Images from "Eat this Jam"
AnasAbdin
Cosmic Funnies
d e v o n

No title available
Acquired Stardust
almost home
RMH
I'd rather be in outer space 🛸
let's talk about Bridgerton tea, my ask is open
Peter Solarz
🪼
DEAR READER

❣ Chile in a Photography ❣
ojovivo
Alisa U Zemlji Chuda
art blog(derogatory)

roma★
Aqua Utopia|海の底で記憶を紡ぐ
dirt enthusiast
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seen from Germany

seen from Germany

seen from United Kingdom
seen from South Korea
seen from Ukraine
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seen from Croatia

seen from France

seen from Türkiye
seen from United States
seen from United Kingdom
seen from United States
seen from Türkiye
seen from United Kingdom
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seen from Türkiye

seen from South Korea

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@thesupermighty
Images from "Eat this Jam"
Eat this Jam Wrap Up
The Philly indie dev scene helped punch hunger in the face by hosting a game jam with awards and prizes that were donations to a local charity fighting hunger hard.
Eat This Jam: Extreme Mastication
Philly Indie Devs we love you hard! Thank you for everyone who came out to last thursday's game jam at Philly Dev Nighty. The support was extraordinary for our first community event.
If you were not there or forgot to sign up head here and get your form fill on: http://www.supermighty.com/jam-sign-up/
Event details and award ceremony are found over here:
http://phillydevnight.com/
Angular + Parse: Serverless Rapid Prototype
In order to minimize the time to market for the SuperMighty platform, we began looking into Cloud Services such as Parse and Firebase to manage our users and Mighty Items (MI). Such platforms make life for developers less painful on an order of magnitude. We chose to go with Parse since it integrates better with IOS and the first game we are interacting with is written in IOS. Below I have documented the very simple process of creating a direct and secure connection directly between Parse and our developer dashboard.
Our initial thought on utilizing this cloud storage was that we would still need to build an API who's purpose would be to hide our Parse API credentials from being directly viewable through the client side code of our AngularJS dashboard as well as our various plugins for Unity, Gamemaker, iOS, etc. Upon further inspection it was revealed that Parse has already taken care of this problem.
Parse's object level control allows a user to create an Access Control List (ACL), which is a JSON object defining permissions for both a specific user and the general public.
Example:
// Only user with ID nH0EQaCfCu has read/write access. The public has no read/write access. {"nH0EQaCfCu":{"write":true,"read":true}} // Only user with ID nH0EQaCfCu has read/write access. The public has read access only. {"nH0EQaCfCu":{"write":true,"read":true}, "*":{"read":true}} Setting up an ACL for parse is as easy as a few lines of code implemented in the save method: // Create instance of Parse with getters and setters var Item = Parse.Object.extend({ className: "Items", attrs:['productId', 'tempUser', 'user'] }); // Create an Access Control List var acl = new Parse.ACL(); // Set permissions for the current user acl.setWriteAccess( currentUser, true); acl.setReadAccess( currentUser, true); // Set permissions for the public acl.setPublicReadAccess(false); acl.setPublicWriteAccess(false); var item = new Item({ACL: acl});
Now that there is no more need for an obfuscation layer, our dashboard and plugins can communicate directly with Parse rather than having to first write to an API thats only purpose would be to house the Parse API credentials. This eliminates a significant amount of development.
Once looking into the Parse JavaScript API, I found that it does not directly interface with Angular in the same way that Firebase does using their provided Angular Fire plugin. The main issue with Parse and Angular is that Angular does not automatically bind to Parse objects. The standard Parse JavaScript API can still be used but it requires a $scope.$apply() call to the digest cycle upon retrieving or saving data.
A simple patch will also take care of this for you as well as creating getters and setters for all of the properties of the Parse object you wish to access.
https://github.com/brandid/parse-angular-patch
Now I am able to use the Parse API as it is detailed in the documentation.
In my service I can create a method to find results like so:
