribute to a dark atmosphere and mystery.
    1. There are geographical guessing games based on Google Streetview that are much better.
    2. This might be exciting if the photography was better, but as it is, it's a simple concept cheaply implemented.
    3. Oh, and it focuses on Russia and Eastern Europe, with cities like Olonets, Torun, Solovski, Kobuleti, Skopje etc in the Easy difficulty setting.
    4. Maybe use more cities from South/West Europe, too?
    1. Playing the game reminds me of when Han Solo has to maneuver in an asteroid field and C3PO says "Sir, the possibility of successfully navigating an asteroid field is approximately 3,720 to 1!"
    1. We haven’t imported this board game before. Typically there are customs hurdles the first time cargo clear customs officers. While we have extensively planned around these delays and have budgeted for them extensively in our milestones tracker, the fact remains that customs remains unpredictable.
    2. Enter 2020: Matt and Jordan managed to scrape together some illustrations for playtesting, but they weren’t up to the bar of a production game. Fortunately, we connected through friends with Jaehee, and she cautiously listened to the pitch for the game. Once she decided to join the team, the artwork and designs quality improved by orders of magnitude, to the point where we had an experience we felt was worthwhile sharing publicly.
    3. The good news: everyone had a genuine blast. We knew we had experimented our way into something fun, even if the rules and designs still needed a lot of work.
    1. We will dispatch rewards from our factory to our FOUR 3rd party fulfillment centers, to keep things as friendly* as possible worldwide in accordance with all worldwide laws. *"Friendly" to us means: We will collect and pay VAT/Taxes upon importing to our  fulfilment centers on everyone's behalf so we can send your rewards DDP vs DAP.  If we were not "Friendly" - we would send games direct (DAP) and you would have to pay VAT and admin fees as well as a postal fee to "pick up" your reward locally - vs DDP where that is all done for you and the reward is delivered to your doorstep, "friendly".  It costs lots of money to ship 4 containers to 4 different fulfilment centers - but we do that in an effort to help our backers and to be *friendly.
    2. As of Jan 1, 2021 many countries now require KS creators to show Shipping AND VAT/Fees/Taxes on Kickstarter Rewards - not just 1 price for "shipping". So we will do that in our Pledge Manager, after the campaign. Yea, we know...this sucks and is against everything Kickstarter used to be about (the world now views KS as a store, not as a creative platform sending rewards to backers for helping bring the vision to life)
    1. each of which we could show to be more beautiful, and more usable than the original.
    2. Enclosed text fields with a rectangular (box) shape performed better than those with a line affordance
    3. Identifiability: The number of correct versus incorrect clicks
    4. Find-ability / scan-ability: The time it took a participant to find and click on a requested element
    5. To make sure that participants couldn’t learn and predict where text field alternatives might show up during the test, we randomized the order in which we presented those text fields.
    6. To improve the usability of text fields and to determine which text field variables to alter, our researchers and designers conducted two studies between November 2016 and February 2017, with actual users.
    7. You might not always notice, but Material Design is constantly evolving and iterating based on research.
    8. However, some users didn’t know that they could interact with and click on the text field. It looked like an empty box. The line affordance under the old text fields was not clear to some users. The line was confused with a divider.
    9. The label and input were confused with body text, especially in dense compositions.
    1. While there are certain things most users will anticipate with any interface, there may be expected affordances that are unique to your users and the cohort they represent
    2. Negative affordances are used when conveying a lack of function or interactivity.
    3. An example of this would be a button that looks clickable but isn’t, underlined text that doesn’t contain a link, or a TV remote that turns on your lights but not the TV. False affordances are often present by mistake or occur due to lack of effective design techniques.
    4. False affordances occur when a feature of an item suggests a use that the item can’t actually perform.
    5. Explicit affordances are obvious, perceptual features of an item that clue you in on how it is to be used. With explicit affordances, physical appearance and any accompanying language or text inform the user of how an object is to be used.
    6. Hidden affordances are implicit features of an object. The clues that indicate an items function are not obvious and may not even be displayed until the action is being taken.
    7. “when affordances are taken advantage of, the user knows what to do just by looking: no picture, label, or instruction needed.”
    8. For instance, when you see a door handle, you assume its function is to open a door. When you see a light switch, you assume it can be flicked to turn on a light. When looking at a chair, you know it can be sat in. All of these are affordances. Don Norman refers to affordances as relationships in his book The Design of Everyday Things. He goes on to say that, “when affordances are taken advantage of, the user knows what to do just by looking: no picture, label, or instruction needed.”
    9. What is an affordance? An affordance is a compelling indicator as to how an item operates and includes both its perceived and actual functions.
    10. Many designers strive to create products that are so easy to navigate, their users can flow through them at first glance. To design something with this level of intuitiveness, it’s imperative designers understand affordances—what they are and how to use them.
    1. This way the text will wrap above the shape even though the div extends to the top.
    2. shape-outside: inset(100px 100px 100px 100px 10px);
    3. It might be better to think of it this way: with the shape-outside property we’re changing the relationship of other elements around an element, not the geometry of the element itself.
    1. The default fill_in method of Capybara is case sensitive. This is apparently due to their use of XPath. Anyhow, this seems to not be very well aligned with the entire idea of DSLs and letting non programmers write tests.

