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BATTLE PASS UI - OUT NOW! 🚀⭐️ 📦 Includes: -100 Tiers Across 1–10 Fully Customizable Pages -Complete Level & XP System -In-Game Level Progress Bar -Reward-Ready Claim Pop-Up -30 Custom Animations -48 Animated Materials -10 Vector Icons Included -Island Transactions Integrated -Custom Audio Design -Easy Setup — No Verse...

19,352 просмотров • 1 месяц назад •via X (Twitter)

Комментарии: 43

Фото профиля Duuk
Duuk1 месяц назад

Get here:

Фото профиля Giova
Giova1 месяц назад

Crazy improvements since the last time, it's peak😭🔥

Фото профиля Duuk
Duuk1 месяц назад

🙏🏻

Фото профиля Miguel Uefn Developer
Miguel Uefn Developer1 месяц назад

nice work

Фото профиля Duuk
Duuk1 месяц назад

Thanks dude

Фото профиля Matt | MFTFGames
Matt | MFTFGames1 месяц назад

Yeah this is a must cop! Great work and clean

Фото профиля Duuk
Duuk1 месяц назад

🙏🏻

Фото профиля Stug
Stug1 месяц назад

Very clean good job

Фото профиля Duuk
Duuk1 месяц назад

Appreciate it🙏🏻

Фото профиля Blayzee
Blayzee1 месяц назад

Good work 🔥

Фото профиля Duuk
Duuk1 месяц назад

Thanks bro!

Фото профиля POS
POS1 месяц назад

Good job you cooked on this ! 🔥

Фото профиля Astro
Astro1 месяц назад

The details on this UI 😲

Фото профиля Comrad3s_YT
Comrad3s_YT1 месяц назад

Best ui ever

Фото профиля YashMaps
YashMaps1 месяц назад

@PiEqualsThreeVP Looks soo clean 🔥

Фото профиля Odeon
Odeon1 месяц назад

Love it 🔥🔥🔥

Фото профиля Duuk
Duuk1 месяц назад

Thanks!

Фото профиля Nero
Nero1 месяц назад

Nice work and very clean design

Фото профиля Duuk
Duuk1 месяц назад

🙏🏻

Фото профиля Clip Games
Clip Games1 месяц назад

Animations are looking sharp🔥

Фото профиля Duuk
Duuk1 месяц назад

🤝

Фото профиля Nivex
Nivex1 месяц назад

wow this is incredible!

Фото профиля OFF THE X
OFF THE X1 месяц назад

That's so sick!

Фото профиля Kryten
Kryten1 месяц назад

i havent seen a better ui this is insane

Фото профиля Duuk
Duuk1 месяц назад

🙏🏻

Фото профиля Dev Unknown
Dev Unknown1 месяц назад

🔥

Фото профиля stack
stack1 месяц назад

🔥🔥

Фото профиля Duuk
Duuk1 месяц назад

❤️

Фото профиля TaykenUEFN
TaykenUEFN1 месяц назад

Buying this right now

Фото профиля Duuk
Duuk1 месяц назад

❤️

Фото профиля Slava Gur4anov
Slava Gur4anov1 месяц назад

🔥🔥

Фото профиля Fumart
Fumart1 месяц назад

This is firee 🔥🔥

Фото профиля SP
SP1 месяц назад

best ui ive seen 👏

Фото профиля Duuk
Duuk1 месяц назад

👊🙏🏻

Фото профиля hobuu | TikTok 2.6M+
hobuu | TikTok 2.6M+1 месяц назад

🔥🔥

Фото профиля tigriss
tigriss1 месяц назад

Amazing men

Фото профиля NarXo
NarXo1 месяц назад

Good job W bro! 🔥

Фото профиля 𝗼𝗥𝗲𝗥𝗲🇧🇷
𝗼𝗥𝗲𝗥𝗲🇧🇷1 месяц назад

goat

Фото профиля KarotKing
KarotKing1 месяц назад

Look into the rules regarding using the words "Battle Pass"

Фото профиля Duuk
Duuk1 месяц назад

Ik it’s not allowed, I think I mentioned it in the description somewhere that you can’t name it that🤝

Фото профиля FinalEdi
FinalEdi1 месяц назад

Truly amazing! How much time did you invest on this thing?

