An Elysian Tail
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Marketing 2.0
JEDE AUSGABE MIT FIRMENREGISTER UND PRAKTIKUMSBÖRSE 06/2010 € 6,90 MAGAZIN FÜR SPIELE-ENTWICKLUNG UND BUSINESS-DEVELOPMENT magazin MARKETING 2.0 MINIMALE MITTEL, MAXIMALE AUFMERKSAMKEIT: WIE IHRE SPIELE FACEBOOK, USER-RATINGS UND GAMESTAR EROBERN PROJEKTMANAGEMENT PROGRAMMIERUNG GAME DESIGN DIE FÜNF ERFOLGSFAKTOREN WIE BIGPOINT DIE PERFORMANCE TUTORIALANALYSE VON SECHS VON SPIELEPRODUKTIONEN VON DARK ORBIT OPTIMIERT HAT GROSSEN FACEBOOK-SPIELEN gs_sh_mg_06_2010_Titel 1 19.10.10 12:38 gs_sh_MG_06_Playgenic.indd 1 11.10.10 10:56 Editorial Start Making Games Zurück in die Zukunft Neuer Stoff für Theorie und Praxis Heiko Klinge Genau fünf Jahre sind seitdem vergangen. Fünf Jahre, in denen sich viel verändert hat: der end- W ir schreiben den November 2005: Die gültige Durchbruch für Online-Magazine, der Zweitausgabe unseres Entwicklermaga- Siegeszug der sozialen Netzwerke oder auch das ist Chefredakteur vom zins verlässt die Druckerei und macht sich auf Comeback der Indie-Developer. Insofern fanden Making Games Magazin. den Weg zu unseren Lesern – damals nur ein wir es nicht nur aus nostalgischen, sondern paar Hundert, die uns auf Anhieb ihr Vertrauen auch aus praktischen Gründen ganz passend, www geschenkt haben. Feedback auf unser neues Ba- Markus erneut um einen Artikel zu seinem Lieb- by ist rar, im Redaktionsteam herrscht deshalb lingsthema »PR-Material« zu bitten. Das gerade- makinggames.de immer noch eine gewisse Unsicherheit: Kommt zu monumentale Ergebnis finden Sie im Rah- Immer wenn Sie diesen Hinweis bei einem Artikel sehen, möchten wir unser Heft in der Branche an? Wie relevant sind men unserer Titelstory »Marketing 2.0« auf den Sie auf ergänzende oder vertiefende unsere Themen? Doch am Erscheinungstag der Seiten 14 bis 21. -
The Maw Free Xbox Live
The maw free xbox live The Maw. The Maw. 16, console will automatically download the content next time you turn it on and connect to Xbox Live. Free Download to Xbox Go to Enter as code 1 with as time stamp 1 Enter as code 2 with as time stamp 2. Fill out. The full version of The Maw includes a bonus unlockable dashboard theme and free gamerpics for beating the game! This game requires the Xbox hard. In this "deleted scene" from The Maw, Frank steals a Bounty Hunter Speeder and Be sure to download this new level on the Xbox Live Marketplace, Steam. Unredeemed code which download the Full Version of The Maw Xbox Live Arcade game to your Xbox (please note: approx. 1 gigabyte of free storage. For $5, you could probably buy a value meal fit for a king -- but you know what you couldn't get? A delightfully charming action platformer. EDIT: Codes have all run out now. I can confirm this works % on Aussie Xbox Live accounts as i did it myself. Basically enter the blow two. Please note that Xbox Live Gold Membership is applicable for new Toy Soldiers and The Maw plus 2-Week Xbox Live Gold Membership free. Xbox Live Gold Family Pack (4 x 13 Months Xbox Live + Free Arcade Game "The Maw") @ Xbox Live Dashboard. Avatar Dr4gOns_FuRy. Found 11th Dec. Free codes for XBLA games Toy Soldiers and The Maw, as well as more codes for day Xbox Live Gold trials for Silver/new members. 2QKW3- Q4MPG-F9MQQFYC2Z - The Maw. -
Metadefender Core V4.13.1
MetaDefender Core v4.13.1 © 2018 OPSWAT, Inc. All rights reserved. OPSWAT®, MetadefenderTM and the OPSWAT logo are trademarks of OPSWAT, Inc. All other trademarks, trade names, service marks, service names, and images mentioned and/or used herein belong to their respective owners. Table of Contents About This Guide 13 Key Features of Metadefender Core 14 1. Quick Start with Metadefender Core 15 1.1. Installation 15 Operating system invariant initial steps 15 Basic setup 16 1.1.1. Configuration wizard 16 1.2. License Activation 21 1.3. Scan Files with Metadefender Core 21 2. Installing or Upgrading Metadefender Core 22 