Ricci Adams has compiled an amazingly useful resource on music theory (intervals, scales, the likes) for laymen, complete with Flash training apps. I’ll make a new year’s resolution of using the interval ear trainer, scale ear trainer and chord ear trainer at least five minutes per day until I get it right.
Archive for December, 2005
musictheory.net
Tuesday, December 20th, 2005Friday, December 16th, 2005
Friday, December 16th, 2005
so…
we need a bat, that listens to insructions, lets make it move with mouse control not keys! (I have been having crap results with key movement)
we need a ball, that hits the bat the walls and the blocks, where it hits the bat should inform the direction and speed that it travels… and obviously if it dosnt hit the bat you die.
for now lets just concentrate on that, a good slick bat hitting a ball around a room!
the bat class will draw the bat (obviously) but its also going to draw two mini-bats either end of the main bat that are the same colour as the background so that there is no need for a “screen refresh” after every move…
I can see the ball being the tricky part Im no very good at maths and making the ball bounce back at angles will be… painfull
A bit of Drifts follow-up
Tuesday, December 13th, 2005About 3 weeks ago, I’ve released a little Flash game named Drifts. I’ve decided to post a bit of data on the amount of traffic the game has generated so far, and on other aspects of publishing a casual game that I find noteworthy.
First off, flash games use a lot of bandwidth. In three weeks, Drifts has had almost 200.000 hits. My statistics don’t indicate unique hits for single pages, but judging from the contrast to my usual site stats, I’d estimate somewhere around 70 percent of the visitors to be unique. On average, people played for about two rounds per visit. (I know this because of the amount of hits on the highscore list, relative to the amount of hits on the game’s page.) However, it’s clear that a lot of people played much more. I know from someone who once held a highscore of around 2.000 points, that he had to play 40 minutes without losing the game, to attain his score. The current top score is over 15.000.
So far, the game – which is about 1 MB in size – has generated just over 70 GB of traffic in total, with peaks of 14 GB per day. I consider this a good place to refer you to my service provider, DreamHost.
Traffic has built up over the first week, multiplying in size every day up to around 10.000 hits per day. Initially, I had posted the game on a well frequented forum, generating around 400 visits. From there on, it spread out over various blogs. After a few days, I contacted two large casual gaming themed blogs, which quickly added to the traffic the game experienced. More importantly, though, these blogs (notably Jay Bibby’s “jay is games“) attracted the attention of rather large gaming portals, which brought the site’s traffic to a peak of over 30.000 hits per day for three days, the largest referrer contributing around 10.000 visits per day.
Since then, “Drifts” has gradually been replaced with newer games on these sites, and has more or less linearly decreased in frequency to around 6000 hits per day, around which it has been in stable orbit during the last week or so.
During its peak popularity, I decided to put up a PayPal button, allowing people to donate for my bandwidth costs, as another prolonged traffic peak could very well bring me expensive overage charges. I believe it’s worth noting that this measure is not of much use – less than 1 in 50.000 visitors makes a donation (of course, this is not a reliable statistic, given the sample size). This is pretty much what you would expect, considering that most people come for a quick game, play for a few minutes and then leave. In the same vein, the number of people who look around the rest of the site is neglectable – a couple hundred extra hits on the main projects page during peak time.
On a positive note, I was surprised to see that only three attempts to hack the highscore script were logged. I had expected much more, and two of them were actually from the forum I had initially posted the game to. (On a side-note, the highscore script bans any ip address that has been associated with attempted hacking.)
While not a lot of people showed interest in other work, I received a good amount of positive e-mail, which is always a good thing. I also received “offers” of gaming sites to mirror the game. Some of these did not bother with formalities such as having a name attached to them, and most of them did not write back once I used the word “license” in my reply.
A lot of the portals link to the game in an iFrame, allowing them to put their advertisement banners next to my content. Since they provide a large number of visitors, I have not taken any steps against sites where the frame is large enough to provide for my donation message and e-mail link. If my bandwidth usage gets out of hand, I will add a script that breaks out of the iFrame, probably causing these sites to stop linking the game.
There are also a couple of parasitic sites who hotlink the swf file directly, circumventing any other content I may put on the page. These are usually put on a blacklist to receive alternative content, as soon as I notice them.
If you’re planning to write your own web-based game, I think it’s good advice to stress the importance of provisions against people copying the game for their own profit, assuming you don’t want your work to end up on the likes of ebaumsworld. Drifts does this by checking for the domain that launches it and refuses to launch from any place but repeatwhiletrue. Additionally, the highscore list refuses submissions coming from other sites than my own. This will probably not stop a good dedicated Flash developer for long, but it seems to be a good enough means against kids running online gaming sites with illicit copies.
codetree
Tuesday, December 13th, 2005“CodeTree is an attempt to create a worthwhile dialogue between new media artists of different skill levels and backgrounds. The project’s objective is to offer a social network that facilitates learning and artistic expression—a place where coders can dissect, share, and expand upon one another’s code.”
or as REAS put it, “Very much like Flickr, but for software.”
link via Processing forums
halfshag
Sunday, December 11th, 2005
Halfshag is a tool for creating isometric pixel graphics reminiscent of old tile based 8-bit or 16-bit games. It’s basically the fun of Lego and QBert combined!
tikko
Sunday, December 11th, 2005I’ve been messing around with branching plant systems lately and I finished a new sketch i’ve been working on called Tikko. I’m trying to think what to do with it next..
Saturday, December 3rd, 2005
Classes are getting easier, or perhaps Im getting sloppier. Whatever my code is now slightly more understandable!
This is the static version, not the live one.
Buenas noticias en varios frentes.
Friday, December 2nd, 2005- La (pen)última revisión de processing por fin permite exportar como aplicación, lo que significa que ya podemos distribuir nuestros sketches como .exe (lo primero que se me ha ocurrido es hacer un screensaver).
- Casey Reas está escribiendo un libro sobre processing.
- El proyecto arduino, algo así como el hermano pequeño de wiring, parece estar moviéndose a un ritmo imparable. Están haciendo workshops en muchos sitios e incluso tienen en los foros uno en español que resulta ser el más activo gracias al incombustible David Cuartielles.
- También se está trabajando en un manual completo para ChucK
- Existe (aunque sólo para Mac osX) un programa que siempre había soñado. Onlife es una aplicación que observa cada una de tus interacciones con tus programas de correo y crea visualizaciones, te permite buscar y etiquetar en ellas. ¿Por qué no viene de serie con cada ordenador?
- Last.fm ha implementado un sistema de recomendaciones para leer, oir y hablar que tiene muy buena pinta.
tags:arduino last.fm onlife processing.org wiring arduino, last.fm, onlife, processing.org, wiring