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<channel>
	<title>indiegamr &#187; olsn</title>
	<atom:link href="http://indiegamr.com/author/olsn/feed/" rel="self" type="application/rss+xml" />
	<link>http://indiegamr.com</link>
	<description>apps, indie &#38; beyond</description>
	<lastBuildDate>Sun, 30 Mar 2014 14:51:19 +0000</lastBuildDate>
	<language>en-US</language>
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	<item>
		<title>SoundJS 0.5.2 Audio Plugin for CocoonJS 1.4.7</title>
		<link>http://indiegamr.com/soundjs-0-5-2-audio-plugin-for-cocoonjs-1-4-7/</link>
		<comments>http://indiegamr.com/soundjs-0-5-2-audio-plugin-for-cocoonjs-1-4-7/#comments</comments>
		<pubDate>Sun, 30 Mar 2014 14:45:36 +0000</pubDate>
		<dc:creator><![CDATA[olsn]]></dc:creator>
				<category><![CDATA[audio]]></category>
		<category><![CDATA[CocoonJS]]></category>
		<category><![CDATA[EaselJS]]></category>
		<category><![CDATA[html5]]></category>
		<category><![CDATA[javascript]]></category>
		<category><![CDATA[js]]></category>
		<category><![CDATA[mobile]]></category>

		<guid isPermaLink="false">http://indiegamr.com/?p=739</guid>
		<description><![CDATA[I just updated the CocoonJSAudioPlugin.js to work with SoundJS 0.5.2 and CocoonJS 1.4.7 Download: CocoonJSAudioPlugin How to use: Just put the CocoonPlugin as the first entry to register and you can use everything else of the SoundJS-library just as is in &#8230; <a href="http://indiegamr.com/soundjs-0-5-2-audio-plugin-for-cocoonjs-1-4-7/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p>I just updated the CocoonJSAudioPlugin.js to work with SoundJS 0.5.2 and CocoonJS 1.4.7</p>
<p><strong>Download: <a href='http://indiegamr.com/wp-content/uploads/CocoonJSAudioPlugin_0.5.2.js'>CocoonJSAudioPlugin</a></strong></p>
<p><strong>How to use:</strong> Just put the CocoonPlugin as the first entry to register and you can use everything else of the SoundJS-library just as is in CocoonJS now.</p><pre class="crayon-plain-tag">createjs.Sound.registerPlugins([createjs.CocoonJSAudioPlugin]);</pre><p></p>
<hr />
<strong>Playing the same sound multiple times parallel/overlapping:</strong> You will have to set the maximum number of parallel sounds in the register-method:<br />
<pre class="crayon-plain-tag">//this will allow me to play 3 parallel instances of jump.ogg
  createjs.Sound.registerSound('jump.ogg','jump', 3);</pre></p>
]]></content:encoded>
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		<slash:comments>15</slash:comments>
		</item>
		<item>
		<title>Commander Cherry&#8217;s Puzzled Journey</title>
		<link>http://indiegamr.com/commander-cherrys-puzzled-journey/</link>
		<comments>http://indiegamr.com/commander-cherrys-puzzled-journey/#comments</comments>
		<pubDate>Wed, 05 Feb 2014 09:06:51 +0000</pubDate>
		<dc:creator><![CDATA[olsn]]></dc:creator>
				<category><![CDATA[consoles]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[indie]]></category>

		<guid isPermaLink="false">http://indiegamr.com/?p=708</guid>
		<description><![CDATA[I have been very busy recently and I am now starting to catch up with the blog and everything. On that note: I&#8217;ve released an Update to my ebook to make it compatible with the latest version of EaselJS 0.7.1 &#8230; <a href="http://indiegamr.com/commander-cherrys-puzzled-journey/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p>I have been very busy recently and I am now starting to catch up with the blog and everything. On that note: I&#8217;ve released an Update to my <a href="http://indiegamr.com/zerotoappstore/" target="_blank"><strong>ebook</strong></a> to make it compatible with the latest version of EaselJS 0.7.1 &#8211; the update is free for anyone who purchased the book, and for everyone else: the price is still the same <img src="http://indiegamr.com/wp-includes/images/smilies/icon_wink.gif" alt=";-)" class="wp-smiley" /></p>
