#phaser 3 tutorials
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Playing with Python Arcade
I've been wanting to create a card game with my son as a way to get him more interested in programming. I took a look at pygame, phaser and godot, but ended up picking Python Arcade because it seems approachable, I like the look of the code samples and it has a good cardgame tutorial. But it's been a bit of a struggle getting rolling. Right now all the efforts of the developers seems to be in pushing out a 3.0 release, but it is not ready for prime time yet, and they have let the 2.6.17 release get a bit stale in the meantime.
To get the 2.6.17 release working on my M3 macbook pro, I had to force it to use the latest pyglet 2.0.x release.
Then, in the solitaire example, they create the card's as an ordered spritelist, and then shuffle it. But the shuffle only seems to apply the the draw order of the cards, not to the picked order of the cards. I tried multiple ways to shuffe the spritelist, but get_sprites_at_point always returns them in the original order of creation. I fixed this by shuffling the card abstractly, before creating the Sprites:
CARD_VALUES = ["A", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K"] CARD_SUITS = ["Clubs", "Hearts", "Spades", "Diamonds"] self.card_list = arcade.SpriteList(use_spatial_hash=True) cards = [] for card_suit in CARD_SUITS: for card_value in CARD_VALUES: cards.append({"suit": card_suit, "rank": card_value})
random.shuffle(cards) # Shuffling the sprites doesn't change pick order :(
for card in cards: card = Card(card["suit"], card["rank"], CARD_SCALE) card.position = x, y self.card_list.append(card)
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March Media Diary Thing 2024
This one's a weirdo! I'm typing this first paragraph after the fact, because it's the 30th instead of the exact end of the month like i wanted to post it . This post's a two-phaser, just because the way i typed this one out was in a " Live thoughts as fresh as i got them on the day i did stuff " kind of format. I didn't realize that there'd be so many more embeds then in febuary and january, but i guess it's just that kind of thing where you end up doing alot or doing the same but having more to say on it because its Now and not Before? I guess? I dunno. Everything below this space was gonna be from the start of the month , approaching towards the end. Okay, see you at the end of the second media diary post, now ! I'm gonna mix up this one and like unlike the last two i'm gonna try and write to this as i finish stuff instead of leaving it all until the end of the month, i think. im wondering if it'll make my thoughts more consise or not, but honestly, i have no idea! the main thing i think that gets lost out from this is the fact that i'll probably have less personal anecdotes about the month itself. Ohhhh.... MIGHTY SWITCH FORCE! < Silliest 3DS Home Screen Jingle >

i'm not giving this one a docism as a title just because it's kind of embarrasing to make too much more focal then it is, but the game's visual design and the way it flaunts itself does kind of make it a little distracting, but, i guess, more then anything else i've played from wayforward. um
i dont think its nessisarily a bad game or anything its perfectly alright. its like a little short for the price it retailed at on 3ds at least but its like. mediocre good i think . its not like bad or anything. its mostly just a game that sells itself with cute girls. which is fine i guess. like the game design Holds but the games focus is kinda scattershot, but whatever. it doesnt overstay its welcome or anything. the design's sound its just kind of okay all around NO MORE HEROES 2 - DESPERATE STRUGGLE < voice clip game of all time >

unintentional misogyny theming in this media diary oh no
coincidentally as i was playing i learned that the day i chose to start this game came out 3 years after the first game, which, coincidentally , lines up with the game's actual in-universe timeline iif my opinions on this game lines up itll be like, (9) years until i play the next one thats for sure
ok so my story with this series is that i played the first game accidentally completely handicapping my own experience with it because i didnt know you could upgrade your stuff in it and thus made everyone in the ggame into a big dumb hp sponge that wasnt enjoyable to figght and despite my best efforts to try and like this game more ( And, i will say, despite the very prevalent appeals to the male gaze, it CAN be charming ! ) i also took entirely way too long to learn about switching weapons worked functionally, just because despite SEEING the tutorial prompt for weapon switching, i didnt put it together because it takes a bit longer to activate then you'd expect, and thus, never used it. Oops! but yea this game mostly just stands on its own crass nature and in that respect its both very self aware and self indulgent. if you like that kind of vibe youll enjoy the game and its style or be mostly indifferent/uncomfortable with it . Shrug! shinobu is pretty cool. u get to play her after the events of the first game and its neat.
one thing i like about this games like direction is that its very well established that nobody in this game is a good person like even remotely and in that aspect it does get to explore cool stuff i can appreciate. i like that much. i tthink my favorite boss conceptually is the big robot you fight at one point in the battle royale segment. but id mostly consider this game as kind of a gimmick. i can see elements in there that'd make it a classic to a certain brained kind of person, but it doesnt appeal to me. i did wanna try and i did get at least to the very end until the final boss, at least. people say thats one of the worst final bosses in video games period and i gotta say they didnt lie shit doesnt really work
i got endeared by this sign , so i took a screenshot of it . i also like the crickets in the bug minigame.
pretty good though the games just kind of middle of the road for me overall. i didnt hate it enough to not completely finish it and as of typing this and as is its only 3/9 , so i might still truck through the final battle of this game, but, i wont really guarentee or force myself after 3 hours straight of it ----- ok nevermind literally the next day first thing when i woke up i first tried the guy lol games charming its just very peculiar
get fucked idiot SUPER MARIO BROS DELUXE