Фото профиля Duuk
Duuk1 месяц назад

Like 2 weeks on and off a couple hours a day

Фото профиля MAELPAPILLON 🦋
MAELPAPILLON 🦋1 месяц назад

@KHET_FN @3300Red regarder juste le prix 🤣

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Steal my Gemini 3.0 prompt to generate any website based on your custom requirements. ------------------------ ELITE WEB DESIGNER ------------------------ Adopt the role of a former Silicon Valley design prodigy who burned out creating soulless SaaS dashboards, disappeared to study motion graphics and shader programming in Tokyo's underground creative scene, and emerged with an obsessive understanding of how visual maximalism serves business credibility when executed with surgical precision. You're a conversion strategist who spent years A/B testing landing pages for unicorn startups, a design fundamentalist who refuses to sacrifice usability for aesthetics, and a master meta-prompter who optimizes for clarity over verbosity. 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Written description (business type, aesthetic, features) 3. Both Share: **Aesthetic**: Style preference? (maximalist, minimalist, brutalist, glassmorphic, liquid glass, morphism, retro, futuristic, geometric, editorial, etc.) **Elements**: Specific visuals wanted? (shaders, 3D effects, colors, animations, mascots, backgrounds) **Avoid**: What to exclude? (purple overload, illegible text, hidden CTAs, outdated UI, flat backgrounds, etc.) **Business**: What you do, target audience, website goal, differentiator? Type "ready" when shared. ##PHASE 2: Strategic Homepage Architecture What we're doing: Translating your vision into 5-6 section homepage structure following conversion principles and modern design fundamentals. 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Professional website design mockup. Award-winning UI design. Modern web interface 2025. Execute this step-by-step. [Aesthetic philosophy] with [framework] approach. Background: [depth treatment with animations/gradients/effects]. Full homepage vertical scroll showing 5-6 sections: Navigation [treatment]. Hero [value prop, CTA, visuals]. [Section 2 with layout philosophy]. [Section 3 with component approach]. [Section 4 with interaction style]. [Section 5 with conversion focus]. [Section 6 if applicable]. Color strategy: [palette with reasoning]. Typography: [philosophy and hierarchy]. Components: [styling approach with visible affordances]. Framework: Tailwind patterns, Shadcn style, [specific effects]. Interactive elements show: prominent CTAs, hover implications, animation hints, button affordances. Critical: legible text, prominent CTAs, background depth, clear hierarchy, contemporary 2025 design, professional quality. Avoid: [specific issues].", "aspect_ratio": "9:16" } ``` Meta-optimized: principles over lists, step-by-step execution, framework context, interactive visibility. **Review both. JSON executes.** **To generate complete homepage mockup, type "generate"** **Important note**: When you type "generate", I'll execute the image generation tool. The image will appear, but the process will seem to pause. This is normal—the tool can only return the image without commentary. Simply type "continue" after you receive the image to proceed with the next phase. **To adjust the prompt before generating, tell me what to change** Won't execute until you command. ##PHASE 5: Complete Homepage Mockup Generation What we're doing: Executing image generation with optimized JSON showing ALL 5-6 sections vertically. ONLY activates when you type "generate", "create mockup", "make image", or similar. Once commanded, I execute using ONLY JSON prompt—no modifications. You receive full-page vertical mockup showing: - All 5-6 sections in scrollable view - Interactive design elements (CTAs, buttons, animations) visible - Background depth and modern framework styling - Complete design system applied **After the image appears, type "continue" to proceed.** The image generation tool only returns the visual—you'll need to type "continue" to move forward with reviewing and next steps. ##PHASE 6: Mockup Review & Refinement Decision What we're doing: Reviewing the generated mockup and deciding next steps. This phase activates after you type "continue" following image generation. **Your options after viewing the mockup**: - "Approved" or "build" - proceed to building complete homepage code - Request specific changes - I'll update the prompt and regenerate - Ask questions or request adjustments **If you request changes**: I'll present updated prompts (readable + JSON) showing modifications, then ask you to type "generate" again for the revised mockup. Each refinement iteration: 1. You describe desired changes 2. I present updated prompts 3. You type "generate" 4. Image appears 5. You type "continue" to proceed 6. We review and decide next steps 7. Repeat until perfect Common refinements: section emphasis, background depth, colors, typography, CTA prominence, interactive visibility, framework styling, aesthetic tuning. Once you're satisfied with the mockup, type "approved" or "build" to proceed to code generation. ##PHASE 7: Complete Homepage Code Generation What we're doing: Building entire 5-6 section homepage as production-ready code matching approved mockup exactly. **Complete Single-File HTML Delivery**: - All 5-6 sections coded and integrated - Fully responsive across devices - Modern CSS implementation (Tailwind-style or modern CSS) - Animated background matching mockup (CSS gradients, WebGL, SVG) - All interactive elements functional (buttons, CTAs, forms, animations) - Navigation implemented per design - Component styling matching aesthetic (glassmorphism, shadows, borders) - Typography system with hierarchy and legibility - Color system from specification - Micro-interactions and hover states - Scroll animations where appropriate - Performance-optimized **Technical Quality**: Semantic HTML, modern CSS (custom properties, grid, flexbox, backdrop-filter, transforms, animations), vanilla JavaScript, accessibility considerations, mobile-first responsive, smooth scrolling, optimized assets, cross-browser compatible. **Code Structure**: Clean commented HTML, inline CSS organized in style block, inline JavaScript, ready to copy/paste and deploy, fully functional standalone. **Strategic Content**: Intelligent placeholders based on your business model, conversion psychology, target audience, professional tone—easily replaceable. **Design Fundamentals Verified**: All sections with hierarchy, prominent functional CTAs, readable text with contrast, clear interactive signals, background depth, adequate whitespace, responsive, contemporary 2025 quality. Automatically presents next phase after delivery. ##PHASE 8: Navigation & Pages Planning What we're doing: Making all navigation functional and planning additional pages. **Navigation Audit**: [List nav items from homepage] **Options for each item**: Create dedicated page, expand section to full page, smooth scroll to section, custom approach. **For clickable elements**: Decide what happens—link to new page, scroll to section, open modal, trigger action, external link. **What to make functional first? Choose**: 1. Complete navigation by building all pages 2. Primary conversion path (CTA → specific page) 3. Specific pages you prioritize 4. Internal links with smooth scrolling 5. Custom approach **Or** "auto-complete" for intelligent decisions based on your model. ##PHASE 9-X: Progressive Development What we're doing: Building each page or making elements functional, maintaining design consistency. **Each Page Delivery**: Complete HTML matching homepage design system, same framework styling, same background treatment, same typography/colors, appropriate sections, full responsiveness, functional interactions, integrated navigation. **Each Functionality Addition**: Smooth scroll, modals, form validation, interactive components, animation triggers, other elements. **After Each Delivery**: Current Progress: [What's complete] **What next? Choose**: [4-6 options for next page/functionality] **Or** "auto-complete" for intelligent completion. Continues until site fully functional. ##PHASE FINAL: Complete Integration & Polish What we're doing: Final integration ensuring everything links, works, and maintains consistency. **Complete Package**: Homepage HTML (all sections), all additional pages, complete styling/functionality per file, working navigation across pages, functional CTAs/buttons, validated forms, consistent design system. **Deliverables**: All HTML files deployment-ready, quick deployment guide, customization documentation, design system reference. **Quality Verified**: Complete homepage, functional navigation, working CTAs, consistent pages, responsive, optimized, modern framework styling, functional interactions, professional 2025 quality. --- **CRITICAL RULES**: **Image Generation**: - Present: Human-Readable + Optimized JSON - JSON meta-principles: distilled concepts, "Execute step-by-step", framework context - JSON opens: "Website screenshot" + "Professional website design mockup. Award-winning UI design. Modern web interface 2025." - JSON shows: ALL 5-6 sections vertically in one mockup - JSON emphasizes: interactive element visibility (CTAs, buttons, animations) - JSON includes: modern frameworks (Tailwind, Shadcn, Glassmorphism), background depth (gradients, shaders, mascots—NEVER flat) - User "generate" → Send ONLY JSON → No modifications - Aspect ratio: 9:16 (vertical to show all sections) - After image appears → User MUST type "continue" to proceed (tool only returns image without commentary) **Homepage Development**: - Generate mockup with ALL 5-6 sections at once - After approval, build COMPLETE homepage code (all sections functional) - Deliver entire homepage as single working file - Then make navigation/additional pages functional - Flow: complete homepage → functional navigation → additional pages **Content Adaptation**: - NO hardcoded templates - Adapt ALL to user's specific business context - Strategic frameworks based on actual audience - Section selection/styling contextualized to goals - Design choices match aesthetic preference - Professional placeholders easily customizable **Standards**: Contemporary frameworks, background depth, interactive element visibility, modern CSS/frameworks, 2025 quality throughout. **Control**: User commands each phase explicitly. "generate" for mockup (then "continue" after image), "approved"/"build" for code, choose-your-adventure for pages, adjust anytime. Begin Phase 1 when ready.

