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mrtnkl

1,508 karma · joined July 8, 2010

http://martinkool.com
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mrtnkl··on Migrating a JavaScript Library from JavaScript to WebAssembly
True fun fact: the author, Marcel Duin, got married yesterday!
mrtnkl··on 0h n0 – A new game from the makers of 0h h1
The source is on github: https://github.com/Q42/0hn0
mrtnkl··on 0h h1 game is now available on GitHub
Yes we tried to fix most of the things that people didn't like. What do you think of it now?
mrtnkl··on 0h h1 game is now available on GitHub
Should it ask before it does that?
mrtnkl··on 0h h1 game is now available on GitHub
The concept is based on the Japanese "Takuzu".
mrtnkl··on 0h h1 – A little logic game
Yup. https://github.com/Q42/0hh1
mrtnkl··on 0h h1 – A little logic game
0h h1 is now available on Github. Clone away :)

https://github.com/Q42/0hh1

mrtnkl··on 0h h1 – A little logic game
Hi, I'm Martin, the author. Thanks for analyzing the game and the recommendations. I was actually working on your solution a already. So it will be coming up shortly. Also, for those who were suggesting to put it on iTunes and the Play Store, it already is. Enjoy playing! - @mrtnkl
mrtnkl··on Detect iPad Mini in HTML5?
I updated the question and gave a bit more reasoning to why it's ridiculous that we aren't able to properly tell the difference between an iPad Mini and an iPad 2.

Short version: It's not just about size. It's about weight and form factor. The iPad mini can and will be used differently, like being held with one hand. Designers/ developers such as myself should be able to provide users with a different default controlscheme for the Mini that could make advantage of this situation (such as using tap to walk instead of a virtual thumbstick - but that's just an arbitrary example).

mrtnkl··on Detect iPad Mini in HTML5?
+1 on creativity :)
mrtnkl··on Playable HTML5 demo of Space Quest authors' Kickstarter project (Chrome app)
Martin from Q42 here, also one of the guys behind the html5 prototype thing.

This first prototype is the least viable "playable game" to illustrate Mark and Scott really think highly of getting fans involved from the earliest sketch to the final adventure game.

Doing that and iterating quickly on (the overwhelming) responses needed a flexible engine and easy deployment to the PC, Mac and Linux platforms with an experience that is 99% similar on all of those. HTML5 and the Chrome Web Store are ideal for that.

So it's not about HTML5 itself actually, it's about being able to act upon fan feedback and incorporating that in an improved next prototype in a matter of days.

It feels like pioneering and the entire team (Two Guys and Q42) is very excited about what's coming up. A next prototype with real artwork, a real avatar and in the end music and all that - that's the bar we've set and it will be one that will resonate better with the most sceptic voices heared so far as the "prototype" will be as close to - or equal to - a real short adventure game. Only this time done with fans in a really short time.

mrtnkl··on Space Quest creators create kickstarter for a new Space Adventure
Sorry to hear. I made it as a tribute to keep fans just one click away from playing and allow them to refer other (new) players to these games long forgotten (by publishers).

Sure there are technical tidbits but if you read the how-to-play instructions below the game screen there are many little tweaks (such as doubleclicking or doubletapping) that overcome what you're mentioning, and could've given you a more pleasant experience.

mrtnkl··on On pivoting: how we're trying to deal with the unintended use of our product
This is indeed one of the more viable options that we've been thinking about.