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Search - "drag n drop"
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The problem is that timeline for a development work is decided by people who have only made PowerPoint presentations in their career ... So they feel everything is as simple as drag n drop 😆2
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Teacher: The next 3 months we're going to learn web dev
Me thinking: fuck yeah, finally, I love web dev.
Teacher 1 week later: shows us how to build with wix-like builder...12 -
Today,
My "big boss" call me because I take too much time to develop a website. She thinks all I need to do is drag n drop. Why the f*ck do you need to hire me if it's only drag n drop you "super smart ass licker"? Man, this old people need some update about technology.
Btw, the "drag n drop" idea came from Dreamweaver YouTube tutorial.2 -
I keep seeing comments like “This should be on spotify” under youtube videos. Guess what — I download them with youtube to mp3 converter, drag n drop them into apple music, and boom, it syncs to my phone. They live among apple music-native tracks. They don’t eat up icloud space (I don’t use icloud), and they don’t disappear when apple music subscription expires. I don’t know any music streaming service that has everything in hi-res or lossless and allows that.11
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This pic is from my class messenger group.
Translation:
Dear teacher! Our group have chosen another web builder for the project, we hope it's not a problem...
Yeah, I use templates which I can copy code from to my group's site, but for the love of *!#* life I consider myself a noob beginner even tough I've been in this field for a year or two now but I can code with more confidence now. What the hell are these people going to do if they only willing to rely on school and wix...
But I can always be wrong, these are just my thoughts.6 -
v0.0005a (alpha)
- class support added to lua thanks to yonaba.
- rkUIs class created
- new panel class
- added drawing code for panel
- fixed bug where some sides of the UI's border were failing to drawing (line rendering quark)
v0.0014a (alpha) 11.30.2023 (~2 hours)
- successfully retrieving basic data from save folder, load text into lua from files
- added 'props' property to Entity class
- added a props table to control what gets serialized and what doesn't
- added a save() base method for instances (has to be overridden to be useful beyond the basics)
- moved the lume.serialize() call into the :save() method on the base entity class itself
- serialized and successfully saved an entities property table.
- fixed deserializion bugs involving wrong indexes (savedata[1] not savedata[2])
- moved deserialization from temp code, into line loading loop itself (assuming each item is on one line)
- deser'd test data, and init()'d new player Entity using the freshly-loaded data, and displayed the entity sprite
All in all not a bad session. Understanding filing handling and how to interact with the directory system was the biggest hurdle I was worried about for building my tools.
Next steps will be defining some basic UI elements (with overridable draw code), and then loading and initializing the UI from lua or json.
New projects can be set as subfolders folders in appdata, using 'Setidentity("appname/projectname") to keep things clean.
I'm not even dreading writing basic syntax highlighting!
Idea is to dogfood the whole process. UI is in-engine rendered just like you might see with godot, unity, or gamemaker, that way I have maximum flexibility to style it the way I want. I'm familiar enough with constructing from polygons, on top of stenciling, on top of nine-slicing, on top of existing tweening and special effects, that I can achieve exactly what I want.
Idea is to build a really well managed asset pipeline. Stencyl, as 'crappy' as it appeared, and 'for education' was a master class in how to do things the correct way, it was just horribly bloated while doing it.
Logical tilesets that you import, can rearrange through drag-n-drop, assign custom tile shapes to, physics materials, collisions groups, name, add tag data to, all in one editor? Yes please.
Every other 2D editor is basic-bitch, has you importing images, and at most generates different scales and does the slicing for you.
Code editor? Everything behavior was in a component, with custom fields. All your code goes into a list of events, which you can toggle on and off with a proper toggle button, so you can explicitly experiment, instead of commenting shit out (yes git is better, but we're talking solo amateurs here, they're not gonna be using git out the gate unless they already know what they're doing).
Components all have an image assignable to identify them, along with a description field, and they're arranged in a 2d grid for easy browsing, copying, modifying.
The physics shape editor, the animation editor, the map editor, all of it was so bare bones and yet had things others didn't.
I want that, except without the historic ties to flash, without the overhead of java, and with sexier fucking in-engine rendering of the UI and support for modding and in-engine custom tools.
Not really doing it for anyone except myself, and doubt I'll get very far, but since I dropped looking for easy solutions, I've just been powering through all the areas I don't understand and doing the work.
I rediscovered my love of programming after 3-4 years of learning to hate it, and things are looking up.2 -
My parents showed me how to play "Spy Hunter" on their Pentium III Windows 98 machine when I was 2, and I started installing games. Fast-forward to elementary school there was a game design afterschool class where we learned to use "Scratch" to drag-n-drop pieces of code used for animating and creating games. I wanted to do "real coding" so I got an internship at a local company, learned HTML, Java, JavaScript, and Python. Now, I'm developing games in Unity engine, and making mods on SourcePawn. The consumer is becoming a creator.
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A year ago I built my first todo, not from a tutorial, but using basic libraries and nw.js, and doing basic dom manipulations.
It had drag n drop, icons, and basic saving and loading. And I was satisfied.
Since then I've been working odd jobs.
And today I've decided to stretch out a bit, and build a basic airtable clone, because I think I can.
And also because I hate anything without an offline option.
First thing I realized was I wasn't about to duplicate all the features of a spreadsheet from scratch. I'd need a base to work from.
I spent about an hour looking.
Core features needed would be trivial serialization or saving/loading.
Proper event support for when a cell, row, or column changed, or was selected. Necessary for triggering validation and serialization/saving.
Custom column types.
Embedding html in cells.
Reorderable columns
Optional but nice to have:
Changeable column width and row height.
Drag and drop on rows and columns.
Right click menu support out of the box.
After that hour I had a few I wanted to test.
And started looking at frameworks to support the SPA aspects.
Both mithril and riot have minimal router support. But theres also a ton of other leightweight frameworks and libraries worthy of prototyping in, solid, marko, svelte, etc.
I didn't want to futz with lots of overhead, babeling/gulping/grunting/webpacking or any complex configuration-over-convention.
Didn't care for dom vs shadow dom. Its a prototype not a startup.
And I didn't care to do it the "right way". Learning curve here was antithesis to experimenting. I was trying to get away from plugin, configuration-over-convention, astronaut architecture, monolithic frameworks, the works.
Could I import the library without five dozen dependancies and learning four different tools before getting to hello world?
"But if you know IJK then its quick to get started!", except I don't, so it won't. I didn't want that.
Could I get cheap component-oriented designs?
Was I managing complex state embedded in a monolith that took over the entire layout and conventions of my code, like the world balanced on the back of a turtle?
Did it obscure the dom and state, and the standard way of doing things or *compliment* those?
As for validation, theres a number of vanilla libraries, one of which treats validation similar to unit testing, which seems kinda novel.
For presentation and backend I could do NW.JS, which would remove some of the complications, by putting everything in one script. Or if I wanted to make it a web backend, and avoid writing it in something that ran like a potato strapped to a nuclear rocket (visual studio), I could skip TS and go with python and quart, an async variation of flask.
This has the advantage that using something thats *not* JS, namely python, for interacting with a proper database, and would allow self-hosting or putting it online so people can share data and access in real time with others.
And because I'm horrible, and do things the wrong way for convenience, I could use tailwind.
Because it pisses people off.
How easy (or hard) would it be to recreate a basic functional clone of the core of airtable?
I don't know, but I have feeling I'm going to find out!1 -
So I have played around with this thing called LudoTune which is a website that allows you to make music by drag-n-drop music blocks together. It's pretty cool.
https://ludotune.com/1