2.1. Recommended System Requirements 22 System Requirements For Server 22 Browser Requirements for the Metadefender Core Management Console 24 2.2. Installing Metadefender 25 Installation 25 Installation notes 25 2.2.1. Installing Metadefender Core using command line 26 2.2.2. Installing Metadefender Core using the Install Wizard 27 2.3. Upgrading MetaDefender Core 27 Upgrading from MetaDefender Core 3.x 27 Upgrading from MetaDefender Core 4.x 28 2.4. Metadefender Core Licensing 28 2.4.1. Activating Metadefender Licenses 28 2.4.2. Checking Your Metadefender Core License 35 2.5. Performance and Load Estimation 36 What to know before reading the results: Some factors that affect performance 36 How test results are calculated 37 Test Reports 37 Performance Report - Multi-Scanning On Linux 37 Performance Report - Multi-Scanning On Windows 41 2.6. Special installation options 46 Use RAMDISK for the tempdirectory 46 3. Configuring Metadefender Core 50 3.1. Management Console 50 3.2. -
Dual-Forward-Focus
Scroll Back The Theory and Practice of Cameras in Side-Scrollers Itay Keren Untame [email protected] @itayke Scrolling Big World, Small Screen Scrolling: Neural Background Fovea centralis High cone density Sharp, hi-res central vision Parafovea Lower cone density Perifovea Lowest density, Compressed patterns. Optimized for quick pattern changes: shape, acceleration, direction Fovea centralis High cone density Sharp, hi-res central vision Parafovea Lower cone density Perifovea Lowest density, Compressed patterns. Optimized for quick pattern changes: shape, acceleration, direction Thalamus Relay sensory signals to the cerebral cortex (e.g. vision, motor) Amygdala Emotional reactions of fear and anxiety, memory regulation and conditioning "fight-or-flight" regulation Familiar visual patterns as well as pattern changes may cause anxiety unless regulated Vestibular System Balance, Spatial Orientation Vestibulo-Ocular Reflex Natural image stabilizer Conflicting sensory signals (Visual vs. Vestibular) may lead to discomfort and nausea* * much worse in 3D (especially VR), but still effective in 2D Scrolling with Attention, Interaction and Comfort Attention: Use the camera to provide sufficient game info and feedback Interaction: Make background changes predictable, tightly bound to controls Comfort: Ease and contextualize background changes Attention The Elements of Scrolling Interaction Comfort Scrolling Nostalgia Rally-X © 1980 Namco Scramble © 1981 Jump Bug © 1981 Defender © 1981 Konami Hoei/Coreland (Alpha Denshi) Williams Electronics Vanguard -
Unreal Engine* 4.19 の最適化にインテルの ソフトウェア・エンジニアが協力
Unreal Engine* 4.19 の最適化にインテルの ソフトウェア・エンジニアが協力 Garret Romaine、Jeff Rous (Intel) この記事は、2018 年 6 月 8 日時点の、インテル® デベロッパー・ゾーンに公開されている 「Intel Software Engineers Assist with Unreal Engine* 4.19 Optimizations」の日本語訳で す。 Epic* の Unreal Engine* 4.19 のリリースは、 インテル® テクノロジー向けの最適化、特にマルチコ ア・プロセッサーの最適化の歴史に新しいページを刻 みました。これまで、ゲームエンジンは、グラフィック ス機能およびパフォーマンスの点から、伝統的にコン ソールの設計よりも後回しにされていました。一般に、 ほとんどのゲームは最新のプロセッサー向けに最適 化されず、PC のパフォーマンスの多くはアイドル状 態のまま活用されていませんでした。インテルは、開 発者が Unreal Engine* 4 でワークを実行する際に、 PC プラットフォームが提供するプロセッサーの計算 能力をすべて利用し、ただちにゲームの性能を引き出 せるように取り組みました。 Unreal Engine* バージョン 4.19 では、インテルの 協力により、次の拡張が行われました。 • ユーザーが利用しているプロセッサーと一致するようにワーカースレッドの数を増加。 • クロス (布) フィジックス・システムのスループットを向上。 • インテル® VTune™ Amplifier の統合をサポート。 Unreal Engine* ユーザーは、これらの拡張により、インテル® アーキテクチャーを活用して、マ ルチコアシステムの能力を引き出すことができます。クロス・フィジックス、動的破壊、プロセッ サー・パーティクルなどのシステム、およびインテル® VTune™ Amplifier やインテル® C++ コ ンパイラーなどのインテル® ソフトウェア開発ツールとの操作性の強化はすべて利点です。この 記事では、重要な向上点について詳細に説明した後、開発者が次の PC タイトルで Unreal Engine* を考慮すべき理由を述べます。 Unreal Engine* の歴史 1991 年に、Tim Sweeney 氏はメリーランド大学在籍中に Epic MegaGames (現在の Epic Games*) を設立しました。同じ年に、最初の製品としてシェアウェアのパズルゲーム ZZT (英 語) を発売しました。ゲームはオブジェクト指向モデルを使用して Turbo Pascal で記述されて おり、ユーザーはゲームのコードを実際に変更することができました。レベルエディターはすでに 一般的でしたが、これは大きな進歩でした。 その後、Epic* は Epic* Pinball、Jill of the Jungle、Jazz Jackrabbit* などのゲームを発売し ました。1995 年に、Sweeney 氏は DOOM*、Wolfenstein*、Quake*、Duke Nukem* などの ゲームに代表されるファーストパーソン・シューター (本人視点シューティング・ゲーム) の研究 を始めました。1998 年に、Epic* は Unreal* を発売しました。このゲームは、発売時点で最高 のファーストパーソン・シューターの 1 つであり、詳細なグラフィックスは業界の注目を集めま した。その後まもなく、ほかの開発者から Unreal Engine* を自分たちのゲームで利用したいと -