I technically started this last month but this is the month where i actually sat down and finished it just because MAR 10 ran around so like. might as well fish out some random mario sidescroller to play next also. its short and ive heard some ssay its like definitive mario 1 but the way mario's speed + the screen crunch make it kinda sloppy in a way. limitations of a gameboy color i know but i guess as a standalone way of playing mario 1 its not like. the worst in the world . ive never actually finished mario 1 before on my own so this is a new experience for me !
if you think the 3ds being retro in the modern day is extra fucked up, consider the fact that this version of mario 1 came out 14 years after the original....!!!! if you think the ds being retro in the modern day is extra fucked up, consider the fact that this version of mario 1 came out 14 years after the original....!!!!
Dōbutsu no Mori ( The Animal Crossing Anime Movie ) < Ough-est main character >

Watched this one again for the second time in a discord movie night! A very sweet and nice little movie with very very very cute characterrs. i see the able sisters on the screen and i clap

whats wrong with her
shes like a frog anyway the movies cute and theres aliens at the end. id describe it as a very loving adaptation of an animal crossing player's imagined version of events going on in an animal crossing gamecube-era town. though the biggest thing of all that endears me is AI i think theyre so silly looking
Pictured : Another Silly Subject KERO BLASTER

another game ive played many times before, but, considering my recent cave story fix, i felt drawn to playing it again. i still think its a cute and extremely solid sidescroller game..aaaa ithink everyone should give it a try if thats ur kind of game. also theres lots of very good video game enemies in this

very simple but effective art direction theres like a very nice feeling of atmosphere to it ( cool game ) idk what else to say ive playedd this game like five times before and this is a media diary for documenting new feelings and thoughts and not for like full on game reviews, i think. < Mid-Month Side Note >

i still havent completed this game's story mode to this day, but, recently, cus' the efforts of the team 0% team ( group of crazy freaks with the sole goal of making sure every mario maker 1 / 2 level gets cleared ) ive been driven to try and finish my super world recently. i might feel like showing off the levels ive made at the end of the week,as well, but it's honestly really satisfying, even if i know that the userbase for this game's comparitively shrunk since launch. idk! its fun to make mario levels. i think its satisfying and ill do it even if nobody plays them. also apparently i forgot to turn off my nso subscription so thats why im extra driven to upload lots of levels while i have it. I still hate how NSO is a paid service attached to online. it just kind of paywalls large swaths of games that don't need it and it's just dumb, evil, corporate greed. Ugh! That's the price of gaming in the modern era, i guess....
PETAL CRASH < Thank you, Bison...! >
game i've only played very recently, and arguably, doesnt fall under regular completion criteria, as it's mostly meant to be played on a whim in short bursts ( it does have a short story mode, though, plus a bunch of challenges i haven't played yet..! ) ( I might not be smart enough, for those... ) , but that doesnt really matter! This game is absurdly , amazingly, adorably adorable! !! !

Look at these things!
Ouuu!
Fairy!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! aside from having an adorable fairy character that appeals to every aestetic i love, its also a decently digestable GBC styled puzzle game ! thats really fun!! and ive been playing it on steam deck, where, i think, it really shines!! the character design in it is really good!

i've yet to master it , as it's pretty fast paced, but its essentially a match game that bumps stuff togetheer good with cute characters like puyo. i havent interacted with that series before but i have played kirbys avalanche and star stacker and this is pretty fun like those. if you like those games you'll like this.
Thanks to my BF for buying this game for me !!!!!!!!!!!!!!!!!!!!
Record of Lodoss War: Deedlit in Wonder Labyrinth < most symphony of the night award >

the docism is kind of demeaning but this game is really solid i finished it just now in 6 hours ( 3/21 ) ( Wait, those numbers add up to 6! wow! ) i think this games strongest suit is how drop dead gorgeous the sprite art is . like . holy shit there are giant gorgeously animated ps1 quality era crisp pixel perfect sprites just everywhere

