apitaru

Joined 17 years ago

Karma
158
Submissions
70
Member since
Jul 29
Coder Arter Designer / Codist Artist Designist

http://pitaru.com @pitaru

http://fiftythree.com

http://sfpc.io/ http://kitchentablecoders.com

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Recent submissions

Comment · 10 months ago
Change the reality of any piece by diving into it and playing a game to win it
Comment · 10 years ago
I found the spirit of article a bit narrow-minded for all the reasons mentioned here already.

It did however make me think of an almost opposite activity for the next time I interview someone:

Pick a difficult trick question (like Binary Tree reversal but harder/arcane) that neither of us can solve, and spend some time working on the problem together with the candidate.

After all, solving problems together (directly, or indirectly) is what we'll be doing day to day.

This might not be a good idea, but I'll definitely try it out once and find out.

Comment · 10 years ago
This is grossly misleading. What I'd love to see is a chart that shows tax-paid-per-dollar-earned. I know it won't tell the whole story, but it'll tell a straight story.
Comment · 11 years ago
Yes, as in any field I'm sure there are scammers out there, or even just poorly conceived programs. So maybe what we need is a review site for these academies.
Comment · 11 years ago
Comment · 11 years ago
Prototyping tools seem to be blooming this year (see pencilcase.io and pixate.com), and it'll be great to see them mature over the next few years.
Comment · 12 years ago
Comment · 12 years ago
Right, to my taste it's a better game (though very differently tuned beyond the puck-through-a-gap idea).

More than anything I was trying to respond to the parent's question about why the game works at all, especially compared to so many bad single-switch games in the app store.

(In writing this I just realized - Maverick Brid is not a single switch game like Flappy Bird. Not that it matters - even without the dive key it's superior).

Comment · 12 years ago
By making the collision predictable [edit: interestingly, larger than I would have imagined needed], the gamer knows exactly why he/she failed. There's 'honesty' in the directness that most games lack (and therefore gamers crave).

And then - by allowing a quick restart, any frustration is overshadowed with the desire to try again.

There are other interesting fine-details. For example, notice when the bird starts to dive (an experience game developer pointed it out to me). It happens when the bird goes under the last flap-point. This allows for a much deeper control system than the one-switch interaction suggests. This depth is intuitively grasped by the gamer on some level, providing more fuel to try again.

Comment · 12 years ago
I think Flappy Bird is a wonderfully well-tuned game. I've yet to see a clone that implements the finer details which made the original shine.

Many games introduce difficulty through complexity. Here's a game that's simple to grasp, hard to play, yet not boring or frustrating.

I wish this was acknowledged more often, as it might have made the developer feel more comfortable being associated with his game's meteoric success.

Comment · 13 years ago
This is a great implementation, and super fun in many levels. Thanks for whipping this up.

(meta: yes, just a simple comment to say its great. Lets not forget to post these as well once in a while)

Comment · 13 years ago
I sometimes feel like the ice-cream factory guy in this funny bit by Mitchell and Webb - https://www.youtube.com/watch?v=Z-zRPDvTJTo

At the same time, I'm happy Mitchell and Webb stayed in comedy rather than attempt to cure cancer.

If you feel a calling to a particular space or venture, follow it - even if its Angry Birds. On the other hand, if you think your calling is in medicine, think well before attempting a go at this "golden age of entrepreneurship", as chances are you'll regret not doing what you love.

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