<p>But the reason for this post is that I want to write about another indie game that <a href="http://grande-games.com/" target="_blank"><strong>friends of mine</strong></a> are currently developing called &#8216;Commander Cherry&#8217;s Puzzled Journey&#8217;.</p>
<p><iframe width="100%" height="315" src="http://www.youtube.com/embed/er-H_BxzB88" frameborder="0" allowfullscreen=""></iframe><br />
<span id="more-708"></span></p>
<h2>Description</h2>
<p><strong>Commander Cherry&#8217;s Puzzled Journey</strong> is a hybrid motion game, using the PlayStation 4 Eye camera® and the Dualshock 4® controller simultaneously. The game is currently being developed by <a href="http://grande-games.com/" target="_blank"><strong>Grandé Games</strong></a> for the <strong>PlayStation 4</strong>. The genre can be described as “<strong>Yoga-Action-Platformer</strong>”. The player is shaping the platforms with his body silhouette, which is captured and isolated by the PlayStation 4 Eye camera. Furthermore, the player has to fit his silhouette into given shapes and thus perform energetic space Yoga figures. The Dualshock 4 controller is used to control Commander Cherry in a classic platformer manner.</p>
<h2>My thoughts</h2>
<p>I had a chance to play the game myself and while it is still in a very early stage, I could already see the fun this game could bring, especially when playing with two or more people, trying to create specific shapes. As I said the game is still in a pretty early stage though, but if you liked what you saw, give <a href="http://grande-games.com/" target="_blank"><strong>those guys</strong></a> a thumbs up, share it, or follow them on <a href="https://twitter.com/Grande_Noller" target="_blank"><strong>twitter</strong></a>. I&#8217;m certainly excited to see more.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>13kb html5 multiplayer</title>
		<link>http://indiegamr.com/13kb-html5-multiplayer/</link>
		<comments>http://indiegamr.com/13kb-html5-multiplayer/#comments</comments>
		<pubDate>Sun, 15 Sep 2013 10:26:05 +0000</pubDate>
		<dc:creator><![CDATA[olsn]]></dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://indiegamr.com/?p=701</guid>
		<description><![CDATA[This week I&#8217;ve finished my entry for the JS13k Compo &#8211; a competition for HTML5-games with a size]]></description>
				<content:encoded><![CDATA[<p>This week I&#8217;ve finished my entry for the <a href="http://js13kgames.com/" target="_blank">JS13k Compo</a> &#8211; a competition for HTML5-games with a size<=13kb (zipped) - my entry is a multiplayer-game, kind of like "Plants vs. Zombies" for two players. And I'm very proud of my accomplishment of keeping the size of server+client combined down to 12kb (zipped)

You can check out the source-code at: <a href="https://github.com/olsn/qmarks" target="_blank">https://github.com/olsn/qmarks</a></p>
<p>or play it here: <a href="http://qmarks.jit.su/">PLAY HERE</a></p>
<p>It even works on the iPad!</p>
<p>Some screenshots:<br />
<a href="http://indiegamr.com/wp-content/uploads/ipad.jpg"><img src="http://indiegamr.com/wp-content/uploads/ipad-300x225.jpg" alt="" title="ipad" width="300" height="225" class="aligncenter size-medium wp-image-703" /></a><br />
<a href="http://indiegamr.com/wp-content/uploads/screenshot_400.png"><img src="http://indiegamr.com/wp-content/uploads/screenshot_400-300x187.png" alt="" title="screenshot_400" width="300" height="187" class="aligncenter size-medium wp-image-702" /></a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Fading Waves Effect with EaselJS</title>
		<link>http://indiegamr.com/fading-line-effect-with-easeljs/</link>
		<comments>http://indiegamr.com/fading-line-effect-with-easeljs/#comments</comments>
		<pubDate>Wed, 15 May 2013 14:24:31 +0000</pubDate>
		<dc:creator><![CDATA[olsn]]></dc:creator>
				<category><![CDATA[EaselJS]]></category>
		<category><![CDATA[html5]]></category>
		<category><![CDATA[javascript]]></category>
		<category><![CDATA[js]]></category>

