357 karma · joined October 10, 2012
Building a tool chain can be an extreme pain in the ass because everyone is still experimenting, and trying to make the web better. Things like web workers, hot module reloading, and code splitting are relatively new, and don't have mature tools or patterns. Yes it's hard to learn, and yes it takes a lot of time, but once you learn a few tools you can keep using them over and over. I've been using gulp and browserify since 2011, and recently switched to gulp+webpack for code splitting, and HMR, and the switch couldn't have been easier.
The nostalgic feeling and experience of playing not only on a CRT, but actual machine from the 1990's can't be replicated on an LCD.
Static on the screen, the hum of the monitor, the flickering of the colors, the look of the glare on the surrounding arcades, the sound of coins dropping down the chute, are the little things I bought my arcade cabinet for.
I dread the day that my monitor fails. As it'll mean the death of this experience for me without traveling to another country.
Could just be:
Math.max(...[1, 2, 3])
Also you might want to check out http://celephais.net/board/news.php which has a ton of very high quality user content for additional chapters, like mini expansion packs. Some really great level designers and artist who are making still making stuff for this game.
Code maintainability is #1 in css, and is the hardest thing to do. The main focus should be on that, and not trying to be clever or tricky.
However over the years, even after the guideline was instituted, there have been many different types of randomizers used. Of course, the original having none, and many a long the way having bugs.
Continuing my point, during the development of Quake 2, bunny hopping was "fixed" but players complained, and it eventually got added back in. It remains a central part of Quake gameplay. Action Quake 2, a mod for Quake 2, had bunny hopping in it like Quake 2. The mod developers then moved on and made Counter Strike. CS featured bhoping prominently up until version 1.3.
These games have always lived and breathed bunny hopping, it has been a huge part of the game, and has influenced the creation of many games (CPMA, Warsow, DeFRaG, etc), and even started a new genre of game that requires of focuses on skilled movement.
That game is event based, not frame based, so it is possible to put down multiple pieces in one frame.
Here is the same bot on a frame based game: http://www.youtube.com/watch?v=H1y_m1W-go8