I just need to use a little photoshop magic, calculate scoring so there is proper balance and create different AI difficulties with some random obstacles that will change the game experience so it won’t be as simple.
New years resolution time!
Work out more.
Make meals from home to take to the office.
Make a new web/proof of concept/mobile application in 30 days every 30 days. (should spark some new things to write about)
Index 1 billion websites.
Work with perl again.
This article is more about the 30 day projects every thirty days and this is the first day of this project cycle. I am actually going to just pretend that it is the 3rd day of the project just so I can work on something new every month. I can then have a better range of articles to work with and categorize them based on when I started development for said project. I also plan on giving my projects better names in the articles rather than call something an engine and just refer to it as an html5 project…
Anyway, just wanted to update and I might as well bring up the new project. I have just finished the OAuth script and tied it in with twitter to allow user access via the tweets. I have also registered a new domain for the project http://epitrakk.com/ The idea is that a user will be able to insert how far along they are in a series or check off the episodes that they have seen already. Simple concept and I should be able to OD on monster and have something operational in the next week or two.
Recently my crawling attempts came to a very swift end. I may filled up dreamhosts mysql server ‘madal’ which caused multiple peoples websites to go down until the issues were resolved. Unfortunately for me the resolving meant them moving my mysql information to a temporary location until I contacted customer support.
Turns out that their ‘unlimited’ policy only allows for 3GB of mysql usage rather than the 109GB of indexed websites I had sitting on there. This means that I had to find another solution for my problem.
Solution A: Dump archives of the indexes, dump raw content, dump backups and try to work with virtually no storage.
Solution B: Go and buy a mini form factor computer, pull the dvd drive out and replace it with a second hard disk. Turn the computer into a home server and start the process again with a better code design behind it.
I went with solution B because it allowed me to have a new toy and work with my own system. The server has an i3 putting out just over 3.0Ghz, 3TB total of hdd and 8GB of ram. This is hooked up via gigabit and allows me to better work things out and write some of the processing scripts in C++. This way I can constantly crunch information.
I don’t mean to hate on dreamhost. They really are an excellent company and they are pretty immediate when it comes to answering your problems for help. The so called unlimited policy is on the retarded side of things but for what I pay annually I can’t complain.
stored urls: 1.8m
checked urls: 56m
url count: 27m
I ran into a bit of a snag when my crawler hit a server that included a straight media file. The solution for this case which caused an unhandled timeout was to simply add in a context that was created.
$context = stream_context_create(array(‘http’ => array(‘timeout’ => 1)));
file_get_contents(“http://cjonasson.com/“, 0, $context);
A while back I started to work on the crawler and I am about to start working on it once again. This time I will be optimizing, storing the information and logging the speed of the database transaction to test how the cloud hosting service is handling this many connections.
Thank you for the unlimited bandwidth and transfer dreamhost because I will be making good use of your service tonight. I don’t plan on turning off this service and I would like to add in some form of multi tasking on the server. or at least increasing the connections made per second. So far it is indexing 10 sites a second but I think I could easily get that up to 50 with a little bit of work and a little lack of sleep.
The premise of the game this far is that the character requires some water in order to complete the level. Score is based purely on time and your ability to jump and move around requires water. The problem with water is that it comes from clouds and clouds require circles.
I fail when it comes to aligning circles into a cloud like pattern.
The other day I started on an HTML5 engine and due to the project being started from a lack of bordom I ended up writing zero documentation, aside from the gravity and collision, which means that this is going to be one of those ‘write once then again’ kind of projects.
The structure of it so far is specific to the player, the characters drawing, there are no proper objects and no proper object handling because of this. Before the project is done I would like to incorporate these things to make the application run better faster smoother etc. As for now I would just like to create the game and make it relatively fun though.
I added in a cloud and the cloud kind of moves at the moment. Rather slowly but that’s just because it doesn’t look back around to the other side yet. I would like the could to rain and require the player to have to eat the rain in order to jump, move etc. Once the rain bar is filled then the level is over.
Platforms are going to be in the way of the rain falling and this will allow forcing of the player to jump up onto the platforms to get said water. The trick to the game is going to be a risk vs reward factor which means that the player is going to have to make judgment calls on whether or not the rain drop is worth trying to get to.
I decided to move the platformer engine over to live development which means that if you are one of the 20 people currently on this site and following the articles you will be able to follow along with the development process and see the updates as they happen live.
I have now added in some gravity and velocity to the game. I still need to tweek a few things to make it a little more enjoyable and give it a better transition of movement. At the moment everything tends to happen rather quickly and it looks really blocky and buggy.
At the start of the round the player drops from the top left and lands on the floor. This is the first proof of concept that the dropping of the character is working.
The next thing on the list is to go through the blocks that the character can land on. This is going to involve creating an array of platforms and checking to see if the character should have landed on it based on where it came from, where the platform is and where it is going.
Yay math! Yay branching statements!