		<guid isPermaLink="false">http://indiegamr.com/?p=676</guid>
		<description><![CDATA[Today I made a basic JavaScript-version of my flash waves-effect, that I made a couple years back. direct link: http://labs.indiegamr.com/olines/index.html For bluring I used this filter: Link &#8211; but still: For those kind of operations HTML/JS is unfortunately still way &#8230; <a href="http://indiegamr.com/fading-line-effect-with-easeljs/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p>Today I made a basic JavaScript-version of my <a href="http://activeden.net/item/owaves-wave-effect/full_screen_preview/124004">flash waves-effect</a>, that I made a couple years back.</p>
<p><iframe width="100%" height="250" scrolling="no" src="http://labs.indiegamr.com/olines/index.html"></iframe><br />
direct link: <a href="http://labs.indiegamr.com/olines/index.html">http://labs.indiegamr.com/olines/index.html</a></p>
<p>For bluring I used this filter: <a href="http://www.quasimondo.com/BoxBlurForCanvas/FastBlurDemo.html">Link</a> &#8211; but still: For those kind of operations HTML/JS is unfortunately still way behind flash in terms of performance.</p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>The state of Audio in HTML5 Games</title>
		<link>http://indiegamr.com/the-state-of-audio-in-html5-games/</link>
		<comments>http://indiegamr.com/the-state-of-audio-in-html5-games/#comments</comments>
		<pubDate>Fri, 26 Apr 2013 10:46:00 +0000</pubDate>
		<dc:creator><![CDATA[olsn]]></dc:creator>
				<category><![CDATA[audio]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[html5]]></category>
		<category><![CDATA[javascript]]></category>
		<category><![CDATA[js]]></category>
		<category><![CDATA[mobile]]></category>

		<guid isPermaLink="false">http://indiegamr.com/?p=649</guid>
		<description><![CDATA[HTML5 Gaming for desktop and mobile is a very trendy topic these days. The performance of canvas applications is getting better and better each day and technologies like CocoonJS or Ejecta even enable a close to native performance for canvas &#8230; <a href="http://indiegamr.com/the-state-of-audio-in-html5-games/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p style="text-align: left;">HTML5 Gaming for desktop and mobile is a very trendy topic these days. The performance of canvas applications is getting better and better each day and technologies like <a href="http://ludei.com/tech/cocoonjs">CocoonJS</a> or <a href="http://impactjs.com/ejecta">Ejecta</a> even enable a close to native performance for canvas applications on mobile devices. &#8211; But what about audio? Is it really that easy to implement sound with your html app?<br />
This article features some interesting points that I collected while researching for my eBook ‘<a href="http://indiegamr.com/zerotoappstore/">From Zero to the Appstore’</a>.</p>
<h2>Audio != Audio</h2>
<p style="text-align: left;">While most browsers and devices already do support audio in general, that doesn’t mean you can just play any audio file in any modern browser. The following table briefly lists the support for Audio-codecs.</p>
<p><span id="more-649"></span></p>
<table style="font-size: 70%;" width="70%" border="1" cellspacing="0" cellpadding="0">
<tbody>
<tr>
<td valign="top"><strong>Browser</strong></td>
<td valign="top"><strong>Codec Support</strong></td>
</tr>
<tr>
<td valign="top"><strong>Chrome</strong></td>
<td valign="top">Ogg, MP3, WAV</td>
</tr>
<tr>
<td valign="top"><strong>Firefox</strong></td>
<td valign="top">Ogg, WAV</td>
</tr>
<tr>
<td valign="top"><strong>Internet Explorer (9+)</strong></td>
<td valign="top">MP3, AAC</td>
</tr>
<tr>
<td valign="top"><strong>Opera</strong></td>
<td valign="top">Ogg, WAV</td>
</tr>
<tr>
<td valign="top"><strong>Safari</strong></td>
<td valign="top">MP3, AAC, WAV</td>
</tr>
<tr>
<td valign="top"><strong> </strong></td>
<td valign="top"></td>
</tr>
<tr>
<td valign="top"><strong>Android</strong></td>
