Podcasts about q was

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Latest podcast episodes about q was

Work On Your Game: Discipline, Confidence & Mental Toughness For Sports, Business & Life | Mental Health & Mindset

You already know what the deal is. Today's class is part four of me answering questions from the entrepreneurship class of Prairie High School. [01:45] 22) Q: What parts of your job do you find most challenging and most easy? [02:43] 23) Q: How do you define success? [04:47] 24) Q: Do you think that if you have been able to play basketball your senior year, would you still be entrepreneur today? [17:12] 25) Q: Even though you weren't able to play your senior year, how did basketball affect you in your entrepreneurial quest? [29:21] 26 Q: Was is hard to transition into a different career path? [31:21] 27) Q: What would you consider your biggest accomplishment so far? [33:05] Recap Episodes Mentioned: 1503: The Business & Personal Growth Benefits Of Network Marketing / MLM http://dreallday.com/1503- --- Next Steps - 1) Get The Free Books: The Mirror Of Motivation: http://MirrorOfMotivation.com The Overseas Basketball Blueprint: http://BallOverseas.com Basketball: How To Play As Well As You Practice: http://HoopHandbook.com/Free 2) Join the texting community: Text Dre at 1.305.384.6894 or go to http://DreAllDay.com/Text Be sure to Subscribe to have each new episode sent directly to you daily! If you're enjoying Work On Your Game, please Review the show and let us know! Find Dre on social media: Instagram [http://instagram.com/DreBaldwin] Twitter [http://Twitter.com/DreAllDay] YouTube [http://youtube.com/dreupt] Work On Your Game Podcast is at: http://WorkOnYourGamePodcast.com Apple Podcasts | SoundCloud | Spotify | Stitcher | Google Play | Overcast | Pocket Casts | Blueberry | Player.FM

