Germany’s 49-euro ticket resulted in significant modal shift from road to rail MCC analysis for the Ariadne energy transition project shows 30 percent more rail journeys. The announced increase in price to 58 euros per month undoes half of this.
How I animate 3Blue1Brown | A Manim demo with Ben Sparks A behind-the-scenes look at how I animate videos. Code for all the videos: https://github.com/3b1b/videos Manim: https://github.com/3b1b/manim Community edition: https://github.com/ManimCommunity/manim/ Example scenes shown near the end: https://github.co...
1 bug, $50,000+ in bounties, how Zendesk intentionally left a backdoor in hundreds of Fortune 500 companies 1 bug, $50,000+ in bounties, how Zendesk intentionally left a backdoor in hundreds of Fortune 500 companies - zendesk.md
Radical Accountability vs Blame Culture – Dev Leader Weekly 65 Welcome to another issue of Dev Leader Weekly! In this issue, I discuss the differences between environments where there is blame vs radical accountability.
So you're familiar with the idea of caching, but did you know there are 2 different ways to manage c So you're familiar with the idea of caching, but did you know there are 2 different ways to manage cached data. A write through cache is one such way to ensure your cache always has the most up to date data. #softwaredevelopment #caching #softwarearchite...
GitHub - samuel-vitorino/lm.rs: Minimal LLM inference in Rust Minimal LLM inference in Rust. Contribute to samuel-vitorino/lm.rs development by creating an account on GitHub.
Object Reference Not Set to an Instance of an Object in C# Understanding the “Object Reference Not Set to an Instance of an Object” Error in C#
Custom Model Validation in ASP.NET Core Here's how you can use filters for your custom model validation in #aspnetcore
Radical Accountability vs Blame Culture - Principal Software Engineering Manager AMA Having a work environment with a safe place to fail is critical for growth and innovation. Once we start blaming or instilling fear in people for their mistakes, you'll quickly see progress grind to a halt. What do these two different cultures look like...
LIVE CODING - WordPress Migration to Blazor It's time! WordPress on AWS LightSail has been non-stop problems for nearly 2 years now. Time for a change. I'll be looking into using LinkDotNet.Blog by Steven Giesel as my blog engine of choice. But migrations are never easy, so this will be the f...
Scaling the Outbox Pattern (2B+ messages per day) Learn how to supercharge your Outbox pattern implementation, scaling to 30,500 messages per second. Through strategic optimizations in database queries, message publishing, and parallel processing, I'll show you how to handle over 2.8 billion messages dai...
Autism 101: How My Brain Works What makes the autistic mind tick? After 30 years of marriage, raising four kids, and managing the chaos of daily life, you'd think we’d have it all figured out by now—right? Well, it's not that simple, especially when you add the challenges of living wi...
Arranging Music [Audio] The Smash Bros. series features an incredible array of arrangements from other games' soundtracks. Today, I'll explain some of the things we had to keep in mind while arranging tracks. Each song needs to be identifiable, yet have its own appeal as well.
Speedy Screen Transitions [Design Specifics] It may not seem like much is happening during screen transitions, but there's a lot of loading taking place behind the scenes. Still, you should try to keep them as short as possible!
Manga-like Visuals [Graphics] Just because you're using 3D models, that doesn't mean everything needs to be realistic. Today, I'll go over some "unreal" visual techniques you can try.
The Alternative to Deleting Data in .NET Check out my courses on Dometrain: https://dometrain.com/ Subscribe to my weekly newsletter: https://nickchapsas.com Get the source code: https://mailchi.mp/dometrain/uj_bijustqw Become a Patreon and get special perks: https://www.patreon.com/nickchapsas...
Staying True to Your Concept [Work Ethic] Given the challenges of developing a game, you'll often have to be flexible and adjust elements as needed. However, you should never tamper with the core concept that you started with!
Working From Home Is Powering Productivity A fivefold increase in remote work since the pandemic could boost economic growth and bring wider benefits
E: Team Management 1 (Category Compilation) #01~#07 In Category E: Team Management, I offer strategies for managing dev teams smoothly. As games are often a team effort, this information should prove useful. [Index] 0:00 Opening 0:11 E-1 Sharing Info Within a Team 3:29 E-2 Jobs in Game Development 10:32 E...
Being Kind to Beginners [Planning & Game Design] When playing games with other people, I make it a point to be as kind as possible to beginner-level players. Some say it's impolite to hold back, but that's just not true! Some rumors have suggested that Super Smash Bros. was created as a result of the s...
Directors Need to Be Unique [Work Ethic] What do all game directors have in common? Not much, it turns out. But the one thing I can think of happens to tie into exactly why they have so little in common.
Follow-Throughs Make the Impact [Animation] The follow-through is the period of recovery that follows certain animations such as attacks. The real takeaway from this video is just how long this period can be! [ G03_Breaking Down Attack Animations ]: https://youtu.be/LewXWM7HDd8
Good Errands and Bad Errands [Planning & Game Design] Many games rely on repeating the same gameplay, which naturally leads to simplistic and repetitive sequences. Fetch quests are one such example. In this video, I'll explore a few ways you can make these straightforward errands more fun.
Audio as Fiction and Non-Fiction [Audio] Sound effects in games tend to be exaggerated, but making them realistic may help convey more information. There's nothing wrong with either approach, as long as you strike the right balance for your game.
Super Smash Bros. Ultimate [Game Concepts] Thank you all so much for tuning in as I've explained the ideas behind the games I've worked on in the Game Concepts category. Today's video marks the final installment! Now all that's left is to see how far this channel can go.
Game Essence in Action Games [Game Essence] The game essence seen in action games comes in a variety of forms, everywhere you look. In this video, I'll be summarizing just the key elements so you can observe how they work in these games.
Strike a Balance with Sound Effects [Audio] How does one balance the different volumes for various sound effects in game design? You can find out how I do it in this video. I'll give you a hint: it's not about how flashy an action is.
Emphasizing Text [UI] When making a game, it's possible to add effects to your text and subtitles. Depending on what kind of game you're making, these can be great tools to increase the emotion and expression beyond what's expected from just plain text.
Paint an Accurate Picture of Your Game [Marketing] Let's say you buy a nice burger, only to find out it's cake when you take a bite. You wouldn't be too happy, would you? The same goes for games: a game's title and packaging should tell players what to expect when they dig in!
Using Parameters to Establish Characters [Planning & Game Design] Games are made up of sets of numbers, but it's up to their creators to decide what feelings those numbers convey. Like graphics and sound, game parameters are a kind of art, so we want them to be memorable.
Finish Everything Within the Day [Team Management] Although there are exceptions, I generally never put off emails to the next day. Responding to things the same day not only feels better for you, but it improves the lives of everyone involved. Supervising Art Through Retouches [Graphics] https://youtu....
Play Testing Keeps Going [Team Management] Play testing allows developers to get valuable data for improving game balance, but be warned: it truly is an unending battle!
Debug Mode [Programming & Tech] Today I'll talk about "debug mode," an invaluable tool that helps development proceed smoothly. You might even catch a tiny snippet of debug footage I normally wouldn't be able to share with the public.
Asynchronous Programming in .NET Slides available here: http://www.slideshare.net/fekberg1/asynchronous-programming-46291797
Turning Anything Into a Competitive Game [Grab Bag] As you might recall from my Retro Game Master crossover, two people can compete by playing the same game at the same time. This versatile method lets you turn any kind of game into a competitive one. [Special Crossover!] #1 : https://youtu.be/6QH1cQWmXl...
That Was Then, This Is Now [Grab Bag] I've been wrapped up in video games for a long time, so I'm familiar with games of both the past and present. There's no point in just dwelling on the old days, but at the same time, we wouldn't be where we are now without our past accomplishments.
How Multiple People Work on One File [Programming & Tech] Given how large dev teams tend to be, what do you do when multiple members make changes to a file at the same time? I used to wonder about that myself, so allow me to explain.
Competition and Abundance [Work Ethic] A lot of people out there want to make games...which means if you want to make games, you'll have a lot of competition! This is something I hope both creators and consumers will keep in mind.
What is “Play”? [Game Essence] Why do we play just for the sake of play? What about it is so fun? Today, I'd like to introduce a famous book on this topic, and share my own thoughts as well.
