![Alex Rose](/img/default-banner.jpg)
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Alex Rose
United Kingdom
Приєднався 7 сер 2012
I make PS4, Switch and Steam games, what now boyee
Seance Trailer - Quadruple medallist in Ludum Dare 55
Little not completely spoiler free trailer for Seance, which you can play here
alexrose.itch.io/seance
alexrose.itch.io/seance
Переглядів: 55
Відео
Seance (my Ludum Dare 55 entry)
Переглядів 2352 місяці тому
A game made in one weekend for Ludum Dare 55 for the theme Summoning. I did the writing, dialogue, design, animation and VA directing. Atmospherium did all the music, SFX and did the audio processing for all the ghosts. Lowrie Bowden did all the graphics and helped to come up with the story LD link: ldjam.com/events/ludum-dare/55/seance Game link: alexrose.itch.io/seance The 7 voice actors were...
Making a game in an hour entirely using ChatGPT
Переглядів 2,2 тис.Рік тому
Was just interviewed about the consequences of advances in AI programming, so we decided to see if we could make a game entirely using AI. Here are the results! Not bad for an hour's work
How to think about Quaternions without your brain exploding
Переглядів 32 тис.Рік тому
Just a little description about Quaternions to use in your game development. Should be useful for Unreal Engine and any other Quaternion using engine (or honestly, any rotator engine), but specifically I used Unity's orientation system and notation for my examples here
Elden Ring - Malenia, twin ultra greatswords, no summons
Переглядів 7132 роки тому
I did pop a rune at the end just to be careful. this took me innumerable hours, what a ridiculous boss fight. absolutely done with this game lol
Rad Boar Rewind
Переглядів 8283 роки тому
My Ludum Dare 47 game. Made in 73 hours. Watch live at www.twitch.tv/alexrosegames
The First Game I Ever Made - Pikachu (Age 7-8)!
Переглядів 2713 роки тому
I just recovered an old hard drive that contains the first games I ever made on it. Here was the first one I fully completed! It's called Pikachu I finished it in April 2000, although I think I started making it in 1999 when I was 7. It's a platformer called Pikachu and it was actually pretty cool! Not SRBR cool but pretty cool nonetheless I dunno where the sprites were from, my brother ripped ...
V mode Speedrun with the best players of SRBR (2017 & Potato Quality)
Переглядів 694 роки тому
V mode Speedrun with the best players of SRBR (2017 & Potato Quality)
Rude Bear ReRPG - Gameplay + Strategy Guide
Переглядів 1724 роки тому
How to play the best jam game in history. lol.
First playthrough of Rude Bear Refurbished
Переглядів 1214 роки тому
Broadcasted live on Twitch Watch live at www.twitch.tv/alexrosegames
Super Rude Bear Resurrection - $250 Gauntlet Challenge - How to Enter
Переглядів 4,4 тис.5 років тому
Since it's GDQ, from this date you have 1 month to stream the fastest legit time on this level on Super Rude Bear Resurrection on Steam to win $250, in cooperation with EZScape. Get Rude Bear here, it's currently 50% off for 2 whole weeks, wowzeroony: store.steampowered.com/app/384250/Super_Rude_Bear_Resurrection/ Join the Discord to discuss mad strats: discordapp.com/invite/zWYeAu9 Terms and C...
Rude Bear Responsibility Playthrough
Переглядів 6405 років тому
My game for Ludum Dare LDJAM Watch live at www.twitch.tv/alexrosegames
Rude Bear Rogueolution - Ludum Dare 41
Переглядів 1,4 тис.6 років тому
My LDJAM game, made in one weekend for Ludum Dare 41. Isaac meets DDR. It's dope.
