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Search - "unoriginal?"
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If Stack Overflow really crashed it would never be fixed since the devs would be stuck refreshing Stack Overflow forever.2
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Please stop posting xkcd images, we've probably already seen them. Try to be original for god's sake.5
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Fuck Apple sideways! (Wait for it, the original part begins)
HOW can a company that keeps on boasting about UX, to the point that last WDC they took more time speaking about a fucking kaleidoscope animation for their watch then about the whole changes to their MacBook's hardware, even consider putting that turd of a remote on market.
If you have an Apple Store in reach, I invite you to get up, flush, and go there. Try that atrocity that is the AppleTV, and laugh at how incredibly bad it is. Then do your best to refrain from burning the place down in your inevitable rage, that might cause you legal issues.
The previous AppleTV was fine, it was practically useless, but usable. But for some reason they decided a touchpad with low precision and no gestures was a good idea to put on a remote to a thing that will, due to its target audience, most likely be plugged into a fancy TV that has a 300ms lag due to fancy image processing. That thing gives no feedback, appart from visual, has so little precision that in a movie, the smallest step I've achieved was 5 fucking minutes, while being really fucking careful not to spoil the movie.7 -
"Graphics don't matter."
I ranted a while back about gamedev being hard to get into for me, and, today, user @DOSnotCompute posted a similar experience.
I had a couple more thoughts, so thought should post them here (FUCK! It ended up being too fucking long! sorry!)
So I was watching the making of mortal kombat 3 on yt, which was pretty amazing btw because I got to see the actors of the sprites in game which were engraved in my and thousands of others kids minds.
Anyhow, the creators of the series, John Tobias and Ed Boon, were interviewed and what not. And it hit me that while both were the designers, John was the main artist and Ed was the programmer (at least for MK1). Another game that comes to mind Super Meat Boy, and I bet hundreds of others did the same.
And it got me thinking, maybe that's my problem, I just need an artist.
And I think the reason why I never thought of that is because of this idea that graphics don't matter.
"you don't need an artist. You don't need graphics. The most important thing is the gameplay."
What a load of shit.
A lot of people believe that because they got tired of polished AAA games with automatic and predictible gameplay.
People started parrotting this knee jerk of a conclusion since then.
It's dumb. Imagine if Infiminer, one of the games Minecraft was based on, which btw looks terrible, had all the same features Minecraft had.
I would still not touch that shit with a pole.
Graphics ARE important. Games are on the VISUAL medium.
That doesn't mean you're sucking Sony's dick on every AAA release or that every game should be made with UnreUnityCocksReloadedEngine.
Some level of visual craft is required for a game ro be considered such.
(btw, I think most of you guys here get this, not trying to pander, just that I want to make it clear that I'm not accusing this community of being guilty of this)
If a game looks bad (given, bad can be subjective), if it gives the impression that it wasn't seriously made, then you kinda lower your expectations.
People get hyped on games that look good, because it means that the game could be good. Games that look unoriginal or terrible won't get played, wether they're good or not. And I think it's a reasonable reaction.
How many times did I hear things like "Look at x video game from the 90s, the graphics are terrible but it's fun as hell".
That is an absurd statement. The level of production some NES games went through is insane. We're talking millions of dollars for games that today might look primitive.
The graphics weren't shit back then, and even today you could say that they are simpler but also of excellent craftsmanship.
I'm not into creating art, I hate it in fact because you can't quantify the success of produced art.
So, duh, find an artist. Ok, how? This is the part where I have no fucking idea how.
You start spamming shit like "I need an artist" online? I dunno, something for another post I guess.
I guess the most healthy thing I could do is making demos that might look like shit just to get experience so that when I get to find an artist, I have practice already.7 -
I get a huge feeling a deja vu when I check devRant after I check r/ProgrammerHumor. What a coincidence! :P2
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Switched back to windows because I needed IIS for work and I did miss having a touch screen (could not get driver working on Linux).
A few gripes.
I mean, the standard "oh great, half a day downloading and updating my machine" applies.
The thing I forgot about Windows is that after everything I do it wants to restart. Updating itself forced the computer to restart several times, wtf.
Powershell (ironically) holds a shadow of bash's power
So many "power user" actions are done with a gui, dear lord give me a terminal command and a man page any day over the convoluted way to do some actions. Changing permissions for IIS was several layers of gui dialogues, where it would be a couple of commands in bash.
Sorry to be unoriginal and moan about an OS, as an end user windows is great and a lot more streamlined and arguably prettier, but as a programmer it doesn't make life half as easy as the realm of *nix1 -
Does anyone have a good (preferably funny) name for a competitive programming team?
I was thinking "it compiles; submit it" but that is slightly unoriginal...27 -
trying to get into gamedev is usually a shitty experience to me...
being a web dev OTOH feels like the opposite. There are css libraries that can make your site beautiful for you (albeit kinda generic).
so when you look at the screen when working on something, you can see something pretty, and it feels like progress.
you can show this to people and they'll be like "wow, look at you and your fancy site".
