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bhz

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We experienced something like this a long while ago, something like 4-5 years. We still employ our workaround, which is to have a tiny "keepalive" instance in each AZ in the ELB.

The OCR is flaky. The first email has "Release in Part" and the 'Part' is coming up as 'Fart' after OCR. And in the second email the word "fact" is coming up as "fart".

If you download the PDFs you can search by text and it matches on your search term.

I have to say that I am sad no one actually said "fart".

This is an old article and is almost entirely op-ed. No idea how this got to the top of page on HN. :/

I was hoping this was an update to this project; bugfixes, or more examples, or docs. Very cool that this exists though.

@emodendroket "Isn't the fun of writing NES software basically doing it like guys would have done in the 80s?" - I did stuff in the 80s, there was nothing fun about having to leave comments out of your code for the lack of memory, or using a clumsy compiler and/or editor. Cross-compiling is the way to go! Just making these old systems do things is the point, and keeping them alive.

The source is apparently, "Some Czech guy".

At least they plainly state at the beginning of the article: "Note: Some readers have commented that the original source for the article is of questionably validity. If anyone can confirm or refute the original author's finding with actual data, please let me know in the comments, and I'll update this post accordingly."

It would be good to see something confirming any of this. Even if all of this article's claims are false, it would be good to see a deep dive into exactly what is actually being sent and when.

I would consider parts that can be used in board games part of the board games ecosystem and market though. Even people making those dice sets, dice rollers, and such are supporting the board game market. So the distinction is irrelevant.

In any case, even if you left those out, I see many pure board game kickstarters being successful. I would love to see a comparison of the board game kickstarters compared to all of the video game kickstarters.

Also, even though I also think it is irrelevant distinction between miniatures and board games - I'd like to add that Zombicide is not a typical miniatures game. Also, the recent successful Ghostbusters game, which plays very similarly, is not a typical miniatures game. If you look how games like Warhammer are played vs. games like Zombicide, there is a clear distinction in complexity and duration of the game.

In any case, there are more than a few publishers outside of CMON doing well using KS as a vehicle for promotion and pre-orders. Eagle & Gryphon Games and Tasty Minstrel Games are my favorites to watch. A friend of mine actually had a game published by E&G through a Kickstarter, it would likely have never been finished without Kickstarter.

The renaissance is in the fact that we can have great games made by people who like to play great games - and not just rehashed stuff from Milton and Bradley. These are all definitely not games that would have been picked up by large publishers and sold at your local Target. With that said, many of them have been picked up by games stores, B&N, and others. Which I think is fantastic.

Ok, no 503s but just got a very small burst of 500s,

"com.amazonaws.services.s3.model.AmazonS3Exception: Status Code: 500, AWS Service: Amazon S3, AWS Request ID: -redacted-, AWS Error Code: InternalError, AWS Error Message: We encountered an internal error. Please try again., S3 Extended Request ID: -redacted-"

:/

We saw a short burst of 503s a short while ago, but we have not seen any since. Hopefully we do not see any more though.

Also, for the record, S3 has been very stable for us otherwise. We have been rather happy with AWS overall.

I'm not going to read the article, and I'm not going to even say if I like VIM or not. I have become completely bored with the discussions about the pros and cons of VIM and other editors. My only hope is hundreds of years ago people were having the same discussions about pens versus pencils, and they were equally as bored with it as me. I only comment because I care enough about any others out there, who may think they are all alone, who are as bored with this topic as I am.

In homage to things like this, there are a number of 512 byte, 1k, etc. game development competitions. You can find them allover for a variety of machines. If you're interested these tiny masterpieces, you should enter a competition, or at least check them out.

Years ago I made a 512 byte maze game, I put up the listing here: http://burninghorizon.com/pub/c64/tinyrinth/tinyrinth.htm

I made that page before I ever saw the article (and much later webpage) describing this 1k chess program. The article should enlighten anyone who isn't sure just how small 1k of code actually is: http://users.ox.ac.uk/~uzdm0006/scans/1kchess/

I understand where you are coming from and I'd even recommend your article to people considering using queuing. I apologize if made it sound like I didn't like or understand the article. It just felt a bit heavy on dissuading people from considering using queuing, however, reading through it again I can see that the intent is to describe why queues should not be used in a very particular context.

It would be nice to see a similar write-up on appropriate use of queuing, with more plumbing visuals.

Thanks for the response.

FTR: We use (Resque/Jesque) redis-backed queues extensively in our applications/APIs for interprocess communication, off-loading messages that don't have to be processed immediately, and for sharing load between servers.

This article could have been "X Don't Fix Overload". If you're not looking for, and fixing, the actual bottleneck, then any improperly implemented solution could be in that title.

With that being said, there is good information in there. I just didn't agree with the strong bias against queues.

I, for one, really like his use of potato.

Also, thanks for sharing. I disagree with any people saying engineers can't make fonts. It's like saying engineers can't possibly have any other skills. Font away!

Their goal of $32M seems impossible, unless I'm not understanding how indiegogo works.

If all the pledge levels 'fill up' (Only $830 and $20 do not have caps) They hit about 11 or 12 million. That leaves about 20 million to be supplied by the $830, $20 levels - or just random goodwill givings. Is that correct?

*edit, an illustration of what I was seeing: http://pastebin.com/8GfXRzbY