Don't Anchor Your Center Point [Design Specifics] The center point in a game is the spot the camera is focused on. It's always there, but you can't actually see it. While the center point generally follows the player character, it shouldn't anchor to them. Why is that?
Mya Matos - Between Two Worlds We have all heard the expression “bring your full authentic self to work.” You may have seen it exemplified by your counterparts. But do you get the feeling that bringing your full and authentic self means to be ostracized rather than celebrated or accept...
Brain of a Formula 1 Car // Inside F1 💌 https://newsletter.simplyexplained.com FREE monthly newsletter for curious minds --- Meet the ECU: the brain of a Formula 1 car. It monitors over 300 sensors and controls various systems on the car. It processes over 750 million datapoints through...
Fighter Reveal Videos [Marketing] I'd like to think that Smash Bros. fighter reveals have made for some momentous occasions in the game industry—and today I'll show how we made them! You can find more thoughts on the fighter reveal videos here: [3DS / WiiU] https://www.nintendo.com/what...
The Family Computer (and the NES) [Grab Bag] Without the Famicom (and NES), the video game industry might have grown in an entirely different direction. Today, I'd like to talk about what it was like experiencing this legendary game console back in its heyday.
Customization Lets Your Imagination Play [Planning & Game Design] Games that let players experiment with abilities or equipment will naturally make them ponder how to most effectively build their character, and we should make sure to encourage that kind of thinking.
In-Game Cutscenes [Planning & Game Design] Games nowadays feature all sorts of cutscenes, which can offer players a break from the action or dive deeper into a game's story...as long as you get the balance and implementation right.
C: Planning & Game Design 1 (Category Compilation) #01~#09 In Category C: Planning & Game Design, I talk about topics to consider when coming up with game ideas and mechanics. These are good things to keep in mind when thinking of new game concepts. [Index] 0:00 Opening 0:13 C-1 Frame Rates 4:09 C-2 Just Let The...
Wesley Faulkner - Getting through the awkwardness of networking There have been things that I wasn't taught growing up because it was assumed obvious and that I would pick it up naturally. As a neurodiverse person, I have had to work hard to appear to do things effortlessly. Networking is one of the skills I have lear...
The Power of Suggestion [Work Ethic] Self-suggestion can be a powerful motivator. Today, I'd like to share an anecdote of a time I found it extremely effective. It's all about your frame of mind!
How to Build an Email Confirmation Workflow with Next.js, Resend, and Prisma Let's create an email confirmation workflow using Next.js, Resend, Prisma, and Xata. *** Resources *** Source Code - https://github.com/jamesqquick/email-verification-nextjs-resend-xata-prisma Xata - https://xata.io/ Resend - https://resend.com/ Prisma ...
3 Weeks of Programming the Farmers' Market Devlog video about "Homegrown", a casual farming game I'm creating using my own engine. Gameplay! Finally! This week I start on a large new feature - the farmers market. Support the channel on Patreon and get access to the game & code for Homegrown, th...
Don't Rely on a "Plan B" [Work Ethic] I sometimes see proposals that hedge their bets, suggesting both a Plan A and a Plan B for accomplishing their goals. This should be avoided at all costs. Stick to the one plan you think is best!
Using Tickets to Manage Tasks [Programming & Tech] Today, I'll give a general overview on how to manage and track tasks over the course of a project. No matter what the scope is of your game, you'll want to have a system like this.
Explain Ideas to Everyone at Once [Team Management] The system I'm introducing today keeps team members in meetings a bit longer, but its pros far outweigh that one con. Remember: managing a team means also factoring in the cost of keeping everyone on the same page! FWIW, our team liked this system, too.
The Limitations of Skeletons [Animation] Skeletons are great for animating models, but there are times I want to push them beyond what they're capable of... This same concept applies to many other things as well.
Keep Your Internal Pressure High [Work Ethic] There's a concept I utilize that lets me pour myself into my work and push onward with proposals!! Today, I'd like to introduce that concept!!
C# 9.0: Pattern Matching Curious about C# 9.0? In this video we are exploring pattern matching in C#. This is a great addition to the C# language and is something I've personally been using in other programming languages! With C# 9.0 pattern matching has been improved to add m...
DragonFire: Breakthrough Laser Weapon 💌 FREE monthly newsletter for curious minds: https://newsletter.simplyexplained.com DragonFire is a high-powered laser weapon designed to take down drones. Why? The problem with drone warfare is that drones are a lot cheaper than the missiles used to de...
Set up a Local AI like ChatGPT on your own machine! Dave explains the reasons why and the steps needed to set up your own local AI engine ala ChatGPT. For my book on the autism spectrum, check out: https://amzn.to/3zBinWM Helpful links and tips: Install ollama: curl -fsSL https://ollama.com/install.sh | ...
Odds and Ends of Supervising [Graphics] What does it mean for a director to "supervise"? In this video, I'll give you a glimpse of some of the supervision work I do! Each of the "pre-feedback" images you'll see is from game content submitted as "done," before I called for these additional adjus...
Faithfulness Comes First in Licensed Games [Game Essence] Sure, it's best if a game is fun, but when it comes to licensed properties, you can't just make whatever you want. For games like these, there's something else that comes first.
AI Decodes Baby Cries: The App Every Parent Needs! 💌 https://newsletter.simplyexplained.com FREE monthly newsletter for curious minds This AI model can translate baby cries into English! It was trained on data collected in hospitals and can detect if your baby is hungry, sleepy, uncomfortable, or even...
Jobs in Game Development [Team Management] I'm asked about this topic often, so today I'll be introducing some of the various roles on a game development team. Please keep in mind that team makeup and the names used for these roles may vary between teams and also regions.
Super Smash Bros. for 3DS / Wii U [Game Concepts] Not only was this the first-ever handheld Smash Bros. title, it was also the first time I ever developed a game for two consoles simultaneously! It may sound like a reckless decision, but I had good reason for doing so.
Show the Actual Game! [Marketing] The first thing I want to know before buying a game is what it's actually like! Take care to make your game's selling points clear, especially if you're creating a new IP.
Making Tutorials Feel Natural [Planning & Game Design] Since games rarely come with instruction manuals these days, using tutorials to teach the controls is more important than ever. If possible, you want players to learn, but also feel like they're making progress at the same time.
Don't Be Unresponsive [Planning & Game Design] When a player presses a button, they expect a response—so don't you think it's best to make sure they get one?
Game Essence in Falling-Block Puzzle Games [Game Essence] I touched on this a bit in my Meteos video, but today, I'd like to take another look at the game essence in falling-block puzzle games. Rather than imitate other games, you'll do much better if you understand the core principles!
Famicom and NES Audio [Audio] When the Famicom was first released, it could make sounds unlike any console we'd ever seen—which only evolved further over the decade that followed. In this Grab Bag-esque episode, I'll be discussing the audio output of this simple game system.
Smash Bros. DOJO!! [Marketing] I started the original Smash Bros. DOJO!! back when internet capabilities were much more limited—and it turned out to be very different from other official websites at the time. By the way, this is the final video in the Marketing category!
Give Yourself a Handicap When Balancing Your Game [Game Essence] Game developers are intimately familiar with the games they're working on, so it can be easy to lose sight of ways in which first-time players might struggle. Try to make sure this doesn't happen to you! By the way, this is the final video in the Game Ess...
The Fun in Picking Sides [Planning & Game Design] There's one big secret to enjoying sports or competitive video games as a spectator: be invested in one of the teams!
Behavior at Ledges [Design Specifics] Most games with gravity have ledges that you can fall off. Today I'll be talking about a number of ways behavior is handled at such ledges.
Writing Game Proposals [Work Ethic] This topic can be relevant to more than just games, so it felt right at home in the Work Ethic category. Game proposals are meant to summarize what your new game is going to be. Today I'll discuss the method I use to help people understand my ideas quick...
Mandatory Strategies and Strategic Balance [Game Essence] There's no one right way to make a game! But you do need to hone in on the experience you want to provide. In this episode, I'll examine this from both sides of the issue.
Blade Trails [Effects] The effect left behind in the wake of a sword swing is what I call a "blade trail." In today's Effects episode, I'll explain how these are made, and point out a few things to watch out for.
