Cool.
HN user
cpojer
Blog: https://cpojer.net Twitter: https://twitter.com/cnakazawa
nakazawa.tech
1. I am not in my 40s, but I take it that I was wrong ;)
1. I’m older than you. 2. I said native app window, comparing it to a tool with a browser web ui.
Yes. It’s built on diffs.com and trees.software.
4 of these are TUIs. I built Codiff specifically because TUI review became overwhelming to me. One of them is a web view, I prefer a native app window (it’s JS either way, ofc).
Also, I never wasted time building todo apps. Now I can build apps that help me do my job that I wouldn’t have had the time for without AI.
Codiff is faster and scales to larger commits than those.
There is a screenshot in the README.
There is a video here: https://x.com/cnakazawa/status/2055881241677668637?s=46&t=BS...
It works for any staged, unstaged or untracked file in a repo. It does not have support for mutations (like staging or unstaging a change) yet. It does not yet work for specific commits but should be super easy to add.
That’s awesome! I built this specifically as a GUI because it’s become too much code to effectively review in the terminal for me.
Yes you can. Check out https://fate.technology
You don't have to rename the variable. You can also do this:
```
export function PostCard(props: { post: ViewRef<'Post'> }) {
const post = useView(PostView, props.post);
}```
If you add a few aliases (that can be easily generated), it becomes this:
```
export function PostCard(props: { post: PostViewRef }) {
const post = useView(PostView, props.post);
}```
There are many bits in fate worthy of criticism. Naming and typing React props really isn't one of those.
tRPC is just what fate starts out with. Come and contribute and we’ll have oRPC support in no time!
No. I did want to pick something facebook inspired though. I like fate because: * facebook’s original developer conference was f8 * It kinda works well for fulfilling (data) requests * It’s similar to face * It’s short and memorable
I forked a JS library for liquid-glass and patched it up with some positioning fixes. It's fun to use in presentations.
The play button should just scroll you down to the demo embedded on the website ( https://athenacrisis.com )
To play on iOS, you can install it from here: https://app.athenacrisis.com/download
You get an account either by buying it directly on athenacrisis.com or via Steam.
This is great! As an indie game developer I care a great deal about game preservation. The game I'm working on requires Internet upon the first start and seamlessly syncs game state across your devices, but I pushed for open sourcing as much code as possible. We released 75% of the game's code under the MIT License[1], even before the game's full release. With the infra we built, we can publish the entire source within minutes once the game is no longer commercially viable.
Yes, extensive multiplayer support. It makes no difference if you are playing a bot or a real person, and you can set up games in any way you like.
It expands on the formula with new units, buildings and gameplay elements like you’d expect from a new entry 20 years later. It also doesn’t take itself too seriously.
You can play on any device at any time, in sync or async games and interact with other players.
It comes with the exact same map and campaign editors we are using to build the game. You can collaborate with friends on a campaign and share them with anyone.
It has no load times.
I don't know if it is objectively better but I like it better.
I didn't enjoy Wargroove, which is one reason I'm building Athena Crisis.
The font was designed by my friend Pascal. I bought it from him, made some very minor modifications, and renamed the file. The name was his idea!
I opted to just throw people in without lengthy explanations. The end turn button is on the right bottom of the window.
Oh that's not good. If that was within the Stripe popup it seems to be a Stripe issue. Did you use a password manager to autofill the input elements? I sometimes run into issues with that on various websites.
The game is primarily optimized for Chrome and Safari, and should definitely work well in both.
There is a section on WebGameDev, an awesome resource for building games with web technologies: https://www.webgamedev.com/games-demos#dom-based-games
There are only a few crazy folks like us right now
I became a lot more pragmatic, so next time I'd probably start with a game engine that uses WebGPU/WebGL. You get so much value from the DOM and CSS, but it's also really not meant for building such interactive experiences like I want to. It works kinda ok for a turn based strategy game, but likely breaks down for some more involved games.
The end turn button is on the right bottom! Sorry that's not more clear right now – I opted for no distractions before starting to play.
Note that Athena Crisis supports both sync and async play. You can play your turn against other people and only come back when they are done.
You can also play multiple games at once, and on as many devices as you like. So for example play a sync game on your desktop against a bot, and an async game against another person on your phone once in a while.
Thanks for the feedback! We tried key art in the pixelated style and it doesn’t work well since it’s used across a wide variety of services (Steam, Twitch, etc.) who downsample images a lot. Pixel art just looks bad in those places, so that’s really the only good option.
Just one note: it’s not an iframe, it’s literally on the page itself.
I encourage you to check out both games side by side before making incorrect statements like these.
I agree! That's why we made the conscious choice not to show choreographed battle animations through overlays like similar games in the genre do.
On the landing page you can press shift (or hold Y on a Gamepad) to speed up AI actions.
Once you play the real game, you can change the settings to make all AI moves fast, or make all animations including your own (and other players) fast.
Yes, the Pioneer can build buildings on a "Construction Site".