I’m a senior full stack engineer with a front end focus and 20+ years of agency and startup experience.
I've managed teams and worked as a solo developer, and have strong communication skills. I've been told I'm a fun, intelligent, thoughtful, and reliable coworker!
Most recently, I took over a large codebase for the front-end of a consumer-facing web app, migrating it from Vue 2 to Vue 3 and doubling the feature set.
I’m a senior full stack engineer with a front end focus and 20+ years of agency and startup experience.
I've managed teams and worked as a solo developer, and have strong communication skills. I've been told I'm a fun, intelligent, thoughtful, and reliable coworker!
Most recently, I took over a large codebase for the front-end of a consumer-facing web app, migrating it from Vue 2 to Vue 3 and doubling the feature set.
“Lennox International… developed the first prototype that achieved the Technology Challenge’s standards about a year ahead of schedule. The prototype delivers 100% heating at 5°F at double the efficiency, and 70% to 80% heating at -5°F and -10°F.”
The release goes on to say they expect commercialization and deployment in 2024.
Is that elbow macaroni in the window corner a new convention in iPadOS, echoing I suppose the old diagonal hash marks of yesteryear?
I'd have to see it in person, but it looks like "stage manager" occupies a lot of screen real estate for something that is supposed to improve productivity, and it's not clear to me how it plays with iPadOS's existing "split view."
Yeah I am trying to figure this out. I have not been able to reproduce it. It should not be possible; I think the UI state is getting out of sync with the true puzzle state. It looks like you tried VIALS - do you know if you interacting pretty quickly? Using the keyboard or not? Another person reported weirdness with tiles that were supposed to be getting locked in place instead being replaceable. I wonder if the final row was merrily animating its lock into place sequence, then you typed VIALS, and it permitted those to moved, falsely locking them into place in the other word?
It ought to do a better job of explaining that there are specific words it's looking for. Originally I did explore the game you thought that this game was — create any 3 words using all the loose tiles — but the problem is, there are around 12K five-letter words in standard word game play. My game has an imperfect list of less than 33% of these that can be recognized by most people. It would be too easy to guess an acceptable word, only to have the remaining words technically legal, but not among the remaining guessable words, and worse, possibly offensive. If I limit it to only the guessable words, then for many people, words they reasonably expected to be accepted would be inexplicably rejected.
The heavier bits: about 800k of that is the .webp animations showing how to play. The actual game has a bunch of image resources — including font sprites for the timer and the tiles — that are probably a few hundred k as well. The regular site stuff is sveltekit.
The game script is around 300k. I used Phaser [0] — I originally wrote the game in Swift for iOS and utilized one of that platform’s gaming frameworks(SpriteKit). I rewrote it in TypeScript for the web and wanted a similar framework to ease the porting.
Thanks! Not sure what to do with it, to be honest.
I had trouble finding the game satisfying without some goal beyond just solving it. However, speed is not required unless you care — you can win without collecting the stars. Perhaps it would be enough to have a well-worded checkbox on the play page ("Chill mode," "don't pressure me", "I'll take my time", something).
Thanks! Really, that star shouldn't appear so quickly. It currently appears as soon as the new round comes into existence. You get about 40 seconds to get the star from the end of the last round, so I could certainly cheat and have the countdown circle start at around 38 seconds so it wouldn't seem unfair.
There are a few reasons I didn't pursue that — one of them that comes to mind because of having to deal with repeats - for example, let's say in round 1 you have TRIAL and in round 2 you have TRAIL. You see TR---, guess TRAIL in round one and the game marks it correct. In round 2, you see TR--- and guess TRAIL again.
I think that solution lock you experience - it's a little uncomfortable, but once you learn to wriggle your way out of it, you get that "aha" feeling I'm going for.