      not very well aligned

    2. After some searching i found a stack overflow problem that didn't fix my issue but anyhow… I simply used a little ruby and the capybara library to find the field myself with some case insensitive regex and the ruby detect method
    1. It's strange to me that the text returned is in all caps (how it's styled after CSS), but the matcher is actually testing against the text in the unstyled HTML. I spent a while digging through the source code and I still can't figure out why this works.
    1. CSS-generated content is not included in the DOM. Because of this, it will not be represented in the accessibility tree and certain assistive technology/browser combinations will not announce it. If the content conveys information that is critical to understanding the page's purpose, it is better to include it in the main document.
    1. A falsey return value from #validate will deviate the flow and go straight to End.fail_fast.

      Similar to: How, in Rails, aborting a before_action causes all later ones to be skipped.

    1. Requirement #2 contains an unwarranted assumption. The body needs to flow not around the sidebar, but around the sidebar's position. That may seem like splitting hairs, but it isn't -- because what if there were something floated where we want to put the sidebar? The body would flow around that space. If we could put the sidebar in that same location, we'd have a solution.
    1. There has been some Quality-of-Life changes as well, which I really appreciate. For example, the long elevator in level 10 has been replaced with a teleporter. There's been some balance changes as well, but aside from level 10, I haven't checked them out.
    1. Which HTML tag I should use to enclose such notes to add a semantic meaning of a note that may be useful to read at a given point of a tutorial, but is not part of the main tutorial flow?
    2. A better description is in the specification itself. Why read secondary remarks when the source is written so good?
    3. I respectfully disagree with your assessment. You are referencing the quote "It's not appropriate to use the aside element just for parentheticals, since those are part of the main flow of the document." However the OP specifically said that they are looking for a semantic element for "a note that may be useful to read at a given point of a tutorial, but is not part of the main tutorial flow". That is what "aside" is for. It's not part of the main content flow.

      That's a tough one. I can see it both ways.

    4. An admonition is a parenthetical
    5. <aside> is appropriate if the side note "could be considered separate from the content"

      From a programmer's perspective:

      • It shouldn't be in an <aside>, if it is actually directly about what is in <main>
      • An <aside> should be able to be evaluated on its own, (almost entirely) in isolation from, and not dependent on anything in, the <main> content. This could be especially important/relevant for screen readers.
    6. <aside> is not appropriate if the side note is "a parenthetical". The W3C gives no examples of what it means.
    7. In my opinion, the W3C definition is unnecessarily confusing and restrictive. The dictionary definition of aside is "a temporary departure from a main theme or topic", and the spec should just stick to that, rather than introducing subtle distinctions.
    8. I believe the accepted answer is not quite correct. According to the HTML5 working draft, the <aside> element can be used to mark up side notes in certain, but not all cases:
    9. Of course, there is no reason why you can't use <aside> for all sidenotes, if it makes your code simpler. Think of it as civil disobedience. :)
    10. The dictionary definition of aside is "a temporary departure from a main theme or topic"
    1. I actually think this is Not Constructive, since there's no absolute rule about which pairings can be joined into a single word or hyhenated, and it's pointless having "votes" here about each specific case. Follow a style guide if you have one, or search Google Books and copy whatever the majority do. Or just make your own decision.
  2. www.thefreedictionary.com www.thefreedictionary.com
    1. a temporary departure from a main theme or topic; brief digression.
    1. Tangentially is defined as briefly mentioning a subject but not going into it in detail, or is defined as going off in a different direction.

      in the case of

      briefly mentioning a subject but not going into it in detail the topic/subject need not be related at all (it sounds like).

