Posts Tagged ‘asteroidsinc.com’

9/11 Update

Posted in Entrepreneurship on September 1st, 2011 by Jarred – Comments Off

I am ecstatic. This month I finally made some money (Hurray!!!!). All my efforts have not been in vain (well sorta). I have had some luck with monetizing my projects, but overall so far my returns are not very high at all and can in no way justify all the effort and time I have put into these projects. So far for the amount of time I have put into all this my overall income is in the neighborhood of $0.10/hour (yeah…not that impressive). But nonetheless it is a start, and I am happy with that. Hopefully with a little more promotion and continually adding additional online services/sites/apps I can up the income to a more realistic level.

My Results for last month are as follows
So far my only method of monetization has been Google Adsense

Asteroids Inc
Visits: 3446
Adsense Income: $15.6

Infobrink Blog
Visits:250
Adsense Income: $1.25

Moving forward I think these will be the next things I will try to accomplish this coming month.
-Find an additional source of monetization for both sites
-Create a HTML5 game portal
-Continue promoting Asteroids Inc

AsteroidsInc is ready to go

Posted in Entrepreneurship, Programing, Web Development on August 1st, 2011 by Jarred – 1 Comment


Well at long last I think I am finally ready to release my first game. Check it out at AsteroidsInc.com

 The game was programed entirely in JavaScript using the HTML5 canvas and audio objects. It should require no plugins to play (looks like safari may require quicktime). This was pretty much the first game I have ever programed and I learned a lot and did lots of stuff wrong the first time around (and most likely still have a lot of stuff not quite right). If I write another one it should go a lot smoother. If you play it and have any feedback or find any bugs please let me know.

 At the outset I had even grander designs for the game, but I decided to try and simplify the design so that I could get the game to a releasable state sooner. As it was this beast took me several months of my free time to complete. I estimate it has probably taken me around 200 hours total from start to finish (next time I will try and keep better track of the time).

 So if you refer to my post here on how I plan on accomplishing my goal this marks the completion of step one and two (at least for my first project). I hopefully have created something useful which will attract Visitors & Links.

 Now I plan on trying to figure out the most efficient way to monetize the game and start generating some passive income from it. I am aware that it will likely be a challenge and may not be a simple task to do, but I am determined to see this through. I will keep the graph on the upper right hand corner of the blog updated to track my progress.

HTML5 Canvas performance for scaling sprites

Posted in All on August 1st, 2011 by Jarred – 1 Comment

Well…This is likely a nobrainer for most, but for some reason it took me quite a while to figure this one out.  In my latest game asteroidsInc I have been designing I was experiencing some pretty awful frame rates, and so I started to try and optimized the code for better performance.  I was using the JavaScript drawImage function to scale the images I was using as sprites in order to achieve a retro pixely effect.  While it did accomplish the effect I was looking for it turns out the frame rate took a big hit due to the scaling.  To improve the performance I simply used Photoshop to enlarge my images (in order to retain the retro effect) and then used the drawImage function using no scaling. The performance boost was quite significant. In hindsight it seems quite obvious that using the scaling was a bad idea on sprites and would require more resources to render, but hey…sometimes the obvious just takes a little longer.

 

In recap, if you are are trying to animate multiple objects on the canvas it appears that resizing the images themselves has performance advantages over using the drawImage to scale the images.