Jazz-Jackrabbit-21.Pdf
Letizia Pacchetti Accademia di belle arti di Urbino a.a. 2013/2014 Esame di Computer Games Professore Emanuele Bertoni Indice 1. Scheda tecnica del gioco 2. Storia 3. Saga 4. Multigiocatore 5. Episodi 6. Jazz Creation Station 7. Personaggi 7.1 Personaggi entrati con Jazz Jackrabbit 7.2 Personaggi entrati con Jazz Jackrabbit 2 7.3 Personaggi che dovevano entrare con Jazz Jackrabbit 3 8. Prodotti secondari 9. I creatori 10. Trucchi e soluzioni per Jazz Jackrabbit 2 11. Tassomania di Caillois 12. Grafici 13. Riferimenti Jazz Jackrabbit 2 Jazz Jackrabbit 2 è un videogioco platform (termine adottato per indicare i videogiochi dove la meccanica di gioco implica l’attraversamento di livelli costituiti da piattaforme a volte disposte su più piani) prodotto dalla Epic MegaGames (casa di sviluppo di videogiochi situata a Cary, in North Carolina, conosciuta adesso come Epic Games). Fu rilasciato nel 1998 per PC, e in seguito per Mac. 1. Scheda tecnica del Gioco Dimensione: 41 MB Lingua: Multi6 Versione: 1.20 Genere: Arcade Software House: Epic Megagames Sviluppatore: Project Two Interactive Distributore: Leader Piattaforme: PC Genere: Platform - Shooting 2D Giocatori: 1-2 Data di uscita: Maggio Anno: 1998 Prezzo al momento dell’uscita ufficiale: 99.000 £ 2. Storia Si basa sulla favola della lepre e la tartaruga. Siamo 3000 anni nel futuro. Devan Shell, capo delle Turtle Terrorists, ha la buona idea di rapire Eva Earlong, principessa della galassia dei conigli, per avere controllo anche sul regno delle creature pelose e saltellanti, tanto odiate dal capo dei retti- li. È compito di Jazz JackRabbit, soldato di fortuna di riportare Eva a casa e la pace sul pianeta Carrotus. -
Game Developer Power 50 the Binding November 2012 of Isaac
THE LEADING GAME INDUSTRY MAGAZINE VOL19 NO 11 NOVEMBER 2012 INSIDE: GAME DEVELOPER POWER 50 THE BINDING NOVEMBER 2012 OF ISAAC www.unrealengine.com real Matinee extensively for Lost Planet 3. many inspirations from visionary directors Spark Unlimited Explores Sophos said these tools empower level de- such as Ridley Scott and John Carpenter. Lost Planet 3 with signers, artist, animators and sound design- Using UE3’s volumetric lighting capabilities ers to quickly prototype, iterate and polish of the engine, Spark was able to more effec- Unreal Engine 3 gameplay scenarios and cinematics. With tively create the moody atmosphere and light- multiple departments being comfortable with ing schemes to help create a sci-fi world that Capcom has enlisted Los Angeles developer Kismet and Matinee, engineers and design- shows as nicely as the reference it draws upon. Spark Unlimited to continue the adventures ers are no longer the bottleneck when it “Even though it takes place in the future, in the world of E.D.N. III. Lost Planet 3 is a comes to implementing assets, which fa- we defi nitely took a lot of inspiration from the prequel to the original game, offering fans of cilitates rapid development and leads to a Old West frontier,” said Sophos. “We also the franchise a very different experience in higher level of polish across the entire game. wanted a lived-in, retro-vibe, so high-tech the harsh, icy conditions of the unforgiving Sophos said the communication between hardware took a backseat to improvised planet. The game combines on-foot third-per- Spark and Epic has been great in its ongoing weapons and real-world fi rearms. -
Game Programming Algorithms and Techniques This Page Intentionally Left Blank Game Programming Algorithms and Techniques