Mastering Up [Grab Bag] When your game is finished and ready to be shipped, that's called "mastering up," or "going gold." Congratulations—you did it! But I should warn you, it's not nearly as big a relief as you might expect...
Eight Hit Stop Techniques [Design Specifics] I've talked about hit stop before, but this time I'll be sharing specific details of the hit stop techniques used in Smash Bros. Ultimate. I hope you enjoy your taste of these secret ingredients! ■Related Video Stop for Big Moments! [Design Specifics] h...
Game Writing is Unique [Planning & Game Design] Writing stories for novels, movies, and anime is quite different than writing for games! You can't go about it the same as with other forms of media. Today, I'd like to use a few examples to discuss what makes games writing different.
Stop Using FirstOrDefault in .NET! | Code Cop #021 Until the 30th of September get 30% off any course on Dometrain with code BTS30: https://dometrain.com/?coupon_code=BTS30 Subscribe to my weekly newsletter: https://nickchapsas.com Become a Patreon and get special perks: https://www.patreon.com/nickchaps...
Sharing Info Within a Team [Team Management] It's time for a new category: Team Management! Games are often made by teams, so I'll be discussing how to best manage them to keep development going smoothly. Today, I'll be talking about how to maintain visibility among members of a team.
Echo Chambers [Work Ethic] In the internet age, it's easy to gather information and opinions online. However, I worry that it's growing more and more difficult to stay objective. When you feel like "everyone" is saying something, is it really everyone...?
Build a Comma Separated Input Component in Next.js Learn to build a comma separated input component in Next.js. Deals for Devs - https://dealsfordevs.com/ Github Repo - https://github.com/Learn-Build-Teach/deals-for-devs **Newsletter** Newsletter 🗞 - https://www.jamesqquick.com/newsletter **DISCORD** ...
Team Digital or Team Physical? [Grab Bag] When you buy games, do you prefer to buy them physically or digitally? As for me, the answer is...in this latest Grab Bag episode!
How Good Were the Player’s Actions? [Game Essence] When planning things like game balance, it can be effective to consider exactly how good the player's actions really were. Just be careful not to make things too predictable!
Homegrown Devlog - New Design for the Shops! Devlog video about "Homegrown", a casual farming game I'm creating using my own engine. New UI design for the shops, a trip to England, and a dramatic cat rescue! Support the channel on Patreon and get access to the game & code for Homegrown, the city-b...
Units of Speed [Design Specifics] Like time, speed is a vital factor that influences every part of a game! But if you can't convey it properly when writing spec sheets or parameters, you won't get anywhere.
The "Problem" with .NET 9... Until the 30th of September get 30% off any course on Dometrain with code BTS30: https://dometrain.com/?coupon_code=BTS30 Subscribe to my weekly newsletter: https://nickchapsas.com Become a Patreon and get special perks: https://www.patreon.com/nickchaps...
Juneteenth Conference 2021 Townhall: Black Women in Tech Kishau Rogers is a technology entrepreneur using computer science, systems thinking, and common sense to create intelligent human-centered solutions. As the Founder and CEO of Time Study, Kishau is one of the first Black women in the state of Virginia to ...
Don't Wait to Speak Your Mind [Team Management] If you're part of the dev team, you have the potential to change things. Don't wait to take action or talk to someone! While this is a Team Management episode, it crosses into the Work Ethic category, and can apply more generally to most jobs.
Put Parameters in Brackets [Programming & Tech] When balancing a complicated game, numerous people may be adjusting parameters, so it needs to be clear which parameter does what, no matter who's looking at the data. Today I'll talk about how I tackle this detail.
Randomness Spices Games Up [Design Specifics] Some games can be beaten by memorizing patterns, while others require mastering a skillset to overcome ever-changing challenges. Today, I'd like to talk about randomness—a requisite element of the latter kind of game.
C# 9.0: Top Level Programs Curious about C# 9.0? In this video we are exploring the new language feature that allows you to skip all the boilerplate code in Program.cs to test APIs, theories and just explore the language. Follow me on Twitter: @fekberg https://twitter.com/fekberg ...
Let Players Cheat the System [Game Essence] Today, I'll talk about the need for leniency on the part of game developers. Making games means making rules, but sometimes it can be more fun if we allow the player to bend them in their favor. Of course, cheating in competitive games is unacceptable.
Unexpected Results [Design Specifics] It's nice to release a game and be wholly satisfied in how it came out! But when you're making games, there are some problems you just can't do anything about. Today, I'll be discussing some experiences I've had that I'll never forget...
A: Work Ethic 1 (Category Compilation) #01~#10 In Category A: Work Ethic, I talk about the ways we approach and prepare for our jobs. The topics in this category apply to all lines of work, not just game development. [Index] 0:00 Opening 0:11 A-1 Game Development Isn't a Game 4:15 A-2 Presentations A...
No Masterpiece Has Bad Audio [Audio] I believe very strongly in the title of this video. As such, I'd say it's absolutely worth making your game's sound a top priority. By the way, this is the final video in the Audio category!
Games and Eye Strain [Grab Bag] In today's Grab Bag episode, I'll talk about my struggles with dry eyes. Though they have felt a little better lately... I especially notice smartphone and HDR screens putting a strain on my eyes.
Procedurally Generating Icons for my Farming Game Devlog video about "Homegrown", a casual farming game I'm creating using my own engine. Setting up an icon generation system this week, to procedurally generate tool icons that can be upgraded using the upgrade system! Support the channel on Patreon and...
Loading Screens [UI] The shorter a game's load times, the better—but there's no removing them completely. You can try to cover them up, you can label them clearly and let players catch their breath, you can use the time to teach players about the game's world or controls...
Special Crossover! #3 [Special] Welcome to the final episode of the Retro Game Master crossover! I never imagined doing a crossover like this—I'm so glad we had a chance to play so many games! For more fun, watch us tackle other challenges on the GCCX 20th Channel! * In Japanese only #...
Listen in Various Environments [Audio] When I'm doing sound checks for my games, I always make sure to listen on cheap TV speakers, too. But, why? Isn't it better to check how things sound in a high-quality studio?
CRT Displays [Grab Bag] Today, I'll be talking about a type of display that remains popular among a small subset of gamers: CRTs. Many viewers have likely never seen one before, so they're a perfect fit for another Grab Bag episode.
The Shoryuken Command [Game Essence] Do you know the command to perform a Shoryuken? In today's Game Essence video, I'll be breaking down this input method to show the inherent risk and reward within.
♪ PRESS START [Grab Bag] Today, with permission from all related parties, I'd like to share some recordings of a game music concert series I was involved in called PRESS START. Fans of game music won't want to miss this very special episode! (c) Nintendo (c) CAPCOM CO., LTD. ALL ...
Targeting and Market Research [Marketing] Deciding on a target audience and performing market research are both important, but they can't tell you everything, so don't let them limit you too much!
Boeing Starliner Docking Problem Hey Programmers, Determine if trajectory adjustments are possible based on the thruster operational status for the Boeing Starliner spacecraft. https://curiousdrive.com/codingchallenge/boeing-starliner-docking-problem #boing #SpaceExploration #coding #...
Leslie Chapman - Don't Let Your Tech Grow Up to be Biased Did you know that automatic soap dispensers sometimes can’t recognize a hand with dark skin? Did you know that self driving cars sometimes can’t either? In this session, Leslie will cover a history of biased technologies and talk about what we can do now ...
Competing with the Past [Grab Bag] With all the subscription services available nowadays, consumers have a tremendous amount of media available at their fingertips. But it also means that creators have to compete not only with new releases, but with countless works from the past as well.
Squashing and Scaling [Animation] Scaling refers to changing the size of an object or polygon. While it's used less often than rotation and translation, employing it effectively can dramatically alter an object's feel.
HUDs [UI] A heads-up display—"HUD" for short—refers to information overlaid on the play area of the game screen. It's a handy term to know, and is a feature that's naturally essential for games! By the way, this is the final video in the UI category!
Bug Testing Systems [Team Management] The teams we rely on for bug testing can sometimes be larger than the actual development team on a given game. Today, I'll discuss some of the fundamentals of how this process works.
Teaching Players How to Play [Design Specifics] Games have grown more and more complex in recent years, and they rarely come with instruction manuals, making it vital that the game itself presents the player with the rules and controls. Today, I'll be showing some ways of teaching players how to play.