Character Controller Physics: A lesson in numerical integration, drag, physics
Переглядів 2076 років тому
Something I showed on stream. You should actually understand this if you want to make a character controller. Watch live at www.twitch.tv/alexrosegames
SRBR - 7 way speedrunner Race, Rainbow%, including developer
Переглядів 4377 років тому
SRBR - 7 way speedrunner Race, Rainbow%, including developer
Stop Using Score (and rethink your career)
Переглядів 2597 років тому
Stop Using Score (and rethink your career)
Super Rude Bear Resurrection - Steam Launch Trailer
Переглядів 9617 років тому
Super Rude Bear Resurrection - Steam Launch Trailer
Super Rude Bear Resurrection - The Rainbow Challenge ($1000 Speedrun Bounty)
Переглядів 6 тис.7 років тому
Super Rude Bear Resurrection - The Rainbow Challenge ($1000 Speedrun Bounty)
Super Rude Bear Resurrection - Soundtrack by Deeco
Переглядів 1,3 тис.7 років тому
Super Rude Bear Resurrection - Soundtrack by Deeco
Super Rude Bear Resurrection - Launch Trailer
Переглядів 20 тис.7 років тому
Super Rude Bear Resurrection - Launch Trailer
Super Rude Bear Resurrection - Greenlight Trailer
Переглядів 17 тис.9 років тому
Super Rude Bear Resurrection - Greenlight Trailer
Super Rude Bear Resurrection: Trailer 1
Переглядів 2,5 тис.9 років тому
Super Rude Bear Resurrection: Trailer 1
Super Rude Bear Resurrection - SOWN
Переглядів 1,3 тис.9 років тому
Super Rude Bear Resurrection - SOWN
Chat I don't think I understand the ending 😞
I guess Detective was possessed by a demon and did all those crimes.
SPOILER: It's really cool
Thanks a lot! maybe in a few hours i can understand the concept of quaternion, if my brain don't explode before it
legend
Graphical "Colossal Cave Adventure" :)
Me want know how make quaternion relative to other quaternion
quatBRelativeToA = quatB * inverse(quatA)
e g let's say you spun your cube to configuration A: +z then +x then +x the inverse of this (to get back to a solved rubiks cube) is -x then -x then -z let's say your new configuration B is +z +x + x +y. I think you will agree that relative to A you would expect B to be simply +y so let's see, inverse (A) = -x -x -z, B is +z +x +x +y, so B * inverse(A) does all of the righthand instructions then all of the left so -x -x -z +z +x +x +y as you can see from the middle, the -z and +z cancel, then the two pairs of x's cancel, leaving just +y. so we can see in this example the formula works
@@AlexRoseGames this single comment just helped me understand quaternions to a higher degree
5:21 şiş kebap dediği yerde koptum 😅güzel betimleme olmuş
haha, teşekkürler
Why have all the kiddies started talking in that weird exaggerated wayje
I'm 32, this is how I speak in lectures
You are comparing how multiplication works in quaternions with how addition works in 3D vectors. But the quaternions still also have addition with an additive identity and additive inverses and behave just like 4D vectors in that sense. You saying that quaternions have multiplication "instead" of addition will make people feel they understand things when they'll just get horribly confused if they delve any deeper. Also, the two systems do not have different notions of an "origin". You are confusing the idea of an origin in the sense of (0,0,0) or (0,0,0,0), i.e., a coordinate system, with the idea of identity with respect to some transformation. When we say that one times two equals two, and two times 1/2 equals one, we don't call "one" the "origin". It's the same in any higher-dimensional number system. I like the Rubik's Cube demo though.
Hey bro when you going to post again
I make videos when I have a good reason to share. it takes time to make videos and it's just a hobby for me. is there something you wanted to see?
The end of this video was enlightening I thank you !
Really cool to use rubik cube
thankyou
A vector also has a magnitude 🤓
in this case I was using the word direction a bit colloquially for non layman, as in like "the pub is 5 miles north east of here". more technically I meant a displacement (aka a unit vector direction and its magnitude) not just a normalised direction. the point anyway was to distinguish that a vector does not have a preferred origin, it describes a transform that takes you from any arbitrary point to another calculable point based on that transformation applied in a specific frame
This is a very clever presentation that does a great job of making the non-commutitive nature of Q's intuitive.
instructions unclear solved a rubik's cube with quaternions
can someone explain me how to interpretate the components in a cuaternion? like a + ib + jc + kd i can only think about a, b, c, d as a 4d vector, like (a, b, c, d), how does that ends up being a rotation?
