730 Days of Github

• life,, javascript,, and github

Today marks 2 years of my doing “one thing a day” on Github.

contribution graph

I’ve got work to do today, but I wanted to blog first, so today appears empty

I posted about last year, and now I’m posting about this year! I’m not going to do monthly graphs or anything this time around, but I’ll talk about a bunch of projects that I worked on. I’ll split it between my own projects, and other projects. Here are my projects (or projects I’m affiliated with):

Reactive Retro: Proof of Concept

• reactive-retro

Hey folks!

So I have a proof of concept build for Reactive Retro ready. What is Reactive Retro, you say? Well, it’s a location-based game that aims to be like an older JRPG, with a focus on cooperative play. Right now, there isn’t a whole lot though.

365 Days of GitHub

• javascript,, github,, and life

So, today marks my 365th day of GitHub contributions. I started last year on June 25th, and today is June 24th. I’d like to talk about what I did, and why I did it. Maybe some tidbits about discipline, too.

Code Quality and You

• javascript, and quality

Welcome! Today I’d like to talk about another subject which can’t be emphasized enough: Code Quality. This entails a lot of tools and patterns that ultimately come together to make your game more solid and programmer friendly. Even if you’re working alone on a project, these tools can save you some precious debugging time by pointing out simple errors, if not more complex ones. I’ll be using my current project, c as an example where possible.

Common Pitfalls in JS-based Games

• javascript, and incremental

Welcome! You might be reading this out of curiosity, or because you want to improve your programming capabilities to stop people from exploiting your JS games. Given that the first thing I do when I open a new incremental is open the terminal and start messing around with your games, I figured it’s about time to write something about what I see and how I break your games. Consequently, I’ll describe ways you can protect your games from the basic code manipulations I perform. Some might say “you’re just ruining the game for yourself!” while I’m going to turn around and say “I don’t care” – that’s not the point of this!

NB: This will only apply to vanilla JS applications, which I see more commonly. Frameworks like AngularJS and such are out of scope for this post. Advanced techniques such as using a debugger, while slightly more on topic, will also be disregarded for now.