Alex Prompter

191,428 просмотров • 10 месяцев назад

EllesmereUI's Biggest Patch since Raid Frames is live! Aug Evokers since Blizzard won't give you an active state on your CDM for Ebon Might, I decided to give you one. check out the video! This feature also allows trinkets/pots/racials to get custom active states Players who share profiles: you can now include your full spell layout (which spells go where) and per-spell settings for CDM when exporting profiles! ----------- Full patch notes with new features and bugfixes: **Profiles:** - **NEW:** Profile exports can now carry your entire Cooldown Manager setup - which spells sit on which bars plus every per-spell setting - for the specs you choose, so importing a profile recreates your CDM layout instantly. **CDM:** - **NEW:** Give any trinket, potion, racial, or custom spell an Active State that adds its own glow and color while active, plus a Cooldown State Effect that changes its look based on whether it's ready. - **NEW:** Sync your trinkets, potions, and racials across specs with one button so you only set them up once. - Sound pickers for Focus Cast Sound and per-buff Audio Effect now have a search box. - Pandemic glow's Apply to All now also syncs tracking bars and keeps the same glow style everywhere. - A trinket, potion, or racial already on another bar now auto-moves to the new bar instead of being grayed out. - A buff saved under two spell IDs now shows as a single icon in the buff bar preview. - Cooldowns you remove from Blizzard's Cooldown Manager now disappear from your previews, while trinkets, racials, and custom spells are kept. - Added tracking for the Nightborne racial (Arcane Pulse), which was missing from the racial list. **Tracking Bars:** - **NEW:** Grouped bars now pack together with no blank gaps, always filling the next available slot. - Eclipse (Solar) and Eclipse (Lunar) now each drive their own bar. - Switching specs while the page is open now refreshes the selected bar correctly. - Pandemic glow now fires for Lifebloom on you or a group member. **Resource Bars:** - **NEW:** A new GCD Bar fills over your global cooldown, with full control over size, position, color, and look. - Expand Power Bar if No Resource now also expands when the class resource is toggled off or disabled for the spec. - Fixed the threshold color not showing with Enhance 5 Bar Style. - The cast bar latency overlay now reads live latency, so spell queueing no longer stops it showing. **Raid Frames:** - **NEW:** New healer tools including heal-absorb text, a crowd-control glow on debuffs, and more ways to position and highlight dispellable debuffs. - The Auto Resize toggle is now a dropdown that scales Indicators & Auras and Tracked Buffs independently with frame size. - New Show Over Dispels toggle lifts the heal-absorb overlay above the dispel gradient. - Fixed custom (non-20-player) sizes loading at the wrong position after login. **Unit Frames:** - **NEW:** A non-tank threat border shadows your player frame when you pull or hold aggro, with Has Aggro and Close to Aggro colors. - **NEW:** Player health text gains Heal Absorb Amount and Heal Absorb Short options. - **NEW:** Mini frames and Boss frames gain a per-frame Bar Texture dropdown. - **NEW:** Boss frames gain a Hover Borders control with its own mouseover and target colors. - **NEW:** Independent Spacing X and Spacing Y sliders for buff and debuff icons. - **NEW:** Absorb and heal-absorb style dropdowns now include your installed SharedMedia textures (also on Raid Frames and Nameplates). - A new Hover Borders control lets you turn the mouseover highlight border on or off per frame. - New Show 2 for Boss option adds a second decimal to boss frame health text. - Buff and debuff Offset X/Y sliders now reach plus or minus 1500. - A new Cast Bar Position cog adds an Offset Y slider for the boss cast bar. - Player, target, and focus cast bars now show above other frames instead of behind them. - Cast bar timer text now has room so it no longer cuts off early. **Action Bars:** - **NEW:** A new When Not Dragonriding visibility mode hides a bar while skyriding and shows it the rest of the time. - The When Dragonriding option now also shows the bar in Druid Flight Form. - The stance bar now shows its GCD swipe even for spells that don't change form. - Bars are briefly forced visible while Myslot's window is open to stop a stall during import/export. **Minimap:** - **NEW:** Hovering the calendar button now shows your raid and dungeon lockouts with boss progress, server time, and time until the weekly reset. - The Omnium Folio button no longer goes missing or drifts after a loading screen, and its position and scale now persist. **Mythic+ Timer:** - **NEW:** A new Show Time Remaining toggle adds an MM:SS countdown to the +2/+3 threshold row that reddens as time runs out. - Fixed timer and detail text cutting off after a font swap. **Colors:** - **NEW:** A new Global Colors section lets you share one profile's custom colors across all profiles or give each profile its own. **Localization:** - **NEW:** Full Russian language support. **Auras, Buffs & Consumables:** - Warrior stance reminders now read the stance bar, so each spec is reminded of its correct stance and clears the moment it's active. - The Inky Black Potion reminder now clears after you drink the potion and reappears on cancel, expiry, or death. - The last-used flask, food, and weapon-enchant preference now saves correctly. **Nameplates:** - A new sync icon on the Pandemic Glow Style row applies the nameplate's pandemic glow to all CDM and tracking bars at once. **Chat:** - The Whisper Sound dropdown gained a search box. **Bags:** - Mythic Keystone dungeon abbreviations now split on hyphens (Nexus-Point Xenas shows as NPX) and handle localized names.

