It's interesting that we're so used to the GUI buttons having that specific behavior of only triggering when releasing, even if you exit and enter the button area while holding the mouse button down, etc.
IRL 99%+ of buttons work by just doing the thing as soon as you press them. But a button that works like that in a GUI would feel wrong.
What's the experience with Font Forge for creating pixel fonts? I have never used it but I always assumed that a font creation tool made for arbitrary style "vector" fonts is probably unwieldy if all you want is square pixels, to be rendered pixel-perfect, etc.
I made PixelForge [0] a while ago just for creating pixel fonts and being able to export to TTF. I had it semi-abandoned for a few years, but I'm about to release a new version in the next few days! [1]
Having lived with a cat that had been in the streets for months before being adopted, and a different cat that had always lived indoors, I think that's the main difference in behavior regarding safety.
The one that had had experiences outdoors was more obsessed with food (to the point of eating everything fast until vomiting sometimes), scared of noises and sudden movements (going to hide in safe places), even from the people that had been living with her and caring for her for years. She was sweet and loving, but the streets never left her.
The one that had always been indoor was friendly to everybody, never super scared of noises, super curious, could regulate food properly (eating piecemeal throughout the day), etc.
There's always differences between cats' personalities, and this is a small sample, but it seemed significant and made sense given their experiences and possible past trauma.
The quick way I'd solve that is to open any program window (like calculator or whatever), mark it as being on top of other windows, and resize it and place it on top of that area. It seems quick and easy enough for the effort.
It reminds me a bit of this post from the Facebook engineering blog (2015) [1] where they discuss embedding a very tiny preview of images into the html itself so they show immediately while loading the page, especially with very slow connections.
Any interesting insights about using Godot with C#? I love C# and I'm happy using it in Godot even though it's not as seamless as in Unity: in Godot 4 we still can't export to Web if the project is C#, and there's the whole conversion between C# types and Godot types that adds inefficiencies and extra allocations, etc.; it feels like it's a second-class language in Godot.
I'm always interested in seeing what people find when developing larger projects in C#.
I'm assuming this is the same (or evolved) Lazy Tetris that you posted some weeks ago, with the name changed because of their trademark, right? I was wondering why it had disappeared for me a while ago and I found this again now :)
I think you could place a link from the old website to the new one, or a redirect, especially since the old HN post was relatively big. I had a bookmark and checked every now and then in case it would come back, and only now found it again by going through your HN account posts. Pleasant surprise!
I've played it on desktop (firefox) and android (firefox). The drop animation is super nice!
On android it works great, i love the controls, just dragging to place horizontally and then pressing drop, super satisfying!
On desktop, I would have one suggestion: right now I have to drag the cursor to place the piece horizontally, click to rotate, but then i have to move the cursor to the drop button to drop. Pressing space works, but sometimes I'd want to play with just the mouse, no keyboard. I think middle click could be a good way to drop the piece with just the mouse (double click too, but then you run into timing issues with the left click, so I think middle click is better).
Also, maybe an option to follow the cursor instead of having to drag/drop? So the play flow would be just moving the cursor, click to rotate, middle click to drop.
Also also, a link somewhere to be able to contact, in case of suggestions, questions, etc. :)
In Unity3D Game Engine, "Yellow" as a named color is not #ffff00 but #ffeb04, the documentation says "RGBA is (1, 0.92, 0.016, 1), but the color is nice to look at!". I bet this bit the ass of thousands of developers that used it assuming it would be #ffff00 and then wondering why the output color somewhere was wrong.
It's not about the time it takes to say "hello" back. It's about synchronization steps. What if I don't see the first message right away (i might not see the notification, or I was busy with something else, or I was AFK, etc etc)? Then I reply 20 minutes after with just a "hello" because I don't know what they wanted at all, so I can't reply with any information. Then they might take 20 minutes to respond because they aren't going to sit for an answer, etc etc.
It's a waste of interruptions. And for some types of work, like programming (we're in HN after all), interruptions can be more costly than just the "4 seconds" it takes to reply. Them saying "hello" and then without waiting for a reply explaining what they want in a short way, is more efficient and respectful of your time (and theirs, to be honest).
Given that you just care about 4 digit codes (so you don't actually care about a generic algorithm that's not super slow in asymptotic time), can't you just solve it with an easy to code bruteforce algorithm? Or is the combinatorial explosion so big that it's actually intractable that way?
I suspect it's because they don't want you to focus on the past, only the present. Or maybe it's because it would either highlight how irrelevant the change is, or how annoying the new one is.
In the real world you almost never hear something on one ear but not the other. Even if something is on your left, your right ear still hears it (differences in timing and volume inform your brain on the sound source location). Exception being if it's something really quiet right next to one ear, but that's relatively rare.
So when things are mixed "improperly" (it's subjective), it's very distracting to me. I don't need to force mono everywhere, but it's very common in amateurish channels, and surprisingly also in movies and TV shows. Big productions tend to mix assuming you'll play on speakers (where it's fine to have something playing on just one channel/speaker, since both your ears will hear it), but when it mixes down to stereo and you listen on headphones, it's soooo common for them to pan something 100% to one channel when the source is supposed to be on that side. Like, somebody speaking to the left of the camera, and it comes 100% on the left channel and 0% on the right one. It's so unnatural and annoying to me.
I have an extra suggestion: Maybe some keyboard key mapping, like up/down for switching the channel. I'm imagining having this perma-running in a small PC connected to a TV and the small wireless remotes have mappings for the arrow keys and up/down for channel would be perfect for that. (maybe other mappings as well)
IRL 99%+ of buttons work by just doing the thing as soon as you press them. But a button that works like that in a GUI would feel wrong.