find: function() { var query = new Parse.Query(Item); var delay = $q.defer(); query.equalTo('user', currentUser); query.find({ success: function(response) { delay.resolve(response); }, error: function(object, error) { delay.reject(error); } }); return delay.promise; },
In my controller I can implement the method just as easily and assign the result to $scope.items:
Item.find().then(function(response) { $scope.data.items = response; });
The parse angular patch also allows you to define getters and setters for whatever properties you wish. This allows for ease of use particularly while creating templates.
// Create instance of parse with getters and setters var Item = Parse.Object.extend({ className: "Items", attrs:['productId', 'tempUser', 'user'] });
The getters and setters can then be implemented in the template like so:
{{ item.getProductId }}
In closing, the out of box functionality of Parse can save countless hours when trying to push a product to market quickly.
What We Learned From Our First Playtest
As we get ready to launch the very first MightyItem into market we gathered for an all company play test to make sure the experience & bugs were tight. We have come a long way from our MVP which was a basic working prototype inside of a game we developed that just returned click data to a Parse database. This time the stakes get higher inside of the game Pilot! which has over 5 million downloads to date. A couple insights on our process and product.
Play Testing is Painful
Especially for the developers - the title of the 3 hour meeting sounds like we are all just going to get together and look at a pixel perfect, flawless product. Its anything but a group tickle fight. Someone in the group will have a talent for pixel punching your product in the face - exposing bugs, experience flaws, and yes the inevitable spelling error.
Be Mindful
In a small startup everyone is passionate and emotionally invested in their work. As you conduct play testing remind the group of this face before someone starts shouting "look another bug!". This will keep your developers silent rage from exploding over and ending one of your interns.
Change of Venue
We believe in getting away from our desks in a shared environment to neutralize any urges of people putting their heads down and headphones back on. In the SuperMighty HQ we have a space specifically for this purpose.
Captain Feedback
Assign a team member the responsibility of accurately capturing feedback. It will be rapid fire with people hitting the experience from every standpoint - there will be bug hunters, pixel pushers, and the spelling police. We use Sprint.ly for and added "defects" to stories or tasks that needed attention.
Have a Beer
Before everyone has the impulse to run back and jump all over the defects that are now tagged against their tasks - take a moment to have a beer. Its important you do this out of the office if you can.
Conclusion
In general, we our first play test did not harm any interns. The product was fairly tight all around. We tested a limited number of stories / features and left with a sense that our process of iterations, test driven development, and constant communication set us up for success.
Share any thoughts on your companies play testing process below.
Encourage your daughter to code. We need to change this number. Please re-share.
Good Dev: Passing Blocks, Making Plugins (iOS)
Prerequisite: If you haven't used blocks in iOS/Objective C before, I'd recommend the following article before you go through this: Getting Started with Blocks
Our bootstrapped branding is coming along.
Business Cards: 5 people, 80 cards each, $120
www.moo.com
Stamps: 3 variations self-inking stamps $38
www.rubberstampchamp.com
One of our three bike pulleys.
An incredible day volunteering at Philabundance. Our team of 5 helped pack food donations that will hit local pantries, soup kitchens, and faith based locations to feed the hungry. We pack over 7,780lbs in 3 hours. #goodbusiness #philabundance #startup #startuplife #bemighty
This place is starting to feel more like our home. Hung some restored factory lights and setup the game room. PS4 + XboxOne + Wii U + Steambox. We'll be streaming live to Twitch soon.
The space is coming together. Here are a couple more action shots. You will notice the complete lack of respect for the C&P Letterpress from 1856. We can't install the bike rack pulley system quick enough.
After a week of intense install our desks are finally coming together.
Moving into the SuperMighty Headquarters.
We are leaving the agency life behind to pursue our dream to change the world through gaming. We have always been small but everything we have ever produced has been mighty. Thanks for everyone who followed and supported www.wearewellfed.com