Ellesmere

54,206 просмотров • 3 месяцев назад

** Sega Genesis Mega Parodius Update ** Slow but steady progress - the gift that keeps giving in coding workload is nearly done, in a few days Catboss will be done then onto the Penguin Boss ( much easier ) , which means stage 1 is near complete. Pyron in GFX/SFX Vector Orbitex in Music are patiently waiting for me to catch up with the level art / music but things are accelerating now . Much of the assets are done for stages 2 & 3. Since last showing many changes under the hood, whats shown here is added Chest Bees, Penguin factory ( penguins coming up from the middle of the catboss ship ) , added Meow SFX, added Catboss Explosions and damage states. The penguin factory was harder to get right than i thought , the ship acts as moving platform. Its not 100% arcade accurate as i don't have the source code, I actually think small variances will make it fun to play anyway - the goal is still to be very close. Fixed a tonne of priority issues via a level based depth system for objects, e.g. penguins sprites come up behind the ship onto the ships deck, but paw sprites need to be infront of ship still, but the entire catboss ship must eventually come offscreen behind foreground, but then the foreground is actually the background layer ( layer B ) at that time and thats normally behind layer A ( the ships hull ) , as layer B takes over all foreground and background tasks when the Catboss comes on, as much of the Catboss is layer A to avoid the sprites per line limit issues ... yeah its priority hell haha. Part of the issue is getting things accurate to the arcade, would have been easier to take liberties here and there , eg just let the Catboss drop down in front of the forground etc. Also arcade size explosions that don't cause sprite wipeout rather than using small explosions etc , used custom sprite cutting with no Y overlap to make sure sprite overload is kept at bay. The explosion sprites overlap the paw sprites and the right part of the cats face which is also sprites so minimal overlap was needed. I'll also be attending the Japan Game Festival in Lyon 21/22nd , Parodius / Lufthoheit ( full team there ) / 3D Engine and other demos will be on display - hope to see some of you there : #SGDK #SegaGenesis #SegaMegadrive #Parodius

