We discuss experimental preview of Super Mario Crossover released for WebGL, and then Jay and Matt debate The Legend of Zelda: Breath of the Wild.
We talk about the experimental preview for Super Mario Bros. Crossover released for WebGL, and then Jay and Matt debate The Legend of Zelda: Breath of the Wild.
You can listen on iTunes, Google Play, Stitcher, or at the podcast’s website.
- 2:55 – Super Mario Bros. Crossover 4.0
- 17:00 – Emulated music and Game Music Emu
- 22:55 – Why the flash version could not be salvaged
- 26:53 – Foundational code and the EcsRx framework
- 34:40 – Rebuilding the Exploding Rabbit Community
- 40:13 – What does this mean for Glitch Strikers?
- 43:35 – Debate about The Legend of Zelda: Breath of the Wild
- 1:05:15 – Jay’s experience with Ni no Kuni II: Revenant Kingdom
- 1:12:22 – Broaching the tense subject of politics and morality
Jay and Matt talk about technologies unrelated to games, like cryptocurrencies.
In this completely different episode of the Exploding Rabbit Podcast, Jay and Matt talk about technologies unrelated to games, like cryptocurrencies. Game development will return next episode.
If you are worried about the job mentioned near the end of the podcast and how it affects Exploding Rabbit, don’t be. I decided not to take it.
- 0:01:01 – Matt’s Job
- 0:06:42 – Bike Accidents and Injuries
- 0:12:46 – Mac v. Windows
- 0:17:11 – Crypto-rabbit hole Part 1
- 0:22:06 – FPGA and Electronics Tangent
- 0:28:11 – Crypto-rabbit hole Part 2
- 1:05:01 – Jobs, work, and new opportunities
- 1:18:01 – Web technologies
- 1:26:35 – What We’ve Been Playing, Fortnite, Captain Toad’s Treasure Tracker, God of War
Jay and Matt talk about code architecture, making levels in Super Mario Bros. Crossover, what they’ve been playing, and quantum computing.
Jay and Matt dive into an Exploding Rabbit Hole full of code architecture. We also talk about making levels in Super Mario Bros. Crossover, what we’ve been playing, and quantum computing.
- 2:28 – ECS Architecture (Entity Component Sytem)
- 11:00 – Thoughts on Unity and the Godot Engine
- 19:54 – Engine Agnostic Code Design with Entitas
- 26:07 – View abstraction
- 31:06 – How levels were made in Super Mario Bros. Crossover
- 41:31 – Matt’s been playing Super Meat Boy
- 44:56 – Jay’s been playing Assassin’s Creed Origins
- 54:24 – Interesting thing: Quantum Computing
The first episode of the Exploding Rabbit Podcast features a look at the early days of developing Super Mario Bros. Crossover.
We started a monthly podcast for Exploding Rabbit. In each episode, we’ll be taking a deep dive on one topic related to Exploding Rabbit or gamedev, and then we will have a few smaller, supplementary topics like what games we’re playing, what I’ve been working on, and anything else we find interesting.
I’m co-hosting the podcast with my cousin, Matt Gyure, a very smart/funny guy that knows his way around code and other technical parts of gamedev. Matt knew I was trying to figure out a good way to keep people informed about Exploding Rabbit and recommended doing the podcast with me, so you can thank him.
The focus of the first episode is how I started Super Mario Bros. Crossover and what it was like working on it in the early days. It was just meant to be a test episode, but it turned out so well that we decided to release it.
Matt and I are very excited about where this thing will go. We’re open to feedback so let us know what you’re interested in and what you’d like us to change.
You can listen on iTunes, Google Play, Stitcher, or at the podcast’s website. Be sure to subscribe so new episodes will be delivered directly to you.
The music in the episode is from the Castle in the Darkness Soundtrack.