the picture quality google images gave me doesnt do it justice but there are just like these fantastically rendered fantasy sprites wherever you wanna look for it and it just reminds me how awesome the ladybug developer team is. i think in terms of indie studios ive gotten attached to this is definitely like a dev i eagerly cant wait to see what they do next in the metroidvania sphere. like. considering the source material the actual designs dont stray too far from like what " conventional " fantasy looks like,( A little basic ) , they still kept my attention just from the number of moving parts and shit. and like. mechanically this game is actually pretty neat. they make you juggle a whole lot of projectiles on screen, but it becomes pretty managable when you learn how the two-prong element system works to be pretty engaging ( It reminds me alot of cave story's weapon system, actually! ) ( really cool! ) https://clan.cloudflare.steamstatic.com/images//36872249/d5f18e9ecfb93d0547f6ccf894cd2e0bab2d12c1.gif WHAT???? tumblr posts have a 20 image limit! What! i didnt know about this! i think websites should let u post as many cool images as you want. i should make a neocities for these at some point if i keep doing them...... regardless i think this game is awesome even if the story is kind of like throwaway ( saying this as someone who hasnt engaged with the source material yet, which there apparently is, so maybe thats not a fair thought. on the games steam community page though i saw a gif of the main character in an anime adaption wiggle her ears around with a silly face, so maybe it'd appeal to me if i look into it? Huh. ----- PART TWO WILL BE POSTED SOME TIME IMMEDIATELY AFTER THIS FROM THE EMBEDDING ISSUE -------------------
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Python vs. JavaScript: Which Should You Learn First?
Choosing a programming language to learn can be a daunting task, especially if you are new to coding. Two of the most popular languages that often come up in discussions are Python and JavaScript. Both are versatile, powerful, and widely used, but deciding which one to learn first depends on your goals, interests, and the kind of projects you want to build. In this article, we will explore the strengths and use cases of Python and JavaScript to help you make an informed decision.
1. Understanding Python
a. Overview
Python is a high-level, general-purpose programming language known for its simplicity and readability. Created by Guido van Rossum in 1991, Python emphasizes code readability, making it an excellent choice for beginners.
b. Key Features
Easy Syntax: Python’s syntax is straightforward, resembling plain English.
Versatility: Suitable for web development, data analysis, machine learning, automation, and more.
Strong Community: A vast library of resources, tutorials, and frameworks.
Cross-Platform: Works seamlessly on Windows, macOS, and Linux.
c. Use Cases
Data Science and Machine Learning: Libraries like Pandas, NumPy, and TensorFlow make Python the go-to language for data professionals.
Web Development: Frameworks like Django and Flask enable the creation of robust web applications.
Automation: Automate repetitive tasks using Python scripts.
Education: Widely used in educational settings due to its beginner-friendly nature.
2. Understanding JavaScript
a. Overview
JavaScript is a dynamic, high-level programming language that powers the interactive elements of websites. Introduced in 1995 by Brendan Eich, JavaScript has become essential for web development.
b. Key Features
Interactivity: Adds dynamic content to websites, such as animations and user interface elements.
Versatility: Works on the client side (in the browser) and server side (with Node.js).
Event-Driven: Handles user inputs and events efficiently.
Wide Adoption: Supported by all major browsers.
c. Use Cases
Front-End Web Development: Create interactive user interfaces with frameworks like React, Angular, and Vue.js.
Back-End Development: Use Node.js to build scalable server-side applications.
Mobile App Development: Leverage frameworks like React Native for cross-platform apps.
Game Development: Create browser-based games using libraries like Phaser.
3. Comparing Python and JavaScript
a. Learning Curve
Python: Easier for beginners due to its clean and simple syntax.
JavaScript: Slightly more challenging, with concepts like asynchronous programming and DOM manipulation.
b. Application Scope
Python: Ideal for data-heavy fields, automation, and backend development.
JavaScript: Perfect for web development and interactive applications.
c. Community and Resources
Both languages have large, supportive communities and extensive learning resources. Python may have a slight edge in educational tools for beginners.
d. Performance
Python: Generally slower due to its interpreted nature but sufficient for most applications.
JavaScript: Faster in web environments, thanks to Just-In-Time (JIT) compilation.
e. Career Opportunities
Python: High demand in data science, AI, machine learning, and backend development.
JavaScript: Ubiquitous in web development, offering abundant opportunities for front-end and full-stack roles.
4. Factors to Consider When Choosing
a. Your Goals
If you aim to work in data science, AI, or automation, start with Python.
If you are interested in web development, JavaScript is the better choice.
b. Your Learning Preferences
If you prefer a language with minimal setup and beginner-friendly syntax, choose Python.
If you enjoy immediate visual feedback while coding, go for JavaScript.
c. Industry Trends
Both languages are in high demand. Python is growing rapidly in fields like AI, while JavaScript remains dominant in web development.
5. Advantages of Learning Both
While starting with one language is essential, learning both Python and JavaScript can significantly enhance your skill set. Python excels in backend development and data-driven projects, while JavaScript is indispensable for building interactive and engaging user experiences.
By learning both, you can:
Become a versatile developer.
Work on full-stack web development projects.
Expand your career opportunities across various industries.
6. Conclusion
The choice between Python and JavaScript ultimately depends on your goals and interests. Python is ideal for beginners looking to explore data science, automation, or backend development. On the other hand, JavaScript is the go-to language for aspiring web developers who want to create dynamic and interactive websites.
