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via Elm - Latest posts by @choonkeat on Mon, 19 Jul 2021 07:49:24 GMT
wondering what constraints made you choose to reach for needing <component with-label="???" />
in the markdown string
|> withComponents
[ ( "Default", view props )
, ( "Disabled", view { props | disabled = True } )
]
|> render """
Buttons are pretty amazing, right? You can click them and stuff.
Try clicking on this one:
<component with-label="Default" />
They can also be disabled! Unbelievable.
<component with-label="Disabled" />
"""
vs rendering them sequentially, e.g. perhaps like
|> render
[ Markdown
"""
Buttons are pretty amazing, right? You can click them and stuff.
Try clicking on this one:
"""
, Component (view props)
, Markdown
"""
They can also be disabled! Unbelievable.
"""
, Component (view { props | disabled = True })
]
just the fact that I can click on the netlify link and see what the readme words is talking about, greatly lowered the barrier for me
via Elm - Latest posts by @lpil Louis Pilfold on Mon, 19 Jul 2021 06:48:36 GMT
I think this would be a more practical trade-off. Using reference equality in this one case seems less surprising and less likely to cause production problems to me.
via Elm - Latest posts by @jwoLondon Jo Wood on Mon, 19 Jul 2021 05:35:01 GMT
I found the andThen pattern to be quite readable and avoids those wildcard parameters:
module HelloFile exposing (program)
import Posix.IO as IO exposing (IO, Process)
import Posix.IO.File as File
import Posix.IO.Process as Proc
program : Process -> IO ()
program process =
case process.argv of
[ _, inName ] ->
-- Print to stdout if no output file provided
File.contentsOf inName
|> IO.exitOnError identity
|> IO.andThen (processContent >> Proc.print)
[ _, inName, outName ] ->
File.contentsOf inName
|> IO.exitOnError identity
|> IO.andThen (processContent >> File.writeContentsTo outName)
_ ->
Proc.logErr "Error: Provide the names of the input file and optionally an output file.\n"
processContent : String -> String
processContent =
-- Do something with the content of the input file here.
String.toUpper
via Elm - Latest posts by @georgesboris on Sun, 18 Jul 2021 22:12:07 GMT
Hey @rjdellecese ! There is definitely an overlap between the two libraries but the outputs are different enough that I believe it will come down to taste (in terms of both ux design and developer experience preferences).
With elm-book I’m trying to focus on “rich documentations” – not necessarily component libraries (though those are definitely considered). This opens up a few interesting possibilities that drift away from the Storybook inspiration like long posts explaining a concept with markdown and interactive examples… the possibilities are quite numerous.
I believe I’ve heard that Kalutheo is also planning something for the next version of elm-ui-explorer– so maybe we might end up filling different community needs? I really don’t know
via Elm - Latest posts by @aszenz asrar on Sun, 18 Jul 2021 19:22:06 GMT
This is really cool, I think elm while being frontend focused should still have support for clis scripts so that the community can make frontend tooling in elm itself. That would really drive the tooling ecosystem forward.
via Elm - Latest posts by @system system on Sun, 18 Jul 2021 17:28:45 GMT
This topic was automatically closed 10 days after the last reply. New replies are no longer allowed.
via Elm - Latest posts by @rjdellecese RJ Dellecese on Sun, 18 Jul 2021 15:41:37 GMT
This looks really neat, thank you for building and sharing! Do you have any thoughts on how it compares to GitHub - kalutheo/elm-ui-explorer?
via Elm - Latest posts by @neurodynamic on Sun, 18 Jul 2021 15:35:46 GMT
Looks very cool. I’d say another great possible source of inspiration would be LiveBook and the live code execution and package install features of that in particular.
via Elm - Latest posts by @georgesboris on Sun, 18 Jul 2021 11:38:26 GMT
Hello folks – I just published v1.0.0 of elm-book!
I’ll copy-paste a little sneak of the overview page here to explain a little bit more about the goals behind the project:
This library takes a lot of inspiration from two libraries:
Both of these tools affected their whole ecosystems greatly. Creating good docs is a common place when you’re in Elixir world. Using Storybook to facilitate design-engineering iteration is a common place in the JS world.What if the Elm ecosystem can create its own thing with the best of both worlds?
ElmBook aims to be just that – making it easy to create attractive documentation websites that can also work as a playground for live components built with Elm.
Please take a look, use it, throw punches at it and let me know how can we make it better!