Do Graphics Impact Fun? [Graphics] Do graphics affect how much fun a game is? I probably give the impression of a game-essence advocate, so you might expect me to answer "no" to that... But far from it! Graphics are very important to how fun games are!
Game Essence in Strategy Games [Game Essence] It goes without saying that a battle between two equivalent forces will naturally end in a tie—but using strategy to overcome such stalemates is at the core of this genre's game essence.
The Potential of One Button [Planning & Game Design] The simplest approach to a game's controls is to distill them down to a single button! But let's not let simplicity lead to sloppiness. I think it's important to differentiate the different gameplay styles, for starters. Note: I’ve noticed that numerous ...
Making Things Clear, Even Without Words [UI] Let's discuss UI. Whenever possible, it's best to make your menus understandable even without the use of words. In today's video, I'll be sharing some tips that will help you get a bit closer to this ideal.
Apple Introduces M4 Chip #apple #curiousdrive Hey Programmers, Compare the performance of Apple's latest M4 chip with its predecessors by calculating execution time for complex calculations on iPad devices. https://curiousdrive.com/codingchallenge/apple-introduces-m4-chip Join this channel to get ...
Bug Testing Never Ends [Team Management] When the number of elements in a game increases, it's not addition, it's multiplication! Today, I'll discuss a type of bug testing that's become physically impossible to complete.
The Original Piece is Always Right [Audio] Arranging music is trickier than you might think—a point I'll explain today using a true story from Smash Bros. By the way, be ready for the Psycho Soldier theme song to get stuck in your head after watching this!
Making Games as Part of a Company [Team Management] I don't belong to a company myself anymore, but in this video I'd like to talk about making games in-house. Consider this advice for those of you who work at game companies—or those who are hoping to.
Development Secrets of the Original Kirby [Grab Bag] This is the 100th episode! And the release date of Kirby's Dream Land. To commemorate (?) this milestone, I'll be sharing a presentation I gave in the past.
G: Animation 1 (Category Compilation) #01~#09 In Category G: Animation, I share some of the tricks we use to animate characters and other elements in video games. [Index] 0:00 Opening 0:12 G-1 Assigning Animations 4:47 G-2 Too Much is Just Right 7:41 G-3 Breaking Down Attack Animations 11:13 G-4 Ma...
Super Smash Bros. Melee [Game Concepts] In the Game Concepts category, I talk about how I came up with the ideas for each of my games. In the case of Super Smash Bros. Melee, the concept was really quite simple! A speedier pace was merely one of its results.
Facial Animations [Animation] Facial animations are how we give characters their expressions. While the ones in Smash Ultimate aren't as realistic as those made with more cutting-edge techniques, I'd like to use them to explain how these animations work.
Visual Effects in Slow Motion [Effects] The effects I've discussed so far are all present in the visuals of games, so if you watch carefully, you can learn even without explanation! Today, I'd like to slow down and take a deliberate look at some effects. Let's see what they can show us!
Menus Define Your World [UI] To immerse players in a game, we design detailed characters, scrutinize the backgrounds, create appropriate lighting and effects... It's a lot of work. Before digging in on all that, think about how your UI design can reflect your game's world!
The Pros and Cons of Leaderboards [Game Essence] Leaderboards are an indispensable part of the online play experience. But have you ever wondered what percentage of players actually appreciate them?
How Long Til We’re All on Ozempic?—Asterisk Over 100 million Americans, and possibly many more, could benefit from GLP-1 drugs. When can they expect to get them?
Posing Suggestions [Animation] So, you want to learn about cool poses and make your animations look better? Well, there's no better way than to pick up an action figure and start playing!
Button Settings [UI] Key config settings can be a huge pain to implement! The feature itself is an important one, but it's always an ordeal having to make it all over again with each new game...
Michael Winslow - The Dennis Botman Story: A Tale of Next-Level ChatOps What do you do when you have an amazing team and you want to make them even better? The 1995 Chicago Bulls added Dennis Rodman. Well, our team at Comcast created Dennis Bot-man: An automated chatbot that helped us re-imagine how we support our internal en...
A World with Less Color [Planning & Game Design] Recently, many games have started offering support for players with different color perceptions. I've often considered this topic, even when creating games that lacked adjustable color settings.
Supastarter - The Ultimate Starter Kit Jonathan Wilke joins to talk about his project Supastarter, the ultimate starter kit to build a scalable and production-ready SaaS. Supastarter - https://supastarter.dev/
Testing in .NET is About to Change Until the 30th of September get 30% off any course on Dometrain with code BTS30: https://dometrain.com/?coupon_code=BTS30 Subscribe to my weekly newsletter: https://nickchapsas.com Become a Patreon and get special perks: https://www.patreon.com/nickchaps...
Turning Gift-Giving Into a Game [Grab Bag] Time for another Grab Bag! Whenever I gave gifts to my team, I made the most of the opportunity by turning the process itself into a game. We always had a good time with it!
YouTube Introduces Exclusive Shorts - Coding Challenge Hey Programmers, Test YouTube's new exclusive Shorts feature queue generation system. Ensure correct allocation of member-only shorts to paying subscribers. https://curiousdrive.com/codingchallenge/youtube-introduces-exclusive-shorts Join this channel...
Text Size [UI] Today, I'll talk about how the appropriate display size for game text isn't necessarily the same for each language. I hope this one isn't too tough to follow for non-Japanese speakers...
Official Websites [Marketing] Social media may be more popular these days, but it's hard to top a website as the central hub for info about a game. Today I'll lean on my Smash website experiences to share why I'm so particular about how information is presented.
Dying Comes as a Relief? [Game Essence] A study found that players feel anxiety after defeating an opponent, and relief when they themselves are defeated. You'd expect it would be the opposite, right?
Adding Help Text to Menus [UI] "Help text" refers to the descriptive text that explains how menu items function. I highly recommend utilizing it! But please try to be as clear and concise as possible when writing this text.
Kirby Air Ride [Game Concepts] Kirby Air Ride was actually my first time making consecutive games on a single console! At this point, I was doing supervising work for numerous projects including the Kirby anime series, so why did I go back to being a director? I'll touch on that, the ...
Let Them Skip, Let Them Pause [UI] Imagine watching a DVD or streaming service that didn't let you pause, skip ahead, or rewind. Though developers have their reasons for how they implement cutscenes, I'd really like to see the same sort of freedom there.
Walk Barefoot for Better Health 💌 https://newsletter.simplyexplained.com FREE monthly newsletter for curious minds Grounding, or simply touching the Earth, is great for your health! It can reduce inflammation and pain, boost the immune system, improve healing, increase sleep quality...
Breaking Down Attack Animations [Animation] Lead-ins, attacks, follow-throughs... There are various ways to refer to them, but these fundamentals of attack animations are the focus of today's video.
Motion Sickness in 3D Games [Planning & Game Design] Game-induced motion sickness affects different people in different ways, and some much worse than others. Today, I'll discuss why it happens in the first place, and what we can do to counteract its effects.
Mr. Iwata [Grab Bag] It wouldn't be right to end this channel without touching on this topic. By the way, this is the 31st and final video in the Grab Bag category!
Trying Laravel For the First Time! I've heard so many amazing things about Laravel. It's time to try it out with my friend, Josh Cirre. Learn more from Josh on his channel - https://www.youtube.com/@joshcirre **DISCORD** Join the Learn Build Teach Discord Server 💬 - https://discord.gg...
Feed Your OWN Documents to a Local Large Language Model! Dave explains how retraining, RAG (retrieval augmented generation) and context documents serve to expand the functionality of existing models, both local and online. For my book on the autism spectrum, check out: https://amzn.to/3zBinWM Dave's Attic - F...
Transformers One Movie Trailer is Out! #paramountpictures #transformers Hey Programmers, Transformers One Movie Trailer is Out! Join our CGI team for a challenge: simulate a transformer's movement on a 2D grid using cardinal directions. https://curiousdrive.com/codingchallenge/transformers-one-movie-trailer-is-out @paramou...
Handicap Systems [Design Specifics] In competitive scenes, it's expected for each player's skill to be directly reflected—but not all games need to be so intense. For more casual games that will be enjoyed by a wider audience, you'll need a system for implementing handicap settings.
