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That silly 404 page

Every website’s gotta have an HTTP 404 File Not Found page that says nothing is there, ask the link owner to fix the link, here’s how to find what you’re looking for, yada yada… why not have a little fun with it? If you get a 404 error on pikadudeno1.com, the site takes the number of letters in the requested URL modulo 6, and uses the result to choose one of 6 stupid jokes to show on the error page!

Were I to share a bunch of links to nonexistent pages, I’d end up with search engine robots trying to follow them all and getting a whole lotta nothing… which is why I’m using the Robots Exclusion Standard to stop them from visiting any URL that starts with “http://pikadudeno1.com/nothingness/”. And since the number of letters in the “nothingness/” prefix is a multiple of 6, it doesn’t change which message is chosen!

So, without further ado, here are all the silly messages that can appear:

http://pikadudeno1.com/nothingness/a
http://pikadudeno1.com/nothingness/bb
http://pikadudeno1.com/nothingness/ccc
http://pikadudeno1.com/nothingness/dddd
http://pikadudeno1.com/nothingness/eeeee
http://pikadudeno1.com/nothingness/ffffff

With a little cleverness, you can make URLs that appear related to the message that appears:

http://pikadudeno1.com/nothingness/LooksLikeAlderannsAGoner
http://pikadudeno1.com/nothingness/GrammarNaziHell

Whatever humor you may find in this feature, you’re certainly not finding a file.

The Ol’ Blog is New Again

In the time since I last chose my blogging platform, WordPress has not only fixed the bug that pushed me to LiveJournal, they’ve been working their butts off to make blog writing & customization a sleek and awesome experience. And they’re participating in Reset the Net*! And they let me have multiple drafts at once!!

So I’m now proudly hosting my blog on WordPress.com, and I’ve moved all my old posts here (except for that one “consider this retracted” post), along with their comments. And now that I have more enjoyable blogging software and can work on more posts simultaneously, you should see me blogging more. Come along to see what awesomeness the future holds!

* PikadudeNo1.com will be going HTTPS as well – it’s one of many goals for the site this year!

It’s been a quiet year for my creative works.

Too quiet.

LET'S MAKE SOME NOISE, AND SOMEHOW RESIST DOING SO BY INCREASING THE FONT SIZE!!!!

Every month for the rest of the year, college workload permitting, I shall release one creative work from the following list. Items marked with an asterisk are closest to completion, and yes, "every month" includes this one.

  • * Zapster Solitaire 0.8: A card game based on the standard 52-card deck. It's mostly luck-based, but there is a limited-use mechanic to keep you interested.
  • * Random Bookmark: A Firefox extension to pick a bookmark at random from a chosen folder and open it.
  • Yin-Yang It (this name may change): An arcade game that has you controlling the two dots of the Yin-Yang symbol simultaneously.
  • Wackyland v2: A truly mobile-friendly Wacky Theater with a new cartoon, plus the new location Wacky Labs, where humor is not just art, but SCIENCE!
  • Zapster Solitaire 1.0: Zapster Solitaire 0.8 + audio + original artwork for Jacks, Queens, and Kings.
  • Signs of Life v2: Many new puzzles (most of which will require payment), an easy way to compare scores with friends, and vastly-improved presentation will make Signs of Life a much more impressive game.

September 1 update: Wow, that plan worked out fantabulously, didn’t it, Internet? Eh, I’m still going to have five of the above out by the end of the year, just on a slightly denser release schedule.

An RPG Character Am I

So apparently this is an unusual RPG, where at the very least I have complete freedom to define what a level-up is. Okay, then. I know one world where I can be a player character, and that, unsurprisingly, is the world of video game development.

There are many skills game developers can level up in. Besides the obvious ones of game design and programming, one can level up in music, a number of graphics styles in 2D and 3D, storytelling, and so forth. Pixel, the developer of Cave Story, seems to have built himself into a powerful and well-rounded character.

My own stats? Programming and user interface design and quite high, I would say. I’d say I’m pretty darn good at composing music, but I’ve yet to get much experience in a mechanism that would let other people hear it, making my effective stat very low. Game design… probably low at this point, as I’ve had very little feedback on what I’ve made. (I really need to complete something in a timely manner for Art 108.)

So that’s my character in the world of game design. My Art 108 instructor apparently needs me to have a character in the world of spies. Outside of video games (where there is a comfortable distance between myself and my avatar in the game world), I would hate to play anyone who isn’t a mellow pacifist, like myself. It’s hard to see what place such a character would have in a spy game; hopefully, something can be worked out.

Oh Noes, I’m an RPG Character

So, Art class has asked me to describe an RPG character version of myself. I am extremely pacifistic with a dislike of long-term adventures, so unless this is an unusual RPG, I’d be an NPC. Possibly I’d have a job running a minigame parlor. If the RPG features tameable creatures, I would have one or two of the cuter ones as pets. And if the RPG features cute fairies, expect me to be friends with at least one, even if the RPG doesn’t normally allow friendly relationships with magical creatures. That’s an NPC privilege I’d never miss out on.

Game Design Analyses for the Week of March 11

Quick Analyses

You Have To Burn the Rope is an amusing case of disproportionate reward. In exchange for a minute or so of extremely trivial gameplay, the game literally sings praises of you.

Redder is a minimalistic Metroidvania game made in Flash. For a reason I hope to figure out someday, Flash-based Metroidvanias typically fail to resonate with me, and Redder was no exception. However, the game made excellent use of its few mechanisms.

Canabalt is interesting in that its setting – the rooftops of a city experiencing a robot-induced apocalypse – seems to be the main draw of the game.

