I already did what I could to reduce file size. I just can't really do this demo with PNG bootstrapping for various reasons. PNG bootstrapping just won't work here because the demo is layered (among other reasons). js-file-in-PNG packers store stuff.) Psenough's post is definitely interesting though. I'm glad you like it! Keep in mind that I basically used every trick that would work with how I structured it (layered canvas elements which wouldn't be conducive with how. It took years to figure out how to minify it and then years to find a host capable of properly serving SVGZ content. Also keep in mind that I did this demo way back in 8th grade (2015) and back then it was 30 kilobytes rather than 3. Secondly, the code is not even remotely conducive to PNG bootstrapping because of how stacked it is. Also there's code I purposefully left in so that when ported to systems without the plight of layered canvas pointers being mutually exclusive, the waves can respond to user clicks as intended. This demo cannot go to 1K because a dense third of the demo handles shape. Thanks! Keep in mind that I used many of the tools there (like uglify, jsmin, and closure ). This game is also handy to play on metered connections when you are just about to reach points of either dropped service or extra charges on your bill if you go over for the month. And one can use Safari for it rather than Chrome or Firefox, which is helpful on old Macs that have such space issues that get messy when you load Firefox and its RAM. Since everything is generated on the fly and random, and the game is smaller than a cookie, it isn't really dangerous to use on such a precarious machine. Another nice thing is that it isn't problematic to run on computers dangerously close to filling their disks via cache. It's the game you play when you are way out in the middle of nowhere and bored. Even under a Bell 101 modem at 110 baud it isn't agonizing to download, in fact it takes less than 5 minutes (4:50). Even at 300 baud it downloads within a fairly quick amount of time (1:24). Also the slowest of portable last-ditch satellite modems will be able to load this game relatively fast. That's the beauty of this demo! It's touch-friendly, friendly to both extremely tall and extremely wide displays at very high resolutions, handles frame rates over 60hz very excellently, and another good thing about it is that it is playable on the very worst cellular connections, such as 2G if one is in an area stuck with it. Quote: pretty cool, works nicely on my phone browser. I hope you enjoy this fun demo I did that is also a cursorgame! A macOS WebKit screensaver can be used with this, and you can use the interactivity mode of it to make a screensaver that you can interact with, and do so even on the highest resolution Retina Macs. Instead, it's a stretch into a tall aspect ratio that the demo generates at with no complaints. You can use it with a Chromium web screensaver on Windows on an ASUS ZenBook Pro Duo to have the bottom screen be waves and the top screen be the shapes, without duplicating the screensaver. With Wallpaper Engine it can be used as an interactive wallpaper (cursor), and since it generates at the resolution of what it is inside of, you don't really need to use the anti-aliasing stuff and such. At 3099 bytes it downloads very quickly, even on dial-up. It's a calming cursorgame/toy, and it can be used to replicate a fidget spinner but with the addition of calming waves and linen (as someone with autism this creation is handy), and it is handy for occupying my kid cousins. This uses 3 canvas elements, and the background is based on iOS 6's Linen but procedurally generated, the waves are based on the Wii Homebrew Channel banner, and the shapes hark back to the Mac screensaver known as AlphaBaby on my old eMac, and the sizing of the shapes is in a sine "breathing" pattern like the power light fading pattern on it. You can also move the mouse rapidly to "draw" as long as you are moving it. You interact with the game with either touch input or mouse movement to move the cursor shape, and you can change the shapes without moving your mouse by using the arrow keys. So you can run it on wide or tall monitors that are above 60hz refresh rate and have 4K or higher resolution. It also does not care what your resolution, aspect ratio, or refresh rate is. It is interactive AND procedurally generated. The nice thing about this demo is that it is not just a demo. In early 2019, Google Chrome stopped loading SVGZs from disk, and thus one has to host it from a server whose. In December 2018 I got it down to its present size of 3099 bytes, which is 1 byte under 3.1 Kilobytes. This is a sub-4KiB JavaScript demo I wrote back in 2015 (I was in 8th grade then), and back then it was 30000 bytes.
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