itch.io app timeline 2016

👋 This page was last updated ~9 years ago. Just so you know.

I’ve been working on the itch.io desktop app for about a year now, so I thought I’d make a quick recap:

At the time of this writing, the app has been downloaded about 460K times (including updates). Not counting the back-end, the app and its various components are made up of around 100K lines of code (mostly javascript and golang), most of which is open-source.

You’d think after all that I’d go take a nap or something, but the Winter 2016 season is far from over and I couldn’t be more excited about what is still to come.

In the meantime, be sure to check out:

These are both part of itch.io refinery, a customizable toolset for first releases & playtests.

If you have any questions, we’re always listening at mailto:hello@itch.io!

I’d like to thank my itch.io colleagues, all our testers, translators, and the game developers who adopted the system early and have shown incredible kindness and understanding, taking the “stress” out of “stress testing”!

Talk to you in 2017 with hopefully a lot more bullet points :)

(JavaScript is required to see this. Or maybe my stuff broke)

Did you know I also make videos? Check them out on PeerTube and also YouTube!

Here's another article just for you:

Thumbnail for Making our own spectrogram

Making our own spectrogram

A couple months ago I made a loudness meter and went way too in-depth into how humans have measured loudness over time.

A screenshot of the fasterthanlime audio meter, with RMS, sample peak, true peak, and various loudness metrics.

Today we’re looking at a spectrogram visualization I made, which is a lot more entertaining!

We’re going to talk about how to extract frequencies from sound waves, but also how my spectrogram app is assembled from different Rust crates, how it handles audio and graphics threads, how it draws the spectrogram etc.