Game Programming Algorithms and Techniques This page intentionally left blank Game Programming Algorithms and Techniques A Platform-Agnostic Approach Sanjay Madhav Upper Saddle River, NJ • Boston • Indianapolis • San Francisco New York • Toronto • Montreal • London • Munich • Paris • Madrid Capetown • Sydney • Tokyo • Singapore • Mexico City Many of the designations used by manufacturers and sellers to distinguish their Editor-in-Chief products are claimed as trademarks. Where those designations appear in this book, Mark Taub and the publisher was aware of a trademark claim, the designations have been printed with initial capital letters or in all capitals. E x e c u t i v e E d i t o r Laura Lewin The author and publisher have taken care in the preparation of this book, but make no expressed or implied warranty of any kind and assume no responsibility for errors D e v e l o p m e n t E d i t o r or omissions. No liability is assumed for incidental or consequential damages in Chris Zahn connection with or arising out of the use of the information or programs contained M a n a g i n g E d i t o r herein. Kristy Hart For information about buying this title in bulk quantities, or for special sales opportunities (which may include electronic versions; custom cover designs; and P r o j e c t E d i t o r content particular to your business, training goals, marketing focus, or branding Elaine Wiley interests), please contact our corporate sales department at corpsales@pearsoned. -
A Practical Guide to Marketing Your Indie Game
GET READY GET NOTICED GET BIG A Practical Guide to Marketing Your Indie Game Patrick DeFreitas and Garret Romaine CONTENTS Preface viii Chapter 1: Overview of Indie Game Marketing 1 Why Marketing Matters 4 The Right Time is Now 6 How to Start Getting Noticed 6 Where to Start: Irresistible Promotional Materials 9 Trailer Video 9 Screenshots 10 Press Releases 11 Fact Sheets 11 Landing Page 11 Start a Developer’s Blog 12 Reach Out to the Press 13 Following Up 14 Convert Visitors into Active Fans 14 Maintain Your Marketing Momentum 15 Common Mistakes and Pitfalls to Avoid 16 What Makes You Unique? 17 Demographics 18 Personas: Mythical Prototypes 21 Competitive Analysis 23 Strategy and Goals 25 Marketing Goals 27 Lead Generation 28 Creating a Brand 30 Working Without Deep Pockets 31 ii | A Practical Guide to Marketing Your Indie Game Cost-Benefit Analysis 32 Metrics: In Data We Trust 33 Analytics 35 Marketing Channels 37 Shows and Events 37 Jams and Meet-ups 38 Closed Alpha Exposure 39 Contests 39 Don’t Tweet That 40 Pricing and Monetization Strategies 40 PR and Self-Promotion 42 Get Ready 44 Chapter 2: The Four Ps of Marketing for Indie Game Developers 45 The Four Ps Marketing Framework 46 Using the Four Ps 47 Mutually Dependent Variables 48 Yes, Your Game is a Product 48 Price 51 Setting the Right Price 53 Discounting Dos and Don’ts 54 Free to Play 55 Promotion 55 Assets 56 Ongoing Activities 57 Events 57 What About Advertising 58 Relationship-Based Promotion 58 Partner with Established Brands 59 Public Relations (PR)—Should You Hire a Pro, -
Retroparla 2020 Mujeres En El Mundo De La VISIBLES Informática Y Los Videojuegos
_VISIBLES_ RetroParla 2020 Mujeres en el mundo de la _VISIBLES_ informática y los videojuegos ¿Sabías que el primer programa informático de la historia lo escribió una mujer, un siglo antes de que se construyera el primer ordenador? ¿O que fueron mujeres las que calcularon a mano la trayectoria que llevó a los astronautas a la Luna? ¿O que su trabajo fue clave para que hoy puedas llevar un móvil en el bolsillo y conectarte a internet desde el sofá de tu casa? ¿Sabías que hay una mujer detrás de las aventuras de Lara Croft o las andanzas de Nathan Drake? ¿O de Halo? ¿O de Los Sims? ¿O que llevan más de cuarenta años programando videojuegos, desde los tiempos de la Atari 2600? Desde aquel primer programa de Ada Lovelace, generaciones de mujeres han contribuido de manera decisiva al avance de la tecnología en todos sus campos, y en la mayoría de los casos sin el reconocimiento que merecían. Estas cincuenta