Retro Game Mechanics Explained profile
Retro Game Mechanics Explained
Retro Game Mechanics Explained
A YouTube channel about video games & programming.
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Early Access: By pledging just a small amount, you get early access to videos on YouTube. If you watch the video before it goes public, you can watch without ads!

Creator's Commentary: A little bit after each video releases, I do a creator's commentary livestream where I watch the video back and talk about it. You can join in on the live chat and/or watch the recorded broadcast after the fact.

Discord Role: All patrons are granted access to the patron-only channel on the RGME Discord server, and get a weighted opinion when I ask for ideas for upcoming videos.

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Behind the Scenes: You'll get access to a feed of content related to video development. This could be sneak peaks of future videos, small clips of in-progress video scenes, and other neat things I feel like sharing about a video before it's actually released!

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Recent posts

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Retro Game Mechanics Explained
Public post

Assembly Tutorial Poll

Assembly tutorials have always been a planned set of videos on the channel. When I make them, which direction would you prefer them to focus on?
Generic Assembly tutorials would probably use a faux instruction set that could be applied to a broader set of assembly languages out there.
SNES specific tutorials would go more in detail, and would also include interfacing with the SNES hardware.
SNES is the only option because that is what I am way more comfortable with. I could do NES as well, but I think there are plenty of good resources on NES stuff already. SNES not so much.

SubscribeStar doesn't support polls yet I don't think, so you'll have to vote somewhere else, like on Twitter: https://twitter.com/RetroGameMechEx/status/1320451588373315584
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Retro Game Mechanics Explained

Data Redundancy Errors (Creator's Commentary)

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Retro Game Mechanics Explained
Public post

Data Redundancy Errors Explained

In this video we take a look at some software design patterns and see how they can cause glitches if they aren't implemented robustly. Specifically we'll look at item bag overflow in the generation I Pokémon games and cloning in Super Mario 64 as examples.
(The footnote at 10:40 is still a work in progress, so it won't be available until later today or tomorrow.)
https://youtu.be/sd3Lg5qgTzw
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Retro Game Mechanics Explained

Data Redundancy Errors (sneak peek)

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Retro Game Mechanics Explained
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New! Creator's Commentary

Hi there!
The next video is finally complete and will be available in the next few days. Starting with this video, I'd like to do a creator's commentary livestream where I watch the video back while talking a bit more about it, whether it be stuff I left out, more info, troubles I had while editing, etc. I'd also like to be able to take questions from viewers. I'm scheduling this video's creator's commentary stream for Wednesday October 7 at 5pm eastern (9pm GMT). I'll make another post here about 15-30 minutes before it starts.
This livestream will only be available for supporters to watch, at any pledge level. The broadcast video will be saved of course, and all supporters will be able to go back and watch afterwards if you can't make it to the live showing.
Hope you have a great conclusion to your weekend!
-Alex
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Retro Game Mechanics Explained
Public post

September Update

Hi!

Just gonna make this quick and try not to sugarcoat anything, heh. Things have been really slow lately for a couple reasons. The first is that the ending of August and the start of September was really stressful for me and I just didn't have the motivation to work on anything. The second is that since just over a week ago I have been working on a completely separate freelance opportunity, which I have been putting 100% of my focus on. Therefore, the video I was hoping to release at the start of this month is still only about half finished. I'm just about done wrapping up with this job, feeling refreshed, so I should be able to return back to work on the channel next week.
Thanks for understanding, and I will try my best to get the video done before the end of the month.
-Alex
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Retro Game Mechanics Explained
Public post

August Update

Hi, hope everyone is doing well! I just wanted to make a quick update post about the channel since it's been a while since I've done that.
1. Verified status - I don't think this really means much other than the neat checkmark next to the channel's name now. I don't really have a problem with impersonation, but YouTube kept pointing out I had the option, so now that is finally done.
2. Mid-roll Ads - You've probably heard from other YouTube channel creators that YouTube reduced the time limit on videos eligible for mid-roll ads. In the past I had usually disabled mid-roll ads anyway except for longer videos. However, I had been contemplating enabling more mid-roll ads for more of my videos since I have the data that shows that mid-roll ads can produce a significant increase to revenue. Videos with them tend to make over twice as much as those without.
Therefore, I have decided to enable them for a large portion of the videos on the channel. I know some of my current patrons are supporting the channel because of how few ads I have put in place, so I wanted to be transparent and make sure you would like to continue pledging an amount even with this change. I completely understand if you think the increase in ads should counter your contribution.
In the last few months, I have been thinking about ways to increase revenue without feeling like I'm selling out or anything. The current amount of income I get via the channel is definitely enough to sustain myself, and I have everyone to thank for that (supporters and viewers alike). However, I would like to take a step up on my life goals and try to be completely independent. Not only would this help with the channel, but with my life and health in general. Living with roommates is great since it's cheap, but it's not that great in any other regard, heh.
So, my goal is to reach ~$5000 per month in total revenue, across YouTube, Patreon, and SubscribeStar. Right now I'm fluctuating around $1500-$2000, which again is great, but I know I have a lot of room to improve and expand. Wish me luck!
3. Oh yeah, there's going to be a video out later this month of course. Actually, it may be the first week of September since I'm a little behind schedule. Sorry for those who sat begrudgingly through the Pokémon videos the past 3 months, but I'm doing another one (though it's less Pokémon-related and more generic-programming-related).
Thanks for reading!
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Retro Game Mechanics Explained
Public post

AVFX 03 - NES Background Parallax

The NES only had a single background layer for placing tiles, but so many games made use of certain features in order to make it look like there were two or more layers present. This video will explain how that was done!

I'm experimenting with adding sound effects to go along with the video animations, so please let me know what you think! It's my first time doing anything like this, so I'll take all the feedback I can get. :)

https://youtu.be/wt73KPS_23w
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Retro Game Mechanics Explained

Sneak Peek: NES Background Parallax

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Retro Game Mechanics Explained
Public post

Pokémon Sprite Decompression

Today we wrap up the Pokémon sprite trilogy with a full blown explanation on the exact decompression algorithm used in the generation I games. This is a pretty long one, but I hope you don't need a computer science degree to understand what's going on since I take a step back to go over some more basic data manipulation techniques.

I have made a webapp that goes along with this video--you can find a link to it here:  http://www.dotsarecool.com/rgme/tech/gen1decompress.html  You'll probably want to watch the video first to know what's going on!

https://youtu.be/aF1Yw_wu2cM

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