<td valign="top">Depending on the Device</td>
</tr>
<tr>
<td valign="top"><strong>Blackberry</strong></td>
<td valign="top">MP3, AAC</td>
</tr>
<tr>
<td valign="top"><strong>Mobile Safari (iPhone, iPad, iPod Touch)</strong></td>
<td valign="top">MP3, AAC</td>
</tr>
<tr>
<td valign="top"><strong>Opera Mobile</strong></td>
<td valign="top">Depending on the Device</td>
</tr>
</tbody>
</table>
<p style="text-align: left;">As you can see there is no single codec and format that is supported by all browsers and devices. In addition to this not every device does support the <strong><a href="http://caniuse.com/#feat=audio-api">WebAudio-API</a></strong> and some devices only allow audio-playback upon a user-interaction or only allow playing one sound at a time. So what should you do? Setup an audio file for any codec and then check the browser’s support before loading and playing the file? While this would be currently the only way to do it right, this not only sounds like a lot of work, but also is. What about browsers that don’t support the audio-element at all? – Implementing a flash fallback is no easy task as well.</p>
<hr />
<p><span style="color: #000000; font-weight: bold;">SoundJS</span></p>
<p style="text-align: left;">One possible solution is <strong><a href="http://www.createjs.com/#!/SoundJS">SoundJS</a></strong> – SoundJS is a JavaScript framework that will take care of all the compatibility issues with audio on different devices and even adds the ability of a flash-fallback should the browser support no audio. You would still have to provide different files for each sound to ensure that a soundfile is available for each device depending on the codec support but besides this, playing a sound with SoundJS can be done with 2 lines of JavaScript:</p>
<p></p><pre class="crayon-plain-tag">var src = ‘mySound.m4a|mySound.ogg’;
createjs.Sound.registerSound(src);
//…after the sound was loaded, it can be played by:
createjs.Sound.play(src);</pre><p></p>
<p style="text-align: left;">What I also like about SoundJS is that it features a plugin-system, so you can write your custom playback-plugin for individual needs, for example I used it to write a CocoonJS-plugin for it.</p>
<hr />
<p><span style="color: #000000; font-weight: bold;">howler.js</span></p>
<p style="text-align: left;">Another solution is <strong><a href="https://github.com/goldfire/howler.js/">howler.js</a></strong>, it is also released under the MIT license, so you can use it free in any of you projects it works very similar to SoundJS. One advantage over SoundJS is that it is very lightweight with only 9kb and offers pretty much the same functionality as SoundJS – with one exception though: howler.js features no flash-fallback, but if you are targeting mobile platforms, this should be no problem.</p>
<p></p><pre class="crayon-plain-tag">var sound = new Howl({
  urls: ['mySound.m4a','mySound.ogg']
}).play();</pre><p>Another thing I like about howler is the support of sound-sprites:</p><pre class="crayon-plain-tag">var sound = new Howl({
  urls: ['sounds.mp3', 'sounds.ogg'],
  sprite: {
    blast: [0, 1000],
    laser: [2000, 3000],
    winner: [4000, 7500]
  }
});

// shoot the laser!
sound.play('laser');</pre><p>&nbsp;</p>
<hr />
<p style="text-align: left;"><span style="color: #000000; font-weight: bold;">SoundManager 2</span><br />
A third option is <strong><a href="http://www.schillmania.com/projects/soundmanager2/">SoundManager 2</a></strong>, (<strong><a href="https://github.com/scottschiller/soundmanager2/">github</a></strong>), just like SoundJS it features a flash fallback if HTML5 audio is not supported. SoundManager2 is used by popular site like SoundCloud, last.fm or the Nyan Cat site. The focus of SoundManager2 is more on implementing audio-players on web-sites as it also features UIs for audio playback. Sounds are played like this:</p>
<p></p><pre class="crayon-plain-tag">// create "mySound"...