      What about in the case fo:

      is defined as going off in a different direction. Does the fact that it's going off in a different direction imply that it at least starts out connected/related to the original (starting point) subject (as it does in the geometry sense of tangential)? Or does it permit "jumping" to another topic (in another direction) without being related/connected at all??

      I don't think I like this definition very much. It doesn't quite fit the sense I'm trying to use it for in my tag:

      tangentially related content (aside)

      Ah, here's a definition that matches what I thought it meant (one of the senses anyway): https://hyp.is/3Bn2bpZ7Eeu3Ok8vg03AVA/www.merriam-webster.com/dictionary/tangential

    1. He frequently interrupted his narrative with amusing asides.

      Aside seems to imply that it is somewhat related, even though not directly related.

    2. a comment or discussion that does not relate directly to the main subject being discussed : digression
    1. a remark or passage that departs from the theme of a discourse : digression The speaker inserted some often amusing parentheses during his speech.
    2. an amplifying (see amplify sense 1) or explanatory word, phrase, or sentence inserted in a passage from which it is usually set off by punctuation explained further in a parenthesis
    3. one or both of the curved marks ( )

      strange that it means one or both of them

    1. Show/hide output and metadata differences in the diff editor
    2. We are continuing an overhaul of our default startup editor in order to provide relevant extension-contributed tips and walkthroughs, intended to make both core VS Code features and extension contributions more approachable to new users.
    3. We continued improving our support extending the Markdown renderer in Notebooks.
    4. Limitations: When there are multiple distinct ranges of cells selected, most commands will only be executed against the first range or the focused range. We will continue improving this experience in upcoming releases.
    5. Now VS Code's generic debugger UI supports all data breakpoint access types defined in the Debug Adapter Protocol as context menu actions in the VARIABLES view: Break on Value Read: breakpoint will be hit every time a variable gets read. Break on Value Change: breakpoint will be hit every time a variable gets changed (this action was previously available). Break on Value Access: breakpoint will be hit every time a variable is read or changed.
    1. Warning: might be influenced by nostalgiaI'm really happy to have found this little gem on steam :)
    2. This is the game that introduced me to RTS genre in the 90s though it might be nostalgia speaking but i absolutely adore this game.
    3. Maybe its a bit of nostalgia, but that can't change anything on greatness of the game.
    4. believe me, they are not just copy paste each and every single mission is completely different
    1. If you like puzzle games, this is certainly a game for you. Well designed level progression that helps you build a good understanding of the underlying rules of the world
    1. the game is designed in such a way that you don't need too many tries to figure out boss patterns or tricky platforming sections. Another nice feature is that you can warp between different areas so you don't have to do a bunch of backtracking.
    1. this game is - well not exactly bad, but it also isn't a very good game of the genre - there are some riddles and puzzles that can give you quite the headache. I like hard puzzles, I like games where all isn't quite obvious - but I also like a barrier-free gaming experience.
    1. It feels like it was thrown together in a weekend using parts from "Think To Die" since even the successful act of feeding your chickens has the same blood-splatter-on-camera-lens that you would get from scoring in Think To Die where your goal is to kill all of your people as opposed to this where you are feeding animals, so what's with the blood splatter? It just shows a lack of attention to detail.
    2. The blood when you get the animal to food is really off putting. It doesn't make sense, is the player suppose to be eating the animal once you get it to food? If the dev just removed that it would make this game MUCH MUCH better.
    1. The problem is the 'power-ups' (aka cheats?): the ice cubes, bombs, and especially the teleports. They seem needed to solve some levels (at least for 3 stars completion), but because they are widely available (5 of each / level) they are completely overpowered. Why would you try to solve a level without them, when you can use them? It removes the incentive to actually solve the puzzles the hard way. It breaks the game. Shame.
    2. The Not So Good: The Dev/s seems to be in hiatus -- still waiting for the "coming soon" additional levels: Laser Land.
    1. This is an unfinished/abandoned 2D "diving" game (basically a flyer/"platformer") where you swim through an underwater maze and collect various objects. The game wasn't finished, it's clunky, and lacks polish. The developer dumped it on Steam as a quick cash grab and ran. This should be removed from Steam until completed (if ever). I can't recommend incomplete games,
    2. I would be really proud to show it off it was "my baby", but as a player, it's incredibly boring.
    3. The gameplay (swim to treasure chests to loot them and kill sharks on your way) is basic.
    4. The movement speed is painfully slow. There's nothing to do on your way.
    1. I love puzzles.I love detective games.I love story rich adventures.I love point and click games.Somehow this title FAILED in all four departments.The gameplay is Painfully broken.
    1. these events can break the flow of the game and force the player to repeat sections until they master the event, adding false difficulty to the game.
    1. An ingenious and adorable piece of casual gaming. Definitely recommended.
    2. Motivation is provided by an ever-escalating difficulty, though not to the point where you feel frustrated.
    3. A non-pretentious yet funny and innovative physics puzzle game
    4. A Game-design MasterpieceTake one simple game mechanic, and make the absolute most of it – that's exactly what the developers of Jim is Moving Out did, and it worked really well! The core of this game is stunningly simple: a few little boxes (furniture) inside a big box (Jim's house), one or two flying fellas (the players) and a physics engine. Think about the most creative ways you could make this into a game. Anything you think about, this game did it. What if you had to squeeze through narrow holes without breaking too much furniture? It's in the game. What if the room had wheels? Yep, it's there too. What if one of the walls was missing and you had to avoid losing the furniture? The whole co-op is about this. Zero gravity? Yes, even that is in the game.
    1. I must say I am quite surprised by so many negative reviews. To me this little game is pure genius. There's something about it you just can't put your finger on... something strange, hard to define. The premise is utterly simple - roll left or right - but the game keeps adding new possibilities every level. And it doesn't make a fuzz about it. "Here's something completely new, it's there, who cares". The mechanics and physics are spot on and the game explores them brilliantly. Visually it's beautiful and the characters you interact with are strange and fascinating. A feeling of novelty and discovery permeates the game from start to finish.Here's my suggestion: watch some videos of the gameplay and see if it bothers you. If not, go for it, for you've barely seen the tip of the iceberg.
    1. Reminds me ofo DVONN, but only with respect to disappearing hexes/spaces. DVONN is a much much better (actually strategic) game.

