Ok, I edited the title! Though the hostname already makes it clear that it's from a blog.
I don't know what more prestigious annual Japanese learning tools awards you might be confusing this with?
I did also get a recommendation from Tofugu / WaniKani's Japanese learning resources blog which was pretty popular at the time, but they've stopped that series. It would be great to see other annual Japanese tool awards. I’m not aware of any.
If you're sharing a 3rd-party post like this, then you need to use the article's original title, rather than editorializing it to draw attention to your own project.
The right way to share news about winning an award like this would be to write your own blog post, giving the audience some narrative about your journey from conceiving the project to winning the award. That could be a great post.
It's up to you how you communicate your work and achievements to the world, of course, but anything submitted to HN needs to adhere to the guidelines.
That is indeed the current workaround, but IMO still unwieldy and inefficient. I find that the hotkeys alone allow you to fly around the comments and scan them way faster.
It's basically a form of reference-counted data access as I understand it.
If the code here operates with a bit of data from some container, the container will ensure that this bit will persist until all references to it are gone even if the bit is removed from the container.
Depending on the datamodel this may be handy or even required. Consider some sort of hot-swappable code when both retired and new code versions running in parallel at some point. That sort of thing.
If it's off be default it will stay off unless the user is somehow made to try it. Default opt-in is one option to do that, the simplest one, but it's not the only one. The rest require explaining clearly what the user will get out of enabling it ... and that often is difficult to do succinctly, or convincingly. So shovelling it down everyone's throat it is.
I enjoyed the Witness for a while but I bounced off it pretty hard in the Mountain. It wasn’t until I watched a let’s play on YouTube that I learned there was a film room, a hidden cave complex under the mountain, a time trial, and other optional secrets. I can absolutely understand a certain type of gamer liking this but for me Talos Principle (both 1 and 2) is peak puzzle genre.
That said I’ll probably buy this game if it comes out next year.
I found them quite boring since they are all repetitions on the same theme - just drawing lines on a square. It could have been a mobile game. The world doesn't feel connected to the puzzles, and the exploration aspect of it could have been a completely separate game. It feels like two games glued together, which is IMO not a good design.
It's also not a game that's very demanding from a technical performance perspective, and really has very limited numbers of active entities / animations, so why should I care about his opinions on game architecture or anything else?
Nah, that's too smart of a behavior. What exists now may have some edge cases, but it is otherwise staright-forward and intuitive. The only real "hassle" is swapping two large assembled pieces closer to the end of the game round, but it's not really a hassle. Not a big deal, really.
I’m thinking of adding a “shuffle” button to rearrange the tiles if you get really stuck. It’s theoretically possible to get in an unwinnable state where you can’t swap two tiles
Don't you just put tick "know this already" or whatever mechanism is used. It'll be asked a couple of times but it shouldn't be "relearned from scratch".
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