I know it’s been out for a week now, but I guess I can still mention it:
EaselJS 0.5.0 is out now:
http://www.createjs.com/#!/EaselJS
Check Out the Changelog here:
https://github.com/CreateJS/EaselJS/blob/master/VERSIONS.txt
Author Archives: olsn
Are those “Let’s Play …Videos” bad for the gaming industry?
I know this is a very vague thesis that I’m drawing up here, and I can only speak from my own point of view and from those of a couple people I talked to about it. My statement is, that video-series like this one: http://www.youtube.com/watch?v=Vi0WSKZzyls are potentially harming the video game indutry.
Continue reading
Why I dismissed DynamoDB And Redis in favour of MongoDB
As I was writing some time ago about how I’m utilizing redis (redistogo) and amazon DynamoDB as a well performing combination of two services for my facebook-app ZeroPilot. I have to decided to drop this system and use MongoDB via MongoLab as a heroku-addon.
Why the change
1) From the beginning on I was not to certain about using DynamoDB – since DynamoDB is a very fast and very reliable db-system I wanted to give it a try. However, DynamoDB has some (in my opinion irritating) flaws. For example all numeric values will be saved and typed as ‘BigNumber’ so in Ruby e.g. before you can really work with the values from the db you have to cast them to integer or any other type that suits your needs. Also there was no way (yet?) to export data through the AWS console, also there was no way to edit data, only recently a feature was added to view data inside a table.
Continue reading
Generate Repeatable Random Numbers (in JS)
Quite often when developing a game I need “random” numbers, that I can reproduce or that I can steer. Why? – For example when setting up a level or when resetting a level you might want to have it look random, but still the same every time you load it. – So how do we do that? There are tons of ways of achieving a so called “seeded random generated number” – if you want any details on the algorithms you can for example check out this link. But basically they all work the same: You initialize the algorithm with a “seed” (a number, that you choose to steer the algorithm). And every seed will return its own unique set of “random” numbers, so e.g.: Every time I seed the Number 6, I get the same set of generated “random” numbers. Every time I seed the Number 10, I get the same set of “random” number, that is different from the set ‘6’ and so on…
Because of this fact: seeded random numbers are predictable, which is not bad, but just don’t use it for encryption purposes ect…
The algorithm
So the algorithm I’m using is the following, it’s really very simple:
(this is nothing new and also nothing I invented, but I think this might help quite a few people)
1 2 3 4 5 6 7 8 9 10 11 12 13 14 |
// the initial seed Math.seed = 6; // in order to work 'Math.seed' must NOT be undefined, // so in any case, you HAVE to provide a Math.seed Math.seededRandom = function(max, min) { max = max || 1; min = min || 0; Math.seed = (Math.seed * 9301 + 49297) % 233280; var rnd = Math.seed / 233280; return min + rnd * (max - min); } |
Continue reading
Retro Style Platform Runner Game for mobile with EaselJS (Part 5) – Animations and polishing
In this 5th and for the moment last part of my series on creating an html5-canvas-game I’m going to write about adding animations and other elements to polish up the game a little bit.
The result:
Continue reading