The theme builder is a particularly fun little tool I made available as part of the website if you like messing around with theme colors.
I’d like to especially thanks @dillonkearns for the work on dillonkearns/elm-markdown since I piggybacked a lot on it to achieve the end results.
via Elm - Latest posts by @dimpase Dima Pasechnik on Sun, 18 Jul 2021 11:00:05 GMT
I taught computer graphics (and will do next year as well), and it’s not only FE. Sometimes I’d like to compute, say, a vector in 3d - FE has nothing to do with it, it just gets in the way.
via Elm - Latest posts by @jwoLondon Jo Wood on Sun, 18 Jul 2021 10:52:23 GMT
I have been using Elm for teaching FP (and visualization) for a few years now, and use litvis for literate Elm without having to confuse students with TEA or html.
One thing I’ve missed though is the ability for direct file IO and it looks like elm-posix does exactly the job, so really helpful.
via Elm - Latest posts by @kraklin Tomáš Látal on Sun, 18 Jul 2021 10:13:54 GMT
Given it is a FE language, I think any lessons should be HTML
focused, not cli
focused
But I miss the opportunity to write simple scripts with Elm as well, so I’m really looking forward for this. Great idea @albertdahlin
via Elm - Latest posts by @dimpase Dima Pasechnik on Sun, 18 Jul 2021 09:20:39 GMT
I think it’s a crucial missing feature of elm, absence of meaningful CLI. Imagine you teach a class using elm (well, I tried few months ago, it was not much fun, even though students had prior Haskell exposure, not the least due to absence of CLI, so the learning curve was too steep for many).
via Elm - Latest posts by @lucamug on Sat, 17 Jul 2021 22:42:54 GMT
I wonder if Unison can bring any new insights to this topic
via Elm - Latest posts by @hasko Hasko on Sat, 17 Jul 2021 13:52:47 GMT
Thanks for the great write-up. I think it’s quite inspiring. You mention that you still experience gridlocks sometimes. In case you haven’t thought about it yet: Maybe restarting cars after a random wait time (with exponential falloff) would help resolve those. It’s a common technique to handle collisions.
via Planet Lisp by on Tue, 13 Jul 2021 00:00:00 GMT
Dear Community,
A lot of time passed since the last blog entry. I'm sorry for neglecting this. In this post, I'll try to summarize the past two and a half year.
Some of you might have noticed that the bounty program has been suspended. The BountySource platform lost our trust around a year ago when they have changed their ToS to include:
If no Solution is accepted within two years after a Bounty is posted, then the Bounty will be withdrawn, and the amount posted for the Bounty will be retained by Bountysource.
They've quickly retracted from that change, but the trust was already lost. Soon after, I've suspended the account and all donations with this platform were suspended. BountySource refunded all our pending bounties.
All paid bounties were summarized in previous posts. Between 2016-08-16 and 2020-06-16 (46 months of donations) we have collected in total $18700. The Bounty Source comission was 10% collected upon withdrawal - all amounts mentioned below are presented for before the comission was claimed.
During that time $3200 was paid to bounty hunters who solved various issues in McCLIM. The bounty program was a limited success - solutions that were contributed were important, however harder problems with bounties were not solved. That said, a few developers who contribute today to McCLIM joined in the meantime and that might be partially thanks to the bounty program.
When the fundraiser was announced, I've declared I would withdraw $600 monthly from the project account. In the meantime I've had a profitable contract and for two years I stopped withdrawing money. During the remaining three years I've withdrawn $15500 ($440/month) from the account.
As of now we don't have funds and there is no official way to donate money to the project (however, this may change in the near future). I hope that this summary is sufficient regarding the fundraiser. If you have further questions, please don't hesitate to contact me, and I'll do my best to answer them.
I'd like to thank all people who donated to the project. Your financial support made it possible for me to work on the project more than I would be able without it. The fact that people care about McCLIM enough to contribute to it money gives me the motivation and faith that working on the codebase is an important effort that benefits the Common Lisp community.
The last update was in 2018-12-31. A lot of changes accumulated in the meantime.
This is not an exhaustive list of changes. For more details, please consult the repository history. Many changes I've introduced during this iteration were a subject of a careful (and time-consuming) peer review from Jan Moringen which resulted in a better code quality. Continuous integration provided by Nisar Ahmad definitely made my life simpler. I'd like to thank all contributors for their time and energy spent on improving McCLIM.