Whichever language you choose, remember that programming is a journey. Start with one language, build a strong foundation, and gradually expand your knowledge. Both Python and JavaScript offer rewarding career paths and opportunities to create impactful projects.
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Building a Custom JavaScript Game with Phaser 3
Introduction Building a Custom JavaScript Game with Phaser 3 is a comprehensive tutorial that will guide you through the process of creating a custom JavaScript game using the popular Phaser 3 framework. Phaser 3 is a powerful, open-source game engine that allows you to create 2D games for the web, desktop, and mobile devices. In this tutorial, you will learn how to create a custom JavaScript…
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7 Open Source Projects You Should Know - JavaScript Edition
Overview
Hi everyone 👋🏼 In this article, I'm going to look at seven OSS repository that you should know written in JavaScript, interesting projects that caught my attention and that I want to share. Let's start 🤙🏼
1. Appwrite
Appwrite is an end-to-end backend server for Web, Mobile, Native, or Backend apps. You can easily integrate your app with user authentication, a database for storing and querying users and team data, storage and file management, image manipulation, Cloud Functions, and more services.
appwrite / appwrite
Your backend, minus the hassle.
Our Appwrite Init event has concluded. You can check out all the new and upcoming features on our Init website 🚀
Appwrite is a backend platform for developing Web, Mobile, and Flutter applications. Built with the open source community and optimized for developer experience in the coding languages you love.
English | 简体中文
Announcing Appwrite Cloud Public Beta! Sign up today!
Appwrite is an end-to-end backend server for Web, Mobile, Native, or Backend apps packaged as a set of Docker microservices. Appwrite abstracts the complexity and repetitiveness required to build a modern backend API from scratch and allows you to build secure apps faster.
Using Appwrite, you can easily integrate your app with user authentication and multiple sign-in methods, a database for storing and querying users and team data, storage and file management, image manipulation, Cloud Functions, and more services.
Find out more at: https://appwrite.io
Table of Contents:
Installation
…
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2. melonJS
melonJS is an HTML5 game engine that empowers developers and designers to focus on content. The framework provides a comprehensive collection of components and support for a number of third-party tools. It is an alternative to other JavaScript game engines such as Phaser 🤞
melonjs / melonJS
a fresh, modern & lightweight HTML5 game engine
melonJS 2
A fresh, modern & lightweight HTML5 game engine
melonJS 2 is a modern version of the melonJS game engine that was first released in 2011. It has been rebuilt entirely using ES6 class, inheritance and semantic, and bundled using esbuild for blazing fast build performance and provide modern features such as tree-shaking.
Note: migrating an existing project to melonJS 2 (version 10.0 and higher) will definitely break your game (ES6 semantic and inheritance, nodeJS event emitter, and no backward compatibility with deprecated legacy APIs), and you might want to read first this small step by step guide on upgrading to melonJS 2. If you are looking at the legacy version (9.x and lower) of melonJS, you can find it here under the legacy branch.
melonJS is open-source, licensed under the MIT License, and actively developed and maintained with the help of a small team of enthusiasts…
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3. GDevelop
GDevelop is another free, open-source game engine build from any platforms like PC or phone. The peculiarity of this game engine is that it is possible to create video games without using code, because it uses a logic system based on conditions and actions.
4ian / GDevelop
🎮 Open-source, cross-platform 2D/3D/multiplayer game engine designed for everyone.
GDevelop is a full-featured, no-code, open-source game development software. You can build games for mobile, desktop and the web. GDevelop is fast and easy to use: the game logic is built up using an intuitive and powerful event-based system.
Getting started
❔ I want to... 🚀 What to do Download GDevelop to make games Go to GDevelop website to download the app! Contribute to the editor Download Node.js and follow this README. Create/improve an extension Download Node.js and follow this README. Help to translate GDevelop Go on the GDevelop project on Crowdin or translate in-app tutorials.
Are you interested in contributing to GDevelop for the first time? Take a look at the list of good first issues, good first contributions or the "🏐 not too hard" cards on the Roadmap.
Overview of the architecture
Directory ℹ️ Description Core GDevelop core library, containing common tools to implement
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4. Egg.js
Egg.js is a simple library that allows you to easily add web easter eggs by watching the user's key strokes. It's simple to use and very funny 🤣
mikeflynn / egg.js
A simple javascript library to add easter eggs to web pages.
Egg.js
Egg.js is a simple JS library that has no prerequisites and allows you to easily add web easter eggs by watching the user's key strokes.
Example
It's really easy to use. Just include the egg.js file on the page...
<script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/egg.js/1.0/egg.min.js"></script>
(Thanks to Cloudflare for hosting the library!)
...then use the addCode() function to add in your easter eggs. You need to pass it the character sequence to trigger the easter egg callback (which can either be in plain English or Javascript key codes), a function to trigger when it happens, and an optional set of metadata. Metadata can be anything from a string to an object.
var egg = new Egg(); egg .addCode("up,up,down,down,left,right,left,right,b,a", function() { jQuery('#egggif').fadeIn(500, function()
…
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5. API Vault
API Vault is a beautiful project written in JavaScript: it's an online platform that works as a gateway to a world of public APIs. You can also filter the APIs by category and find the one that's right for you 🖐
Exifly / ApiVault
Your gateway to a world of public APIs.
Prerequisites • How To Use • Credits • Contributing • Support • License
Click here to submit your API
Built with
Prerequisites
Before starting to use the software make sure you have docker installed.
How To Use
Clone the repository
git clone https://github.com/exifly/ApiVault
Set .env file
Inside root repository folder rename .env.dev file
