About Me

Curriculum Vitae

A brief list of my current skill set

Bloggybits

Object Oriented Programming for Javascript Dummies - Part 2
Tuesday, 6th November 2012, 15:33

OOP it up to the OOPballs

Object Oriented Programming for Javascript Dummies - Part 1
Tuesday, 30th October 2012, 16:01

Not using OOP? Are you mad?

Strange Windows Errors and a Bowser in My Event Log
Wednesday, 24th October 2012, 11:10

It's like my own DailyWTF round-up!

Why Do People Come Here?
Monday, 15th October 2012, 15:47

They come to look at porn!

Idiot thinks Raspberry Pi Unsuitable for Education
Tuesday, 2nd October 2012, 15:24

Dumbest thing I've read since...

Upgrading to PostgreSQL 9.2 on CentOS 5
Tuesday, 25th September 2012, 14:52

It's easy as PI!

Fare Ye Well Work Email You Have Served Me Well
Monday, 17th September 2012, 14:36

Cause of death too much spam

Forest Racer - A HTML5 Game in Under 13K
Tuesday, 11th September 2012, 20:46

Including all assets, but only when zipped

Entering a 13k HTML5 Game Competition
Tuesday, 4th September 2012, 16:31

I'm so tempted to have a go at this

Faster Loops and Faster Iterations in Node.js and V8
Wednesday, 29th August 2012, 13:16

Is Object.keys faster than For...In?

And the Fastworks.js framework is Born!
Wednesday, 22nd August 2012, 16:23

Well I'm excited, even if you aren't

Libxmljs Update on CentOS 3.8 throws an SELinux Wobbley Fit
Monday, 20th August 2012, 15:40

The right way to fix this sort of issue

TV Land Doesn't Understand Technology
Friday, 17th August 2012, 17:09

Or maybe it does and thinks we don't?

Yet More Benchmarking - Function Chains vs Object Chains
Wednesday, 15th August 2012, 13:34

Working towards a faster Node.js framework

More Benchmarking in Node.js and V8
Tuesday, 14th August 2012, 12:19

Working out the fastest way to route

Projects and Sillyness

MAME Cabinet Diary

How I built my own arcade cabinet

Loading Screen Simulator

I don't miss the ZX Spectrum, I still use it!

The Little Guy Chat Room

It's a Pitfall inspired chat room

GPMad MP3

A fully featured MP3 player what I wrote

GP Space Invaders

My first little emulator

GP32 Development Page

Some info and links about this cute little handheld

Disney Nasties

Uncensored images, you must be 18 to view them

Minna's World

The cuttest fluffy puppy in the world

Diary of a Hamster

Learn about how hamsters think, first hand

Utilities

Time Calculator

A simple little online utility for working out how many hours to bill a client

A Few Links

Entering a 13k HTML5 Game Competition
Tuesday, 4th September 2012, 16:31

I've applied for jobs in the past just because they had a coding challenge that interested me, sad I know, but what can you do. Then I notice this JS13KGames competition pop up on the DailyJS website, a place I check regularly for ooh-that's-an-interesting-module type posts.

Update (30/01/2018): Unfortunately DailyJS went offline a while ago, but if you like that sort of thing then definitely try http://www.echojs.com/latest/0 instead!

So tempted to enter this, not because I think I can win, but because ever since I did that ZX Spectrum Loading Screen Simulator a few months ago, I've been toying with making a retro style game in HTML5. Or more specifically making a library so others can do them.

Always the library, never the application, that's me.

Anyway, after seeing that you can push pixels around (even double sized ones) fast enough on a Canvas to get that retro look, I started to think about making some sort of Out Run inspired racing game. This arcade SEGA classic came out in 1986, when I was at a very impressionable age, and it blew me (and many like me) away with the amazing super fast way it resized and threw sprites at you.

We had to wait until around 1989 and the likes of Hard Drivin before 3D polygons were starting to look okay. So games before that used flat 2D objects and just resized them until they were blockier than a 10ft LEGO brick made out of LEGO bricks.

SEGA actually did the whole sprite scaling thing a year earlier, with Space Harrier, but Out Run has marginally deeper memories for me, most likely because of the second left level where the road went all hilly as you drove through a rocky tunnel, or bunch of rocky bridges, who knows what they are supposed to actually be.

Anyway, I love a bit of retro, and a 13k limit on all assets and code is certainly a challenge and definitely geared nicely towards a retro style game. But with limited time to code it, making a realistic decision on what is possible would be sensible, a finished game is better than a non-working tech demo.

So I'm reminded of a ZX Spectrum classic 3D Deathchase, of which perhaps some even simpler form of may both fill my need to write a sprite scaler and some sort of racing experience.

This is my inspiration, and whilst I'm sure I can get some sort of racing through tree gaps going quite easily, it also needs sound, and 13k is not good when it comes to sound. I may have to make some very low resolution looping mp3s, and music is going to be right out.

I'll let you know how I get on.

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