If you are working on some exciting improvement for McCLIM which is not ready, you may make a "draft" pull request in the McCLIM repository. Currently, there are three such branches:
the SLIME-based backend for CLIM by Luke Gorrie
the dot-based graph layout extension by Eric Timmons
the xrender backend by Daniel Kochmański
Other than that, I've recently implemented the polygon triangulation algorithm that is meant to be used in the xrender backend (but could be reused i.e. for opengl). Currently, I'm refining the new rendering for clx (xrender). After that, I want to introduce a portable double buffering and a new repaint queue. Having these things in place after extensive testing, I want to roll out a new release of McCLIM.
Sincerely yours,
Daniel Kochmański
via Planet Lisp by on Sat, 03 Jul 2021 19:08:41 GMT
Another month filled with a lot of different stuff! We have a lot of conferences coming up, there was a bunch to do for marketing, the game has seen a lot of visual and gameplay tweaks, and we've started doing a lot of direct playtesting. Finally, the music has also made a lot of progress and the first few tracks are now done!
Thanks to the very generous support from Prohelvetia we're part of the Swiss Games delegation to GDC, Gamescom, and GIC. GDC is coming up this month, and we have our own virtual booth set up for that. Given that both GDC and Gamescom are virtual this year, I honestly don't really know what to expect from them, it's going to be quite different. At least GIC is in person (Poznan, Poland) so I'm really looking forward to that!
So far we've invested quite a bit of time into looking at journalists to reach out to during GDC, and who knows, perhaps we'll also be contacted by publishers or something during the event. In any case, it's going to be an exciting week, for sure.
Gamescom/Devcom are coming up in August, right before the submission deadline for the Prohelvetia grant, so that's going to be a tight squeeze, too. September is gonna be a calmer month, as we've settled for a two weeks holiday for the team during that month. Then in October it's going to be GIC for a week.
Also thanks to Prohelvetia we now have direct mentoring from Chris Zukowski with a monthly meeting for the next six months. His first advice was to focus a lot more on top of the funnel marketing (like imgur, reddit, festivals, influencers), and cut down on all the middle stuff we've been doing (like discord, mailing list, blogs, streams).
I actually quite like doing the weekly and monthly updates though, so I'm going to keep doing those. The Sunday streams have also proven quite productive for me, so I'll use them for that purpose too, rather than for any marketing intent. I am going to cut down drastically on Twitter though, as that does not seem to really bring us much of anything at all, and I'm going to stay away from Discord more in general (not just the Kandria one.).
After some brief experiments with imgur (and once even making it into most viral) I haven't returned to that yet though, as I've found it to be quite exhausting to figure out what to even post and how to post it.
We'll definitely have to try reaching out to influencers and journalists, but we're going to hold off on that until the september demo update is done, as a more polished demo should help a lot to make us look more presentable and respectable. We should also try out Reddit, but we haven't done the necessary research yet into how exactly to post on there without getting downvoted into oblivion.
The second advice Chris had for us was to do more....
We've started inviting people to do blind playtesting. The blind here meaning that they never played the game before, which gives us quite valuable insight into parts of the game that are confusing or annoying. We've done four sessions so far, and even with them being carried out over Discord, the feedback has been very useful.
I've also been inviting people for local playtesting, as being able to observe people in person is a lot better than doing it over the net. We haven't done any of that yet, but there's several appointments scheduled already. If you're near Zürich and would be up for a playtest session, please book a date!
And if you, like most, aren't close to Zürich, but would still like to help us out with testing, let me know anyway and we can arrange something over the net!
We finally finished a tutorial area for the game, giving it a proper starting point, and introducing people to the controls. It doesn't explain all of them in detail though, as I think we should instead keep the more intricate controls to challenges throughout the game, rather than trying to teach everything at once.
Designing the levels to teach the various control parts is going to be challenging, but I think ultimately it is going to be worth it, especially as it allows us to keep the tutorial in the beginning very short.
The only actual tutorial part still missing is a combat primer, for which we haven't worked out a good way of teaching it yet. I'm sure we'll find a way, though.
I took a holiday for part of this month, though otherwise it's been full steam ahead on the marketing research. I've added more reference games and potential contacts to our press & influencer document; while doing this I've taken into account the advice we got from Chris Zukowski, about not looking too closely at games with distinct differences to Kandria (e.g. Celeste has no combat; Dead Cells is a roguelike). I've also done more research on Steam short descriptions, and worked with Nick to redraft ours. It needs a few more edits, but it's nearly there.