cat .env.dev > .env
Inside /frontend folder rename .env.sample file
cd frontend cat .env.dev > .env
Same action inside /backend folder
cd backend cat .env.dev > .env
Client/Server side using Docker
# Go into the root folder cd ApiVault # Run docker docker-compose up
Important note:
On first docker-compose launch, your terminal could tell you:
database_dev | 2023-05-26 13:38:01.598 UTC [83] ERROR: relation "vault_api" does not exist at character 232 database_dev | 2023-05-26 13:38:01.598 UTC [83] STATEMENT: SELECT "vault_api"."id", "vault_api"."name", "
…
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6. sweetalert2
sweetalert2 is a beautiful, responsive, customizable, accessible replacement for JavaScript's popup boxes without external dependencies. Primarily designed for JavaScript projects, you can integrate it with the three big frontend frameworks: Angular, React, and Vue.
sweetalert2 / sweetalert2
✨ A beautiful, responsive, highly customizable and accessible (WAI-ARIA) replacement for JavaScript's popup boxes. Zero dependencies. 🇺🇦
A beautiful, responsive, customizable, accessible (WAI-ARIA) replacement for JavaScript's popup boxes. Zero dependencies.
Installation | Usage | Examples | Recipe gallery | Themes | React | Angular
Sponsors
For all questions related to sponsorship please get in touch with me via email [email protected]
Become a sponsor Kryptovaluutat DLX Plugins Tiago de Oliveira Stutz
Roboflow ZezeLife SERP Empire Real Spy Apps
Phone Tracking Apps Metal Raised Garden Bed
NSFW Sponsors
Important notice about the usage of this software for .ru
…
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7. Video.js
Video.js is a web video player built that supports HTML video and Media Source Extensions, as well as other playback techs like YouTube and Vimeo. It supports video playback on desktops and mobile devices. As with sweetalert2, you can integrate this library with the three JavaScript frameworks: Angular, React, and Vue.
videojs / video.js
Video.js - open source HTML5 video player
Video.js - HTML5 Video Player
Video.js is a web video player built from the ground up for an HTML5 world. It supports HTML5 video and Media Source Extensions, as well as other playback techs like YouTube and Vimeo (through plugins). It supports video playback on desktops and mobile devices. This project was started mid 2010, and the player is now used on over 50,000 100,000 200,000 400,000 700,000 websites.
Table of Contents
Quick Start
Contributing
Code of Conduct
License
Quick Start
Thanks to the awesome folks over at Fastly, there's a free, CDN hosted version of Video.js that anyone can use. Add these tags to your document's <head>:
<link href="//vjs.zencdn.net/8.3.0/video-js.min.css" rel="stylesheet"> <script src="//vjs.zencdn.net/8.3.0/video.min.js"></script>
For the latest version of video.js and URLs to use, check out the Getting Started page on…
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Conclusion
This list lists seven open source projects that are worth checking out, either to use them or even to contribute🖖 Happy coding!✨
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Audiovision Blog Post week 2
Research (technical, academic, creative practice)
This week i have been exploring various inspirations around AV 2.1. Regarding my selected video I have been exploring the sound design within the film 'Anhiliation'. I love the texture and variety that the composers of the film 'Geoff Barrow and Ben Salisbury' implemented within this scene. The raw emotion and tension that is built through the minimal use of synths and layered bassline sounds are highly effective in reflecting the importance of the scene.
Sound design study using reference from '1:30 - 2:50'
youtube
The disonance of the ambient white noise creates a sense of desolation pairted with the saw drilling synths that send a chill down your spine as the alien transforms into this expansive matter.
I am already pretty familiar with how these sounds can be recreated and reinterpreted in Ableton, so I aim to have this as a base to build my sound design upon.
Following this I have been exploring similar compositions within Ableton using plugins 'Vital' and 'Synthmaster' as well as a variety of distortion, phaser/flanger effects in order to replicate the sounds within the film. Vital is a great free synth instrument similar to 'Serum' allowing for vast customisation and modulation.
2. Reflection
I was absent from class during this week due to sickness so I am not able to reciprocate the learnings in class. However, regarding week 1's learning and class content I was quite fascinated by the various possibilities of foley within sound design. I especially liked the 'nightmare machine' device that is able to create a multitude of horrific and discordant sounds it can create with such simple elements. This has really inspired my own sound creation and the possibilities that I want to explore within my own sound design in the future.
Also the contextualisation of emotion and mood within a scene was never an aspect of sound production that I really took into account enough. The exercise rewatching the same clip with different soundtracks really made me think about the possibilities of how I can warp and push a videos narrative through opposing or contrasting visual elements whist still making sense contextually.
3. Progress
I have been emailed by one of the animation students and have started discussing various ideas regarding their project and how my sound design could work well with their concept. They are planning on creating an animation based around the Hong Kong coffin housing which is a great fit for me as I have already made my own animation and sound design based around a similar concept (Kowloon walled city) in a previous dms class.
I am also currently I am working on my AV 2.1 assignment and exploring various tutorials and reference material to build a foundation of how I want my sound to fit within the video. I selected Resonance - Murat Pak as I found it to be the most interesting to me as well as offer a wide variety of sound creativity.
4. Bibliography
Anihilation ending scene:
youtube
Tutorial how to make atmosphere and textured ambience
youtube
Sound design tutorial based on Annihilation
youtube
Article exploring context, character and sound relation
www.icad.org. (n.d.). Micro-Narratives in Sound Design: Context, Character, and Caricature in Waveform manipulation. [online] Available at: https://www.icad.org/websiteV2.0/Conferences/ICAD96/proc96/back5.htm.
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XILS-lab release Ring'X multi-FX processor

