Fable clean up
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title: Avoid
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description: My first browser game. Tiny, archived for honesty.
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description: My first browser game, and later the handout for a small JS/Canvas workshop. Kept around so the timeline stays honest.
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date: 2026-04-29
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period: 'January 2018'
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thumbnail:
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@ -10,7 +10,7 @@ article:
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tags: ['games', 'web']
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role: Game author
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stack: ['JavaScript', 'Canvas']
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outcome: My first browser game; kept for the timeline
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outcome: My first browser game; kept for the timeline, reused for teaching
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audience: general
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project:
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description: My first browser game, kept around so the timeline is honest.
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@ -18,4 +18,8 @@ project:
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alt: Screenshot of the Avoid canvas game.
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Keeping it here because pretending the older work didn't happen would be dishonest. The first browser game I wrote, January 2018. It isn't good, but it was the moment a `<canvas>` element stopped being mysterious.
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January 2018, my first browser game. You're a peach-coloured dot; red dots stream in from the edges and chase you; the score counts how many the game has dared to spawn so far. It isn't good. I keep it here because pretending the older work didn't happen would be revisionism, and because it marks the moment a `<canvas>` element stopped being mysterious to me.
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It had a second job, too. The README isn't documentation; it's the handout for a small JS/Canvas workshop, in Hungarian: what JavaScript is, what a 2D context gives you, why a game loop wants `requestAnimationFrame` and a delta time, why `var` is past tense. The little game turned out to be the right size for explaining things to people who'd never drawn a pixel from code before. The process advice in that handout (write working code first, then make it pretty) is still roughly the only process I follow.
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When I archived the repo in 2022 I allowed myself to fix the retina scaling and make the page vaguely responsive, and then made myself stop.
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