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More WIP on the blog
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orta committed Jan 27, 2024
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3 changes: 2 additions & 1 deletion .gitignore
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.hugo_build.lock
.hugo_build.lock
.DS_Store
8 changes: 7 additions & 1 deletion .vscode/settings.json
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{
"deno.enable": true,
"deno.lint": false,
"deno.unstable": true
"deno.unstable": true,
"github.copilot.enable": {
"*": true,
"plaintext": false,
"markdown": false,
"scminput": false
}
}
11 changes: 5 additions & 6 deletions README.md
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Expand Up @@ -10,31 +10,30 @@ Puzzmo Blog

2. Clone this repo

```
```sh
git clone https://github.com/puzzmo-com/blog.puzzmo.com
cd blog.puzzmo.com
```

3 . Run the server
3. Run the server

```
```sh
hugo server
```

4. Open the site in your browser: http://localhost:1313/


### How to make a new post

Use the CLI:

```
```sh
hugo new posts/[year]/[month]/[day]/[post name].md
```

A C&P example which does the dates for you:

```
```sh
hugo new posts/$(date +%Y)/$(date +%m)/$(date +%d)/my-post.md
```

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93 changes: 93 additions & 0 deletions assets/fonts/league/OFL.txt
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Copyright 2020 The League Spartan Project Authors (https://github.com/theleagueof/league-spartan)

This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL


-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------

PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.

The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.

DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.

"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).

"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).

"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.

"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.

PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:

1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.

2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.

3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.

4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.

5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.

TERMINATION
This license becomes null and void if any of the above conditions are
not met.

DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
71 changes: 71 additions & 0 deletions assets/fonts/league/README.txt
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League Spartan Variable Font
============================

This download contains League Spartan as both a variable font and static fonts.

League Spartan is a variable font with this axis:
wght

This means all the styles are contained in a single file:
LeagueSpartan-VariableFont_wght.ttf

If your app fully supports variable fonts, you can now pick intermediate styles
that aren’t available as static fonts. Not all apps support variable fonts, and
in those cases you can use the static font files for League Spartan:
static/LeagueSpartan-Thin.ttf
static/LeagueSpartan-ExtraLight.ttf
static/LeagueSpartan-Light.ttf
static/LeagueSpartan-Regular.ttf
static/LeagueSpartan-Medium.ttf
static/LeagueSpartan-SemiBold.ttf
static/LeagueSpartan-Bold.ttf
static/LeagueSpartan-ExtraBold.ttf
static/LeagueSpartan-Black.ttf

Get started
-----------

1. Install the font files you want to use

2. Use your app's font picker to view the font family and all the
available styles

Learn more about variable fonts
-------------------------------

https://developers.google.com/web/fundamentals/design-and-ux/typography/variable-fonts
https://variablefonts.typenetwork.com
https://medium.com/variable-fonts

In desktop apps

https://theblog.adobe.com/can-variable-fonts-illustrator-cc
https://helpx.adobe.com/nz/photoshop/using/fonts.html#variable_fonts

Online

https://developers.google.com/fonts/docs/getting_started
https://developer.mozilla.org/en-US/docs/Web/CSS/CSS_Fonts/Variable_Fonts_Guide
https://developer.microsoft.com/en-us/microsoft-edge/testdrive/demos/variable-fonts

Installing fonts

MacOS: https://support.apple.com/en-us/HT201749
Linux: https://www.google.com/search?q=how+to+install+a+font+on+gnu%2Blinux
Windows: https://support.microsoft.com/en-us/help/314960/how-to-install-or-remove-a-font-in-windows

Android Apps

https://developers.google.com/fonts/docs/android
https://developer.android.com/guide/topics/ui/look-and-feel/downloadable-fonts

License
-------
Please read the full license text (OFL.txt) to understand the permissions,
restrictions and requirements for usage, redistribution, and modification.

You can use them in your products & projects – print or digital,
commercial or otherwise.

This isn't legal advice, please consider consulting a lawyer and see the full
license for all details.
61 changes: 61 additions & 0 deletions content/posts/2023/12/22/q4-changelog.md
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+++
title = 'Puzzmo Tech Changelog 23Q4'
date = 2023-12-22T12:56:32Z
authors = ["orta"]
tags = ["changlog"]
theme = "foshay"
draft = true
+++

A changelog you say? Well, kinda, if I may start with an amble. There are a few ways which we split Puzzmo internally - both technically and culturally. For the CHANGELOG, I'm mainly going to be concentrating on "Puzzmo" the system, e.g. the bits which power game features like the website, leaderboards, scoring systems, groups, servers and that sort of thing. We generally call it either "app" _(the public facing website)_ or "api" _(the servers powering the website)_ stuff.

This kinda defines itself being not being "games" stuff like _"We changed Wordbind to use two words"_, the hows and whys for those sorts of things are not really my story to tell, and I have enough on my plate trying to keep on top of the app and api.

### What did it take to ship Puzzmo?

I guess this is as good a starting point as any. We launched puzzmo.com on [date], what we shipped was a process where you needed to solve a puzzle within a certain time-frame to get an invite into the main site. Once you were in the main site, you had to create an account and you had full access to Puzzmo. This process lasted about a month, while we bug-fixed the app with those users and prepared for the public launch which included partner sub-sites.

#### `launch.puzzmo.com`

The launch site we built as a separate website, on a separate domain. Keeping it there moved out complexity in the main app and allowed us to try a different technique of writing websites (nextjs) than our current strategy for the app (react-native-web.)

We based the launch website based on a mix of one of our first strategies for "launching" puzzmo: start by iterating through the games we have mixed with some ideas for ensuring we don't overwhelm our barely-load-tested servers. This meant creating a mix of only allowing 500 invites a day though the launch system, and then using the postal service to add some lag for American users.

This did mean for the first week or so, it was full of europeans who didn't get physical mail, which made for some interesting discussions on the Crossword's Americanness.

#### `<iframe>` embeds

For games which don't require a virtual keyboard on mobile, we felt we could do a good job of making "puzzle previews" which can be embedded [inside articles](https://www.theverge.com/23929222/puzzmo-newspaper-games-crossword-zach-gage) or on blog posts, for example:

<iframe title="Puzzmo Presents: Launch Day Puzzle #96" src="https://puzzmo.com/_embed/latest.html?embedID=launch-96" width="100%" height="800px" frameborder="0" allow="clipboard-write"></iframe>

The iframe embeds are a separate games runtime from our main application, it has less overhead and less features overall - but it's not supposed to be able to do so much anyway as they act more like a preview.

### `app`

Hooo boy, ~25 screens, roughly 70k LOC and a whole world of spit-shine. The majority of it wrote by two folks, and we've just added a third. The app itself is largely a Relay application built in React Native (web) but it also talks via a websocket to our multiplayer/social side.

We do quite a lot of work in the application in terms of having a mobile vs desktop.

### `api`

The API for this app is a pretty traditional RedwoodJS app, with a reasonable amount of features amount of features replaced or dropped.

### Systems



#### Social

We felt like the ability to talk and interact with folks were pretty important in this space

#### Groups



#### Leaderboards



#### Chat

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