We are looking for new team members who are able to find solutions independently, have guts, are result-oriented and are stress-resistant. With creative solutions you contribute to the best gaming experience for our millions of users worldwide. You have a good balance between precision and speed to take genuine pride in the quality of your work. You feel responsible, but never lose sight of the process and our users.
As Android Developer, you will work together in multifunctional teams to develop OSM's Android app. You do maintenance, develop new features, fix bugs and release them to our users. You actively collaborate with your team members and your responsibilities include doing code checks on your team members' work. You are strong in translating creative designs into technically sound solutions. You are always up to date with the latest developments in the field of App development and you are happy to share this knowledge with your colleagues. It goes without saying that you enjoy actively contributing to the content of the scrum meetings: daily scrum, retro, planning, refinement and review.
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We are looking for team members who are able to find solutions independently, are daring, result-oriented and stress-resistant. You will be a member of a multidisciplinary team, so you are also expected to work very well together and have an eye for the people around you. With creative solutions, you will contribute to the best gaming experience for our millions of users worldwide. You have a good balance between precision and speed to take genuine pride in the quality of your work. You feel responsible, but never lose sight of the process and our users.
In addition to expanding Online Soccer Manager with new features, you will work in a multidisciplinary DevOps team on performance optimizations, uptime, refactoring old code and debugging. You will work with .NET Core on our microservice architecture hosted in Kubernetes. We use RabbitMQ to let the microservices communicate with each other and send analytical data to our Google BigQuery data warehouse.
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Time to market is crucial for Miniclip. The company struggled to estimate the amount of hardware it needed to launch a new game. Capital expenditures (CAPEX) for new hardware quickly added up to tens of thousands of dollars, and there was never a guarantee that the hardware could be scaled up quickly enough if demand for a new game increased. Maintaining a data center brought its own problems, and the developers at Miniclip were being diverted from revenue-generating activities to solving performance issues in the data center. Scaling our architecture was one of the big problems for them, their teams were spending a lot of time trying to fix performance issues instead of working on new features or getting something out the door that would make us money.
The company realized that by moving to the cloud, it could both speed time to market and eliminate the expense of spending $100,000 for new load balancers. Miniclip looked at different cloud vendors but quickly discovered that Amazon Web Services (AWS) was the most knowledgeable, mature, and cost-effective provider on the market.
Scaling its games is of paramount concern to Miniclip, and using AWS allows the company to meet any traffic demand. In the Miniclip game Pool, the company recently launched a new feature called Cues with Powers, which increased the amount of requests to its back-end API system. By using AWS, they were able to scale to 3x the normal number of API instances with the click of a button. After they launched, they were able to dial that down to 1.5 times the normal amount. Additionally, using AWS enabled Miniclip to manage security groups via its change control process.
Miniclip uses Amazon Elastic Compute Cloud (Amazon EC2) for its main site, which consists of approximately 30 instances accepting traffic through Elastic Load Balancing. For example, its largest game, Pool, uses Amazon EC2 running Java. Miniclip also uses Amazon Relational Database Service (Amazon RDS). to handle database functions for its high-scores catalog, micro-transactions system, and the avatar database, which runs on MySQL InnoDB on Amazon RDS.
In addition, by using AWS, Miniclip is able to develop and prototype solutions faster, giving it a distinct performance enhancement after migrating from the datacenters. By using AWS, they were able to prototype at a much faster pace compared to previous data centers.
Simple yet tricky, competitive, fast-paced physics game! Use two-finger touch controls to zip down the 100m straightaway! Master your timing and you'll zoom at scintillating speeds, smashing your personal bests and climbing the world ranking!
Race against ghosts of real players, go head to head with the AI racers, or run a solo time trial. Then see where you stack up against the rest of the world on the global leaderboard! Watch replays of your race with cinematic camera angles, and choose the stadium theming from 8 colorful presets!
With the full version, you'll get five more iconic track and field race distances to master - the 200m dash, 400m dash, 60m dash, 110m hurdles, and 400m hurdles - as well as the ability to create your own racers with customized appearances and stats!
Deep Freeze is an Action Platformer created by Mat Annal and programmed by Heather Stancliffe and was initially featured on Miniclip.com as a flash game with the title "Deep Freeze - A free Hot Game".
Whenever an enemy is defeated it drops one item that grants you points towards your highscore. The more enemies an ice-ball has taken out the more points its dropped item will give.[2] Besides point-based collectables there are four unique upgrade items that can always be dropped instead:
Additionally, taking out every enemy with a single ice-ball will drop a large Special Chest full of items from the top of the screen. Enemies occasionally drop small chests when defeated, which can be shot repeatedly to release multiple score bonus items. Picking up either chest awards only a small point bonus.
If the last two enemies are turned into balls, rolled and defeated at about the same time the game won't progress to the next level. This is notorious in levels where using two ice-balls is effective, like 1-2, 2-4 and 3-5 (Dracula Boss), especially when going fast e.g. in a speedrun.[2]
When rolling an enemy over a slope, it can happen that the ball will phase through it and collide with the levels geometry a lot in a short time, often leading to an instant defeat. This appears to be a random occurrence and very useful when wanting to get rid of an enemy quickly, while an annoyance when trying to line up a streak, e.g. on 2-3 where one ball can easily take out every enemy but in most cases has to roll up a slope first. Freezing an enemy while it's mid-air touching a platform can result in a grind as well.[2]
On 1-4 Elf enemies always fall through the floor when hitting the left wall of the lowermost platform and changing direction from left to right. It has been reported that the Clown boss very rarely phases through its floor as well.[2]
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