Retro Asylum -  The UK’s No.1 Retro Gaming Podcast

In this, the very first show of 2021, Dean, Chris and Mads talk about their experiences playing December's game club game Exile on the BBC Micro. Thanks to all of our Patreon’s who made this episode possible. William E Rimmer Ninjixel TJ Andy Hudson Ricardo Engel Adrian Nelson Alastair Barr Straight2Video RoseTintedSpectrum Matthew W James Bentley Wiedo Belochkin Tony Parkinson Gaz H Mal Woods Zach Glanz Richard Rogers Cane and Rinse LamptonWorm Salvio Calabrese Mitsoyama Rhys Wynne Clint Humphrey MARK BYLUND Paul Ashton Chris Rowe Jon Sheppard Laurent Giroud Martin Stephenson Aaron Maupin Jim-OrbitsIT Jon Veal Thomas scoffham Andy Marsh Patrick Fürst Laurens Andrew Gilmour Stephen Stuttard Matt Sullivan Magnus Esbjörner Darren Coles Garry Heather Edward Fitzpatrick Nick Lees Blake Brett   Q and A with Peter Irvin. Q: Where did the concept of the game come from? Was it influenced by earlier videogames? A: The concept for Exile started as just the idea of a man with a jetpack exploring an underground cavern system, having to solve problems to progress, fighting off hostiles. It wasn’t influenced by other games, more from TV/film - like Star Trek, Blakes 7, Forbidden Planet. Q: Was the game built around the plot or did the mechanics of the game come first? A: The mechanics came first and we kept adding stuff to the game engine until we knew what the limits were and how far we could go with the resources available. The plot crystallised over time, after we worked out what could be achieved, then we had to populate the map to match and make a playable game. Major way points were decided, like the Rune Door and Triax’s lab, and the scattering of other puzzles, equipment and encounters designed to get the player equipped to pass through these way points. However we sometimes had “we could add this cool thing” moments and had to include that - like the digital speech on the large RAM BBC micro version. Q: Nowadays, there is infinite memory to craft a story and provide lots of context for the game. That was not possible for you. How early did you develop the idea of a novella? A: To include a novella was decided quite late in the day. Yes, it was a way to help explain the game back story better but it was also a way to add perceived value to the game, and reduce piracy - the thinking being that people would pay more and pirates would think they were missing out on important stuff if they did’t have the full package, though I’m not convinced by that. Q: How much of what you and Jeremy learned from Thrust did you carry forward into Exile? A: With Thrust, Jeremy showed that implementing physics well - gravity, thrusting, multi-body mechanics - was actually rewarding for the player; it was pleasing just to fly around. We were both interested in physics so that had to be a big part of Exile, and a lot of time was spent getting the physics engine right - all the acceleration rates, gravity, impacts, wind forces, floating, etc work in balance and to feel ok but coded with very little memory. Q: Were there any interesting alien life forms that you prototyped but had to cut? A: There were a few but the details are lost to me by the passing of time. Most memorable now was a dog - which was to be the player’s faithful companion, helping out as best he could. He was included from the beginning as it came over from an unfinished game I was doing before Exile called “Wizard’s Walk” - a wizard travelling down a long pretty cave populated by hazards. The dog used too much RAM for its graphics in Exile - it needed extra frames due to walking up diagonals. It also had to be indestructible, and manage to get around the map as well as the player or the game wouldn’t work, so it ended up being removed and we put in Fluffy which was small alien bundle of pixels and trivial code to control. Q: Some game reviews show screenshots that are clearly from a different game map. Were review copies sent out that were radically different or were these more likely pictures from earlier prototype builds? A: I don’t recall any wrong maps being reviewed. Perhaps on the Amiga version? The BBC Micro Exile game map was generated by a tiny algorithm to produce the straight tunnels, a scattering of caverns, some individual tiles and areas that could be hand-defined (like for the top ship, the top underground base, Triax’s lab, various doors, etc. The map code was fixed in stone at a very early stage because changing it would have meant repopulating the entire game. Q: The manual quite bluntly tells players that it’s a game which requires thought. Where you worried that people wouldn’t “get it”? A: Exile was hard to play in parts and required people to use their brains in some places to solve the natural puzzles. That wasn’t the way games were back then - most were short duration entertainment requiring little thought. We designed Exile as the sort of game we wanted to play, hoped others would accept it, but knew if they got stuck they could ask their friends or get advice from one of the games magazines. It isn’t a “levels game” where you just shoot your way through and collect stars, it was more like a movie - one big adventure. It was also more difficult than it should have been partly due to the limitations and efficiencies of the physics engine and shared general purpose code between many creatures. Many people didn’t complete Exile, or even get as far as the excitement of destroying the maggot machine, the earthquake and the flooding caverns, but I like to think they still got value for money. It’s hard to balance a game for all abilities when the resources are so tight and trying not to allow dead ends in progress were the player to have inadvertently wasted all the required resources to overcome upcoming obstacles, but in retrospect perhaps some things should have been easier. Q: The purple, vertical blast door near the start has a gap at the top which can be flown through, with enough time and patience. Did you know about it when the game shipped, but decided it wasn't a big enough game-breaker to fix? A: There were many such collision “features” - a side effect of a general purpose physics engine with limited resources to prevent special cases. Anyway, quantum tunnelling happens in physics, so surely that’s fine! Q: Are there any (other) bugs in the game which you look back on now and think “ah, if only we could patch it!”? A: There were many of what I call “features” rather than bugs in Exile and I think we knew about most of the ways things could go wrong but had no spare RAM to fix. My favourite one was, with your back to a vertical door, holding something, suddenly turning around while thrusting forward and do a throw - the thrown object can usually be made to appear on the other side of the door to you. Sometimes you could use a similar system to get yourself through! There were so many things to balance - like the relationship between the speed of a firer, the speed and dimensions of bullets and the thickness of doors, otherwise they could tunnel through the door or bullets hit the firer. Q: Did it bother you that the published solutions made use of physics/engine glitches to get the coronium rocks out of the eastern area, instead of the 'correct' solution which involves creating additional coronium by luring slimes through a piece of solid rock, converting them to yellow balls, then passing them through the underwater structure containing red blobs to the west of the windy shaft? A: No, I’m not really bothered about players making use of things they found. Exile is about exploration and experiment, so finding shortcuts, even if relying on “features” is still in that spirit. We wanted several ways to do many of the puzzles anyway, and the eastern tunnels were meant to be a natural area uncorrupted yet by Triax, where the player could experiment to discover the tools they would need in the western caves. This probably didn’t come across to the player. Also some of the puzzles were a bit contrived I suppose - nevertheless rewarding if you solved them. Q: Which version of the game do you consider definitive? A: The BBC micro version was the most definitive. It was the first and a genuine struggle to make happen at all, and I believe took that platform to its limits. I hated the Electron version - there was no way to avoid having a border of white noise (ie code) around the game view - buyers must have been so forgiving. Q: We are aware of the tragic circumstances around Jeremy’s death. Was a sequel planned before he died? A: From fading memory, I think we were still working on bits and pieces with the original game - like an Amiga CD 32 console game, and we had tried to get publishers interested in a Sega Mega Drive version but the console market was very controlled, with publishers taking few risks on unconventional product due to the costs of making the expensive ROM cartridges. You almost had to have a working game already on the platform to be considered seriously and with development systems hard to come we didn’t have the funds to make that happen ourselves. There were some explorations into making use of the code for a new game but nothing solid. Q: You had a version of the game planned for iOS and Android back in 2010. Are we correct to assume that that project has been discontinued? A: No, it is my intention that this should still happen. It’s difficult to know how non-retro it would need to be to have any measure of success against todays effects-driven offerings, though computer gaming is a broad church. Q: If the mobile project had gone ahead, would there have been any fundamental changes to the game? A: The first release would be very familiar, but enhanced in details, the plot cleaned up - more obvious - and easier to play. The control system on a touch screen can’t depend on the zillion keys that Exile required either! I don’t think it should stray too far from the original fundamentally as the audience would include fans of the originals; but sequels could go much further.  