soundManager.createSound({
  id: 'mySound',
  url: '/path/to/an.mp3'
});

// ...and play it
soundManager.play('mySound');</pre><p>&nbsp;</p>
<hr />
<p><span style="color: #000000; font-weight: bold;">Comparison</span></p>
<p style="text-align: left;">As you can see, all three frameworks have their pros and cons, you should check out their sites and see what features you need for your project. The following table is just a very brief overview on the differences:</p>
<table style="font-size: 70%;" border="0" cellspacing="0" cellpadding="0">
<tbody>
<tr>
<td width="160"><strong>Feature/Player</strong></td>
<td width="160">
<p align="center"><strong>SoundJS</strong></p>
</td>
<td width="160">
<p align="center"><strong>howler.js</strong></p>
</td>
<td width="160">
<p align="center"><strong>SoundManager 2</strong></p>
</td>
</tr>
<tr>
<td width="160"><strong>Automatic playback of the correct codec/format</strong></td>
<td width="160">
<p align="center">Yes</p>
</td>
<td width="160">
<p align="center">Yes</p>
</td>
<td width="160">
<p align="center">Yes</p>
</td>
</tr>
<tr>
<td width="160"><strong>Flash fallback</strong></td>
<td width="160">
<p align="center">Yes</p>
</td>
<td width="160">
<p align="center">no</p>
</td>
<td width="160">
<p align="center">Yes</p>
</td>
</tr>
<tr>
<td width="160"><strong>Size (no gzip)</strong></td>
<td width="160">
<p align="center">25kb</p>
</td>
<td width="160">
<p align="center">9kb</p>
</td>
<td width="160">
<p align="center">34kb</p>
</td>
</tr>
<tr>
<td width="160"><strong>Sound Sprites</strong></td>
<td width="160">
<p align="center">No (can play with offset)</p>
</td>
<td width="160">
<p align="center">Yes</p>
</td>
<td width="160">
<p align="center">No (can play and stop at offset)</p>
</td>
</tr>
<tr>
<td width="160"><strong>License</strong></td>
<td width="160">
<p align="center">MIT</p>
</td>
<td width="160">
<p align="center">MIT</p>
</td>
<td width="160">
<p align="center">BSD</p>
</td>
</tr>
<tr>
<td width="160"><strong>Best used for*</strong></td>
<td width="160">
<p align="center">All-rounder, probably best used in combination with the CreateJS suite</p>
</td>
<td width="160">
<p align="center">games/mobile apps</p>
</td>
<td width="160">
<p align="center">Websites, mobile sites as an audio player</p>
</td>
</tr>
</tbody>
</table>
<p>*this doesn’t mean that you cannot use it for other cases, it’s just my personal evaluation</p>
<hr />
<p><span style="color: #000000; font-weight: bold;">A last word: Beware of MP3!</span></p>
<p style="text-align: left;">What a lot of people probably don’t know: <span style="text-decoration: underline;"><strong>MP3 is not free!</strong></span><br />
Implementing mp3 into your app/game is no problem, but what you should know is that if your game is ‘distributed’ (technically that includes 1 user playing the game in his browser) more than 5000 times, you have to pay an <a href="http://www.mp3licensing.com/royalty/games.html"><strong>mp3 codec royalty of $2500</strong></a>. But not only because of the licensing I would suggest you to use Ogg Vorbis(.ogg) or AAC(.m4a, MP4), OGG and AAC do have a better sound-quality while encoded with a smaller file-size than their MP3-counterpart.</p>
<p style="text-align: left;">If you want to learn more about the workflow of implementing audio into your html5- (mobile-) app/game and additional information on creating and publishing an HTML5 game, you should checkout my book at: <a href="http://indiegamr.com/zerotoappstore/">http://indiegamr.com/zerotoappstore/</a></p>
]]></content:encoded>
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		</item>
		<item>
		<title>EaselJS Book Review: Instant EaselJS Starter</title>
		<link>http://indiegamr.com/easeljs-book-instant-easeljs-starter/</link>
		<comments>http://indiegamr.com/easeljs-book-instant-easeljs-starter/#comments</comments>
		<pubDate>Thu, 18 Apr 2013 13:11:19 +0000</pubDate>
		<dc:creator><![CDATA[olsn]]></dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://indiegamr.com/?p=624</guid>