Leslie Chapman - Show Me Your Error Screens Showing a user an error while they are using your software is inevitable, so why not re-think errors? Leslie is going to walk though some examples where errors screens became fun, and when a little bit of forethought could even make the dreaded error scre...
Don’t Put Decisions Off [Team Management] If you're a game's director, or someone else responsible for conveying the right direction to your team, don't delay on making decisions. Choose an answer, and choose it quick!
Making Things Look Miniature [Graphics] In a prior episode, I spoke about the importance of achieving the proper sense of scale. Today, I'd like to take a different approach to that issue and discuss how to make things appear smaller.
Get the Sense of Scale Right [Graphics] The CG models we make for games don't come with a built-in sense of scale. Whether they're giant-sized or the size of a tiny plastic model, if it's the same shape, it's the same object. Because of this, you need to do what you can to make them feel like t...
How Scammers Fool Even the Smartest Minds 💌 https://newsletter.simplyexplained.com FREE monthly newsletter for curious minds Here's how scammers can trick even the smartest people. Protect yourself by being wary of things that are too good to be true! 🌍 Socials https://simplyexplained.com h...
How to Build a Multi-Page Form in Next js (Server Actions, Zod, and Local Storage) Forms are always harder than you think. Learn how to build a multi-page form in Next.js using Server Actions, Zod for validation, and Local Storage to maintain user state as they fill out a form. Starter Code - https://github.com/jamesqquick/nextjs-multi...
Exaggerate to Make Up for Information Loss [Animation] This episode, we'll be looking at a school of thought regarding game animation which was used by a renowned film director on a certain title.
Sodatete! Kouchuu Ouja Mushiking [Game Concepts] I doubt too many of my overseas viewers will know about this handheld digital game. The proposal I made for it back then was quite animated, so let's give it a good look!
Long Ago, Numbers Were Used to Draw Pixel Art [Grab Bag] Today, I'll be showing you how to create sprites using nothing but lines of data—the origin of pixel art. Back in the day, this is how we used to do it!
MUCH BETTER Performance with Astro Server Islands My website is much faster now that I'm using Server Islands. Let's see how! Source Code - https://github.com/jamesqquick/astrocourse.dev Full Astro Course - https://astrocourse.dev/ Check out Xata for a FREE Postgres DB - https://xata.io/ **Newsletter*...
D: Design Specifics 1 (Category Compilation) #01~#08 In Category D: Design Specifics, I talk in-depth about systems and mechanics used in games. There's some occasional crossover with the Planning & Game Design category, but I tend to examine the topics here in greater detail. [Index] 0:00 Opening 0:11 D-1...
C# 6.0 Overview Did you think C# was already the perfect programming language? Did you think there was no work left on refining the language? In this session I’ll walk through what’s new in C# 6.0, how the new open-source compiler helped and why we have an awesome time...
Color-Coding Your Game [UI] The tone and manner of a game's menus vary depending on the game—there's no one catch-all solution. Today, I'll share an example of this so you can see what I mean!
Stop Using Booleans in Your Code! | Code Cop #022 Until the 30th of September get 30% off any course on Dometrain with code BTS30: https://dometrain.com/?coupon_code=BTS30 Subscribe to my weekly newsletter: https://nickchapsas.com Become a Patreon and get special perks: https://www.patreon.com/nickchaps...
Guidelines [Grab Bag] All sorts of rules govern the products we see. Before a product can see the light of day, it has to meet those standards! Game ratings like ESRB are but one example of these types of guidelines.
Storage Tips [Grab Bag] How do you store all your unwieldy games and consoles? In today's Grab Bag, I'll be sharing my own solutions!
Portraying Fingers [Animation] When working with animation, it's important to consider how to portray fingers. Though they're small, animating them demands quite a lot of processing power, so we often need to find clever workarounds when possible.
Getting Started with Dapper in .NET Check out my courses: https://dometrain.com Subscribe to my weekly newsletter: https://nickchapsas.com Get the source code: https://mailchi.mp/dometrain/f1onxvjdllc Become a Patreon and get special perks: https://www.patreon.com/nickchapsas This video i...
Next js Forms Crash Course (Zod, Actions, useFormState, Progressive Enhancement, and more! Learn multiple ways to handle forms in Next.js including client and server-side validation with zod, using server actions, progressive enhancement, and more! Check out Daily.dev - https://daily.dev/ Source Code - https://github.com/jamesqquick/nextjs-fo...
Do Competitive Games Have to Be Complex? [Game Essence] Competitive games tend to be rather complicated. The same goes for Smash Bros. Ultimate, if you ask me. So...how exactly do we lower the barrier to entry for these kinds of games?
Major New Windows Update Attack - New ChatGPT Model - ShopTalk Windows Zero-Day Vulnerability: Dave explains the recent zero-day exploit affecting Windows Update, detailing how attackers can manipulate the update process to reverse critical security patches. He emphasizes the importance of vigilance until Microsoft r...
Gameplay as Part of a Live Performance [Grab Bag] In this Grab Bag episode, I'll be discussing a very special gameplay experience I once had! I've shared recordings from some PRESS START concerts in the past, and you can look forward to more music in today's video as well.
Masahiro Sakurai on Creating Games Introduction Video My goal for this channel is to benefit those who make games, those who play games, and those who work in games. I hope you'll continue to tune in as we move forward!
Flipped Animation [Animation] When two Kirbys stand opposed in Smash Bros., players can see both of their faces. Likewise, you can see Mario's belly no matter which direction he's facing. This is actually pretty tough to pull off! Today, I'd like to explain how it works.
Indie Game Devlog - Making the Main Menu Devlog video about "Homegrown", a casual farming game I'm creating using my own engine. Support the channel on Patreon and get access to the game & code for Homegrown, the city-builder, and Equilinox: https://www.patreon.com/thinmatrix Play my previous ...
An Up-Close Look at Smash Bros. Stages [Graphics] This time, we'll take a tour through several stages from Smash Bros. Ultimate. As I expressed in my most recent Effects video, examining the assets that made it into the game will help explain things better than any presentation I could give. Visual Effe...
C# Nullable reference types – No more null reference exceptions! Are you tired of null reference exceptions and unexpected crashes due to uninitialized variables? There’s a very handy feature in C# called nullable references types that will help you catch this before it becomes a problem! In this video we are explorin...
Special Crossover! #2 [Special] The second installment of the Retro Game Master crossover is here! Join me as I play classic arcade games with legendary Let's Player Arino Kacho. In the four short years covered in this episode, games evolved rather dramatically! #1 : https://youtu.be/6...
Getting Started with Entity Framework Core in .NET Check out my courses: https://dometrain.com Subscribe to my weekly newsletter: https://nickchapsas.com Get the source code: https://mailchi.mp/dometrain/2t88foeq898 Become a Patreon and get special perks: https://www.patreon.com/nickchapsas This video i...
Voice Recording [Audio] I've overseen all sorts of voice recording sessions for the games I've worked on so far. Today, I'd like to give a general overview of how the voice recording process happens!
Family BASIC [Programming & Tech] Without Family BASIC, neither Kirby nor Super Smash Bros. would exist today! In this video, I'll introduce this special peripheral from 1984 by recording myself actually using it. This really takes me back. I had lots of fun with this thing.
Better Than Not Being Able to Beat the Game [Game Essence] Games are at their most exciting when you can just barely overcome their difficulty. However, not all players have the skill to beat every game... How should we go about balancing difficulty in such cases?
Earth Day - Calculate Paper Sheets Saved Hey Programmers, Calculate the total paper sheets saved by enabling paperless settings on user profiles. On this Earth Day, Optimize environmental impact efficiently. https://curiousdrive.com/codingchallenge/earth-day-calculate-paper-sheets-saved Join ...
Making a Living Making Games [Planning & Game Design] I'm sure there's no shortage of aspiring game developers who watch this show. Well, it's time to get out there and break into the biz! This time, I'll be talking about what you need to do to get a job making games.
Branching Tastes [Work Ethic] The games and media we interact with when we're young shape our values as we grow older. You could say each person branches off in their own direction. With such diverse values in mind, I'd like discuss what you should consider when choosing a target audi...