it's not something that's easily human parseable. if pitch is a, yaw is b and roll is c, quaternion x y z and w are: x = sin(c/2) * cos(a/2) * cos(b/2) - cos(c/2) * sin(a/2) * sin(b/2) y = cos(c/2) * sin(a/2) * cos(b/2) + sin(c/2) * cos(a/2) * sin(b/2) z = cos(c/2) * cos(a/2) * sin(b/2) - sin(c/2) * sin(a/2) * cos(b/2) w = cos(c/2) * cos(a/2) * cos(b/2) + sin(c/2) * sin(a/2) * sin(b/2)
Example at 9:17 helps understanding how quaternions inverses can be used but I'd probably just add to pos_A some offset_vector multiplied by transform_matrix_A. Or it can even be just 1 basis vector from transform_matrix_A multiplied by offset magnitude (in case if we're sure about the axis). Unsure though how much quaternions more efficient than matrix multiplication. Multiplying matrix by vector typically takes 9 multiplications and 3 adds, don't know about the quats. PS Love the shish kebab metaphor 😂
yeah, the example was there to demonstrate how you can operate on inverses with a simple example, but in reality I would do the same as you. though there are more complicated scenarios where I would use the method I described
As a belarussian who lives in Siberia I think thats a great reason to buy srbr
haha, hope you have fun!
This is a very unique take on the path to understand what quaternions are. It helps a lot . Thank you
Hey Alex. I recently got the platinum for super meatboy which took me 2 months and was a pain and I kinda want to Go for srbr's platinum trophy in the future, if I do, wish me luck.
Good luck Peppin! you're gonna need it haha
@@AlexRoseGames I'm just glad you didn't make it so like you'll get a trophy for completing that Rainbow challenge and would be required for the platinum or else it would be harder than Necrodancer's platinum which is the hardest platinum to exist
@@Peppinohio one person has actually done rainbow challenge lol
@@AlexRoseGames I know, its hella impressive and may be the most impressive achievement in platforming history
Yo I got the game!
Super rude bear resurrection 2 when
for any chance of that happening go tell your favourite streamer about srbr 1. right now I am porting games for people and in 2 months I make as much money as I made doing rude bear and that took me 3 years. if it suddenly took off and actually made money of course I would do a sequel but all it did was make me not want to make games anymore
@@AlexRoseGames oh, lemme tell ya that there is a Indie games discount section in the playstation store, maybe people could find the game more frequently or maybe if you are hella lucky, srbr could become a monthly ps plus game, if that happens, the amount of popularity it would get would skyrocket, farewell, good luck my man.
This is a very good tip on how to visualise these damn things! Not there yet but this certainly helps a ton!
using cub to do quaternion explanation is just genius. many thanks
i like the title
thankyou, i like your comment
👌👌👌
it's frustrating that it's all about the gimbal lock. People need to start thinking about whether they can rotate at points other than the x y or z axis with a gimbal.
you didn't explained quaternions at all, you explained basic rotations, and transformations, the whole point of quaternions is avoid gimbal lock, so it never ever happen, you introduced your videos with that premise and the whole time you didn't tackle the subject.
the video is called how to *think about* quaternions, the description states it's to use in your game engine. in the first 25 seconds I said I wouldn't be talking about the mathematical aspect of quaternions. this video is aimed at people who need to use quaternions in their development. if you want a mathematical description of quaternions I recommend 3blue1brown's video, it should be the top hit on youtube when you search up quaternions
@@AlexRoseGames you made a mistake, just change the video description, and put mathematical rotations applied to games, if you put quaternions there, you have to talk about what makes quaternions, quaternions, you introduced the video on gimbal lock and the need for quaternions and you followed on rotations being not commutative the order is important(that algebra 101), and you stretched that point the whole video, your title is a clickbait, people are so dumb look at the comment below this one, one guy thought you explained quaternions better than 3blue1brown.
