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Posts I've Made
Posted 29 May 2015How would I go about opening the logo and banner design to a community competition though? That's a good idea!
I don't remember how I ran it for my site, but it was likely something along the lines of a special thanks and bragging rights for the winning entry, and then anyone who was a member of the site was allowed to enter. If you have any additional copies of Steam games or anything like that you could give one of those away as a prize too (it is nice because it is all digital and you don't have to worry about things as much that way).
The nice thing about opening it up to your community is that you have an audience who is already partially interested and invested in the site; normally at least some small percentage will be willing to help out, especially if that involves some sort of prize.
Posted 29 May 2015Overall, the site it alright as is. But you can improve upon it (this is always the case regardless of site, if for no other reason than aesthetics change over time).
Assuming you want to keep your dark grey, which can actually look very sleek and good for gaming/ graphics sites, then the first thing you want to do is come up with a contrasting color that works well (for instance, a bright lime green on black wouldn't be my choice -- it is hard on the eyes which detracts from readability and user enjoyment of the site). The trick is to find something contrasting and yet conforming with your site. Once you find this color you will have your primary and secondary colors. Now you just need to find 1-3 other colors that go well with your primary color and aren't too close to your secondary color (the secondary color should stand out, it is what you will use for links, buttons, etc. which are meant to excite people -- as a result, you may choose to go with "warm" colors: oranges, yellows, and reds which are thought of as exciting).
One slightly different approach is to find a primary color (your dark grey), and a color that complements it, then a contrasting color (secondary) and a color that complements that, then something neutral that goes well with both your primary and secondary colors.
Once you have determined the colors you will go with, you should come up with a logo. This is actually really important, but if you don't have the skills/ imagination/ inspiration to accomplish it, you can always open it up to a community competition (that's what I did with ReigningGames -- my gaming site from way back). The logo that won makes complete sense with the name of the site, but it was sadly too small and as such didn't get used on the site:
It conveys the message well: The games that are on top, they change over time, but there will always be games that are the most popular or most fun out there. That's what the community was built around (which turned out to not be the best direction as it also means that your target audience is frequently changing based off of the current "big" thing). Also note -- I don't believe the current layout of the site is the best, and wouldn't use that as a "good" example In case you take a look at it... I have been planning on eventually redoing it from the ground up. Logos are also important to keep small enough they aren't imposing, but large enough that people recognize them.
People have linked to various color theory articles already above, so I won't spend any time on that.
Also, play with colors. I came up with simple color scheme based a bit off of what you were using, limited to only 5 colors: primary, secondary, secondary offset, and 2 colors that were somewhat similar to the primary. Here's the CSS I came up with (modified your own, no HTML modifications were made to the home page):
Play around with things and you can see how they look. Chrome has an awesome developer tools that allows you to modify the CSS on the fly and see what happens.
Posted 28 May 2015Checked in my code, feature is now complete and the last 2 months have been a success! Now I just hope that QA/ test/ customers don't find any problems in it, since I was the only developer on the feature it will point at me pretty quick. All of the testing I did worked wonderfully though
Posted 27 May 2015Does that apply to entry level and senior level alike?
I think it applies to both, though far more severely as you gain position in the company. It is understandable that entry-level people may not have their hands on 100% of the language, but I still expect them to have working knowledge of it. After all, I am an entry level person currently. Having to help people who aren't entry level understand things like pointers and templates is really annoying.
I would add STL algorithms and containers to the list. As well as smart pointers, lambdas and basics of threading.
What i find really interesting is that when i browse job posts for C++ developers, they seem to split C++ and STL into 2 different categories/skills. They often say "We are looking for a strong C++ developer. STL knowledge highly desirable.". I mean, if you are a good C++ dev, you need to know and make use of STL/Boost/etc.
I am also a firm believer of understanding the underlying implementation instead of just a library's implementation since there are times where the library is extremely inefficient in comparison to knowing the underlying functions. I recently actually tripped over a "solution" to not getting SIGPIPE in sockets that was to wrap the entire block in code that disables signals altogether and saves them off to a separate variable, then you run your code, and re-enable signals afterwards and do any error handling at that point. That was a case where someone had found something that worked without understanding the base implementation. It turns out that socket send is the only case where you will see a SIGPIPE, and in that case you can actually pass a mask to the function that tells it to not issue a SIGPIPE in the first place, but instead return EPIPE on broken pipe. Much easier and better solution with a little extra research
Posted 27 May 2015I actually have an (apparently) interesting opinion on the subject. My feeling is that if you are hired on as a X Language developer, I shouldn't need to explain how that language works to you. You should understand the ins and outs of the language, and how its functionality works (especially if you are in a higher position in the company than I am). If you get easily lost or confused with the language you are making a living in then you shouldn't have been hired in that position.
Now, that is an outlying opinion by me, and I have to deal with it daily (I help people who are getting more money than I am and have a higher level in the company than I do on a regular basis).
And to avoid a rant I'll stop there />
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