		<description><![CDATA[Editor&#8217;s note: The Author of the book &#8216;Instant EaselJS Starter&#8217; by PACKT Publishing, Fabio Biondi, is a friend of mine and I also did the technical reviewing for the book. However, I want to state that I do not get &#8230; <a href="http://indiegamr.com/easeljs-book-instant-easeljs-starter/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p><a href="http://indiegamr.com/wp-content/uploads/easeljs_book_slide_for_blog.jpg"><img class="aligncenter size-full wp-image-633" title="easeljs_book_slide_for_blog" src="http://indiegamr.com/wp-content/uploads/easeljs_book_slide_for_blog.jpg" alt="" width="575" height="230" /></a><em>Editor&#8217;s note: The Author of the book &#8216;Instant EaselJS Starter&#8217; by PACKT Publishing, <a href="http://www.fabiobiondi.com/blog/" target="_blank">Fabio Biondi</a>, is a friend of mine and I also did the technical reviewing for the book. However, I want to state that I do not get any money from any of the book&#8217;s sales.</em></p>
<p>So today I&#8217;m making a small book introduction on the book <a href="http://www.packtpub.com/instant-easeljs-starter/book" target="_blank">Instant EaselJS Starter</a> by PACKT Publishing, written by Fabio Biondi.</p>
<p>The main goal of the book is to provide the most basic information needed to instantly start creating nice looking HTML5 canvas-application. The techniques explained in the book have no special attachment to &#8220;gaming&#8221;.<span id="more-624"></span></p>
<h2>The book consist of the follwing five sections</h2>
<hr />
<ol>
<li><strong>What is EaselJS?</strong> &#8211; A brief overview on the library, what you can do with it and why it is so great.</li>
<li><strong>Installation</strong> &#8211; A short set of instructions on how to setup EaselJS for your project.</li>
<li><strong>Quick start</strong> &#8211; Teaching the basics with a typical &#8216;Hello World!&#8217;-application.</li>
<li><strong>Top 8 features you need to know about </strong>- This section explain the use of the eight more important features with examples.</li>
<li><strong>People and places you should get to know </strong>- Introduction additional places to get help and find resources for your projects.</li>
</ol>
<div></div>
<h2>The Book&#8217;s main learnings</h2>
<hr />
<div>
<ul>
<li>Displaying shapes, graphics and images</li>
<li>Preloading images</li>
<li>Displaying dynamic text</li>
<li>Translating, transforming and rotating display objects</li>
<li>Handle mouse- and touch-events</li>
<li>Creating animations through tweens and spritesheets</li>
<li>Build cross-platform app for desktop and mobile devices</li>
</ul>
<div>As you can see the information of the book is a set of basic instructions to help you getting started with EaselJS. So this book obivously targets beginners.</div>
</div>
<div>
<p>&nbsp;</p>
<h4>About the author</h4>
<div style="font-size: 85%;">Fabio Biondi is a freelancer, living in the north-east of Italy. Since 2003, he deals almost exclusively with the Adobe Flash Platform technologies. He is an Adobe Certified Instructor (ACI) in Flex, AIR, Flash Professional, Flash Catalyst, and FlashLite (ACE) and he has devoted all his time and resources to the development of custom interactive user interfaces for web, mobile, and touch displays for many international brands. Since 2011 he has been focusing almost entirely on the development of cross-platform web applications in HTML5, JavaScript, CSS3, AngularJS, and HTML5 canvas through the use of the CreateJS suite. Fabio runs a blog (www.fabiobiondi.com/blog) and a YouTube channel (http://www.youtube.com/user/BiondiFabio) where he provides tutorials, snippets, and many prototypes related to HTML5, AIR, Flash, Arduino, Kinect, and collaborative applications.</div>
</div>
<p>&nbsp;</p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>CocoonJS AudioPlugin for SoundJS</title>
		<link>http://indiegamr.com/cocoonjs-audioplugin-for-soundjs/</link>
		<comments>http://indiegamr.com/cocoonjs-audioplugin-for-soundjs/#comments</comments>
		<pubDate>Wed, 20 Mar 2013 19:52:53 +0000</pubDate>
		<dc:creator><![CDATA[olsn]]></dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://indiegamr.com/?p=602</guid>
