robinLord
Joined 6 years ago
Joined 6 years ago
- Have made spec for "Case" clearer and added difficulty ratings in the challenge listing page - Have fixed some silly typos (thanks for that) including calling the captain Sir regardless of name/profile pic chosen - Have improved semi-colon handling in levels that use steps and "with" to build up a query in the background
I've made a bunch of notes of the other stuff, it'll take a bit longer to get to because I've been neglecting a bunch of other things for this game, but I'm not ignoring the feedback and please keep it coming if stuff isn't working for you.
Thanks again for the feedback!
Funnily enough I did something kind of like this a while back, WAY less involved; https:https://www.therobinlord.com/projects/slash-escape
I have been thinking SQL is getting more and more important for people to learn so wanted to do something for that and I decided if I was gonna do it I wanted it to be an impressive attempt (plus I wanted to learn JS web dev, and midjourney image creation gave me the chance to really step up the visuals)
Just tested it, even added a bunch of spaces and line breaks at the end to see if that was confusing things but I still seemed to get through ok.
I want to fix this but for now could you try the steps without putting a semicolon at the end? Hopefully your patience/enthusiasm hasn't totally worn out at this point but even if you don't feel like reporting back I'm keen for you to be able to get past the frustration if you're still interested! :-)
I've tried to hit a bit of a balance between english-sounding instructions and being clear on table columns, will definitely note this down to think more about
And very glad you've been enjoying it aside from that! :-)
That is brilliant news that you gave it a try and enjoyed it, even better that you learned something! Thanks again for the time you took to feedback, and the time to follow up!
Essentially I think the fact that LLMs can do some of this makes it MORE valuable to know how to read it. That's because we're less likely to get into frustrating situations where we know the answer but are off by a character but simultaneously because LLMs can't understand the tables like we can it is valuable for us to be able to direct the investigation/ check the results
Hmm that is frustrating, you can't just tap the text area? I think I do need to have another look about how the autosuggest places the cursor back in the box. Good feedback I'll add it to the list!
Normally I'm sure that using canvas or something would be a much better plan for this kind of thing, but it really mattered to me that user inputted HTML and CSS behaved as close as possible to how it would in the real world. A fair bit of research told me that trying to emulate that on canvas wouldn't work well.
So, instead - the game has logic to add user-submitted HTML and CSS directly to the page. On each new code submission the game updates its list of object you might hit. On each step of the game loop, the collision detection service checks each of the listed objects with some fairly simple bounding box stuff.
I have to say I really enjoyed some of the levels, and coming up with ways to make things like "border radius" tangible in the game world. I would have loved to include challenge levels where CSS experts can test their skills, unfortunately because of the limitations of the implementation that doesn't look possible, but if anyone has ideas I would love to hear them.
Had to include a couple hacks to make all of that work well. I.e. having the cube constantly bounce massively simplifies things because the game only has to detect impact and trigger a jump. That's important because there's no real communication between the game state and CSS animations, apart from when the loop is checking for collisions. So instead of having to handle the process of moving the player up and down at the same speed as platforms, we just trigger a jump, the player probably doesn't notice any significant overlap between the cube and the moving platform, and if the platform is moving up/down it's just that the next bounce comes sooner or later.