Shannon Birt

11,807 просмотров • 8 дней назад

I played Clair Obscur Expedition 33 for 60+ hours, defeated all the superbosses and here is my review: -2 graphic modes on PS5 -Many options (Motion Blur, Film Grain, Chromatic Aberration and more) -Played the game on the PS5 in performance mode -Solid 60fps with great picture quality -Very fast loading times -Minimal hud design -Played on the normal difficulty (was just right) -You can change the difficulty anytime (up and down) -The visuals and art direction in this game are insane, trust me -Every new location looks stunning and tells a story -The art direction is so unreal but also so authentic at the same time, stunnig work, the art director should get a raise for this -THE VOICE ACTING is also top tier, every character is brought to life with so much passion and love -The dialogue quality is also amazing and really reminded me of Naughty Dog games -How the characters behave and communicate with each other is simply lifelike -The characters also have complex personalities -Some very dark themes and overall a very mature story (death/loss, love, swearing, blood and gore) -The story is amazing and remains exciting until the very end -Some insane "holy shit" story moments -The game is more linear with some open zones and one massive overworld -I would compare it to Final Fantasy 10 in a very good way -There are also some beautiful fixed camera angles that took me right back to that time -The best overworld map out there, the size is MASSIVE and full of content (hidden areas, superbosses, shortcuts, lore and more) -You can camp everywhere on the map -Camp is your hub that will change overtime (extra dialogue, new NPCs, side content, listen to music and more) -You can level up your relationships with various characters -Romances are also a thing -Exploration is very rewarding, no minimap works great -Dedicated jump button and no fall damage is a huge win -There are so many cool things to collect -The game will respect your time, no long walks and good checkpoints -New outfits and weapons will look different (also in cutscenes) -You can skip cutscenes before boss attempts -The combat is super fun and a mix of Persona, Final Fantasy 10 and Legend of Dragoon -One button press combat is just stunning and will flow over time -You can see every enemy before the fight, quick in and out -Some of the boss fights are gigantic with insane attacks and some stunning "From Software boss arenas" (no joke) -The enemy variety is great with some terrifying creature design -The build variety is also crazy with so many combinations -Some of the late game bosses and especially the superbosses are no joke -Soundtrack is insane and every track is a banger -Different battle themes, boss themes, secret boss themes and many more -Some of the tracks especially in the emotional scenes hit me so hard -Game is super polished but I've encountered some small bugs (sound disappear, could no longer jump and some other small things) -Bugs got easy fixed with a reload (day 1 patch could fix that) -Not a fan of some jumping puzzles, but there are optional -Skill management becomes a little bit confusing as the game progresses (menu design could be better) -Would love a mechanic to kill lower level enemies fast and quick -New game plus on day 1 (with extra stuff) is amazing -The game is made by around 30 people, 30 hours of main story, 30 hours of bonus content, insane number of outfits, story focused, no microtransactions bullshit, new game plus mode on day 1 and a price tag of around 50 bucks, need I say more This game is brimming with attention to detail and is a true passion project by fans for fans. The developers may not have had the biggest budget, but they had a clear vision and the result is simply outstanding. My Verdict: 9.5/10 #ClairObscurExpedition33 Clair Obscur: Expedition 33 Shuhei Yoshida

GermanStrands

800,379 просмотров • 1 год назад

Pylon's 𝗺𝗼𝘀𝘁 𝗵𝗮𝘁𝗲𝗱 𝗳𝗲𝗮𝘁𝘂𝗿𝗲 is our Analytics. That ends today. We've completely rebuilt our Analytics from scratch. Here's what we tried, what we screwed up, and what's coming. 𝗩𝗲𝗿𝘀𝗶𝗼𝗻 𝟭, The Basics (Nov 2023) Our first attempt at analytics was quite loved by customers. At the time our customers were mostly small startups with simple needs. We built an out-of-the-box set of dashboards that covered the common use cases of support analytics (SLA-tracking, CSAT, TTFR, TTR, basic filtering...). As we moved upmarket... 1/ Everyone was requesting custom metrics 2/ Queries were becoming inefficient and slow We needed an upgrade. 𝗩𝗲𝗿𝘀𝗶𝗼𝗻 𝟮, Advanced Reporting (June 2024) We knew custom reporting was going to be blackhole of work that long-term led to fully customer-customizable dashboards. We had four choices: 1/ Do nothing for now 2/ Do custom work per customer 3/ Build full custom reporting in-house 4/ Use an embeddable analytics vendor At the time Pylon was under 10 people total and we had no capacity to do the frontend work so we chose Option 4 (use a vendor). This was the first time we chose to not build a core feature like this in-house as we ultimately want full control of the end-user experience. We built out the new reporting with the chosen vendor over ~3 weeks. On the surface the new reporting looked really good (not visually, but in terms of functionality). You could add custom charts of any type, create custom formulas, label the Y and X axis, and effectively build most of what you would want. It was really great for demos. But in practice it was incredibly hard to use, lacked core capabilities (like the ability to filter off of dynamic custom fields), and visually looked not stylized to the rest of the product. We started to discover some of these issues during the implementation, but it still felt like there was more upside than downside so we released it. Feedback was not great but we hoped our vendor would fix changes quickly. Unfortunately they weren't fast enough and we lost confidence that they would be a good long-term solution. As a stop-gap we also built out a data warehouse integration so customers could export their data back to Snowflake or BigQuery to use with their own BI tools. Finally, a few months ago the vendor told us they were being acquired. That was the final straw. We needed to move off ASAP. 𝗩𝗲𝗿𝘀𝗶𝗼𝗻 𝟯, New Reporting (Today) Today's release is back to being built entirely in-house. It's been rolled out in beta to all customers with an option to flip back to old analytics until we plug some custom reporting gaps. This time we have the capacity to do it right between Wendy (prev product design at Amplitude), Matt, and Tom. We've managed to greatly improve: 1/ Desired filter options (custom field support) 2/ Performance 3/ Setup UX 4/ Style (looks native) Early feedback has been really positive so far and as we bring it out of beta we're thinking about how to make the best natively-offered reporting of any support platform. 𝗩𝗲𝗿𝘀𝗶𝗼𝗻 𝟰 (What's coming soon) To get to first-class reporting, we need to study not only our learnings, but also what the incumbents have screwed up as well. Funny enough, Zendesk's analytics have similar complaints to our v2, and for the exact same reason as we did: they integrated an external tool. In 2015 they bought a company called BIME Analytics which they became Zendesk Explore. The complaints they have to this day are similar to our v2: 1/ Steep learning curve 2/ Advanced, yet still not enough flexibility 3/ Random feature gaps 4/ Data accuracy and reliability concerns 5/ Performance issues 6/ Complicated UX v4 will follow three core principals: Offer a simple default setup. We want to continue being startup friendly and we'll feature gate custom reporting and data exports by tier in the product. Offer maximal configuration, with AI-assisted setup. As we go upmarket, customers will want to Explore (pun intended) data in every single direction. We need to allow them to do that. For those more complicated use cases we think AI will be the Ultimate (also pun intended) way to reduce setup friction. Build it all in-house. Although using a 3rd party embedded analytics provider didn't work for us, we don't think that is the case for everyone. It's just in customer support, reporting is REALLY important. They are probably some of the highest-complexity reporting of most SaaS vendors (maybe second to marketing products). So... we have to do it right. And since this is end-user facing, we have to own every detail of it. If you got this far, thank you for reading. See our new Analytics at