Super Puzzle Platformer is a delightfully literal interpretation of the term “puzzle platformer”. Though it’s basically SameGame, the fact that you must act via an avatar on the board instead of an omnipotent cursor makes a world of difference.

In-Depth Analysis

Rescue: The Beagles is a delightful action-platforming game. It has a fast pace, but because of the gameplay area’s large size and the speed at which you can maneuver it, you have time to think in spite of that pace. And there is much to think about…

The gameplay area consists of four vertically-stacked randomly-generated paths. Each path changes elevation frequently, and advances at a rate which slightly differs from its neighbors. Thus, those parts of the playing field which can be traversed with a given difficulty and a given degree of item usage will mutate constantly. Beagles and items offer a plethora of targets to strive for to motivate your movement across this landscape.

The game gives the same penalty to the loss of a beagle as it gives to damage to your character – one life is lost. This has interesting gameplay consequences, as rescuing those adorable dogs becomes equally as important as protecting yourself, and moves that risk your life become justifiable if they enable beagle-gathering. This makes skill-building in judging which moves won’t cost your life practically mandatory, and contributes to establishing the game’s setting of a beagle rescue mission.

Your limited supply of ropes and parachutes presents an interesting constraint. Use them too much and you won’t have one when you need one. But can the extras that have appeared on the playing field be collected in time? More can appear on the field, but will they come soon enough? Just how much use of them is justified to meet your goals? Will the shifting landscape open a route that doesn’t require them in time? Developing the skills to answer these questions adds to the thrill of the gameplay.

The scoring system – the manipulation of which is the only way to earn extra lives – suffers one unfortunate flaw, which is that the valuable special bonuses are practically only learnable via the text file that is distributed alongside the game. The in-program documentation makes no mention of them, and if you earn one by accident, unintuitive names, which all include the word “Flow” for no discernible reason, make it difficult to figure out how to earn them again.

Overall, a wonderful and exciting game.

That’s an interesting card

I was debugging a web game based on the standard 52-card deck, called Zapster Solitaire, which I’ll release later this year. The game is supposed to end when you’ve depleted the draw pile, but due to a bug I found the draw pile empty but the game still going. I tried drawing a card from the empty pile, and the program gave me the NaN of Hearts and declared me the winner. I found that hilarious.

Return of the Blog: Attack of the Unrelated Paragraphs

Kilimanjaro sounds awesome, and makes me more confident than ever that I went on the right path when I decided to be a plugins-free Web developer. I hope to have an awesome thing or two ready by Day 1 of the release.

I probably lack a sufficiently-outgoing personality to pull it off, but at some point in my life I’d like a good excuse to spout the line “What does the scouter say about our party level??”

Signs of Life Fun Fact #1: I was originally going to name it “Sign In”, but at the time it was first released, the page it was listed on didn’t visually separate the login form from the rest of the page, and I realized having a game called “Sign In” too close to the login form presented a usability problem.

Signs of Life Fun Fact #2: There is a sandbox mode in the game, accessible via this URL. You can enter nothing when prompted for a puzzle to get a random 4-digit puzzle. This helped me create some of the game’s 27 puzzles, and it will probably be a big help with the additional puzzles I plan to make for Signs of Life 2.0.

Internet Explorer 8 gets a lot of hate from fellow Web developers, and I don’t quite get it. Sure, it was behind the times on Day 1, but it made some important steps forward, including support for box-sizing, window.postMessage, and the speed of not just any snail, but a snail specially bred for racing! I am quite happy to support it for my less tech-heavy Web apps. (Probably because I don’t have to maintain jQuery, ha ha.)

What the future of my website holds: Not Internet Channel support

I had what I thought was a neat idea once: Create JavaScript apps that explicitly supported the Wii’s Internet Channel, with special controls enabled for the Wii Remote. These days, I don’t think that idea is worth it, so I’m abandoning it.

Nintendo’s basically ignoring the Internet Channel. They’re not doing anything to promote it beyond what they’ve already published, and more importantly they’re not updating it. That means developers of made-for-Wii content won’t get any new functionality (access to the B button on the browsing remote would have been nice…) or any of the performance boosts and standards support improvements from anything beyond Opera 9.30. With the Wii U on the way, I don’t foresee this situation improving.

The rest of the world seems to be ignoring it, too. There seems to have been practically no buzz about it, save some murmurs of excitement and a joke or two when it first came out. marketshare.hitslink.com reports 0.00% market share, which is probably rounded, but still pretty darn low.

Creating made-for-Wii apps accomplished two awesome things. #1, it allowed the player to play these games while holding an NES gamepad-like device. If you’re the sort of gamer that I am, you know the importance of holding a controller in your two hands to play games. (Which is to say, not at all important, but we like it, dang it.) #2, that combined with saving game data on the server freed you from the PC and let you take your game experience to another device.

For #1, I’d like for Web games to be able to use actual gamepads on the PC. I’ll pursue this soon.

For #2, if the buzz surrounding iStuff & Android is any indication, the best way to do that is to make my apps mobile-friendly. I shall do that, then. This will be somewhat hindered by my not actually owning a mobile device that does Web browsing, but with any luck I’ll be able to borrow my mom’s phone every now and then. (Hi, Mom! 😀 )

So yeah, those are my plans, let the past be past and ROCKET FORWARD IN BLAZING GLORY, at least when I get around to picking up the pace on my projects.

P.S.: Because it doesn’t make much sense to update an app just to remove a feature, Signs of Life and Wackyland will keep their Wii-specific features until I have real updates for them.