AXIS MUNDI - dein spiritueller Nahversorger
Q - eine kritische Betrachtung

AXIS MUNDI - dein spiritueller Nahversorger

Play Episode Listen Later Feb 16, 2020 17:28


Die 17. Ausgabe von AXIS MUNDI war eine Einführung in das Phänomen QAnon. Wer oder was ist Q? Was macht Q? Und was will Q? In der 18. Ausgabe steht Q auf dem Prüfstand. Einerseits deuten die konzertierten Attacken der Mainstream-Medien darauf hin, dass an Q etwas dran sein muss. Warum würde man sonst den Aufwand betreiben, die Wahrnehmung von Q nach zu richten? Andererseits stellt sich die Frage, ob Q nicht eine virtuelle Schnitzeljagd ist? Ein Hoffnungsporno? Oder einfach nur eine neue Projektionsfläche, welche die Anhänger von Q an das Geschehen auf der Bühne bindet und so vom Ausgang im Innen ablenkt? AXIS MUNDI liefert keine endgültigen Antworten, stellt jedoch ein paar unangenehme Fragen, die sich jeder Anon einmal stellen sollte. Bild: © Light (stock.adobe.com) Musik: »Remember Something I Forgot« von Comfort Fit Lizenziert unter der Creative-Commons-Lizenz BY-NC-ND 3.0 DE http://creativecommons.org/licenses/by-nc-nd/3.0/de/legalcode Änderung: Ausschnitt mit Fade-out unter Zustimmung des Künstlers »There Is Only This Love« von Siddhartha Lizenziert unter der Creative-Commons-Lizenz CC BY 4.0 http://creativecommons.org/licenses/by/4.0/legalcode Änderungen: Fade-in, Fade-Out und Leiser-lauter-Effekte »Pulse« von Lee Rosevere und Daniel Birch Lizenziert unter der Creative-Commons-Lizenz BY-NC 4.0 http://creativecommons.org/licenses/by-nc/4.0/legalcode Änderungen: Leiser-Effekt »Sorry« von Comfort Fit (Outro) Lizenziert unter der Creative-Commons-Lizenz BY-NC-ND 3.0 DE http://creativecommons.org/licenses/by-nc-nd/3.0/de/legalcode Änderungen: Ausschnitt mit Fade-in und Fade-out unter Zustimmung des Künstlers