I haven't totally forgotten the game though! With the new tutorial prologue in place, I added dialogue. This is now your first meeting with Catherine, after she reactivates you deep underground; but I've deliberately kept things short and sweet, as she guides you back up to the surface. The player has enough to think about at this stage without getting overwhelmed with dialogue; only once the tutorial segues into the settlement introduction from before, does the dialogue really begin.
Mikel's been very busy and completed 6 different versions of the region 1 track:
Which the game can use to do vertical mixing:
Let's look at the roadmap from last month with the updates from this month:
Build and add the tutorial sequence to the beginning of the game
Finish the region 1 music tracks
Add a fishing minigame
Improve the UI for the game and editor
Implement several editor improvements
Compile data on journalists, influencers, and communities
Implement a UI animation system
Implement a cutscene system
Polish the ProHelvetia submission material (partially done)
Polish and revise the combat design (partially done)
Implement a main menu, map, and other UI elements
Reach out to journalists, streamers, and other communities
Explore platforming items and mechanics
Practise platforming level design
Start work on the horizontal slice
The first three are scheduled to be done by September 1st, and so far it looks quite doable. The events are going to jumble things up a bit, but I hope that we still have enough time scheduled around to get it all done in time.
Until then be sure to check our mailing list for weekly updates, and the discord community for fan discussions!
via Planet Lisp by on Thu, 01 Jul 2021 21:47:00 GMT
New projects:
Updated projects: also-alsa, april, atomics, bdef, binding-arrows, bp, chirp, cl+ssl, cl-ana, cl-collider, cl-conllu, cl-cxx-jit, cl-data-structures, cl-environments, cl-form-types, cl-gamepad, cl-gserver, cl-heredoc, cl-incognia, cl-ipfs-api2, cl-kraken, cl-maxminddb, cl-mixed, cl-mock, cl-murmurhash, cl-naive-store, cl-ntp-client, cl-opencl, cl-patterns, cl-schedule, cl-smt-lib, cl-string-generator, cl-torrents, cl-utils, cl-webkit, clack-pretend, closer-mop, cluffer, clunit2, clx, cmd, common-lisp-jupyter, conium, consfigurator, core-reader, croatoan, defmain, deploy, dexador, djula, doc, easy-routes, eclector, fiveam-asdf, fresnel, functional-trees, gendl, generic-cl, gute, harmony, herodotus, hunchentoot-multi-acceptor, hyperluminal-mem, iolib, lack, lichat-protocol, lichat-tcp-client, lispqr, markup, mcclim, md5, mito, mnas-package, mnas-string, modularize-interfaces, multiposter, neural-classifier, numerical-utilities, nyxt, origin, osmpbf, overlord, plot, plump, portal, postmodern, py4cl2, qlot, quilc, quri, qvm, re, replic, sc-extensions, sel, serapeum, shasht, shop3, sly, smart-buffer, special-functions, spinneret, st-json, static-dispatch, static-vectors, stumpwm, sxql, tailrec, tfeb-lisp-hax, tooter, trivia, trivial-with-current-source-form, trucler, vellum, vk, wasm-encoder, woo, zippy.
Removed projects: with-c-syntax.
To get this update, use (ql:update-dist "quicklisp"). Enjoy!
via Planet Lisp by on Sun, 06 Jun 2021 15:49:46 GMT
There's a lot of different news to talk about this month, so strap in!
The most important thing to come out of this month is the new trailer! Check it out if you haven't yet:
I'm overall really happy with how it came together, and we all had a part in the end result. I'd also like to give a special commendation to Elissa Park who did the amazing voice over for the trailer. It was a pleasure to work together!
It's also been great to finally get some custom music by Mikel into an official part of the game. He's also been working on the first music tracks that'll be in the game, and I've been working on a music system to support horizontal mixing with the tracks. I'm very excited to get all that together into the game and see how it all feels! I hope that by next month's update we'll have a short preview of that for you.
Meanwhile we also pushed out an update to the vertical slice release that makes use of the new linear quest system we put together. It should overall also be a lot more stable and includes many fixes for issues people reported to us. Thanks!
As always, if you want to have a look at the demo yourself, you can do so free of charge.
I think this will be the last patch we put out until September. I can't afford to backport fixes even if more bug reports come in, as the overhead of managing that is just too high. I can't just push out new versions that follow internal development either, as those are frequently in flight and have more regressions that we typically stamp out over time, but would in the meantime provide a more buggy experience.