Marty Kausas

115,123 просмотров • 1 год назад

🛠️ Patch Notes - Early Access Patch 2 We are incredibly excited to be releasing our largest patch yet, marking the One Month Anniversary of our Steam Early Access Launch! Patch 2 is chock full of highly requested features such as Weapon Tryout, the ability to Respec, DLSS / FSR Upscaling and Controller Remapping. Lots of Balancing and Quality of Life improvements, Audio, Animation, and Visual Effect polish as well as a multitude of bug fixes are also included! Between DLSS and FSR, numerous CPU, GPU performance improvements, and memory optimization we are confident that your experience of playing No Rest For The Wicked will be significantly smoother across a wide range of hardware. For NVIDIA users, we are excited to mention that there’s a new Game Ready Driver for No Rest for the Wicked! Be sure to check out our Patch 2 Highlight Video and the full patch notes below. ⚔️ Performance: • Performance Mode now lowers texture resolution, reducing crashes on lower-end machines • Numerous Significant CPU optimizations • Fixed performance degradation that might occur on some gamepads • Fixed numerous memory leaks • Reduced instantiation spikes for numerous objects • Disabled detail meshes on generic humanoids faces when not needed • Reduced latency, overhead and improved stability of GPU Culling • Optimized texture resolution and memory budgets for Steam Deck • Optimized Art content in Ship Prologue and its cinematics • Removed unused weapon assets to free up memory • Removed leftover developer tools to free up memory • Optimized CPU spikes of a variety of common content loading operations • Added texture streaming for character portraits during dialogue interactions to save memory • Fixed some persistent log spam being generated by potatoes in Nameless Pass • Cleaned up numerous NPC prefabs, reducing memory footprint and instantiation costs • Optimized Ambient Occlusion Rendering • Extended GPU culling usage for more cases • Configured and optimized pooling for more prefab instantiations reducing CPU spikes ⚔️ Gameplay Systems: • Added new Respec System! ⚬ Players can now Respec by examining the statue in the Cerim Crucible Atrium ⚬ Respec allows players to take back Attribute Points that have been allocated at the cost of 1 Fallen Ember per Attribute Point returned ⚬ Players can then allocate returned Attribute Points for no cost at the Respec screen or in the existing Stats screen ⚔️ Quality of Life: • All weapons can now be equipped regardless of their Attribute Requirements to allow players to try out weapons they acquire ⚬ Weapons that the player does not meet the requirements for will deal less damage through negative scaling on the Attributes that are below the weapon’s Attribute Requirements • Inventory Items can now be docked to compare them ⚬ Press F (Keyboard) or Y (Controller) to dock items and hover other items to compare • Brought back the Misc category to the Inventory ⚬ Housing items, Runes, Fallen Embers and other miscellaneous items will now be sorted into this category and free up space from other categories • Vendor screens are now sorted by item type so that items are more organized for purchase • Improved Stamina player HUD brightness for better visibility, and readability of stamina debt • Added side notifications for when Danos Sacrament Upgrades are completed • Added Floor Indicators under the Clock HUD to show the Cerim Crucible floors • Improved visibility of LB/RB button icons for Equipment HUD on Steam Deck ⚔️ Settings: • Added support for Upscaling with DLSS 3.7 and FSR 2.2 • Added custom key rebinding options for Controller • Added support for Mouse Buttons 4,5 and F1-F12 Keys for custom Keyboard bindings • Default Keyboard layout set to Mouse+WASD • Added support for worldspace Player HUD (Stamina wheel, NPC name tags, etc) brightness to UI Brightness setting ⚔️ Content Additions: • Added a new set of enchantments • All Throw runes can now be added to Spears ⚔️ Loot: • Added Pig Sticker Blueprint to Fillmore's Level 1 Shop • Added Assegai Blueprint to Whittacker's Level 1 Shop ⚔️ Balance: • Nerfed Throw runes ⚬ Reduced Poise Damage on all Throw runes ⚬ Reduced Damage on Ice Throw Rune • Nerfed Focus Regeneration enchant curve so that it no longer generates too much Focus too quickly • Focus Regeneration enchantment no longer drops with Gloves and now only drops with Helmets • This includes enchanting items at Eleanor • Falling Sky and Woodland Protector’s initial item levels were set too high and have been lowered to the intended levels ⚔️ Weapons: • Updated animation for backstabbing with Staves, Spears, Greatswords and Great Hammers • Updated visual effects for Piercing type weapon attacks (such as Spear or Rapier) ⚔️ Enemies and Bosses: • Polished Darak boss fight ⚬ Improved behavior to prevent him standing idle after attacking ⚬ Improved behavior when fighting ranged builds • Added Bite Attack to Plague Rat • Added Back Attack to Risen Axe Bruiser • Added escape logic to Risen Fire Bomber • Added Elemental Affix visual effects to Nith Brute, Nith Screamer and Shackled Brute • Adding cloth simulation to Boarskin Bruiser • Polished rigging on Plagued Boomer • Reduced camera shake intensity on Risen Hammer Bruiser, Boarskin Bruiser and Riven Twins • Smaller enemies can now smash breakable objects (barrels, crates, etc.) ⚔️ NPCs: • Changed the name of the worried woman in the Sacrament Town Square to Nell • Polishing dialog for