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I recently did this in our main system that we recently added an LLM feature to (for fun internally, not sending to prod) using

https://github.com/pi0/clippyjs


I saw this around 9:15am eastern time. By 9:45am it is no longer on 1, 2 or 3rd page of HN. Why?


Ask yourself who runs this web site.


big fan since you posted! I agree with the feedback on matching brackets. Additionally the fake keyboard is driving me nuts… I get a lot of errors from phat fingering it when my hands are conditioned to use the native ios keyboard. NYT web games had/have similar issues…


Switching to desktop version of the site seems to work in all the major mobile browsers!


i hope someone can use this to create an editor similar to notepad++ that is cross platform. I have not found an editor that can handle large files as well as notepad++ on non windows systems. Last I looked into this, the issue was lack of low level libraries to handle large files.


It's not open source, but sublime text does well with large files (depending on your definition of large, but several GB is fine)


You're someone. Start typing.


Helix is on Windows, right?,


notepad++ is great for log files. it handles massive files with ease. I wish it ran on non win systems…


i’m confused about the timeline, it is still available to me? did they decide to reactivate?


Out of curiosity, why not release for mac if its made with godot?


We don't have a Mac and couldn't justify the cost of getting one for now. It's not just Godot, we also have to compile the C++ gdextension and we also want to only release on platforms we have actually tested the game on. (That's why there is DualSense support, but not DualShock. In theory it should work, but we couldn't verify it.)

With the source code DLC it should be possible to compile everything for a Mac regardless, even if it's a bit of work. If we make enough money from the game, we might reinvest it into a Mac. :)


According to PirateSoftware (who makes Heartbound), just compiling the game for Max is going to cost you at least $1000 (Mac Mini + XCode license + time)

The number of sales is, however, negligeable - Mac has just 1.38% Steam users

PirateSoftware told [1] that the Mac was 0.02% of their sales - one in 5000 sales (and thus he dropped Mac support)

Don't reinvest in Mac for sales before you do the math.

If you just want a Mac, get a Mac. If you don't want a Mac, don't bother

[1] https://www.youtube.com/shorts/qRQX9fgrI4s


Thank you for the additional confirmation. We have seen the same stats, which is why we didn't buy a Mac so far. We could build it on GitHub actions, but we wouldn't be able to test it that way. However, depending on the game, the target audience may have a higher percentage of Macs. BlockBawks, our upcoming game, may have a disproportionately higher number of Mac users who are interested in the game because it's dealing with a programming topic. Ultimately, I'm afraid you may just be right and getting a Mac Mini may not be worth it.


I run into this dilemma a lot, not even for profitability.

I would happily test my software on macOS and Safari, but I'm not paying for that privilege. So a lot of my stuff just doesn't work. But Windows, Edge (and previously IE) and Chrome and Linux are all easy to test on so I do even though personally I only use Linux and Firefox.


I would highly recommend starting with khan academy. it’s pretty visual and worked great for me- a largely visual learner.


sqlite also has roots in the us military (navy iirc). this could explain the US govs willingness to adopt.


The LOC page explains why they recommend SQLite.

https://www.loc.gov/preservation/digital/formats/fdd/fdd0004...


could be stamp of when the queue has been drained?


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