Coding⠀⠀(learning/expanding knowledge) C++,⠀Javascript,⠀Python Design⠀⠀(expanding knowledge) Photoshop,⠀Premiere Pro,⠀Illustrator,⠀InDesign

Netherlands
Joined October 2018
New setup is here! 😊💪 #Secretlab
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When I say the Ribbit hole goes deep, the Ribbit hole goes DEEP. 🐸🕳️ Didn’t think I’d be spending my evening looking up Latin phrases and researching Icelandic magical staves, but here we are… In @Frogland_io, everything matters. #DMTCULT
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Mint love for FREE on Valentine's Day! ♥️ 1. Register at souls.club Portal 2. Set up your account: connect wallet, twitter, email 3. Repost this tweet 4. Do it by Feb 13 to get on the WL for a free mint! Don’t miss this token of love!
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gm decentralized souls
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Goodmorning, what am I seeing here??? 🤔🟢💎
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Yō! It's the end of the week, which means it's time for the developer diary! 📝 🔸 Discussed the implementation of the Charged Energy mechanic 🔸 Discussed the game start sequence and quest completeness 🔸 Compiled product documentation for working with crystals 🔸 Rigged the model and initiated animation for the Camel 🔸 Placed all Shards in Aqua and Terra worlds 🔸 Working on a puzzle in the Cave, added the first implementation of it 🔸 Working on the starting cinematic where a drone activates the Link 🔸 Working on creating a game promo 🔸 Implement delegate-based communication for actor state changes for QuestManager. 🔸 Develop a system for persisting quest states, objectives states and reward control for implement-based methods. 🔸 Design and implement UObjective class. Set up actor registration with UQuestManager 🔸 Optimize data structures and algorithms for efficient quest management. 🔸 Improve visibility setting in quest UI 🔸 Refactor power and reactor activation/deactivation 🔸 Add WorldContext Object to UQuest class 🔸 Rewrite class-getters according to MacOS compiler version 🔸 Toast Manager refactor toasts notification hierarchy 🔸 Implement objective toast notification 🔸 Add for QuestManagera a new method, AddQuestsToList, has been added to the QuestUI class which clears and repopulates the ActiveQuestsList whenever a quest is added or changed for minimize resource usage 🔸 Save/Load Quests and Objectives and Update quest management and serialization 🔸 Ensure data integrity during load operations 🔸 Update toast notification UI and enable Blueprint access. 🔸 Wrote the architecture for the Portal object. Started working on teleportation mechanics between portals 🔸 Improve character death handling and refactor timer delegates 🔸 Implemented a fully functional Death system, added ragdoll at the moment of death 🔸 Added Fade In/Fade Out at the moment of death
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Yō! It's time for the developer diary! 📝 🔸 Discussions on quest functionality and objectives. Creating a quest chain. 🔸 Drafted a technical task for animating the Camel 🔸 Created preview images for the Shard 🔸 Updated the visual for the Shard object 🔸 Added Shard objects to locations: Shallow Water, Cave, Tunnel, and Temple in the Aqua world 🔸 Started working on a level prototype with a cave puzzle 🔸 Added deaths and respawns for save/load respawn points for Obelisk and for Monument 🔸 Worked on quest mechanics: Renamed the InitQuests method to LoadQuests in the DIAnimalsGameInstance class for clarity 🔸 Added ObjectiveCard to update quest details, a new UI class, ObjectiveCard, manages objectives within each quest card 🔸 Implemented the quest system with objectives tracking 🔸 Implemented quest and objective update notifications Quests system directly added in the GameInstance class. 🔸 Added interaction, display effects, sound, and box collision to the Shard component when activated, introducing an Interaction Box, Interaction Sound, and two Niagara components 🔸 Updated Toast Manager for notification (Position enum, Sounds map & Containers) 🔸 Implemented optional objectives and world-specific targeting based on the current world element. Optional objectives won't count as prerequisites for quest readiness 🔸 Refactored the quest system with updates to the Objective and Quest classes, replacing the UpdateQuestState method with UpdateQuest 🔸 Separated active and completed quests display, improving UI with separate sections 🔸 Implemented quest completion and activation broadcasts. Activation events are broadcasted to the quest manager 🔸 Added linked quests functionality to the Quest class, introducing a new property, "LinkedQuests"
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I’m gonna give 10 random people that repost this and follow me $25,000 for fun (the $250,000 my X video made) I’ll pick the winners in 72 hours
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Nice, that's some exciting big news you got there! 🟢👀💪
2024's first big updates are here! 🌟 Hey fam! We're excited to bring you some awesome updates: 🚀 DA Game Countdown: Get ready for the launch of our DA Game this year! We're bubbling with excitement and can't wait to share more juicy details soon. Keep your eyes peeled for our upcoming announcements! 🚀 Big Change: We've jazzed up our name to Souls Club and refreshed our social media presence. Follow the vibes and connect with us at these new links 👇 💬 Twitter: xitter.cf/SoulsClubETH 💬 Discord: discord.gg/Souls.club Stay in the loop — more groundbreaking updates for our entire ecosystem are on the horizon! Keep rocking with us!