LIV Golf Masters Odds Calculator #coding #programming Hey Programmers, Calculate LIV masters golf tournament odds by analyzing historical data. Determine the favorite player to win based on average final scores. https://curiousdrive.com/codingchallenge/liv-golf-masters-odds-calculator Join this channel to...
Crafting “Similar” Games [Planning & Game Design] There's nothing wrong with drawing inspiration from an existing game. After all, that's how game systems and mechanics come to be refined. But there are a few things all developers should keep in mind when creating "similar" games.
F: Graphics 1 (Category Compilation) #01~#06 In Category F: Graphics, I explain what goes into making art for games. Rather than sharing tool tutorials and the like, I offer practical points to consider when creating game visuals. [Index] 0:00 Opening 0:11 F-1 Draw the Light, Not the Asset 3:41 F-...
Daily Report Suggestions [Team Management] I've been writing an internal Daily Report for my projects for a long while now. It's become something of a habit for me. Today, I'd like to share a few of the many benefits this can provide. If you have the means, it's worth trying!
USB-C Charger Can Land on the Moon! 💌 FREE monthly newsletter for curious minds: https://newsletter.simplyexplained.com Some USB-C chargers are faster than the computer that put men on the moon! This (not sponsored) Anker charger is 500 times faster than the Apollo Guidance Computer and h...
Run Local LLMs on Hardware from $50 to $50,000 - We Test and Compare! Dave tests llama3.1 and llama3.2 using Ollama on a Raspberry Pi, a Herk Orion Mini PC, a 3970X, an M2 Mac Pro, and a 7995WX featuring the NVidia 6000 Ada GPU. See the results live! Check out my book on the autism spectrum! https://amzn.to/4elzfQv I’m ...
Knockback in Super Smash Bros. [Programming & Tech] Super Smash Bros. is all about knockback, so the knockback systems are very detailed. It's been like this since the first game. In today's Programming & Tech video, I'd like to take the opportunity to introduce some of those systems.
Say It, and It Might Come True [Work Ethic] The idea that words have power has merit—the things you say and how you say them can change the way you experience the world around you!
Sora Ltd. [Grab Bag] You see the name often on this channel...but who exactly is Sora Ltd.? You could just say it's just me, really. In today's Grab Bag episode, I'll share some info about my company. If I hadn't chosen to go independent, this channel might not exist.
A Fight Between Live Action and Animation [Graphics] Some characters are realistic! Some characters are cartoony! Just throwing them all into a game as-is might not result in a cohesive visual style.
Amplify Both Strengths and Weaknesses [Game Essence] In today's Game Essence video, I'll be discussing a way characters often end up getting balanced: by rounding off both strengths and weaknesses. While that process certainly can resolve issues, it's hard to say it makes a game more fun...
Praise the Player! [Planning & Game Design] People play games to feel good! Don't hold back on praising them at every step along the way!
Next.js Deep Dive with Lee Rob Lee Rob joins to answer all my Next.js questions! Follow Lee's YouTube Channel - https://www.youtube.com/@leerob **DISCORD** Join the Learn Build Teach Discord Server 💬 - https://discord.gg/vM2bagU **STAY IN TOUCH 👋** Newsletter 🗞 - https://...
Playing Games in Front of Other People [Marketing] For some reason, I find myself playing games in front of other people rather often... In a way, it's just like giving a presentation. Seeing is believing!
Making "Work" Games Fun [Game Essence] While this episode falls under the Game Essence category, game essence isn't the only thing that makes a game fun. This time, I'll be examining games that can really pull you in, even without any inherent push and pull.
Show and Tell: Some Rare Belongings [Grab Bag] Given my history, I've accumuled a fair amount of game-related items over the years. Today, I'd like to share a few of the rare pieces from my collection. (Just between us: I tried to share some even rarer ones, but that got shot down.)
Special Crossover! #1 [Special] For our portion of the Retro Game Master crossover, we take a tour through a curated selection of arcade games released between 1978 and 1987—"The Space Invaders Decade". We hope it provides a unique look at the history and evolution of video games! #1 :...
Deconstruct, Analyze, and Rebuild [Planning & Game Design] The title refers to a method I use often when thinking up ideas for a new game. I break down the key points, mull them over, then try to see if I can't think of anything better or more innovative. This is where daily game research really comes in handy.
Giving Feedback for Sound Effects [Audio] What exactly does "bzang" or "bomf" mean? Today, I'll be discussing how difficult it can be to explain the sound effects we hear in our heads.
You'll Forget the Hardship, But the Game Will Endure! [Work Ethic] A creative work will continue to exist for all-time. Even in these YouTube videos, I'm still discussing games I worked on decades ago. This is why it's important to do all you can now, so you don't regret it later.
Dealing With Color Disparity [Graphics] Tune in for an example of something I still check by eye even in the modern day. Just because the values are the same, that doesn't mean the colors are—so don't be fooled!
Homegrown Devlog - New UI & Mod Support(ish) Devlog video about "Homegrown", a casual farming game I'm creating using my own engine. Starting the year with some work on pop-up info panels for the objects in the world, and the beginnings of mod support! Support the channel on Patreon and get access...
Game Music and Ambient Sounds [Audio] Ever feel like the music in large-scale titles these days doesn't leave much of an impression? That's because the soundtrack has to fit the game experience! NES fans, think you can name each game whose music plays in this video before its title appears on...
Tesla Talk, Payphones, TRS-80s, Disneyland, Retro-Tech and More! Welcome to this special edition of “Shop Talk” with Dave Plummer and Glen Hodges, where we dive into your burning questions from the comments and explore a variety of fascinating tech topics! 🚀🔧 In this episode: • The Hunt for Vintage Tech: Dave and ...
Animation Blending [Animation] Imagine a technique that lets you smoothly transition between two distinct animations. What does that even look like? This method relies on technology to pick up the slack where manual animation alone won't cut it.
Computer-Controlled Players [Planning & Game Design] People want CPU-controlled players to move as if they were controlled by a human, but that's an extremely difficult demand to meet! Humans and computers are fundamentally different, after all—so how can we accommodate this?
Odds and Ends of Supervising: Sora Edition [Graphics] When polishing a game, I give each and every detail a thorough check—and today, I'd like to introduce a small part of my supervision feedback from the development of Sora. By the way, this is the final video in the Graphics category, and the last time on ...
How I Stuck With My Column [Work Ethic] My Weekly Famitsu column, Think About the Video Games, ran for 18 years and 9 months. How did I manage to keep it going that long? You'll find out in this video.
Overhauling the UI in my Farming Game (still) Devlog video about "Homegrown", a casual farming game I'm creating using my own engine. More progress on the UI this week - tile examining, better icons, lighter inventory, buff tool-tips, and stripy health bars! A big thanks to twistedcatcc for creatin...
Jay Miller - But Look at the Numbers: Using Public Data to Highlight Systemic Problems After the tumultuous year 2020 was, I set out to have conversations with folks about how there were issues that wouldn't be solved with a single action. To many ideas of racism and over-policing are viewed in the lens of their local area. I show in this ...
Presenting Scores [Planning & Design] In the past, score systems were a must-have for games—but these days, simply playing for points isn't enough to captivate players. However, changing the way scores are presented might just change the way they're perceived, as well.
Designing a New Town for my Farming Game Devlog video about "Homegrown", a casual farming game I'm creating using my own engine. The UI overhaul is done so I'm getting back to gameplay! First up, the town needs an update in preparation for all the new features I'll be adding to it. Support the...
Making Effects the Right Size [Effects] Effects lack physical presence and are regulated by time, so their density is extremely important! This principle is true for graphics in general, but today, I'll be discussing the sense of scale for unique effects.
Hit Marks [Effects] Providing feedback when a character attacks or gets hit is important, especially in games like Smash Bros. where the camera is pulled back. That's where hit marks come in! Today, I'll be explaining how they work.
Modern Quality of Life Features [UI] Today's episode is a bit like a Let's Play, where I'll be providing running commentary as I go hands-on with a game. The game in question has some incredibly well-crafted accessibility settings I'd like to walk you through.
Never Get Into Fights [Work Ethic] Don't fight with your teammates! Don't hold grudges! Don't make people upset! At least, not when you don't have to. You never know when these things might come back to haunt you.
