NinjaPenguin 6

May 17th, 2012

20120512-DSC_0312

For the last few years, my friend pinguino has been celebrating her birthday at a party called NinjaPenguin. She’s often joined by other May birthdays like Dave, Jessica, and Erik. The party usually has a strong internet related theme. This year was Rise of the Breadcats, so I made two big foam pieces of bread with cat ears for people to wear and Grace made a breadcat piñata. One of the most memorable features of the party is often the cake; check out some of the past cakes below: Read the rest of this entry »

Ascension and deck-building games

May 10th, 2012

I’ve been cleaning out my closet and listing items on eBay, one of which is the original Penny Arcade card game from 2006. It used the UFS rules designed for collectable card games (CCGs) but was itself a standalone, pre-built set. Upon listing this, I discovered that Penny Arcade is actually selling a new card game described as, “It’s a deckbuilding game, if you’re familiar with the genre. Think of games like Dominion, Ascension, or Thunderstone.” I was not familiar with deck-building, but I love interesting game mechanics so I started researching. Read the rest of this entry »

Flickr Android app glitch art

May 9th, 2012

Mt. Hood...I think?

It took some time before Flickr released their official Android app last fall. I was pretty excited about it. It’s not without its quirks though. There’s something in its upload code that doesn’t do near enough error checking. So when you’re on a flaky cell connection, something breaks, and out pops glitch art! The picture above is from my former coworker Taylor. The one below is from Frosty, which was taken recently and prompted me writing this post. The third example below I found by crawling pages of photos with the app’s machine tag; I don’t know if there’s a way to easily find these. Read the rest of this entry »

Pixel art scaling in JavaScript

May 7th, 2012

While reading about canvas pixel manipulation I wondered if anyone had ported pixel scaling algorithms to JavaScript. You may have heard of Eagle, 2xSaI, or hqx which are employed by console emulators (e.g. ZSNES). The scaling algorithms are designed to make low resolution graphics look appealing on modern high resolution displays without introducing jaggy artifacts. Wikipedia has a great section explaining pixel art scalers.

A couple years ago, the source of the hqx series of scaling algorithms was put into the public domain. Dominic Szablewski ported the code to JavaScript for use with his Impact HTML5 game engine. You can get the js-hqx source from GitHub and view it in action as part of his Biolab Disaster game. The performance impact is negligible since all of the sprites get scaled once at the beginning of game instead of scaling every frame.

Aside: While researching this I rediscovered the Microsoft research paper from last summer where they developed an algorithm for turning pixel art into vector art.

Can you bypass Content ID with hue rotation?

May 6th, 2012


Sorry, your browser doesn’t support this Canvas demo.

Well, if you subscribe to the Betteridge school of thought, you know the answer already: No. But that doesn’t mean we can’t have some fun. Read the rest of this entry »

Cinco de Mustache

May 5th, 2012

Happy Cinco de Mustache!

Q: Eliot, how do you always have such a fine mustache on May 5th?
A: I have a yearly calendar reminder on April 1st to stop shaving.

No, it’s not a real holiday; just a fun excuse to grow a stupid mustache once a year. Here are photos of years passed: Read the rest of this entry »

Typographic and logo music videos

May 4th, 2012

Last month, Gizmodo posted about the video for The Supermen Lovers – Say No More. I love this style of animated video: a simple constraint, like using the same text, being run through thousands of possible motifs. It reminds me of all the iterations the Munny has seen or the painted helmets of The Vader Project. Read the rest of this entry »

Modern self-portraiture

May 3rd, 2012

I was tickled to discover the other day that Gizmodo was using my image to illustrate a story on “Trashy MySpace iPad Mirror” photography. I had taken the photo as a joke upon receiving my New iPad. It reminded me of another photo I had taken but not published yet. Read the rest of this entry »

I’m looking for work

May 1st, 2012

Glam Breakfast

I’ve recently left my role as Producer with the awesome team at Tecca and I’m looking for new work opportunities.

What I do

I’m an online managing editor with 7 years experience. The majority of my work has been running diverse teams of remote freelance contributors. I’ve done everything from hiring and training full teams of bloggers to vetting CMS software to better serve both contributors and the audience.

At Tecca and Netscape/Propeller, I helped build out brand new properties. I worked with a team to shape their editorial voice and plan regular features. At Hack a Day, I ran all aspects of the blog. I hired and trained the contributor team. I performed site fixes and upgrades. I championed Hack a Day’s first venture into manufacturing custom hardware. For Syyn Labs, I contributed to new project ideation and guided hardware design and construction for large installations. Read the rest of this entry »

EasyEars.js

April 30th, 2012

EasyEars.js
I’ve been keeping up with Code Year‘s JavaScript and CSS lessons since the beginning of the year. As part of that, my Syyn Labs friend David Guttman has encouraged me to participate in the JS.LA meetups. Last week David happened to present a new tool he had developed: EasyEars.js. EasyEars helps you build sound reactive javascript by using the Web Audio API. Give EasyEars an MP3 and it will give you audio data representing the lows, mids, and highs. It’s the same sort of data David uses to build live visualizations like Sonic Stalagmites. My favorite part of this project though is the live demo page you can play with.

David mentioned that one of the things that he loves about visualizations is the ability to connect unrelated things. As an example of this, he noted that many years ago he read a review of Monster Rancher that stuck with him. It covered the game’s ability to generate new monsters based on completely random CDs inserted into the game console.