XILS-lab has released the multi-FX processor Ring'X. Ring'X is inspiring and musical multi-effects plug-in for all needs. It has accurate input followers, step and locator sequencers, true stereo dynamic engine.

There are everything need for a smooth or deep modulation, adding more life to your sound or just widening your music. 6 slots available to place choice from our selection of deeply modifiable classic analog effect emulations including; Chorus, Delay, Phaser, Reverb, 24 and 18db self-oscillating Filters, Equalization, Distortion.
Features
Effect Ring 6 slots for inserting all the effects you need in the order you want. Musical Effects 8 musical effects: Analog 24db self-Oscillating Filter, Analog 18db self-Oscillating, Parametric EQ, Chorus, Delay, Phaser, Reverb, Distortion.

Sequencer and Locator A standard step and a specific locator sequencer for modulating your effects Followers and Stereo 4 input followers: Envelop, Voice, Transient, Gate and a True Stereo Dynamic Engine Preset Manager Single Window integrated Preset Manager: Find the right patch in seconds, manage presets, soundbanks and create your own tags. Tutorial and musical presets created by XILS-lab and Daniel Stawczyk.

Ring'X is available in the following formats: Mac OSX 10.9 and later (64bits only): VST2.4, VST3, Audio Unit, AAX (native). Fully Apple Silicone Compatible. Windows 7,8,10 and 11 (64 bits); VST2.4, VST3, AAX (native) Ring'X is protected with iLok (PACE antipiracy system) allowing up to 2 independant locations: iLok 2 & 3 and soft (meaning without any hardware key) Warning: Ring'X is not stand-alone applications and require a VST/AU/AAX compatible host application to function correctly. https://www.youtube.com/watch?v=06VrdW5n7Fo More detailed information can be found on the XILS-lab website. Read the full article
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Based on a request on Patreon & some questions in the Ep. 03 comments section, I created a much more detailed video to go over my Set Up Process for Phaser 3 games: https://youtu.be/UoJSfYtm5z0
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creamstar, a creative journey
I’ve had that lydian riff bouncing around in my head for a couple of years, and have never found a suitable environment for it. I delighted at the outlines of the task, which required (in the style of Paul Mac’s Cataplexy) a contrasting B section which is decidedly murkier and otherworldly. I’ve been home alone since Saturday, and it’s turned out to be a great environment to compose in.
I wanted to have something to show for the Monday tutorial, so I decided to get cracking on Sunday. I actually spent the first 30 minutes or so attempting to learn and record the Cataplexy riff on the bass guitar, before realising that wasn’t what I was supposed to be doing. I had however, recorded a snippit of drums, and ended up using that looping that sample for the majority of the production time as my rhythmic foundation, before replacing it with a single take later on Tuesday.
The drum beat was a laid back, swung, typical Sticky Fingers style affair. I’ve become a real fan of dropping the hats on beats 1 and 3 in effort to ape a reggae beat. Using a four-bar loop of that as a basis, I recorded the A section on the other instruments. First was the rhythm guitar. I initially recorded single long strums of each chord for the A section, which ended up lasting about 1 minute and 30 seconds. I then recorded a bass track, then swapped back to the guitar to record a new, more ‘strummy’ and energetic take, replacing the original one.
I then started messing around with some Ableton plugins for the two tracks I had. I used Clean Guitar Amp for both since I didn’t want to use anything too heavy or obnoxious in the middleground. I also threw the Crossover Phaser onto the guitar, as I’ve always like the wavyness of a phaser. I decided to now record the lead guitar. I messed around playing over what I had recorded and settled on Lead With Cabinet, the same Crossover Phaser, and a chorus plugin called Flounch. This gave me a crazy, psychedelic tone that I really liked, and so I laid down the lead track.
Towards the end of the Sunday night I wanted to create some kind of background sound to introduce and end the track, so I recorded a take on the guitar consisting of me drumming on the guitar neck with my fingers for the whole A section. After running this through... yet another Crossover Phaser, it took on a compelling, almost sentient nature, and I thought it would work well as a background layer for the whole section. I’d been tapping on the tonic note, but towards the end of the take I started tapping on the flat 2. Unknowingly to me, this would provide the basis for the B section I would write on Tuesday.
Monday’s seminar made clear to me the importance of doubling in order to assert an idea as opposed to raising the volume. Damian also gave me some very helpful feedback in regards to EQing. After the seminar was over, I spent the rest of Monday applying what i had learnt. I recorded another rhythm guitar track then split them both on the centre left and right sides. I did the same with tapping sound - creating a new track by swapping the first and second halves around, and placing them on the right and left sides. It was amazing just how much of a difference this made. I placed the bass, lead guitar and drums in the middle. I was still anxious about writing a B section.
On Tuesday I finally cracked it. The aforementioned tapping on the flat 2 turned out to be a basis for a perfectly suited B section. I started jamming on the bass guitar trying to come up with a progression, but ended up with this weird, bouncy, Korn-style vamp that stuck around the tonic. When composing the rhythm guitar parts, I liked the sound of the F to E for the first half of the riff, but wanted something weirder for the second half, settling on G to E. The lead guitar line bends up from G to G# so it fits quite well. This creates some excellent tension with low F of the bass guitar. I was really happy with this section, and how I had used the tapping track to linking the sections together. I then figured out a transition back in to the A section using a bass riff combined with the tapping, then copied and pasted the A section there to see how it would sound. Happy with the overall structure of the song, I went to sleep, ready to re-record all the parts on Wednesday.
On Wednesday the first thing I did was record a full drum part. Due to the sometimes irrationally binary nature of my Roland kit’s hi-hat pedal, this took about five or six attempts. I eventually settled on a pretty simple beat, and tried to pull off a reggae-style one-drop beat during the chorus, but wasn’t too fussed about caching all of them. The drums present the one problem that I haven’t found a solution around, in regards to the mixing. I have a midi-usb adaptor for the kit, but have been unable to get it working nice with Ableton thus far. It’s not ideal, but I’ve been using a standard guitar lead to record the inbuilt sounds of the kit, which are quite good. I avoided using toms completely, yet the main problem is that I can’t separate the hats out into the left/right channels - they are stuck in the middle with the snare and bass. For this reason I thought the laid back simple beat was most ideal, as the hats are not super complex.