I'm heavily considering doing regular weekly development streams, both to see if we can attract some more interest for the project, and to be more open about the process in general. I feel like we're already very open about everything with our weekly updates, but having an immediate insight into how the game is made is another thing entirely. I think it would be really cool to show that side of development off more often!
In order to coordinate what time would suit the most people, please fill out this Doodle form. The exact dates don't matter, just watch for the day of the week and the time. Don't worry about the name it asks for either, it won't be public!
I'll probably close the poll in a weeks, so make sure to submit an answer soon if you're interested. Streams will happen both on https://twitch.tv/shinmera and https://youtube.com/shinmera, with both being reachable through the official stream page at https://stream.shinmera.com . See you there!
Some good folks have put together a bundle on itch.io gathering money for Palestinian aid. I'm very happy to say that our game, Eternia: Pet Whisperer is a part of this bundle!
If you want to support this cause and get a huge collection of amazing games in the process, head on over to itch.io!
This month I had a varied mix of tasks: working on the script for the new trailer; updating the quests in the vertical slice demo to work closer to our original vision; researching press and influencer contacts as we plan more of Kandria's marketing.
The trailer came out great, and I'm really happy with the voice acting that Nick produced with Elissa Park. It was a great idea Nick had to use the character of Fi as the narrator here (originally we were going to use Catherine) - her serious outlook, and reflection on the events of the story, was just what we needed to fit the epic music from Mikel, and the epic gameplay and exploration that Nick captured on screen. The whole thing just screams epic.
The quests were vastly improved too. The first quest now uses Nick's new sequencing system, so that triggers fire automatically (and more robustly) when the player arrives at the correct location, and when combat encounters are completed. The logic is also much quicker to write, so linear quests will be much faster to produce in the future. The mushroom quest also had a big refactor; now you can organically collect mushrooms out in the world, rather than going to specific enabled points. You can even sell what you find to the trader, including those poisonous black knights. It really makes the world feel more interactive. There's been general tweaks to the other quests from playtesting, and I'll continue to refine them from my own playing and players' feedback up until the Pro Helvetia submission later in the year. I'm also planning to add a couple more sidequest diversions based on the new fishing (!) minigame being added at the moment; we think a combat-focused sidequest will work well too.
Finally on the marketing side, it's been rewarding to collect tons of potential press and influencer contacts we could approach in the future. I've basically been taking games that are strong influences and have similarities to Kandria - from hugely popular games like Celeste and Dead Cells, to lesser known ones like Kunai and Armed with Wings - then cataloguing key journalists and influencers who've streamed, made videos, or written about them. This will hopefully highlight some of the right people we can contact to help spread the word about the game.
Let's look at the roadmap from last month with the updates from this month:
Make the combat more flashy
Finish a new trailer
Revise the quest system's handling of linear quest lines
Design and outline the factions for the rest of the game
Develop the soundscape for Kandria and start working on the tracks for region 1
Add a music system that can do layering and timed transitions
Build and add the tutorial sequence to the beginning of the game
Finish the region 1 music tracks
Reach out to journalists, streamers, and other communities
Polish the ProHelvetia submission material
Polish and revise the combat design
Explore platforming items and mechanics
Practise platforming level design
Start work on the horizontal slice
As always there's some smaller tasks that aren't in the overall roadmap. We seem to be doing pretty well keeping on track with what needs done, which is really good! It's all too easy to misjudge the time required to complete things, especially in games.
In any case, time is flying fast, and there's a lot to do. In the meantime be sure to check our mailing list for weekly updates, and the discord community for fan discussions!
via Planet Lisp by on Fri, 04 Jun 2021 01:55:00 GMT
ASDF 3.3.4.19 has been tagged. This is a release candidate for 3.3.5. As the announcement says, please give it a spin on your setup and report any regressions. Bugs can be reported to the Gitlab issue tracker (preferred) or to the asdf-devel mailing list.
The full(ish) Changelog can be found here.
In addition to assorted bug fixes, there are several new features. Both user facing:
uiop:define-package
.with-upgradability
macro.package-inferred-system
source files can use extensions other than .lisp
.And developer facing:
This is planned to be the last release in the 3.3 series. We are excited to get this out the door because we already have several focal points for the 3.4 series in mind, including:
package-inferred-system
. issue draft MR.Please join in the conversation if any of these features excite you, you have features you'd like to see added, or you have bugs that need to be squashed.