Consider Rewards First [Game Essence] All games need rewards, but simply having them isn't enough. You also need ways for players to spend or use them, which will ultimately lead to making your game more fun.
Jump Physics [Design Specifics] Most action games feature the ability to jump, which tells you just how important a move it is. Today I'll dive into the topic in detail, as well as share some insight into a secret jump design of my own!
Game & Watch Designs [Grab Bag] When making Smash Bros., Nintendo lent me a precious document detailing LCD patterns used in the old Game & Watch handhelds. With their permission, I'd like to share this important and fascinating piece of video game history!
Dark Mode Makes You Stupid 💌 FREE monthly newsletter for curious minds: https://newsletter.simplyexplained.com Using dark mode can negatively impact your cognative performance. You'll read slower and you will spot fewer spelling mistakes. Better switch to light mode when it matte...
Transparency Features [Programming & Tech] We implement a variety of debug features during a game's development, and today, I'd like to introduce one of our more useful tools. This may be a Programming & Tech video, but it's got some Grab Bag and even some Graphics in it as well. By the way, this...
Sora's Work-From-Home Strategies [Grab Bag] It was thought that the COVID-19 pandemic might not hit the game industry as hard as others, but it forced us to completely change the way we work. In this Grab Bag episode, I'd like to spend some time talking about how that panned out for Sora.
Flash, Blast, and Smoke [Effects] Today, I'll be talking about explosion effects. It's not enough to just show a blast of orange fire and be done with it. There's actually a series of steps we use to impart the appropriate impact.
Prisma Schema Broke My Next.js Form I copied and pasted a Prisma schema and it broke my app. Check out Deals for Devs - https://dealsfordevs.com/ Built with Xata - https://xata.io/ **Newsletter** Newsletter 🗞 - https://www.jamesqquick.com/newsletter **DISCORD** Join the Learn Build Teac...
Online Updates [Design Specifics] As a player, I'm extremely grateful for downloadable updates and patches! As a creator, working on them requires time that could be spent on other projects or opportunities.
Screen Shake [Effects] Screen shake is a great way to immerse players in your game. Of course, you have to be careful not to overdo it, but using the entire screen to emphasize a given moment can be extremely effective.
Games During My Childhood [Grab Bag] It's fascinating how thinking back to our childhood days conjures up different images and eras for each of us. In today's Grab Bag, I'll talk about how I enjoyed video games when I was still a child myself, back during the dawn of gaming as we know it.
LINQ's INSANE Improvements in .NET 9 Until the 30th of September get 30% off any course on Dometrain with code BTS30: https://dometrain.com/?coupon_code=BTS30 Subscribe to my weekly newsletter: https://nickchapsas.com Become a Patreon and get special perks: https://www.patreon.com/nickchaps...
Destroying One Wall [Graphics] Sometimes, one particular part of a game requires in-depth supervision to get right... It can take a lot of work to change something for the better—and today, I'd like to show you an example of how true that can be.
What Happens When You Shift the Center of Gravity? [Design Specifics] Let's say you want an object to fly from left to right across the screen. That's easy to implement, but that's exactly why it's important to think of ways to change things up a little! By the way, this is the final video in the Design Specifics category!
Meteos [Game Concepts] Officially, my credit in Meteos is listed as "game design." My goal was to create a puzzle game with risk and reward in mind. At the time, I put together an animated proposal to help explain the concept, and I'll share it with you today in this video!
The Majority Shouldn't Always Rule [Work Ethic] It's easy to think an idea is a good one if the majority of people agree with it. But when it comes to creative projects, that's not always the case. In fact, it may just lead to mediocrity.
Did Astro Fix Server Actions and Suspense? Ben Holmes joins to talk about the latest amazing features in Astro, specifically around Server Islands and actions! Follow Ben's YouTube Channel - https://www.youtube.com/@bholmesdev **DISCORD** Join the Learn Build Teach Discord Server 💬 - https...
When Software Kills: Fatal Bugs in the Therac-25 The story of the Therac-25, where a race condition bug caused patients to be irradiated with massive uncontrolled doses; how and why it could happen. For my book on the spectrum, see: https://amzn.to/3XLJ8kY Join Dave as we explore one of the most shock...
Flick Input [Design Specifics] The Nintendo 64 gave me my first chance to develop games using an analog control stick. Not only could you move the stick in any direction and tilt it to varying degrees, you could detect the speed of said tilting!
Make Important Elements Bigger [UI] In this UI video, I'd like to introduce an alternative to the simple list format commonly used for menu layouts. In practice, your UI's design will differ depending on the aims of your game, but I personally prefer a menu you can navigate without even rea...
I: Audio 1 (Category Compilation) #01~#07 In Category I: Audio, I go over topics regarding sound in games. This includes music, sound effects, voices—everything. [Index] 0:00 Opening 0:12 I-1Make the Tempo Match the Game 2:45 I-2 Strike a Balance with Sound Effects 7:29 I-3 Listen in Various Env...
Let Your Characters Shine [Effects] If your visual effects are too flashy, they'll end up outshining your characters. It's important to find ways to keep effects impactful without interfering with other elements.
Ten People Can Produce Seven People's Work [Team Management] A team of two should get the job done twice as fast, right? Well...it's not that simple. The more members you have on a team, the more work you need to put into management and communication.
Programming the Restaurant Task System for my Game Devlog video about "Homegrown", a casual farming game I'm creating using my own engine. Support the channel on Patreon and get access to the game & code for Homegrown, the city-builder, and Equilinox: https://www.patreon.com/thinmatrix Play my previous ...
Implementing Feedback about the Shop UI Just wanted to do a very quick update to the recent shop UI video. I got a load of great feedback and I've implemented some of it already, so let me know what you think about the changes!
The Human Alarm Clocks of the Industrial Revolution! 💌 https://newsletter.simplyexplained.com FREE monthly newsletter for curious minds Before alarm clocks existed, knocker-uppers had the job of waking people up for work. They would go around with heavy stick and knock on their clients' doors or windows...
H: Effects 1 (Category Compilation) #01~#06 In Category H: Effects, I discuss some of the myriad special effects used in games. These are the kinds of visuals whose true value can be seen when in motion. [Index] 0:00 Opening 0:12 H-1 Make It "Pop" 2:41 H-2 Let Your Characters Shine 4:50 H-3 Flash...
B: Game Essence 1 (Category Compilation) #01~#06 In Category B: Game Essence, I define "game essence" as risk and reward, and explore how it impacts the push and pull at the heart of games. [Index] 0:00 Opening 0:11 B-1 Risk and Reward 10:08 B-2 Squeeze and Release 12:46 B-3 Game Essence in Role-Playin...
Balancing Ambient Sounds [Audio] Ambient sounds are likely the least exciting audio you'll hear in a game. All the same, they're vital for bringing your world to life—so you'll want to make them as natural and subtle as possible!
5 Cool LEGO Facts! 💌 FREE monthly newsletter for curious minds: https://newsletter.simplyexplained.com Here are 5 cool facts about LEGO. Each LEGO brick is accurate up to 1/200 millimeter. The LEGO Group is the biggest tire manufacturer in the world. In 2012, LEGO pr...
DO THIS NOW for Better Audio from your microphone! My Setup: 📷 Canon M50 Mark II - https://amzn.to/3P8R7lp 💡 Nanoleaf Elements Lights - https://amzn.to/3umwJVW 🎙 Blue Spark Microphone - https://amzn.to/3qgtYkq 🎙 Blue Pop Filter - https://amzn.to/3jEWM3r 🤳 Rode Microphone Arm - https://amzn.to/2Z68AlE...
Flashing Effects [Effects] "Flashing" refers to having elements like characters or the entire screen light up. Simple as it is, there are a lot of techniques involved. Be warned, this video contains lots of flashing effects!
A World Without Footprints [Grab Bag] No spoilers, please! Don't show me anything! This Grab Bag episode is all about how I like to approach games and other forms of media with a blank slate.
Kernel Mode vs User Mode: Why it Matters, What You Need to Know Retired Windows developer Dave Plummer dives deep into one of the most critical aspects of operating systems: Kernel Mode. We’ll explore how vulnerabilities like Spectre and Meltdown impacted system performance and why kernel mode is crucial for security ...