Show an expertly coded but cssless site to people and they will ask you if you did it with digital crayons.
That's how it feels when I try to get into gamedev, shockingly embarassing.
If I do my own assets, it looks like shit and takes forever. If I use other people's assets, it feels unoriginal.
I used to believe that gameplay is everything, graphics are nothing. But I'm not certain about that right now.
A very common advice to get into gamedev is to start with games that are already made. Like doing a tetris.
Great, that's exactly what I need. Doing a game that looks like shit, with a gameplay I'm not dying to program.
Another thing that makes me feel incompatible with games is the possible reality of that saying that goes "art is never finished, only abandoned", and games being art in a sense.
I'm not sure if I have that mentality. I think I am more of a results type of person, and doing games feels a bit opposite to that.
All of this is making me a bit sad, because video games have been and still are my number one interest, and there has been countless times where I wished I had the role of game designer so I could define in actual projects what a game would be. Like all those "wouldn't it be cool if you could remove X and add Y to this fame" feelings.8 -
I'm giving up on having side projects, most if the stuff I come up with is an unoriginal and uneeded waste of time. I'd rather run the extra mile to contribure to someone else's project.
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Im having a sort of dilema. I recently started taking freelance work for web developement (and design ack) and Im uncomfortable with the state of the industry. Ill explain: Say if I bid a client for a simple 1-3 page site w contact form (a new page, not migration) My suggestion is to use djangocms, django, or just static html/css/js (ie bootstrap), which produces clean, fairly secure, and fast sites. Of course I can throw a templated unoriginal wordpress site together in a few hours 2 days latest, so I offer that option as a sidenote on the bid, charging almost 2x more. For some reason I dont understand they choose the wp shitshow. I explain all the reasons that not the way to go( which I wont list, if u dont know, u never used it. google up) but they dont care abt the details, they rather pay more for shit job. OFC I reluctantly deliver what they want, but as a result my portfolio is full of unoriginal shit Im not happy showing off. I have a few sites Ive done on the side my prefered way, but they not deployed and sit in my github for all intents n purposes unviewable to potential clients.
I want to be proud of my portfolio, and it to be a representation of what Im capable of. BUT, I gotta eat, and work is better than no work.
There are so many "wordpress designers" oversaturaring the field and it lowering the overall standard of what we are capable of. I just begining my dev journey, but if I cant have a body of work Im proud of, theres no way I can see doing this the rest of my life, and that makes me really sad. My love of developing, coding, and IT/computers in general drove me to change careers from audio engineering to web development, and the fact that this fucking mr. potatoe head of a CMS is slowly turning that love into hate really pisses me off. So Im ending this !rant looking for hope.
Your thoughts?1 -
everyone comment on every video on youtube is an unoriginal thought copying all the others
and yet they are all smug saying "AI could have never done this"
look in a mirror rubes, you've already lost
but i guess they'll never recognize
yours truly,
🤡🥃🤡🥃🤡🥃🤡🥃🤡🥃🤡🥃
source for the angry: https://youtube.com/watch/...
also, true "moral" of the story is that the meaning of life is your hot highschool girlfriend? wtf?
it is probably true that zoomers are the most lost of any generation ever
kinda ironic when we have easier access to every bit of compiled human information than ever before
oh well4 -
The bug: Some string values for an identifier property in the data objects are being sent from our frontend prefixed with a '0'. Sometimes. When it happens, it usually gets stripped away again by the time it's passed to our backend. But not always.
This 0 is never explicitly set anywhere. I even searched for a few variants of " = 0" in both the frontend and backend projects without receiving any results. You might already be suspecting where this is going.
So it turns out.
The data object which holds this value is being initialized in the aspnet (don't ask) backend and passed to the frontend, which then hydrates it. This value is always an integer number, albeit incidentally so which is why string is used as the actual type. When this object is initialized, it's hardcoded with an anonymous type where this property is set as int because I guess someone figured "it's always an int though". Being a typed language, primitive scalars can't be null objects which means the property's value becomes the concrete int 0.
Okay weird. I can think of better ways of doing this but let's just set it to string as I can't start overhauling things right now. Let's just go find where this value is somehow concatenated into the incoming parameter.
You see, this happens because at the point where the frontend sets this value, it may be an int or string depending on where it came from, and I guess someone figured that in order to cast it to string you just go prop += arg seeing as the prop is empty string and all. Because explicitly casting it or - as much as I get a rash whenever I see it - going prop = "" + arg would be too verbose and unoriginal.
Bonus round: How come the 0 only sometimes made it all the way to our backend? The thing is that this bug has been fixed before. The fix is that because this string is "always" an int, you can parse it to int before passing it to the backend in case it has leading zeroes. This path is only taken in certain views because someone forgot to copypaste their fix into all the places this is repeated.
Sometimes you find a bug and you are just somehow more grumpy after fixing it.1