		<description><![CDATA[PLEASE USE THE UPDATED VERSION OF THIS PLUGIN IF YOU ARE WOKING WITH SoundJS 0.5.2 // CocoonJS 1.4.7 at http://indiegamr.com/soundjs-0-5-2-audio-plugin-for-cocoonjs-1-4-7/ Again a small, but hopefully helpful file: CocoonJSAudioPlugin.js As the native SoundJS-Plugins: WebAudioPlugin.js and HTMLAudioPlugin, don&#8217;t seem to go hand &#8230; <a href="http://indiegamr.com/cocoonjs-audioplugin-for-soundjs/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<h2><a href="http://indiegamr.com/soundjs-0-5-2-audio-plugin-for-cocoonjs-1-4-7/" style="color: red;">PLEASE USE THE UPDATED VERSION OF THIS PLUGIN IF YOU ARE WOKING WITH SoundJS 0.5.2 // CocoonJS 1.4.7 at http://indiegamr.com/soundjs-0-5-2-audio-plugin-for-cocoonjs-1-4-7/</a></h2>
<p>Again a small, but hopefully helpful file: CocoonJSAudioPlugin.js<br />
As the native SoundJS-Plugins: WebAudioPlugin.js and HTMLAudioPlugin, don&#8217;t seem to go hand in hand with CocoonJS (yet?) I took the time and wrote a CocoonJSAudio-Plugin based on the HTMLAudioPlugin, may this be of help to someone.</p>
<p><strong>Download: <a href="http://indiegamr.com/wp-content/uploads/CocoonJSAudioPlugin.js">CocoonJSAudioPlugin.js</a></strong></p>
<p><strong>How to use:</strong> Just put the CocoonPlugin as the first entry to register and you can use everything else of the SoundJS-library just as is in CocoonJS now.</p><pre class="crayon-plain-tag">createjs.Sound.registerPlugins([
     createjs.CocoonJSAudioPlugin,
     createjs.WebAudioPlugin,
     createjs.HTMLAudioPlugin
   ]
 );</pre><p></p>
]]></content:encoded>
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		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Quickfix to enable touch of EaselJS-DisplayObjects in CocoonJS</title>
		<link>http://indiegamr.com/quickfix-to-enable-touch-of-easeljs-displayobjects-in-cocoonjs/</link>
		<comments>http://indiegamr.com/quickfix-to-enable-touch-of-easeljs-displayobjects-in-cocoonjs/#comments</comments>
		<pubDate>Sat, 16 Mar 2013 14:39:27 +0000</pubDate>
		<dc:creator><![CDATA[olsn]]></dc:creator>
				<category><![CDATA[CocoonJS]]></category>
		<category><![CDATA[EaselJS]]></category>
		<category><![CDATA[html5]]></category>
		<category><![CDATA[javascript]]></category>
		<category><![CDATA[js]]></category>

		<guid isPermaLink="false">http://indiegamr.com/?p=594</guid>
		<description><![CDATA[So while on the Stage touch is working for EaselJS in CocoonJS, it is currently not possible to touch individual EaselJS-DisplayObjects in CocoonJS. I wrote a quick fix for that, in case anyone else needs it. Download: easeljs_cocoonjs_touchfix.js (updated version to &#8230; <a href="http://indiegamr.com/quickfix-to-enable-touch-of-easeljs-displayobjects-in-cocoonjs/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p>So while on the Stage touch is working for EaselJS in CocoonJS, it is currently not possible to touch individual EaselJS-DisplayObjects in CocoonJS. I wrote a quick fix for that, in case anyone else needs it.</p>
<h2>Download: <a href="http://indiegamr.com/wp-content/uploads/easeljs_cocoonjs_touchfix.js">easeljs_cocoonjs_touchfix.js</a></h2>
<p> (updated version to work with EaselJS 0.7+, thx to Jonny)<br />
<strong>How to use:</strong> Download JS-fix and implement it through a script-tag somewhere after the EaselJS-script-tag and your done!</p>
<p>Hope this helps someone, comment for any issues,cheers!</p>
<p><small>If you use an older version of EaselJS: <a href="http://indiegamr.com/wp-content/uploads/easeljs_cocoonjs_touchfix_pre_0.7.js">easeljs_cocoonjs_touchfix_pre_0.7.js</a> (for pre-EaselJS 0.7)</small><br/></p>
]]></content:encoded>
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		<slash:comments>22</slash:comments>
		</item>
		<item>
		<title>EaselJS CodeCompletion for SublimeText2</title>
		<link>http://indiegamr.com/easeljs-codecompletion-for-sublimetext2/</link>
		<comments>http://indiegamr.com/easeljs-codecompletion-for-sublimetext2/#comments</comments>
		<pubDate>Sat, 12 Jan 2013 11:20:13 +0000</pubDate>
		<dc:creator><![CDATA[olsn]]></dc:creator>
				<category><![CDATA[EaselJS]]></category>