Supervising Art Through Retouches [Graphics] For game directors, the ability to convey their vision clearly to team members is an absolute must. Today, I'll be introducing a practical method I like to use when supervising the creation of graphical assets.
My Feline Friend, Fukurashi [Grab Bag] Today's Grab Bag video has nothing to do with games, but I have a feeling it's something you've all been wanting me to cover. I think I can oblige...but just this once! Sharing videos of my cat is very YouTuber of me, isn't it? #cat
Be Mindful of the Time Players are Giving You [Planning & Game Design] I know my games have taken a lot of precious time from my players...and I'm sorry for that! By the way, this is the final video in the Planning & Game Design category! We made it all the way to 30 episodes.
Start with the Climax [Planning & Game Design] One of the most challenging things to design for in a game is giving players control right from the very start. While there's merit to starting out slow and building up the story, it's more suitable these days to cut straight to the action.
Redesigning the Inventory in my Farming Game Devlog video about "Homegrown", a casual farming game I'm creating using my own engine. Another UI gets a makeover - this time it's the inventory! Support the channel on Patreon and get access to the game & code for Homegrown, the city-builder, and Equi...
Rotation on Two Axes [Animation] Rotation is a simple form of movement! However, that simplicity means we have to be careful that things don't end up looking too mechanical. By the way, this is the final video in the Animation category!
Motion Blur [Graphics] Motion blur can make animations look more realistic, but some people might dislike the way it makes visuals appear fuzzy. Today, I'll be talking about the use of these afterimages.
International Space Station Cargo Selection Hey Programmers, Determine which items can be sent to the ISS without exceeding the weight limit. Parse item weights, and maximize cargo weight close to the limit. https://curiousdrive.com/codingchallenge/international-space-station-cargo-selection Joi...
Planning Your Game’s Rewards [Planning & Game Design] Super Smash Bros. is a game where typical rewards don't entirely make sense, since fighters can't level up or earn new equipment. However, not having rewards at all wouldn't feel very satisfying, so we did our best to compensate players in a few different...
Damage Animations [Animation] Damage animations are a type of feedback from the game to the player, so they're actually very important! With how many unique body types there are in Smash Bros., it tends to be a lot of work to make animations for them all... [Eight Hit Stop Techniques...
Directors and Producers [Team Management] Just to be clear: I'm a director, not a producer! Many people aren't sure how these roles differ, so I'd like to discuss exactly that in today's Team Management video.
Maps Are Game Screens, Too [Design Specifics] Have you ever found yourself exploring a huge world in a game, only to be looking exclusively at the map instead of the game itself? When you're creating a game, you should always be aware of where the player will be looking.
Cross-Platform Development with Xamarin The objectives for this tutorial is to give you an understanding of how to target multiple platforms when using Xamarin. The whole idea of using Xamarin is that we can reach all the major platforms with one code base. In this tutorial we will look at th...
Is Your Game Appealing Enough to Start Over? [Game Essence] Games that greatly penalize the player each time they're defeated are on the rise. Roguelikes are a prime example. This is fine for games players are meant to play over and over again, but whether they'll actually -want- to play is another question.
Formula 1 - Autonomous Racing League #programming #coding Hey Programmers, Join the Formula 1 Autonomous Racing League and calculate total points for car companies across races! https://curiousdrive.com/codingchallenge/formula1-autonomous-racing-league Join this channel to get access to perks: https://www.you...
Avoiding Comparison [Planning & Game Design] When making creative works, it's important to make something unique—or at least something fresh! But what about content people have truly never seen before? It may be that humans simply can't picture something without a reference for comparison...
String Interpolation in C# How do you use string interpolation in C#? This video shows you how to convert string.Format into string interpolation introduced in C# 6.0. Code available here: https://github.com/fekberg/CSharp-Language-Features Follow me on Twitter: @fekberg https://...
Milecia McGregor - Bringing Full-Stack to JAMStack AMStack has become one of the prominent web technologies in recent years. These frameworks offer faster websites, make them more scalable, and more secure. This has changed the front-end by serving static pages that can be fetched from a server. But what...
Broad Input, Broad Output [Work Ethic] What's an absolute must for game designers? Taking in plenty of media, and putting out plenty of media! I can't stress this enough.
Coding Challenge - IPL - Fastest Bowler Award Hey Programmers, Determine the fastest bowler in an IPL match with our speed detection system. Calculate ball speeds for each delivery and find the fastest bowler! 🏏🚀 https://curiousdrive.com/codingchallenge/ipl-fastest-bowler-award Join this channel...
Game Essence in Shooting Games [Game Essence] I think the game essence in old-school 2D shoot 'em ups should be pretty easy to understand...but let's take a look at their push and pull to find out!
Attack Poses [Animation] Of all the different poses, attack poses are quite possibly the most vital. If they don't come across well, your whole game will suffer! Today, I'd like to share some of the things I kept in mind with these poses while working on Smash Bros.
Billboards [Effects] "Billboards" are flat objects that always face the camera. It might be hard to picture what they are if you haven't worked in game development before, so I'll be breaking them down in today's Effects video.
Solar Eclipse Research Balloon - Coding Challenge #eclipse #solareclipse #programming #coding Hey Programmers, Track balloon movements during a solar eclipse with our Balloon Distance Calculator with GPS coordinates. https://curiousdrive.com/codingchallenge/solar-eclipse-research-balloon Join this channel to get access to perks: https://www.you...
Prep Your Proposals Hot and Fast [Work Ethic] I've spoken previously about writing proposals, but this time I'd like to talk about maintaining momentum as you do so. Lay the groundwork for your game, then finish that proposal in one quick burst!
Say No to Slow! [Design Specifics] Players are busy people! They value their free time! They don't want to wait for the fun to start! ...This might just be the mindset a game designer needs.
Learn to Count Frames! [Planning & Game Design] I've been told it's an unusual skill, but the ability to count frames—even just approximately—can really come in handy when making games, since they control the flow of time. In this video, I'll show you a few tricks that might help you do it yourself! [...
First Webcam Was Pointed At... a Coffee Pot! 💌 https://newsletter.simplyexplained.com FREE monthly newsletter for curious minds The first webcam was pointed at a coffee pot at the University of Cambridge in 1991. It allowed people in the building to see if there was coffee in the pot or not. Pre...
Making Your Game Easy to Tune [Programming & Tech] These days, a great number of people are involved in adjusting a game's balance, so being able to change parameters on the fly is vital. This might be difficult to explain without showing the tools we use, but I'll do my best to keep things simple.
A Director’s Job is to Trim [Team Management] In my many years working as a game director, I've learned that making compromises and resolving problems are even more important aspects of the job than creation. By the way, this is the final video in the Team Management category! We're now at three epis...
When Ideas Won't Come [Work Ethic] It's not easy coming up with great ideas...and sometimes, no matter how hard you think, inspiration just won't strike! Here's what I do when that happens to me.
Vad händer med C#? (Ljudet blev lite sprakigt när det filmades över zoom, vet inte varför..) C# är ett av de mest populära språken som kontinuerligt utvecklas med ny funktionalitet som ska göra vår vardag enklare. Vi kommer att gå igenom förändringarna C# har genomgått d...
Just Do It Already! [Work Ethic] My advice today doesn't apply only to game creators—everyone can benefit from taking it to heart. If you want to get your creative engine going, you'll first need to give it a shove. Don't wait—get moving already!
Always Keep Attack Collision in Mind [Animation] Assigning attack collision to an animation as-is doesn't often work out too well. While this task is generally handled by game designers, I've focused this video toward animators, too.
The Perils of Interpolation [Animation] The poses look great, and the timing is perfect! And yet, the animations look slow... That's one of the perils of interpolation. You have to be careful to keep this useful feature from undermining your work.
More Game Essence Means Less Broad Appeal [Game Essence] This is the 17th Game Essence video, but today, we'll dive into a topic I mentioned back in the very first: how deepening game essence can reduce broad appeal. What exactly does that mean?
Making the Imaginary Feel Real [Graphics] Objects in games are weightless, insubstantial imitations—and yet, they don't feel that way thanks to all the hard work creators put into maintaining the illusion.
Marketing is Multiplicative [Marketing] It's time to introduce a new category: Marketing! No matter how good your game is, it may as well not exist if people don't know about it. It's not enough to only put effort into developing something special—you need to spread the word, too!