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Doodle Jump Recreated in HTML5 ...with source

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Re: Doodle Jump Recreated in HTML5 ...with source

#61
post #60

Earlier quoted context omitted.

Is open sourcing it really all that bad? I presume anyone with some skill could recreate such a simple game, and there are tons of copies on the app store. Showing that it's possible to create the game in html5 and showing the source is amazing and very helpful for anyone wanting to create a real game with html5. Of course, making it look exactly like Doodle Jump isn't the best of ideas, although it doesn't compete w…

> Is open sourcing it really all that bad? Your views on the ethics of open source don't really have any bearing on whether this application infringes a copyright. > I presume anyone with some skill could recreate such a simple game, and there are tons of copies on the app store. An independent implementation of a similar game engine would presumably be neither technically difficult nor legally problematic. The probl…

> From a copyright perspective, independent implementation of the same technology is usually OK (see the Oracle/Google lawsuit, the court ruled that Google's independent implementation of Oracle's API was OK).

I am not a legal expert, but as I understand it, the Oracle/Google decision was based on the fact that APIs were not copyright-able. However, I believe you are that independent implementation is not a copyright violation, because patents protect technology while copyright protects specific works. If anyone actually knows about this, feel free to correct me.

Re: Doodle Jump Recreated in HTML5 ...with source

#64

Is there a way to restart via the keyboard? From what I can tell, you need to play the game using the arrow keys on the keyboard so it loses addictiveness when you have to reach for the mouse every time you want to restart.

Press the space bar to restart / start the game :)

Re: Doodle Jump Recreated in HTML5 ...with source

#65
Even though you are being honest and straight forward about the creators of the game and the copyright they have does not mean you can infringe on it. You still need to ask for permission. I would suggest doing so before you release any more code or updates to this page as you could incur severe legal penalties.

That said, nice work. Hopefully the authors of this game don't mind and will support your efforts or work with you on an HTML5 version of this game. Good luck.

Re: Doodle Jump Recreated in HTML5 ...with source

#66

Earlier quoted context omitted.

that tweet is protected but.. OH MY GOD!

https://twitter.com/dingfengquek/status/239451710278483970 (13119) Removed tweet protection. It's a pretty interesting game to master - the challenge isn't in hand-eye projectile-estimation/control. While that's important, it seems pretty easy to reach a satisfactory amount (as long as one doesn't need to cross the edge of the screen and wrap-around, which the human brain doesn't seem to handle well). The parameter t…

https://twitter.com/SolitaryDesigns/status/23958498854111232... (17562)

Re: Doodle Jump Recreated in HTML5 ...with source

#67
So, as someone who's planning to implement a game using Canvas, I was annoyed to notice that there seemed to be occasional frame drops despite the extreme simplicity of this script. I went tested on Safari, Chrome, and Firefox, and although it used only a small fraction of CPU, it wasn't perfectly smooth in any of them: subjectively, Chrome was the best, Safari dropped frames a bit more often, and Firefox was quite laggy. I added a trivial FPS counter to the JavaScript and the results sort of mirrored my impression - Chrome almost always got 60 FPS but sometimes 59, Safari got 59 more often, and Firefox was sometimes lower - but I'm not sure 59 FPS adequately explains the glitchiness I experienced, especially in Firefox, which was subjectively quite awful.

Anyway, I'd like to learn where this frame dropping is coming from. I'm a real stickler about lag, and even though the effect here is pretty minor (except on Firefox), I find it unacceptable. Maybe I should try reimplementing this in WebGL or even pure HTML with image tags. Though, again, this game and mine are simple enough that all these approaches should be able to run at 60 FPS, the differences in implementation might be enough to push it over the edge and I have to make do with what exists.

Re: Doodle Jump Recreated in HTML5 ...with source

#69
post #42
post #36

Earlier quoted context omitted.

so the whole outrage about copyright infringement is kinda...

...still an issue. being a "clone" is far less offensive than taking someone's name and artwork. If it was just a clone called "HTML Jump" with original graphics, but the same gameplay, there would be no outrage. Imagine if app.net called itself "twitter.net" and copied twitter's design exactly? There would (rightfully) be outrage

Unless it used Bootstrap...
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