- Aug 4, 2022
- 3,124
- 6,065
Unless you're coding for macos in which case you're quite literally programming for Darwin.Remember that we must always program for the lowest rung of IQ.![]()
Unless you're coding for macos in which case you're quite literally programming for Darwin.Remember that we must always program for the lowest rung of IQ.![]()
Some people aren't qualified for the great responsibility that is a variable toggle.
You know what the funny thing is I actually know how to code, I have to run complex queries in Splunk, CrowdStrike, and other InfoSec applications when threat hunting. Analyze the Malware code and such. But I am the lowest rung of IQExactly. It's so simple that people feel the NEED to complicate it, because... toggling binary boxes is almost as addictive as bubble wrap.
This is JUST a suggestion to TropecitaGames & RiamMar , maybe make those boxes being visible be conditional on the state of a variable. As in, they only show up IF they are needed.
Remember that we must always program for the lowest rung of IQ.
Peace![]()
Wait. You think that was meant for YOU?You know what the funny thing is I actually know how to code, I have to run complex queries in Splunk, CrowdStrike, and other InfoSec applications when threat hunting. Analyze the Malware code and such. But I am the lowest rung of IQ
Wait, what? I truly hope it's not that customized bs some of these games have. Especially like the one with that detective and his wife and you can play as evil or good. Forgot the name now. When I see that shit, I drop the game.Wait. You think that was meant for YOU?
Dude, it is a common rule. When you build a UX you build it stupid proof. I don't mean YOU. It is actually the people that have the highest intelligence that fall prey of the over complication bug.
Relax. There's ZERO intention on my part to address YOU. Anyone that ever made a sophisticated interface knows that the KISS (keep it simple stupid) is THE rule. In this case, Trop and Riammar, opened the UI to be over complicated by the users. When options that aren't needed are made available, people think that they MUST use them, they rationalize it, then they enter in doubt, then they invert the meanings. It IS common knowledge among UX builders. Look it up.
That's why it must be coded for the lowest rung of IQ, so EVERYONE can use it. Got it????????
Peace![]()
That is why I love this gameRemember that we must always program for the lowest rung of IQ.
Every thing that you see that isn't an image (and some of the images too) is an interface. The parts that are interact-able, decorative elements and Informative elements all that is an Interface.Wait, what? I truly hope it's not that customized bs some of these games have. Especially like the one with that detective and his wife and you can play as evil or good. Forgot the name now. When I see that shit, I drop the game.
It's only useless if it's badly done.Right click. Left click. Everything else is UI - Useless Interference.Jus' sayin'
Oh a bad UI can be much worse than merely useless...It's only useless if it's badly done.![]()
I havn't seen what it looks like. Did I miss a screen some place?Every thing that you see that isn't an image (and some of the images too) is an interface. The parts that are interact-able, decorative elements and Informative elements all that is an Interface.
It MUST be built with simplicity and usability in mind, but, ALWAYS be coded to only make available what needs to be available.
I have no clue what you are on about with that game that I don't remember playing.
Peace
It's only useless if it's badly done.
Peace![]()
Oh, several examples came to mind...Oh a bad UI can be much worse than merely useless...![]()
Got it.. Sorry Man my bad. Stressful day but that's still no excuse. We good?Wait. You think that was meant for YOU?
Dude, it is a common rule. When you build a UX you build it stupid proof. I don't mean YOU. It is actually the people that have the highest intelligence that fall prey of the over complication bug.
Relax. There's ZERO intention on my part to address YOU. Anyone that ever made a sophisticated interface knows that the KISS (keep it simple stupid) is THE rule. In this case, Trop and Riammar, opened the UI to be over complicated by the users. When options that aren't needed are made available, people think that they MUST use them, they rationalize it, then they enter in doubt, then they invert the meanings. It IS common knowledge among UX builders. Look it up.
That's why it must be coded for the lowest rung of IQ, so EVERYONE can use it. Got it????????
Peace![]()
We awesomeGot it.. Sorry Man my bad. Stressful day but that's still no excuse. We good?
Words are cool, but actions speak louder. So, kissy time. Make it happen!We awesome![]()
S1n you're up...Words are cool, but actions speak louder. So, kissy time. Make it happen!![]()
How do you program for houseplants (I mean, some of the "people" on this forum.......)?Remember that we must always program for the lowest rung of IQ.![]()
Very, Very, carefully...How do you program for houseplants (I mean, some of the "people" on this forum.......)?
Some people aren't qualified for the great responsibility that is a variable toggle.
It's really simple: If you just play the game normally following WT choices, without tweaking variables, you will be on everyone's route. For a few people so far (particularly Norah and Martha so far), the choices section will NOT have all options toggled "on", because those are alternative methods to get on their routes. They're not a checklist that should all be "on". Ignore the options you didn't need (or see).
The variables for early path, second chance, third chance etc. have been reworked.Exactly. It's so simple that people feel the NEED to complicate it, because... toggling binary boxes is almost as addictive as bubble wrap.
This is JUST a suggestion to TropecitaGames & RiamMar , maybe make those boxes being visible be conditional on the state of a variable. As in, they only show up IF they are needed.
Remember that we must always program for the lowest rung of IQ.
Peace![]()