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This is an interesting attribute!🟢📷 👀
Don't miss out: last chance to join the Zealy Campaign! We're rolling out the final @zealy_io campaign in its classic format. Dive into the epic finale of the Flex campaign right now to win Rare and Common attributes.👇 zealy.io/c/soulsclub/questbo…
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What is SafeSoul? Why do you need it? Discover how we're enhancing digital safety and retweet. 🔊🌐
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Happy New Year team, let's make it a fabulous year! 🟢🎇🍾
Yo! Here is our report for December! 🎄 Game Design: 🔹 Updated documentation for Notifications, Socket, Portal, Animation for Wolves, Animation for Horse. 🔹 Compiling a document on the game's stylistic elements. 🔹 Discussed challenges for puzzle mechanics Link-Power-Socket. 🔹 Planning types of socket-reactors: Basic, Toggle, Push. 🔹 Designing a Link puzzle in the Hangar location. 🔹 Described and planned a puzzle for the Cave location. 🔹 Describing and refining the concept idea of Animal Paths. 🔹 Compiled the main UI board. 🔹 Created use cases for login services. Read the full reports on Level Design, Development, Management in our Discord: 👉 discord.gg/dianimals
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Merry Christmas 🎄
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LFG Party Time! 🟢🎉🥳
Just 3 days to go until the biggest bash in the metaverse! Prep your avatars, folks, SoulsClub Party is almost here! Fam guest: @delegatedotxyz
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Looking good, keep it going! 🟢💪
Yō! It's the end of the work week, which means it's time for the developer diary! 📷 Updated documentation for notifications. Compiling a document on the game's stylistic elements. Discussed the technical possibilities and challenges for puzzle mechanics Link-Power-Socket. Updated Socket documentation, identifying what is missing for the mechanics. Considering various types of puzzles. Checked new animations for the cat. Updated Data Asset for Dolphin, FlyFish, FrogW, Manta, SeaHorse, Shark, Turtle, Whale movement modes. Added new animations for Goat. Gathering references for the hangar for Terra, started working on it. Introducing a new mechanic that allows switching between multiple animals. Fully rebuilt the architecture process for Slots. Added MaxHealth and MaxWill to DIAnimal for Slots. Added broadcast for SlotButton Click event. Implemented the passive slot class base properties and functions. Implemented a UI interface for managing slots, added slot activation for SlotButton UI component. Created a dataset for a passive slot. Implemented a slots menu with animal collection. Handled property changes and updates in slots, ensuring no loss of input action when using SlotButton or Companion Interaction. Changed HUD SlotButton Layout and added some button spawn fixes. Refactored animal selection and allowed for broken/active slot states. Added Empty State Handling in Slot Cards UI. Wrote Controller Shards Logic. Wrote Architecture for Monument. Created Base Monument Class based on Character -Interaction Interface for Monument. Wrote Architecture for Drone. Created Drone Class based on the "Character Interaction Interface." Created "Activation State" Property and its functions in the Character class. Added all the statements for "Drone Availability" to the Socket interaction. Added Drone State to Character JSON to save/load. Digital Animals Team
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Just one week until the grand party! 🎉 Mark your calendars for December 22 and join us in celebrating the 2nd anniversary of Souls Club in the @oncyber Metaverse 🤩 We can't wait to see you there!
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Yō! It's the end of the work week, which means it's time for the developer diary! 📝 🔸 Describing and refining the concept idea of Animal Paths for finding Links and playing with different animals. 🔸 Planning Socket interactions, their visuals, the impact of interactions, and the possibility of use in various game scenarios. 🔸 Designing the visual elements of the Hangar location and the Link puzzle on this location. 🔸 Planning types of socket-reactors (Basic, Toggle, Push) that can be interacted with through sockets to create obstacles and puzzles in the game. 🔸 Filled Data Assets for animals with data on HP & Will for the Slot system. 🔸 Added a Moon Shader. 🔸 Added a new Power 3D model and sound. 🔸 Implemented VFX ribbon for Swallow/Deer. 🔸 Added saving/loading slots activation state to player data. 🔸 Enabled the ability to store and retrieve the active slot state in the player's save data. 🔸 Added Power activation animation to play on activation for the skeletal mesh. 🔸 Implemented the Unlock method for controlling the Power material state when unlocked through a link. 🔸 Location and rotation are now set in world space to make sockets animated with powers. 🔸 Saved/loaded Slot Params for the current world: Properties, Timer Amount, Cooldown state, Broken state, Activation state, Update Slot Data, Start cooldown, and all the state draw props. 🔸 Added an implementation method for socketReactors for Unlock. 🔸 Added a New Tip component that will rotate to the destination rotation point 🔸 Added animation asset to Link and its Unlock Play. 🔸 Added BlockAll collision preset to Link's Skeletal Mesh. 🔸 Added curve Check to not start the timer. 🔸 Added breaks for checking state cycles for connected powers and sockets. 🔸 Added working and animated Link & Power on the scene. 🔸 Working on the speed tunnel with horizontal/vertical branching for building a tunnel system.
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Fam, we have to postpone our anniversary party to December 22nd. Read the details here 👇
gmgm fam! I regret to inform you that I'm very sick, and due to this, I'm unable to host the physical party. I can't risk the health of our guests. Therefore, I need to postpone both the party and the portal launch to December 22nd. I sincerely apologize for any inconvenience caused due to this change in plans.
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Our 2nd anniversary is in 9 days! Join us in the Oncyber metaverse for the main party of the year and talk to the SafeSoul CCO — @erksenia1! 🚀 Set a reminder for December 15th — we'll be waiting for you!
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