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jpohalloran

Re:What it costs to moderate 500 daily doodles with Jev on Friday October 30, 2026 @07:54AM (#50302723)
I recently made a little daily drawing webgame (Squigdle).

I don't think this idea would have been possible without a fairly rock-solid moderation piece, and Jev has been really nice to work with. Checkout the post for the full breakdown after a few days of use (Spoiler, it's scaling incredibly well so far at 6 cents to moderate 1000 doodles).

Oh nice!! I'd be curious to try that! I did consider a few different iterations of this, and one was similar in that you'd have limited gas.

Show HN: Squishy Billiards – A daily pool game with squishy physics

https://squishybilliards.com

I made a physics-based daily pool game where the balls are blobs that combine on contact. It's arcade'y, dumb fun, with a new level every day.This is the "spiritual successor" to my previous game Kinda Hard Golf. These days with 2 kids, my gaming has mostly gone by the wayside, so I like making little games that scratch that itch in 1-min increments.Would love to hear your feedback!

( Read More... | 2 comments | 4 points | on HN )
I’m excited to share Kinda Hard Golf with you all!

It’s a 2D web-based golf game where each day brings a new, short-but-tough hole. The goal? Get to the top in as few shots as possible. It’s free to play, no download or account required — but fair warning: it’s kinda addictive.

Built natively for the web using TypeScript, PixiJS, and Rapier for physics, with several Cloudflare services powering the backend.

I’d love your thoughts, feedback, or bug reports — and yes, it’s kinda hard. :)

Thanks! —James

Re:Please Review My Startup on Thursday June 08, 2023 @08:42AM (#36240918)
Hey! Congrats on the launch! At a glance looks very cool and useful. One piece of feedback I might give would be to give the user a bit more upfront knowledge of how it works before signup. I personally usually click away once I get to a signup screen unless I already have a medium/high degree of buy-in. Best of luck!
Exactly right. We tackled inline editing early on, but it had a lot of hidden complexity. Tina's fields are completely customizable, and if we support inline-editing it would be more challenging to make custom fields work while overlaying the site content. There were also challenges around the inline-editing implementation being very entwined in the user's codebase. We do hope to circle back to inline editing in the future, we just want to make sure we land on a stable solution.
CLI Tool for proofing links on your site, for use-cases where pre-generating static HTML isn't an option. Can be used w/ SSR, Server Components, Pages behind an auth wall, etc.
To setup the GitHub integration, you will need to setup a GitHub App for authentication. You'll need to reference the GitHub App's secret within your implementation, so you'll need a backend function. Vercel & Netlify make it really easy to to do with with their API functions.

There's a guide here showing how to set up GitHub on a NextJS site (and eventually hosting on Vercel): https://tina.io/guides/nextjs/github/initial-setup/

totally! The team has making strides recently to split up the packages so that only the lightest layer needs to be loaded upfront, and the Tina UI can be loaded dynamically when in edit-mode. I'll loop in some members of the team that might be able to speak more to that.
Tina dev here! We have some examples in the works of sites with Tina-specific editing routes (meaning your production pages are bundled without Tina)!
johalloran.dev? or tinacms.org? both are completely static! But tinacms.org can switch to SSR in edit-mode.