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Sounds like you have poor self-control. I've been working from home for 6-years and never once had this problem.

There are many ways to form productive habits at home; for example, remote conference rooms that people can jump in and out of. Slack even has "huddles" now which are very useful for remote work.

Letting your team down has nothing to do with being a seat-warmer in the office.


>> For me I find it helpful being in an office as at home by myself it's way too easy to get sucked into the rabbit hole of YouTube or the Productivity Porn on Hacker News. For me it helps feeling like I'm part of a team and I don't want to let my team down.

> Sounds like you have poor self-control. I've been working from home for 6-years and never once had this problem.

Sounds like you have a bad attitude. It's not a good to respond to someone who shares their personal experience with a drive-by judgement that they must be the problem because you think it works for you.


I've been using PHP for our latest venture after 8+ years of node.js and it's become the de facto language to use at our company.

Anyone writing comments about "scaling" or "performance" has never had to deal with a half-baked application written by some junior node.js developer who thought their microservice had to be Internet Scale(tm)

PHP is a great choice in 2022. Hell, it'll be a great choice in 2032 I'm sure. The tooling and debugging that PHP provides is incredibly powerful. Developers are easy to find, it's easy to pick up (which sure makes it easy to get wrong), but those who get it right will do it incredibly well.

Arguments against PHP are lead by developers who think they're smarter than they really are.


s/php/node.js/g


This is an interesting concept. Would the API help fill in this type of feature? You could roll using the API and use the return to perform a lookup in a table you design.


Good question - The dice organizer (to the left of the roll buttons) lets you organize different dice themes into your bottom piles. You can also customize your own themes with the basic editor.


How does this compare to TinyLetter? (Been using them for years, no complaints)


I've used both. They're fairly similar (at least for my very basic needs), but Buttondown isn't owned by Intuit, which is a win in my book.


What’s wrong with Intuit? Do they have some bad reputation




A friend and I needed a quick and easy way to share dice rolls while playing tabletop games remotely, so we created this tool in our spare time to do so.

There's a couple themes to choose from right now but we have an editor in the works that should allow anyone to create their own dice themes.

Happy to answer any questions about the tech or site!


I've written a couple side project games in Heaps and I'm a big fan.

If you're familiar with Pixi.js, Heaps and it's language, Haxe, will feel very similar. Haxe is a pretty cool language, it's similar to TypeScript but compiles to native binaries for almost all major game consoles.

Heaps was apparently the framework behind Dead Cells if that says anything about the level of polish you can accomplish with this set of tools.


Pixi.js has been a lifesaver for generating interactive art/data pieces since the death of AS3, which used to be my main bag. I remember messing around with HaXe ten years ago or so, the main problem being most of the fl. graphics APIs were not ported at that time and the idea of rewriting my own GUIs and game engines built on those didn't make much sense. I'm not sure it does now, either. If this had a 1:1 naming system, e.g. Sprite and Graphics and Stage, I'd be all in. But so much of my 2D game code was based on extending Starling atlases, etc. and now that's all dead. I'd be afraid to invest the time needed to port it to a relatively exotic and not so well known framework... which still requires a well maintained VM to run.


Heaps has it's own API, but other Haxe frameworks[1][2] reimplement the flash API. Some tools[3][4] help to convert AS3 source code to Haxe, and the typing and compiler are helpful to identify issues. So depending on the size and dependencies, conversion can be easy once you get past the main language differences.

[1] https://www.openfl.org/ [2] https://github.com/haxenme/NME [3] https://github.com/HaxeFoundation/as3hx [4] https://github.com/innogames/ax3


And all Shiro games: Northgard, Darksburg, upcoming Wartales and Dune games. Not sure about Evoland but I wouldn't be surprised.


Yep, Evoland too! Shiro Games was founded by the creator of Haxe (Nicolas Cannasse). Smart guy.


iirc evoland 2 was made with Heaps, and evoland 1 with what then became heaps.


I had no idea Dead Cells was made in this. That game is incredibly sharp. Need to play around with this as it seems relatively simple.


is really cool, is 3d under the hood, then they make a 2d pixel render over.

article of gamasutra about the gaming pipeline of dead cells https://www.gamedeveloper.com/production/art-design-deep-div...


That was an absolutely fantastic read. Thank you for that!


Haxe (the language Heaps uses) was initially written by Nicolas Cannasse, who worked at Motion Twin for a while; not sure if he was part of the team that did Dead Cells. So it's not a big surprise.

Still, that's a big +1 for Heaps/Haxe then Dead Cells runs fantastically.

EDIT: Ah, looking into it more Nicolas also founded Shiro Games who made Evoland, Northgard, etc. So it might just be following him around (not to disparage it, still looks great).


At first glance it looks pretty nice. I wonder why it hasn't gotten more attention? Or did I just miss it?


The whole Haxe ecosystem flies under most people's radar, partly because it evolved from what was once the Flash ecosystem. It never really qualified for the kind of "NEW SHINY THING" announcement that creates hype elsewhere. A lot of people who have written loads of games are peripherally aware of it but have never actually gotten hands-on with it.


I've said before, I about fell out of my chair the first time I looked at the games created with Heaps: Dead Cells and a few other top tier indie games I had been looking at. Still haven't gotten around to learning Haxe though, hopefully soon.


Looking through the documentation, it’s a bit lackluster. So I always got the feeling that the primary users of the engine were the engine developers themselves


That's exactly my thoughts. They had an internal engine they could open source, so they did it. Probably to simplify the management of intellectual property rights between several companies. Making it a popular choice for indie devs has never been the goal.


I really love what Nicolas is doing. But it kinda feels like whole Haxe ecosystem driving force is this one guy.


The feeling is understandable and it could be worrying, but since some years Nicolas seems to be focusing on Shiro games and game dev tooling (heaps, hide). The compiler is developed by the Haxe Foundation and the ecosystem by the community which is not that big but has quite a few talents.


I think it's a victim of godot's popularity.


Mega is owned by Kim Dotcom who is about as trustworthy as John McAfee, this does not at all surprise me.


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