@@KaoukabiJaouad you are just not the target audience for this video. 3blue1brown's video is great, the video you want to watch already exists. you are irrationally mad that people here found this video useful, they're exactly whom I made it for. developers applying quaternions to game development or robotics don't need to know about complex spaces, they need an intuitive way to think about applying them. if you didn't listen to the intro or read the description, that's a you problem not a me problem
@@AlexRoseGamesim so sorry that you have to deal with people like this
Just what I needed :) I've been struggling to understand quaternions mathematically, so just to understand how to use the tool is good enough for me for now.
Also here from reddit. Damn dude you smart
I have been making games in unity for around 5 years now and there is absolutely zero chance I can make anything more than a cube with a character controller attached in one whole weekend, no matter how hard I crunch. There's no way these devs are only using 48 hours in these jams, I refuse to believe
haha, you get used to it, you just have to keep your vision reasonably scoped
I love how unhinged you get towards the end of the video - the only reasonable reaction to a physics degree
Came her from reddit. Good stuff.
Me, too 😁
@@talisynstoyme too
That's abbsolutely brilliant. Thank you!
No problem. Enjoy!
to really understand quaternions you need : direction cosine matrix, euler rotation matrix --> rodrigues rotation formula, finally quaternions. when you use euler rotation matrix, you will see why we need quaternions really bad
Geometric algebra >>
You just made Quaternions easy for me.
I cannot believe that a 10-minute video, that was made with paint and a Rubix cube explained Quaternions better than 3blue1grey and their fancy graphics. Thank you!
one is mathematician's explanation, the other is programmer's explanation.
@@minhajsixbyte Ya, 3B1B's explanation is the programmer's explanation, and this is the mathematician's explanation.
Rubik’s*
@@angeldude101Isn't it the other way around?
@@pronounjow Nope. A programmer would care mostly about how to implement something and use it. From the perspective of lists of numbers, quaternions are 4D and have crazy multiplication table that you just need to write down in your code and then forget about it. A mathematician should actually care about the meaning behind the symbols and the relationships between them. Basically, as a programmer, quaternions are a compact but arcane data structure that happens to be good at rotating vectors. As a mathematician, quaternions _are_ rotations, and the multiplication table is just a reflection of the physical rotations that quaternions translate into algebra.
Im still confused.....
The puzzle cube adds unnecessary complexity.
that rubiks website or game please
just google rubiks online, I went on the first link
When you make a sonic fan-game and your character need to have a tube based movement system this is perfect
Quaternions really are very natural for representing rotations when they're not being unnecessarily obfuscated. The three "imaginary" -bivector- terms are pretty understandable; they're the 3 basis axes / basis planes and all of them do 180° rotations (with 2-sided rotations). The scalar then has absolutely nothing to do with 4D space and _everything_ to do with _doing absolutely nothing._ A quaternion is just a weighted sum of rotations around each of the three basis axes plus the action of doing nothing. I will briefly mention the existence of "dual quaternions," which let you encode the transformation as a multiplication just like the rotations, and then you can just translate from the object to the origin, apply a rotation, and then translate back as TRT¯¹ (assuming you're composing from right to left), and the whole thing will perform a rotation around the origin of the object in the same plane as R. It's basically what you did manually with addition, but more composable.
Thanks for adding your valuable insight. Do you have a page or blog I can follow you on. Cheers, b
it's quite frustrating that you keep missing the -obstacle- variable declaration and just confuse the 2 (multiple times) :(
yeah, at 54:58 I realised the mistake. I didn't want to spend too long reading code because the interviewer was not a programmer/gamedev and we were on a time constraint. I was just glancing at the code blocks and filling in the blanks in my head rather than reading it properly either way, it wasn't a big deal since it was just a colour change and I ended up switching it from a SpriteRenderer to a Renderer once we transitioned into 3d. imo the bigger mistake is that I just lazily expected it to be running right and not forward and started building the project in 2d instead of 3d
@@AlexRoseGames I think this could be pretty useable(right now) if they just increased the character limit and the number of tokens it can take 😁
@@StriderAngel496 definitely as time went on it was showing its weaknesses in that.. we were waiting long periods of time to get answers back
Are you related to mike rose?
yes
someone did this 2 weeks ago
I’ve been using Quaternion.Identity and Quaternion.LookRotation for a couple years but but never understood how they worked until watching your video. Thanks for this!