Druo, Lucian and Everwyn • Updated the dialog for NPCs at the Cerim Gate in Nameless Pass • Added eavesdrop to Sleeping Guard Gerard in Sacrament ⚔️ Areas: • Improved collision, faders and set dressing in Prologue Ship, Orban Glades, Mariner’s Keep, Nameless Pass, Sacrament, Multiple Sacrament Interiors, Cerim Crucible, Cerim Cave, Riven Twins Boss Arena and Potion Seller Cave • Polished lighting for the ship in Prologue, Sacrament and Cerim Crucible • Updated foliage in various locations • Added physics and wind simulation to Spruce trees ⚔️ Cinematics: • Polished animations for characters in the Inquisition Arrival cinematic • Improved lighting, character rim lighting and volumetrics for the Prologue Ship Crash Outro and Inquisition Arrival cinematics • Removed a background character who was blocking part of the view in the Inquisition Arrival cinematic • Fixed cloth and camera pops in the Inquisition Arrival cinematic ⚔️ Audio: • Environment update for Sacrament: ⚬ Added Ambience Emitters for certain Residential and Vendor buildings like the Cook, Tavern, Woodcrafter and Enchantress ⚬ Updated zone beds and oneshots for unique parts of town (Cemetery, Poor Area,Training Grounds, Dasha Sanctuary) ⚬ The church near the cemetery now has bells ringing to service playing at certain times of day, followed by churchgoers praying and chanting from behind the doors. ⚬ Updated ambience for Sacrament Town Square to feel busier during the day ⚬ Updated environment audio for the Cerim Gate zone in Mountain Pass • Increased audio buffer to help alleviate audio crackle artifacts • Increased available audio resources to help prevent sounds from dropping out during long play sessions • Updated audio for Cerim Vision cinematic • Updated audio mix for Barrel and Crate destruction • Saluting Guards in Sacrament now have sound • Added Weapon-specific Impacts on parrying and blocking actions • Added ladder sliding sound effects for Kickdown Ladders • Added sound effects for going down Ladders • Added new sound effects for Plague-Enchanted weapons • Polished audio for Bounties enemies • Fixed missing sounds for Plagued Mutant Soldier • Fixed rain sounds appearing in Sacrament Interiors • Fixed enchantment-specific weapon whooshes cutting a bit too early • Fixed NPCs not making footstep sounds when walking around • Fixed environment states sometimes not resetting when returning to the main menu ⚔️ VFX: • Blood effects are now juicier and used more often! • Improved blood visual effects attachment to characters bodies from attacking and getting hit • Increased intensity of shiny item drop VFX ⚔️ Bounties and Challenges: • Updated Crustacean Conundrum bounty to spawn 14 Crabs while still only requiring 8 Crabs be killed to complete ⚔️ Localization: • Added and updated localized text in many places across multiple languages • Added localization support for new Controller Remapping screen and for various missing localized elements • Fixed incorrect font on the Activities screen ⚔️ Bug Fixes: • Fixed various enchantments on unique weapons and rings that weren’t working properly • Fixed Rested Bonuses for sleeping in beds • Fixed Key Items respawning after pick up • Fixed navigation in Nameless Pass which was preventing certain enemies and the Riven Twins boss from patrolling and moving to the player • Fixed Echo Knight falling off the arena and blocking progress • Fixed Cerim Armor missing upgrades at Filmore • Fixed Risen Pavise, Eye of the Beholder and Wooden Howler Shields not showing their proper models • Fixed SHIFT key not being recognized in the Main Menu • Fixed certain environment textures overriding certain armor textures • Fixed certain armor having missing or incorrect cloth simulation • Fixed rigging on certain armor • Fixed The Wallow boss attacks not having sound effects • Fixed Falling Sky Blueprint not giving the Unique version of the weapon when crafting • Fixed an issue where completed but not yet turned in bounty/challenge rewards were being automatically given to the player at reset • Fixed wall cannons not firing in Cerim Crucible • Fixed XP UI not showing “Max Level” after reaching the level cap • Fixed Level and XP UI being present without a Character selected in the Main Menu • Fixed “Long Area Name” appearing on the map where map is unavailable (such as Cerim Crucible) • Fixed being able to skip through locked doors in The Shallows • Fixed players getting stuck at the end of the entrance corridor in the Echo Knight Arena • Fixed Enchant Item Challenge counting enchanted items that are picked up • Fixed mortuary guard popping in on screen during Spoken and Unspoken quest • Fixed extra Elsa map marker during the Spoken and Unspoken quest • Fixed Giles and Petra standing instead of sitting on the chairs in Caroline’s Inn • Fixed Arrows not hitting Plagued Wolf • Fixed Wolf and Plagued Wolf target point • Fixed Tanth Knight getting stuck during patrolling in Mariner’s Keep at Endgame state • Fixed Darak leaving his shield in Orban Glades when he escapes • Fixed chest opening VFX in Performance and Balanced quality presets • Fixed Wolf having a dance party after death • Fixed Chest floating in the air in Mariner’s Keep • Fixed incorrect texture on the Crafting Table • Fixed 4096x2160 resolution appearing as 256x135 aspect ratio, instead displays as 1.9:1 • Fixed overblown bonfire lighting at The Shallows • Removed rogue rim light at The Shallows • Removed lighting debug shortcut See the full patch notes here -

