That was my first thought, the theme song came rushing right back. I found it on YouTube https://youtu.be/uZDG4dlU5uY but I think my PCjr was slower than the machine that recorded this because the song was much more sparse back when I played the game.
Aww, firefox makes the page scroll with arrow keys :( I'm not sure if I would override that though, maybe have alternate controls like "wasd" or something similar.
P.S. I looked at the code for the cat and I really like it. Nice and simple.
I was amused when it dropped from the top and I played around resizing the window to make it fall. Casually dropping "use arrow keys to move cat!" under hobby programming was a lovely way of revealing that and rewarding the reader.
Thanks! I've never heard of esheep, but have been inspired by some desktop hacks over the years. (Remember that roach program for windows?) The cat animation was lifted from an old DOS game called Alleycat that I loved.
Wasn't aware of the roach program or Alleycat so thanks for the pointers. I can see why you were keen to liberate the cat now I've seen it :)
My esheep query seems to have been taken extremely negatively. Rereading it a day later, it does seem to be dripping with snark, though that really wasn't how it was intended. I remember eSheep fondly as a kid, so it was the first thing I thought of when I saw the cat - along with more fondness for someone who'd brought similar to the web. I think some of my early forays into programming were directly attributable to me trying to surreptitiously inflict it on friends and family.
Cool resume, you know what's weird? I saw this post earlier while working and tonight I was randomly looking at an old DOS game compilation video on Youtube. One of the clips was of a pink and blue cat game called Alleycat that I decided to find a longer video of because I liked the style. I came back here because I swore I just saw that cat earlier today and now saw your comment further down to confirm. I've never heard of the game or seen your resume until today, fun coincidence, or my unconscious mind noticed the cat.
It's a fun idea. I'm working on something similar for my personal site (a little interactive 3D sandbox with threejs and bullet physics).
People saying that it's not small or that it doesn't load fast enough are kind of missing the point... it's supposed to be a showcase of some skills this person has, not a tiny fast site.
But when someone clicks on a link from a mobile browser and nothing happens - it leaves the viewer with the impression that things are broken when in reality the exposed use case was just not considered (or not deemed important). This also tells a great deal about the author in my opinion.
Then it's lucky the author has done well in their career despite it :)
As an aside, if the author is around, you could make 90% of the site's font rendering become immediate very easily. The biggest things would be self-hosting the FA and Google Fonts stuff, and moving the TypeKit include to an async JS approach.
After that, you could restrict the preloader progress bar to just the balloon portion.
Man, I am glad they built this instead of them saying "Ah, load times are slow, scrap that idea." like it seems like a lot of people in this thread would do. Very very cool.
I dunno, try opening a couple of parallax / animation heavy websites and just stay on them scrolling up and down. I have had the fans revving up from that plenty of times.
I wish Apple phones wouldn’t constantly crash when loading WebGL graphics libraries. I’m working in BabylonJS right now, and not only will the page crash on iOS Safari, but there’s no way to debug it. It (frustratingly) runs fine inside of the iPhone Simulator on MacOS, which is the only way I’ve been able to access devtools or crash logs.
And I’ve successfully rendered BabylonJS on iOS in the past, so I know it’s not just me.
I’m working on another website at the moment using pixi.js, and I’m dreading the battle I’ll be facing with Safari.
Does anyone here have advice on how to better deal with WebGL + iOS debugging? OP and I seem to be faced with the same problems…
If you have an iPhone, you can physically connect it to your computer and inspect its elements through Safari's DevTools. It's a little unintuitive, but I wrote a walkthrough on how to set it up here (see the second section) [0].
Works just fine on an iPhone X. The point of tech demos isn’t to let the person know if it works on a Motorola Razr. You’re not always the intended audience.
was like that for me too, I believe app[hash].js is the culprit, a 5mb download. It's a very pretty site, and I wish I could do this shader / unity / 3d stuff
I modelled the balloon in C4D, extended and tweaked the Ammo physics lib (ported from Bullet) and brought it all together with GLSL & JS using Three.js. Hope that helps