    1. There were a few times I felt like making notes, but never ended up needing to because the scale of the puzzles is kept manageable throughout.
    1. A PvP level was added just for the sake of ♥♥♥♥♥ and giggles, the only purpose of this this is game is achievement farming.
    1. Fortunately for fans of high quality puzzle games, RUSH is anything but simple.

      I agree. A good puzzle should not be too simple.

    1. I'll tell you my intention right away, because the language difference between us may offend you. For those things I don't understand, I apologize in advance (if you don't need my apology and feel that my apology is offensive to you, I firmly withdraw my apology).
    1. {Graphics}☐ Great - ☐ Good - ☑ Simple - ☐ Bad{Gameplay}☐ Great - ☑ Good - ☐ Meh - ☐ Unplayable{Audio}☐ Great - ☑ Good - ☐ Nothing Special -☐ Bad{Audience}☑ Kids - ☑ Teens - ☑ Adults{Difficulty} ☐ Too easy -☑ Just Right - ☐ Easy to Play/Hard to Master - ☐ Too Hard{Story}☐ Great - ☐ Good -☐ Simple - ☐ Barely a Story - ☑ No Story{Game Time}☐ 100+ - ☐ 61-99 - ☐ 39-60 - ☐ 11-30 -☑ 0-10 {Overall}Very enjoyable Chess Puzzle Game that should appeal to both Chess and Puzzle Gamers.
    1. Academy Games has always prided itself in the quality of its rules. Most of our rules are taught in stages, allowing you to start playing as soon as possible without needing to read everything. We are very careful about the order we teach rules and rely heavily on graphics and pictures to facilitate understanding. We also include a large number of detailed picture examples, often with 3D renders, that help you understand the context of the rules.
    2. During development, we are constantly trying new and diverse game mechanics. The game's rules can change hour to hour as we test which ideas work best. Rules start out as just ideas and we record which ideas work and which ones don't. This forms the first development ruleset which is essentially a change log that notes why ideas do or don't. As the rules are consolidated, there are rarely any pictures to indicate what a rule is referring to,  since prototype art is also changing constantly. Terminology can also change section to section as we explore what wording works best. This makes the development rules impossible to understand for anyone other than the development team.
    3. We also include a large number of detailed picture examples, often with 3D renders, that help you understand the context of the rules. For these reason, we generally don't start laying out the final rulebook until production art is complete. Writing and laying out a 20 page rule book like this generally takes about 3 months from start to finish, usually requiring a complete rewrite or two, and involves dozens of editors.
    4. We use an online editing program called ProofHQ, where you and our development team will review the rules, discuss ideas, and add comments and suggestions, so that these rules are of the same high quality as our other game rules. We have used this process for years, because integrating outside eyes and ears is an invaluable asset.

