roachpuppy.com Report : Visit Site


  • Server:SSWS...

    The main IP address: 65.39.205.54,Your server United States,New York City ISP:Squarespace  TLD:com CountryCode:US

    The description :games blog about jam games games blog about jam games top games blog about jam games twitter newer older crystalink downloads editorial monkey freak pinky and the cave playing with humans robots alway...

    This report updates in 12-Aug-2018

Created Date:2008-05-01
Changed Date:2018-05-02

Technical data of the roachpuppy.com


Geo IP provides you such as latitude, longitude and ISP (Internet Service Provider) etc. informations. Our GeoIP service found where is host roachpuppy.com. Currently, hosted in United States and its service provider is Squarespace .

Latitude: 40.703872680664
Longitude: -74.012184143066
Country: United States (US)
City: New York City
Region: New York
ISP: Squarespace

HTTP Header Analysis


HTTP Header information is a part of HTTP protocol that a user's browser sends to called SSWS containing the details of what the browser wants and will accept back from the web server.

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Server:SSWS
Date:Sun, 12 Aug 2018 05:26:38 GMT
Content-Type:text/html;charset=UTF-8

DNS

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HtmlToText

games blog about jam games games blog about jam games top games blog about jam games twitter newer older crystalink downloads editorial monkey freak pinky and the cave playing with humans robots always obey tentacle uprising video friday apr 20 2012 jam games section friday, april 20, 2012 at 11:52am i created a jam games page in order to keep all my short form games in one location. currently only the games that have already been hosted on here appear there but i may add more that i feel comfortable sharing and any future jam games will be located there rather than on a separate page. check it out here or up in the navigation bar. chris | post a comment | 9 references | share article tuesday feb 28 2012 see you at gdc! tuesday, february 28, 2012 at 2:02am been a while since i've posted anything but believe me i've been busy. hopefully i'll have something new to announce soon. until then, i'll be in san francisco for gdc next week. i'll be attending the indie game summit and will be wandering the expo floor and attending parties the rest of the week. see you there! chris | post a comment | 29 references | share article monday may 02 2011 thank you hobo postmortem monday, may 2, 2011 at 9:34pm this postmortem was originally posted on the ludum dare blog, to put it in context. this was my second ludum dare after failing miserably (but still submitting) my first time a couple years back. thank you hobo was my entry, an arena shooter that really emphasized the "take this" portion of theme via the hobo swapping your weapon every 10 seconds. what went right the tools - i recently got back into 2d game development after focusing on 3d for a very long time. i had used as3 and flashpunk for a couple of prototypes, but i was still worried about getting stuck on some functionality the engine might not allow me to do easily. thankfully, i was way off. i don't think i hit one technical hurdle the whole weekend. in fact, flashpunk saved me more work than i thought when i realized it had functionality for moving and swept collisions, something i thought i was going to have to implement myself. i told chevy ray on facebook that i owed him a beer, i will probably be using flashpunk for several more projects. graphicsgale, which i used for the first time for this project, was also the other reason things went so smoothly. being able to author, animate, and export assets in spritesheets quickly from one program was incredibly helpful. and of course, ogmo editor and sfxr were really good timesavers. the reason i am so happy about this positive is that this was the biggest negative for me the first time around. i was using my own still-in-development engine and working in 3d, so i spent most of the time dealing with plumbing and getting maya (although i use blender now) to do what i wanted level-wise rather than writing the game itself. the art - this was something else i was worried about that happened to work out in the end. i don't consider myself a good artist, but i've been working really hard for the last year to improve through a lot of study and practice. most of that was on paper and pencil though and i hadn't done pixel art, much less animating it, in a very long time. given that, i was happy with the end result and hope it's at least a step up from programmer art. also, like i said above, graphicsgale got out of the way for most part (although i dont like how it deals with alpha) and sped up my workflow. no stress - this may seem like a weird one but i only mention it because the first time around i found myself getting stuck on dumb stuff because i insisted on using my own incomplete tools. this led to a lot of stress and almost no time to participate in the blog posting/reading and irc part of ludum dare which i think is very important to the experience. due to the feeling of getting stuff done and not getting stumped on anything, i didn't feel bad about taking time to read and participate in the irc channel and the blog. i was still pressed for time obviously, but was still able to keep up and even play with a couple of the games. this led to a much more enjoyable experience overall, the way ld is meant to be done in my opinion. what went wrong the theme - i did make my peace with what i'm about to say, but i put it in the negative because it did cost me time. i feel that over time ludum dare has attracted more and more people, which is good, but along with that comes a lot of newer game developers that tend to shy away from the more narrow and challenging themes. this has led to a lot of generic themes getting voted on and winning most of the time ("enemies as weapons" was the only recent exception) which i think affects things negatively for two reasons. first, the personal reason that probably others share: i tend to come up with better ideas faster with a good thematic constraint. themes like this one are very vague and apply to almost any game, so it's very difficult to come up with a game from the set of every game imaginable. i ended up wasting 3 or so hours because i couldn't come up with an idea i was happy with and i do think that i settled because i didn't want to devote any more time to brainstorming. the second reason, which sounds superficial but it's still important, is that the games don't tie together very well at the end. the theme isn't obvious when you play all of the games like it is with themes like "advancing wall of doom". regardless, i don't think i will ragequit ludum dares because of generic themes. the experience of getting a game done in 48 hours and participating in the community far outweighs bad themes. cutting features - this happens to everybody obviously due to the time constraint, but i think my game would have been more interesting with varied zombie types as i originally described it. i would have also prefered more weapons to get done from my list, but i'm surprised i got through as many as i did. there was also a few larger art assets i wanted to work on to vary the environment but i decided to improve a couple that were in there already instead with the little time i had at the end. i also didn't have time for music, but i predicted that in my intent-to-join blog post. regardless, i'm still bummed about that because i think music is very important to most games. the bright side of this is that i have a pretty clear set of things to add or change if i work on the game post-compo, which i probably will at some point this year. overall, this ld was a far more positive experience. i can't wait for the next one! chris | 1 comment | 11 references | share article friday apr 29 2011 ludum dare 20 friday, april 29, 2011 at 12:41pm i will probably be getting very little sleep this weekend as i am planning on participating in ludum dare for the second time. ludum dare is a semi-annual 48-hour competition, kind of like a marathon for game development, where you make a game from beginning to end in one weekend. last time i participated i didnt quite finish since i fool heartedly decided to make a 3d game, but it was still a lot of fun . this time around i will be working with flashpunk , pixel art, and other timesavers. from the website: ludum dare is a regular accelerated game development event. participants develop games from scratch in a weekend, based on a theme suggested by community. ludum dare was founded by geoff howland, and held it’s first competition in april of 2002. since then the community has run more than 18 regular events, dozens of practice competitions, collectively creating thousands of games in just a weekend each. the event attracts developers from all sides of the industry. students, hobbyists, industry professionals from many well respected game studios, as well as many independent game developers. for many people, it can be difficult to find or make the time create a game or prototype for yourself. we’re here to be your excuse. the ludum dare competition and website are currently maintained by mike kasp