reseñas son solo una pequeñísima muestra de las miles de ingenieras, diseñadoras, programadoras, artistas e inventoras que desde hace siglo y medio están consiguiendo hacernos la vida mucho más fácil (¡y mucho más entretenida!). El equipo de RETRO RetroParla PARLA ASOCIACION DE AFICIONADOS A LA RETROINFORMATICA DE PARLA Ada Lovelace (Matemática y programadora) Augusta Ada King, condesa de Lovelace, nació en Londres en 1815. Única hija legítima del poeta Lord Byron y de Anne Isabella Milbanke, fue su madre quien la educó de forma tan esmerada como exigente tras la separación del matrimonio, inculcándole su amor por las matemáticas. -
PDF Download Jazz Jackrabbit 2 Strategy Guide Ebook, Epub
JAZZ JACKRABBIT 2 STRATEGY GUIDE PDF, EPUB, EBOOK Stevie Case | 240 pages | 01 Sep 1998 | Prima Publishing, U.S. | 9780761517092 | English | Rocklin, United States Jazz Jackrabbit 2 Strategy Guide PDF Book Some can be found rather easily while others may take searching to find. Basics Only do this if you really want a challenge. Players can use this to create and play their own levels and share them online, which increases the game's replaying value. Fred Garvin. It's the one school supply you can't afford to go without! Although 2 types have another function. Jazz Jackrabbit 2 was made in "2D Platformer" genre. No extra points, no extra lives, nothing. Stand right where they are and repeatedly Sidekick. Some of these items are functional, but most are not. Although Capture the Flag works. Light tapping is more than adequate. Invincible: How far can you go without getting hit once? David Craddock. Red Spring: The Weakest Spring. Has your character's head and the number of lives you have remaining. I'm afraid I cant answer your question. A: A level editor in the game. You grab onto them by your ears and hang on. It's also possible to get it to hide in its shell. Orange Games , Epic Games. Monkey Trouble [ Tap the move keys to get out. Free Returns. The player's goal is to reach the level's exit, usually indicated by an exit sign, whilst overcoming obstacles and hazards through the use of running and jumping as well as removing enemies and obstructions through the use of shooting and stomping. -
Carsey-Wolf Center at UC Santa Barbara
www-old.carseywolf.ucsb.edu Carsey-Wolf Center at UC Santa Barbara By John Vanderhoef 12-15 minutes An independent video game is generally defined as a game developed without the financial support of a major publisher. Although the definition remains a matter of heated debate, indie games are becoming more important than ever to a gaming industry that relies on smaller developers to fill niche genres, attract new players, and take chances on experimental concepts and designs. Nevertheless, the proliferation of digital distribution options might play the largest and most vital role in the recent success of indie games. From the mobile market to online gaming hubs, digital distribution has reinvigorated the market by increasing the ways developers can get their titles in front of potential players. Of course, digital platforms are not a cure-all. Indies must negotiate with a new breed of gatekeepers and worry about recognition in an increasingly crowded marketplace. How these issues are resolved will help shape the gaming industry in the years to come. Here are five things you need to know about independent video game distribution: 1. The mobile video game market is the most exciting and fastest growing of the current distribution options for indie developers. 2. The Internet-enabled, home computer market allows the most variety and flexibility for independent game distribution. 3. Proprietary consoles offer less flexibility and autonomy to indie developers than other platforms. 4. Independent game festivals help indie developers network with other developers, find distribution deals with publishers, and mingle with other professionals in the video game industry.