I then recorded a new bass track, and new rhythm guitar tracks. At this point however the guitars had started to sound a bit harsh and brittle to my ears. I had been using my seymour duncan-equipped squier strat up to this point for the all the guitar sounds, but decided to try my dusty old Epiphone Les Paul Plus for the rhythm guitar tracks. This sounded much better, as the guitar lent the chords more warmth and blended together very smoothly. When it came to re-recording the lead track, I decided to keep what I had already recorded and simply do a take for the return of the A section. I wanted this time to be a bit different, so played a more improvised line - the guitar was cranked slightly louder as well.
Overall, it’s been a great experience writing this song, working out the kinks, and solving problems along the way. It’s been fun using a background layer to connect sections that I otherwise would have considered worlds apart and un-chord-progressionable. I didn’t know a thing about mixing or ever considered placing sounds in suitable areas before, and this track is easily the most listenable thing I’ve ever made, so I’m very grateful and happy that I could do this.
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So I’m learning Phaser 3 and I was following a tutorial today, and uhhhhh I got hit with the primal human urge to Be Ridiculous, and I uhhhhhhhh
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My journey so far
My journey as a game dev started later than most. At the age of 26 I decided I would get serious about my dream of work in game development, and so during work breaks and after I got home I followed online courses to learn how to program and watched YouTube tutorials about the Unity game engine (Shoutout to Brackeys for creating content that made starting with the engine easy). Along with this, I applied to the Queensland University of Technology (QUT) to undertake a Bachelor of Games and Interactive Environments. As of writing this blog, I made these decisions three years ago and have done much since.
Blackjacky and Phaser 3
The first game engine I touched was the Phaser 3 game engine that used JavaScript as its scripting language. I learnt how to use this engine by following a course on Codecademy. Blackjacky was a version of the card game Blackjack that I wrote after completing the course.
Duck Ranger
After finding out about the Unity game engine and its popularity amongst the indie community, I immediately sought to move over and begun working on a 2D platformer called Duck Ranger; A game where you play as a masculine duck that solves puzzles and punches enemies using the power of his massive duck beard.
Whilst working on this project, I began my studies at QUT and switched my focus away from development. This project is on indefinite delay, but working on it helped me immensely before beginning my studies.
Some of the cute pixel art animations I made while working on Duck Ranger
Pond Protector
The first small project I made for an assignment at QUT, Pond Protector is a simple single-screen strafe shooter where you play as a frog protecting its pond from mosquitos and other animals that want to dirty the water. A fun and simple project that was the first time I proved to myself that I could make something that felt complete, no matter how small.
Unnamed RPG
I spent my first Summer break working on this game that I never named. I wanted to code some typical RPG mechanics to push my development skills further before my second year. I absolutely loved working on this project and will definitely return to it if given the opportunity.
The Other Me
My first ever Game Jam submission for The GMTK Game Jam in 2021. Our team of three, named “Pangolin’s in Pyjamas”, which included myself and my friends Jazmin and Grim endeavoured to create a game in 48 hours around the theme “Joined Together”. Our team created a 2D puzzle platformer where the player could astral project their spirit to help them solve puzzles. Our team did incredibly well considering it was our first ever game jam, and the tight deadline!
Scream Dream
The second coming of Pangolin’s in Pyjamas, this time for the Australian Global Game Jam in 2022. I have forgotten this jam’s theme, but our team created a 2D action platformer in 48 hours with the idea of: “What would the nightmare of a nightmare creature be?”. Thus, we put out nightmare creature into a world of overwhelming cuteness.
Open Day
My first group game project made at QUT with the Unity game engine was a game that we developed with the purpose of inspiring people to attend university. With my friends Emma as artist, Bianca as programmer, and myself as designer, team lead, and supporting programmer, we created something that we were very proud of in less than thirteen weeks while studying other subjects.
Zoolich
The Pangolin’s in Pyjamas strike again! Now with the additional members of Emma and Bianca! The first Brackeys Game Jam of 2023 has just recently passed and, despite a couple of us moving home in the middle of it, we created another fun little puzzle game. The theme of this jam was “The end is a new beginning”.
After some deliberation, we decided we wanted to create a puzzle game where the player was a lich who had been removed from their real body and turned into a slime. Their objective is to solve puzzles and find their way back to their real body to regain their powers and dominate! We fit the theme by making the player have to “die” to an enemy in order to gain the form of that enemy. Each enemy has their own unique abilities (e.g., wombats can push boulders), while ghosts have no abilities at all. The player must choose the correct form while dodging ghosts in order to complete the puzzles!
Our team had a lot of fun working on this jam, and I’ll be writing a post-portem in a later post!
Current Project: Partner Game
Lovers of Neopets, Tamagotchis, Pokemon, and Digimon, unite! My current project aims to be the final destination for all lovers of pets and partner creatures. Combining the love of having a bond with a magical creature, with none of the forced labour, this game will be full of fun, excitement, and adventure!.
Description
Adventure around a world while exploring different locations. Strengthen the bond with your partner creature and help rebuild a city that has been almost destroyed by a trio of evil creatures.
Details about the current development of the project, and future development plans can be found in the next post, and future posts!
Thanks for making it this far into the blog! Here’s your reward: Todays frog; the Malaysian Horned Frog!