Longbox Scavengers
The Witcher Ep. 2 and 3 Review

Longbox Scavengers

Play Episode Listen Later Jan 12, 2020 65:22


Witcher Ep. 2This Game of Thrones-style series is based on the fantasy book series by Andrzej Sapkowski, it is a story of fantasy, fate, and family. Geralt of Rivia (Cavill) is a solitary monster hunter who struggles to find his place in a world where people often prove more wicked than beasts.Created by Lauren Schmidt Hissrich for NetflixThe Witcher timeline:https://thewitcher.tv/the-witcher-deconstructed-timelineStarring:Henry Cail as Geralt of Rivia, The WitcherFreya Allan as CiriAnya Chalotra as YenneferMimi Ndiweni as FringillaEamon Farren as CahirMyAnna Buring as TissalaWilson Radjou-Pujalte as DaraAdam Levy as MousesackLars Mikelson as StregoborSummary of episode 2:https://www.comingsoon.net/tv/features/1116560-the-witcher-season-1-episode-2-recap1210 Yennefer is sold to Tessaia1210-1249 Gerald becomes “The Butcher of Blaviken”1249 Gerald evokes “The Law of Surprise”1263 Gerald and Ciri meetYennefer trains at the magical academy at AretuzaShe manipulates her way to court mage at AedirnHer cohort at the academy, Fringilla becomes mage at Nilgard insteadGeralt meet a travel companion nambe JaskierTriss Merigold enlists Geralt’s help to kill a dangerous Striga that’s been terrorizing the town - there’s an unexpected connection to King FoltestQuestions: ****Eric: please place questions that you want me to ask to push the program along. The content is so dense and with so many names and things going on i won’t be able to catch up to speed despite efforts to read summaries and rewatch the episodes.Q1: What do you think of the character of Yennefer? Is she likable ? what about this Harry Potter-esque introduction to our 3rd main character.Q2: What do we think of the way the show, and story, uses magic? Too confusing or inconsistent? Or just right.Q3: There are several other characters introduced in this episode. The Bard: Jaskier, Filavandral-Elf King.Q4: Is Geralt’s story doing a good job of explaining to us who he is, with motivations and personality.Q5: Do we like Ciri’s story and her on-the-run/refugee narrative.Q6: Do we like this ep better or worse then the first episode. How do we rank it to the rest of the season.Witcher timelinehttps://www.yahoo.com/entertainment/netflix-releases-official-witcher-timeline-104825444.htmlhttps://www.sideshow.com/blog/10-creatures-from-the-bestiary-of-the-witcher/Creatures of The Witcher*** Notes and Questions for Ep3Boy is shown with large claw wounds across his chest; a Witcher is shown pursuing a creature (scream); the Witcher is killed upon investigation by Garald - it's a Skreager. Takes the other Witcher’s liver and heart. The creature is a princess, a female - hypothesis. Gerald meets with the king, alone. The king’s sister was murdered. The girl’s father, the princess, “why not kill the creature?” The king won’t say; Orders Gerald to leave his kingdom (what significance does this scene have in the overall story?) Gerald doesn’t leave instead he hunts her. Why does he care? Relationship to Ellie? The king asks, “will my daughter be normal” and “will this work” Who is Gerald interrogating? Tied up?Q: What did you think about the mystery surrounding the death of the unidentified Witcher?Q The king’s daughter?Q: Was the creature (“Striga”?) terrifying enough for you?Q: there's a lot going on in this sequence, what did the average viewer miss?Witcher signsThe umbilical cord dragging around, and hanging from the bed, looking like an “Alien” remake***high point of the episode*** The battle with the Striga is epic. The image of the creature - old woman mixed with an ugly horrifying entity. Potion? (parallels with Yennef’s transformation is great visually and narratively Gerald get underground/coffin and the creature is left outside - significance? Gerald is bit by the healed once-monster and appears to pass out. He awakes - woman (??) helps her. Who’s Renfry? Vortex of faith surrounding each and everyone of our choices. Something out there waiting for you, something more - Ciri is pictured next.Q: As battles with horrifying creatures go how did this rate?Yennefer prepares for the transition - to beauty. The leader of the mage counsels her. Imagine the most powerful woman in the world. Open your eyes, she’s stunning.The Chapter (?? ring of leaders, the Mage) of elders? Agree to send Yennefer to the NIlfgard because she’s an elf which the Nilfgard hate.***high point** Yennefer and ? debate - I want to be powerful; you want to beautiful with everyone watching; get what I’m owed - no amount of power will get you what you want.There is a sacrifice to be reborn - you will bear no more. Yennefer is transformed in to a beautiful woman after the ceremony.Q: Is Yennefer’s motivation believable?Q: What is the deeper meaning behind her transition - its more than wanting to be beautiful?Q: did you have any issues with the dialogue? Because I did. It was a lot of gibberish that didn’t make sense or was just meant to sound cool.Eric’s take: This is my favorite episode of the season. It concludes Yennefer’s origin story and also foreshadows the show’s jumbled timeline as well as her advanced age. Her transformation was...interesting, and powerful, but I’m not entirely sure im sold on what it was trying to say or accomplish. Ciri is non-existent in this episode and I like that. Her story isn’t going anywhere and the show needs to set up its more interesting characters.Which is why this is my favorite episode. Geralt’s preparation and fight with the Striga is the penultimate story of the witcher. He is just looking to pay to get his horse back, and this leads him into a complicated “quest” that ends in him delving head-first into a scandal with King Foltest and his cursed daughter. It does an excellent job of laying out the story and building tension. Really this story could have been an excellent movie on its own. The battle with the Striga is amazing along with the pacing of the story and the conversation between Geralt, Foltest, and becomes the tale that a bard would defenitly sing about.Bensound.com theme music