		<category><![CDATA[SublimeText2]]></category>

		<guid isPermaLink="false">http://indiegamr.com/?p=578</guid>
		<description><![CDATA[Today I was trying to scrape the EaselJS-Classes for their public methods and properties to generate an EaselJs-CodeCompletion for SublimeText2. I had some difficulties getting a unified set of information for each method/property because the code does not seem to &#8230; <a href="http://indiegamr.com/easeljs-codecompletion-for-sublimetext2/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p>Today I was trying to scrape the EaselJS-Classes for their public methods and properties to generate an EaselJs-CodeCompletion for <a href="http://www.sublimetext.com/2" target="_blank">SublimeText2</a>. I had some difficulties getting a unified set of information for each method/property because the code does not seem to be consistently documenten. But well, here&#8217;s the result: It&#8217;s far from perfect but it works. Please feel free to fork it and help to make it better.</p>
<p><strong>Github: <a href="https://github.com/olsn/SublimeText2-EaselJS-Completion" target="_blank">https://github.com/olsn/SublimeText2-EaselJS-Completion</a></strong></p>
<p><strong>DemoImage: <a href="http://indiegamr.com/easeljs-codecompletion-for-sublimetext2/easel-completion-example/" rel="attachment wp-att-579"><img class="aligncenter size-full wp-image-579" title="easel-completion-example" src="http://indiegamr.com/wp-content/uploads/easel-completion-example.png" alt="" width="710" height="984" /></a></strong></p>
]]></content:encoded>
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		<slash:comments>15</slash:comments>
		</item>
		<item>
		<title>&#8220;Can you make that loading screen stay longer?&#8221;</title>
		<link>http://indiegamr.com/can-you-make-that-loading-screen-stay-longer/</link>
		<comments>http://indiegamr.com/can-you-make-that-loading-screen-stay-longer/#comments</comments>
		<pubDate>Sun, 06 Jan 2013 04:58:42 +0000</pubDate>
		<dc:creator><![CDATA[olsn]]></dc:creator>
				<category><![CDATA[html5]]></category>
		<category><![CDATA[javascript]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[tech]]></category>

		<guid isPermaLink="false">http://indiegamr.com/?p=569</guid>
		<description><![CDATA[Or in other words: When everything that can be wrong with a client is wrong! &#8211; The client had already made a couple requests that seemed odd or made no sense in my eyes, but this one really sums up &#8230; <a href="http://indiegamr.com/can-you-make-that-loading-screen-stay-longer/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p>Or in other words: <strong>When everything that can be wrong with a client is wrong!</strong> &#8211; The client had already made a couple requests that seemed odd or made no sense in my eyes, but this one really sums up the nature of this client in one word.<br />
I&#8217;m currently working on a Phonegap App and the client&#8217;s latest request was to add a loading-screen to the app(not for initial loading), so we added a loading-screen.<br />
We didn&#8217;t think that one was necessary, but okay&#8230;the client wants a loading screen, so he gets one. Don&#8217;t get me wrong here, it&#8217;s not a splash-screen, it&#8217;s really just a loading-screen: <strong>a white screen, that says &#8220;loading&#8230;&#8221;</strong><br />
But it didn&#8217;t stop there: When he saw the thing implemented his reaction was like: &#8220;It dislays for less than a second, that makes the loading-screen seem kind of pointless. Can you make it stay longer?&#8221;</p>
<p>Long story short: This is probably the most senseless piece of code I have ever written and most likely will ever have written:</p><pre class="crayon-plain-tag">onComplete = function(e) {
  //...doing some other stuff

  // at this point everything is
  // loaded and ready to go
  // ...but ... you know ... the client ...
  setTimeout(
    function() {
      $('#loadingCover').hide();
    }, 3000
  );
}</pre><p></p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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