
Today's Document
styofa doing anything

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Alisa U Zemlji Chuda
sheepfilms
Show & Tell
Keni
Acquired Stardust
Sade Olutola

Product Placement
trying on a metaphor
d e v o n
Peter Solarz

Andulka

blake kathryn
tumblr dot com

shark vs the universe
KIROKAZE
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@jamiely

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Schoolyard Sim Update (d0cc8cb)
Since the last update (02da14e), I added a new display for children. They appear as faces whose emotions reflect their morale value. They also have little life bars to their right, which display their current health.
They also go towards the attraction they are using, and only board the attraction once they are close to it.
Next, I plan to work on some sort of interaction between children, like if there are too many children with low morale close together, they get into a fight.
Here's another video that throws more children into the simulation: http://youtu.be/9v0HTV1mKmM.
Source code: https://github.com/jamiely/schoolyard-sim/tree/9dde29ca398232e54c4d3077d10d868758cece0a
This is a WIP dodgeball-style game. It's not playable yet. The most recent thing I completed was having the player on the left throw the ball and have the other player automatically catch it if he collides with it.
On the technical side, I've been writing this game in Ecmascript 6 using the 6to5 transpiler now known as Babel. I've also transitioned to using gulp as a build system instead of grunt, with limited impact.
Links
Source Code
Schoolyard Sim (02da14e)
Schoolyard Sim is another entry I’m working on for onegameamonth. It’s supposed to be something approaching Theme Hospital for school playgrounds the longer I work on it. This commit (02da14e) completes a set of commits that make it usable (but I wouldn’t say playable). Pretty much the only thing that you can do right now is to click on the grid to place attractions. Placing those attractions will affect 3-canned kids that are already added to the simulation. You can see their stats at the top right.
As the simulation progresses, the kids choose an attraction to enter at random, stay there for some duration as defined by the type of attraction, and then exit. Their stats such as health and morale are effected by using an attraction and by not being able to use one (because there are none available).
Some of the next features I'll be implementing include:
Additional influencing metrics such as the safety of attractions
A nicer display of children (so you see them on screen as sprites)
Interactions between children
Here are some links:
Source code
Screencast
Poker Match 2.2.0
This update adds a new logo for the game, and improved visuals, including a more coherent theme, new animations between levels, and fixes a few bugs.
The grid size is also reduced to make the game "less overwhelming" :)

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Poker Match v2.1.0
Demo: http://blog.jamie.ly/poker-match/ Source: https://github.com/jamiely/poker-match/tree/v2.1.0
This version of the app actually adds some game elements, creating two different game modes: "Endless" and "Score Attack". Endless matches the previous style of play but adds a score display. Score Attack consists of (currently) 3 levels with objectives to meet a certain score that increases with each level.
From a technical perspective, this release adds a number of things including score display, some UI elements such as buttons, game modes, levels, and a level manager to tie them together.
On the build side, a new grunt task using grunt-usemin handles the messy work of concatenating and revisioning files--important for cache-busting. I enjoyed this mostly because I never setup usemin myself in angular projects and didn't know exactly how it worked.
I'm halfway through the month and although it's kind of a game now, it lacks a lot of polish. Of all the ideas for games that I had, this one is the easiest, which means I probably won't be able to complete #onegameamonth to the letter. Indeed, with my other obligations, I'll be lucky if I can complete one game every two months.
Next up is deciding whether to polish this up with some nice graphics, add some more features like a new game mode and more match types, or just stop here and try to continue on to the next game idea.
Poker Match v2.0.0
The match-3 style matching didn't seem to work that well for Poker Match, so I wanted to change it to a drag-to-match style of games like Puzzle Craft.
One of the added benefits this provides is I don't have to implement chained matches (matches that occur as a result of falling pieces). I can also implement additional match types that have not yet been implemented (since they were not really practical using the old system) such as full house and two pair.
You can play the game here: http://blog.jamie.ly/poker-match/
and find the source for this tag at: https://github.com/jamiely/poker-match/tree/v2.0.0
Poker Match v1.0.0
This is version 1 of Poker Match, a match game using poker-style hands as match types: http://blog.jamie.ly/poker-match/. The source is at: https://github.com/jamiely/poker-match/. The specific source for this tag: https://github.com/jamiely/poker-match/tree/v1.0.0.
I'm thinking about participating in http://onegameamonth.com, but I'm not decided yet--this would be the first entry.
Here are some notes about the first version:
After playing this game awhile using the current interaction mechanism, which is similar to the one that Bejewled uses, which swaps the positions of two adjacent pieces (it's actually closer to Tetris Attack where the pieces stay switched), it seems like it's preferable to use the Boggle system of matching, which requires the player to draw a line across the pieces that match.
I'm at odds over whether to implement this type of matching first or to improve the piece dropping logic, which fills in the board from the top down. Having that kind of logic would allow me to start with a board that doesn't have any existing matches, and also allow me to clear matches proactively as they occur using new dropped pieces.
David Schnepper's Ignite talk, "Isn't That Code Dead?" - Velocity Santa Clara 2014
A pragmatic idea that seems especially beneficial if you don't have the ability to record daily activity to replay it later.
Dead-Simple Dependency Injection
Rúnar Óli Bjarnason, senior software engineer at Capital IQ and Scalaz library contributor, discusses dependency injection in Scala at the 2012 Northeast Scala Symposium.
Bjarnson uses a discussion about dependency injection to segue into a demonstration of the Reader monad that leads into the Free monad abstraction.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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React and Flux: Building Applications with a Unidirectional Data Flow
A good introduction to the concept behind Flux. I've gone through the React and Om tutorials and so I'd been looking at what kind of "controller" logic people have been using. I think one concern people might have watching this video and learning about Flux is the layering of the logic. A lot of programmers don't agree with this level of complexity in their apps. I think typically it is because they are used to green-field design, and working on very small teams. This kind of layering and encapsulation is increasingly important as your application and team becomes more complex.
Mary live-codes a JavaScript game from scratch – Mary Rose Cook at Front-Trends 2014
This was an entertaining video. Cook live codes Space Invaders. It's a must watch for those new to game development and/or rapid prototyping. Although Cook obviously prepared this presentation and walked through the code many times, this level of efficiency in development can be achieved at the domain-level (whether it be simple games or consuming and authoring REST APIs).
The goal of the competition was to develop games in under 13k of JavaScript. The winner is a reverse lemmings game called Pest Control Weasels. The game demonstrates AI, audio, and collision detection in under 13k, incredible!
http://js13kgames.com/
[SGDQ 2014] Final Fantasy 6 (SKETCH Glitch) by Brossentia
Brossentia performs a "Sketch Glitch" in FFVI and causes a glorious waterfall effect.
Total Moving Face Reconstruction ECCV 2014
We present an approach that takes a single video of a person's face and reconstructs a high detail 3D shape for each video frame. We target videos taken under uncontrolled and uncalibrated imaging conditions, such as youtube videos of celebrities. ECCV 2014

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Keynote by John Carmack at Oculus Connect 2014
Carmack talks about a wide range of topics related to the technology behind the Oculus, focusing on DK2 and on. Specifically, he touches on some challenges working with Android, Samsun hardware and organization, and ideas about tackling some of the ongoing technical challenges they are facing.
David Nolen - Immutability, interactivity & JavaScript (FutureJS 2014)
This is a talk from Barcelona FutureJS 2014 (http://futurejs.org). Surprisingly the high performance mutation available in modern JavaScript engines is a gre...
Nolen discusses immutable data structures, react.js, ohm, and some real-world examples.