The Modern Creative
EP 008 Ask Us Anything Q&A

The Modern Creative

Play Episode Listen Later Sep 26, 2018 30:01


In today's episode of the Modern Creative Podcast we answer your questions about business! Listen in to hear about knowing when you're ready to start a business, different business models you can try, the scariest thing about owning your business and more. [01:26] Q: What's the scariest thing about working for yourself [05:41] Q: I'd love to hear about different models for making money as a letterer and pros/cons [13:35] Q: How to keep up with marketing or even start it especially when word of mouth (friends and family) isn't helping [18:51] Q: How do I know when I'm ready to start a business because I feel like my skill still isn't good enough [22:33] Q: Was there a turning point in the beginning that really propelled your biz to the next level Get 50% off your first year of Honeybook: http://share.honeybook.com/themoderncreative Contact us at: themoderncreativepodcast.com instagram.com/moderncreativepodcast Contact Dianuh: chasinglinen.com instagram.com/dianuhaerin Contact Joyce: joycechristine.com instagram.com/_joycechristine Watch the FREE business training: https://joycechristine.com/masterclass-pod Music by Joakim Karud youtube.com/joakimkarud

Revisionist History
The Hug Heard Round the World

Revisionist History

Play Episode Listen Later Jun 20, 2018 41:52


Q: Was there a period where you felt you had something to prove? A: The first 45 years of my life.  Learn more about your ad choices. Visit megaphone.fm/adchoices

Wyszdom
Episode 3: The Switcher

Wyszdom

Play Episode Listen Later Oct 22, 2005 32:25


This one's pretty serious, folks. I promise next time I'll do something stupid like inhale pepper. The kids will love that. Here's what we covered: - That 2004 Show First episode: "October" - Interview with a Switcher (Brendan Houle) Q: Why did you consider a Mac? A: It's UNIX. Q: Why did you finally buy? A: iBook came with everything he needed, at an affordable price. Q: Was it easy to understand the product line? A: What's the 12" PowerBook for? Q: How did you order? A: Apple Online Store with student discount Q: Initial reactions? A: It works! Q: Mac's biggest advantage? A: GarageBand and integration between applications. Q: Any frustration? A: Can't control system-driven JPEG compression. Q: What are you glad to be free of? A: Viruses and the Windows Registry Q: What are your essential applications? A: Mail, iCal, Safari, Dashboard (Weather, Stickies, iCal Events) Q: Any advice for potential switchers? A: Do it! Q: Hard to live in a Windows-centric world? A: Mac users will get through anything, and compatibility, especially with networking, is a non-issue on the Mac. - Spotlight tip - Tech News (Aperture, Open Office 2.0, PowerMacs, PowerBooks, HD) - Podcast software