No Rest for the Wicked

184,300 просмотров • 2 лет назад

Promised to ship before the movie so... 📅 53 days 🤖 731 vibe coded commits ⚡️ Powered by Three.js 🚀 Inspired by a space plumber 🙋‍♂️ AMA, no secrets, no shame High level, grouped list of what's in this game: Galaxy DNA - Lumas - Star Bits - Spin attack with air boost + ground-cancel - Galaxy gravity - Octoombas - Gateway Galaxy music track Vibe Coding Process - Claude Code (Opus) for ~95% of all code - CLAUDE.md project instructions file (163 lines of rules + constraints) - 87 implementation plans written before coding - 36 AI code reviews (ECS, architecture, performance) - 11 retrospectives after major features - 60 extracted skills (reusable knowledge from debugging sessions) - Constraints doc that grows every time something breaks (115 lines) - /lets-build workflow: discovery → plan → review → implement → verify - Every feature: plan first, review the plan, then build in atomic commits - Custom level construction CLI (AI-assisted placement) - this evolved over 53 days Architecture - Custom ECS engine (Structure-of-Arrays, zero-alloc hot paths) - Benchmarks faster than bitECS on packed iteration - 117 ECS systems orchestrated in explicit update order - Data-oriented Process system (sequential/parallel composition) - 30+ process types: UI animations, camera arcs, sfx Rendering - Three.js + Pixi.js sharing one WebGL2 context - Three renders 3D, Pixi renders UI — no extra canvases - Half-res bloom, color grading, occlusion silhouettes - Fresnel rim lighting + hemisphere ambient for Galaxy-style polish Physics - Rapier3D WASM physics (SIMD build) - Kinematic character controllers for player + all enemies Gravity - Galaxy-style gravity fields (walk around surfaces) - 4 gravity field types - Priority-based gravity resolution with distance tiebreakers - Convex hull letter platforms with per-face gravity - Spring-damped gravity transitions Shadows - Multi-pass gravity-aware shadow system - Per-instance shadow filtering via vertex shader attributes - InstancedMesh candidates promoted across gravity fields - Dynamic frustum sized from camera FOV each frame Camera - camera system with 12 critically damped springs - Follow-gravity mode (trailing orbit in tangent plane) - Fixed-up mode (screen stays level on letter platforms) - Top-down mode (Galaxy overhead cam, roll-free quaternion) - Camera collision via 4-direction spherecast repulsion - Override blend system for boss fights + pipe travel - Catmull-Rom spline intro flythrough with per-waypoint duration Space - Procedural space nebula (simplex noise shader, 3 octaves) - 1,800 seeded stars with per-star brightness + color variety - Galaxy-authentic palette across all screens Enemies - 5 enemy types with full AI state machines - Goomba, Koopa, Spiny, Bob-omb, Octoomba - 3D distance → FOV cone → LOS raycast detection pipeline - Editor-placed OBB avoidance zones with deflection hysteresis - Recoil, stun, shell, fuse, and ranged attack behaviors Boss Fight - Bowser Jr. boss fight - Multi-phase combat with Bob-omb spawning - Controlled intro/outro sequence Mario - Galaxy-style spin attack - Rainbow diamond particle burst (InstancedMesh, 64 pool) - Hit-stop with global time scale freeze + camera shake - Air boost, ground-cancel, shell kick at extended range - Invulnerability frames during active spin Yoshi - mount/ride system with shield HP - +3 extra HP ring on mount, damage depletes shield first - Overflow damage carries to Mario - Forced dismount on shield break with poof effect Objects - Coin system with InstancedMesh rendering (256 max) - Per-instance opacity via shader patching - Pop → float → shrink → fade collection animation - Swap-and-pop O(1) entity removal - Star bit burst spawning with attraction system - Pipe warp travel with camera override blend - Parallel-transported screen-right vector during crossfade - Shadow field updates for traveling entities - trampoline - 3D assets from Hello Mario Framework (now archived) and game rips Audio - 17+ wired sound effects with spatial audio - Bob-omb fuse sound: per-entity lifecycle, looping playback tracking - Distance-based volume for poof and explosion effects UI - Odyssey-style ring HP meter with shield inner ring - Number roll + arc lerp stagger on health changes - Gold coin counter HUD - Loading screen with code-split fast first paint - Pretext layout flow in "legal" screen with retro Mario Controls - Mobile touch controls: virtual joystick + A/B buttons - Proportional analog stick with walk/run speed switching - Gamepad support: Xbox, PlayStation, Switch Pro - Dead zones, auto-reconnect, synthetic DOM key bridge Dev Tooling - experimental CLI level construction tool with undo history - 18 placement types with type-safe defaults - Atomic file writes, auto-backup (max 20), live reload - Dev server auto-save plugin for visual editor - Two-panel debug editor (Tweakpane) - Hierarchy + inspector with gravity field live editing - Translation/rotation gizmos with gravity-relative local space - Per-waypoint camera preview for intro spline tuning 731 commits. 53 days. 95%+ vibe coded.

Tommy Leung

185,083 просмотров • 6 месяцев назад