      having more eyes is better

    1. The story behind this game started many years ago. My two sons were playing Pokemon, collecting cards and constantly talking about these fantasy creatures. I noticed, amazed, that after a while they knew by heart names, complicated properties and relations of somewhere around hundred, maybe more, characters! How did it happen, seemingly effortless? Did they study hard? Not in the sense we normaly think about studying. They were playing. They were having fun. And their hungry brains, like kids have, just absorbed the names, properties and relations. Seemingly effortless.

      .

    1. [0.5] Controls & Training & Help[0.1] Menu & Settings[0.4] Sound & Music[0.1] Graphics[0.1] Game Design[0.3] Game Story[0.1] Game Content[0] Completion time (level/game)?[0] is it Enjoyable & Fun?[0] Could it hold a spot in Favorites? (& if the Game can be repeatedly played again)[0] BONUS point: Multi-Player related[0] BONUS point: Review for VRStars received: 1.6/10
    1. Nothing but a lazy asset flip from the Unity Asset Store:https://assetstore.unity.com/packages/templates/systems/sky-flight-full-game-template-113460And yeah, the developer bought a low poly winter landscape as well. Buy two asset kits, replace above asset kit for gameplay and then replace the map with a new winter low poly asset map to try and "hide" the laziness and using asset kits. SMH.https://www.youtube.com/watch?v=RJPJqok8iecExport, change the name to "Bird" and ready for Steam in less than 10 minutes of work! The developer couldn't even be bothered to make a way to EXIT the game much less add Steam high scores, controller support, or achievements! NOT RECOMMENDED! *Refunded this myself* ..Let your wallet talk and Please don't support lazy developers like this one.
    1. In MetalSkies we take the approachability of Risk and combine it with greater strategic depth. That's why we've spent dozens of hours perfecting MetalSkies' gameplay mechanics and strategic balance.

      .

    2. Have you ever played Risk? If you're looking at this game, there's a good chance you have! I wager you know the frustration of losing your huge army to one a third its size because of a handful of random dice rolls. The pace of Risk is great, but I find it hard to take the 5th straight roll of snake eyes.

      .

    3. Have you ever tried Axis and Allies? I did too. And by tried, I mean just that!  Two hours after opening the box, we finished the manual and nearly died laughing. There was no way we'd have enough time left to play the game, AND we had already forgotten the first half of the directions anyway!

      .

    1. Fatum Betula is, arguably, a nearly perfect video game, depending upon your philosophy when it comes to criticism. If you, like me, believe that to a large extent the success of a game depends upon how well it achieved what it set out to do, I think you can get very far with such an argument.
    1. This approach is preferable to overriding authenticate_user! in your controller because it won't clobber a lot of "behind the scenes" stuff Devise does (such as storing the attempted URL so the user can be redirected after successful sign in).
    1. however, if this is relevant to just one spec, you don't necessarily need to include devise helpers to all your controllers specs, you can just explicitly include those helpers in that one controller describe block: require 'spec_helper' describe MyCoolController include Devise::TestHelpers it { } end
    1. let(:warden) do instance_double('Warden::Proxy').tap do |warden| allow(warden).to receive(:authenticate!).with(scope: :user) .and_return(authenticated?) allow(warden).to receive(:user).with(:user).and_return(user) end end let(:user) { instance_double(User) } let(:authenticated?) { true } def simulate_running_with_devise stub_const( 'Rack::MockRequest::DEFAULT_ENV', Rack::MockRequest::DEFAULT_ENV.merge('warden' => warden), ) end
    2. Yes, you are right. That was a very bad workaround. Stubbing methods on NilClass can be compared to switching to dark side of force. Powerful but comes with a huge price. I highly don't recommend using my workaround from 1 year ago.
    3. There is no request.env in functional tests because the functional tests are supposed to remain at the controller level.
    4. Could you please update the wiki yourself? Thanks!