URL analysis for roachpuppy.com


http://www.roachpuppy.com/blog/2012/4/20/jam-games-section.html#references
http://www.roachpuppy.com/jam-games/
http://www.roachpuppy.com/blog/category/downloads
http://www.roachpuppy.com/blog/category/playing-with-humans
http://www.roachpuppy.com/blog/2012/4/20/jam-games-section.html
http://www.roachpuppy.com/games/
http://www.roachpuppy.com/blog/category/robots-always-obey
http://www.roachpuppy.com/blog/2012/2/28/see-you-at-gdc.html#references
http://www.roachpuppy.com/blog/2012/2/28/see-you-at-gdc.html
http://www.roachpuppy.com/blog/2012/4/20/jam-games-section.html#comments
http://www.roachpuppy.com/about/
http://www.roachpuppy.com/blog/2011/5/2/thank-you-hobo-postmortem.html
http://www.roachpuppy.com/blog/2011/4/13/does-originality-matter.html#references
http://www.roachpuppy.com/blog/category/tentacle-uprising
http://www.roachpuppy.com/blog/category/pinky-and-the-cave

Whois Information


Whois is a protocol that is access to registering information. You can reach when the website was registered, when it will be expire, what is contact details of the site with the following informations. In a nutshell, it includes these informations;

Domain Name: ROACHPUPPY.COM
Registry Domain ID: 1462766702_DOMAIN_COM-VRSN
Registrar WHOIS Server: whois.godaddy.com
Registrar URL: http://www.godaddy.com
Updated Date: 2018-05-02T17:46:33Z
Creation Date: 2008-05-01T18:13:53Z
Registry Expiry Date: 2019-05-01T18:13:53Z
Registrar: GoDaddy.com, LLC
Registrar IANA ID: 146
Registrar Abuse Contact Email: [email protected]
Registrar Abuse Contact Phone: 480-624-2505
Domain Status: clientDeleteProhibited https://icann.org/epp#clientDeleteProhibited
Domain Status: clientRenewProhibited https://icann.org/epp#clientRenewProhibited
Domain Status: clientTransferProhibited https://icann.org/epp#clientTransferProhibited
Domain Status: clientUpdateProhibited https://icann.org/epp#clientUpdateProhibited
Name Server: NS63.DOMAINCONTROL.COM
Name Server: NS64.DOMAINCONTROL.COM
DNSSEC: unsigned
URL of the ICANN Whois Inaccuracy Complaint Form: https://www.icann.org/wicf/
>>> Last update of whois database: 2019-01-27T10:23:00Z <<<

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The Registry database contains ONLY .COM, .NET, .EDU domains and
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  REGISTRAR GoDaddy.com, LLC

SERVERS

  SERVER com.whois-servers.net

  ARGS domain =roachpuppy.com

  PORT 43

  TYPE domain

DOMAIN

  NAME roachpuppy.com

  CHANGED 2018-05-02

  CREATED 2008-05-01

STATUS
clientDeleteProhibited https://icann.org/epp#clientDeleteProhibited
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NSERVER

  NS63.DOMAINCONTROL.COM 97.74.101.42

  NS64.DOMAINCONTROL.COM 173.201.69.42

  REGISTERED yes

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