Image retrieved from: https://reptilesmagazine.com/malayan-horned-frog-care-and-breeding/
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Create a JavaScript Game with Phaser 3 and ES6
Introduction Creating a JavaScript game using Phaser 3 and ES6 is an exciting project that combines the power of modern JavaScript with the capabilities of the popular Phaser game engine. In this tutorial, we will guide you through the process of creating a game from scratch, covering the core concepts, implementation, and best practices. What Readers Will Learn How to set up a new Phaser 3…
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Aquamiis
July 2021
Game Designer, 2D & UI Artist
About the Game
A monster collection, cookie-clicker game! Set in a meadow, where an enchanted pond used to bring about many mythical creatures, a disastrous drought has stopped the water in the pond from replenishing. And with it, the creatures left too it. Now, it's the player’s duty to bring back the rain! Play here! Made with Phaser 3.
Core Loop by Alicia Zhen
Role: Game Designer, 2D & UI Artist Duration: 1.5 weeks Team Size: 3 Constraints: Teams were prompted to choose between two themes — “Surprise,” or “Lost and Found.”
Contributions
Developed the original concept, storyboard, and narrative of the game.
Drove the vision & implementation of the game's features & systems, including: rules, setting, creature designs, narratives, etc.
Led all visual aspects & elements of our game.
Conceptualized, designed, and wrote biographies for each creature.
Coordinated & facilitated team meetings to track progress & drive actionable tasks (via Discord).
Developed UI / UX workflow and design.
Tutorial Screen by Alicia Zhen
Our team chose to go with the theme of “Surprise,” which we implemented by allowing players to hatch “pods” that contain cute little creatures within them! At the same time, we made our game with the player experience goal of being both relaxing and stress-relieving in mind.
UI Hierarchy by Alicia Zhen
Player Experience Goal:
We wanted to recreate a player experience that'd be both relaxing & surprising.
After thorough research, we chose to make a cookie-clicker game, because we found that games of this genre often help people manage stress and anxiety. Our game achieves this by providing a background sensory activity for people who feel overwhelmed, through the repetitive motion of clicking.
Our core game loop is also kept simple, so that the game doesn’t become too overwhelming for the player (which often happens when there’s too many tasks and complex systems to manage).

Game Overview by Alicia Zhen
We wanted to establish a soft & colorful look for our game, in order to reinforce the theme of relaxation. A stretch goal was to have all the sprites animated to help emphasize this goal, and to make the game feel more “alive.”
By obtaining idle creatures that could animate on-screen, we felt that this would make the "monter collection" aspect of our game feel more rewarding for players. Each creature was also given their own narrative text to make the game experience more immersive and personal, as well as to serve as another form of stress-relief and an escape from reality.
For sound, we sought out sounds that were both calming and “magical” to help accentuate the feeling of stress-relief, as well as allowing the player break away from the stresses of daily life.
Hatching Creatures by Alicia Zhen
Storyboard by Alicia Zhen
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Download old version audacity for mac

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Sorry for the 1-day delay, Episode 14 is finally LIVE! It's a dangerous one, the player dies from the spikes for the first time 😜 https://youtu.be/dkCsFEoY0Fk
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