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Blast Off Broken Sword
ALL FORMATS LIFTING THE LID ON VIDEO GAMES Broken Sword blast off Revolution’s fight Create a jetpack in for survival Unreal Engine 4 Issue 15 £3 wfmag.cc TEARAWAYS joyful nostalgia and comic adventure in knights and bikes UPGRADE TO LEGENDARY AG273QCX 2560x1440 A Call For Unionisation hat’s the first thing that comes to mind we’re going to get industry-wide change is collectively, when you think of the games industry by working together to make all companies improve. and its working conditions? So what does collective action look like? It’s workers W Is it something that benefits workers, getting together within their companies to figure out or is it something that benefits the companies? what they want their workplace to be like. It’s workers When I first started working in the games industry, AUSTIN within a region deciding what their slice of the games the way I was treated wasn’t often something I thought KELMORE industry should be like. And it’s game workers uniting about. I was making games and living the dream! Austin Kelmore is across the world to push for the games industry to But after twelve years in the industry and a lot of a programmer and become what we know it can be: an industry that horrible experiences, it’s now hard for me to stop the Chair of Game welcomes everyone, treats its workers well, and thinking about our industry’s working conditions. Workers Unite UK, allows us to make the games we all love. That’s what a a branch of the It’s not a surprise anymore when news comes out Independent Workers unionised games industry would look like. -
“Lessons Learned, from Games Preserved”
“Lessons Learned, from Games Preserved” James “Ender” Brown Former Project Lead – http://www.scummvm.org/ [email protected] WhoWho AmAm II ● Grew up gaming and learning to code with the BBC Micro/Archimedes, Commodore 16(!) and Amiga – learnt Unix & VMS by doing naughty things to the Tassie VAX cluster (any locals remember davros and typhoon? :) ● Retro-Gaming Enthusiast by night, Systems Admin for a Perth-based Data Centre and Hosting Company by day ● Became Project Lead of ScummVM in Feb 2002, retiring as co-lead (from a team of 3) in Dec 2008 ● 10th linux.conf.au, first talk submission :) WhatWhat isis ScummVM?ScummVM? ● ScummVM is a collection of interpreter implementations for classic adventure games ● Founded by Ludwig ‘ludde’ Strivegus (uTorrent, OpenTTD, now at Spotify) in 2001, along with Vincent ‘yaz0r’ Hamm (now at Oculus), with the goal of building an interpreter for SCUMM-based games by LucasArts/LucasFilm games. ● Designed to be highly portable ● … evolved to become something much much more PortabilityPortability ● ScummVM architecture evolved early on to maximise portability by abstracting backend and common functions (‘Osystem’), with each port supplying a Osystem backend class (with platform specific overrides and subclassing where necessary) Osystem Backend Osystem Common Engine (Platform Specific) ● Carefully developed coding standards to encompass ‘lowest-common- denominator’ C++ implementations. No STL, Exceptions, etc http://wiki.scummvm.org/index.php/Coding_Conventions ● Ssennaidne ● Endianness ● Segment size limits on various platforms ReimplementingReimplementing EnginesEngines ● Most game studios developed their own engines, often used across a family of games. Examples: SCUMM (LucasArts), AGI/SCI (Sierra), Virtual Theatre (Revolution), AGOS (Adventure Soft) ● Reverse engineer: – Container files – Graphics formats (background, actors, sprites) – Audio formats (voice, sfx, music) – Scripting engine (where scripted.. -
Bass-Alt3-Manual
CONTENTS CHAIRMANS FORWARD ....................... 2 REICH S. COMMANDER .... .. ... 3 BRIEFING NOTES ..... .. 4 OBSERVATION LIST . ... 6 t(; Mtiftwe,lft; fo«!" !.o«!"S' ~o I t'udilf a;laee, eaffe;/ tk (/a,o. /~e, t'u-ea' wt't/. a;e,aeefaf tl'-ile, of !f/lllraM fol" aS' folfj aS' I ea,, !'-l}!lre,11rlU<. Tori~ aS' ll«!" SUSPECTS tl'-ila.flearft!'- /NMiete.rl, S'Um'tf fo!'-eM f!'-llllr r;flfiolf (}!-c, CQ/lre to !JIU" LAMB. GILBERT ............................ .. .. 7 foea.tilll(. Tk? We!'-e Ill(~ i!fterMtedi!f fr",ir/t'trj /life 11ralf, 11re. U/!.? / rlolf C EINBECK. ANITA ............ 8 COLSTON , VIC .......................................... 9 tl(IJ«I, HOBBINS, HOWARD ... ........ 10 BONNEVIALLE , VINCENT ..... .. .. .... ............... 11 lffte!'- lu'trj foNed at falf ;01",it 1",ito tk klet!'-alfJ'/lll"t, llrJP ;e,aeefafu-iff~ BURKE , SURGEON . ................. 12 GODDARD, KIT .................... ...................... 13 waS' rlut,.o,rted. It waS' tklf t!.at I u-owea'!'-Wt,lfjt.. I 11raJ't{t',irl w!.o waS' GILLATI, JEROME ..... .... ............... 14 l"M/'lll(S'1ble fol' lN'trji'trj 11re k!'-e alfrl !.alfl'trj S'll 11ra'W' 1',il(oeelft/'e°/'fe i;fferl. PIERMONT, DANIELLE ............................. .... 1 S ERHARD, BEVERLEY .. .. .... .. 16 LIFELY, PAMELA ...... ..................................... 17 WARD, HUTCH ............................... ........... 18 RATGIRL ..................................................... 19 8efo!'-e /flea' tk t!'-alfJ'/lll"t, / waS' a.lie to !'-Ulllfe!'- t/.e e!.a!'-aete!'- loa!'-rlf!'-011r DODDS, DINGO ........................................ 20 KEARNS, KIPPER ..................... ................... 21 ilrj' l'-lllotie eollr/'alfilll(, Joe?· / waS' af.s.o a.lie to /Nl(J t!.ue S'U«!"1'tf 11ral(aafs. WHIM, DOUGLAS ................ .. ..... 22 alfrl frlu a.loat t!.t:r e1-C, a!frlitJ' !'-Mldel(t.i'. -
Scummvm Documentation
ScummVM Documentation CadiH May 10, 2021 The basics 1 Understanding the interface4 1.1 The Launcher........................................4 1.2 The Global Main Menu..................................7 2 Handling game files 10 2.1 Multi-disc games...................................... 11 2.2 CD audio.......................................... 11 2.3 Macintosh games...................................... 11 3 Adding and playing a game 13 3.1 Where to get the games.................................. 13 3.2 Adding games to the Launcher.............................. 13 3.3 A note about copyright.................................. 21 4 Saving and loading a game 22 4.1 Saving a game....................................... 22 4.2 Location of saved game files............................... 27 4.3 Loading a game...................................... 27 5 Keyboard shortcuts 30 6 Changing settings 31 6.1 From the Launcher..................................... 31 6.2 In the configuration file.................................. 31 7 Connecting a cloud service 32 8 Using the local web server 37 9 AmigaOS 4 42 9.1 What you’ll need...................................... 42 9.2 Installing ScummVM.................................... 42 9.3 Transferring game files.................................. 42 9.4 Controls........................................... 44 9.5 Paths............................................ 44 9.6 Settings........................................... 44 9.7 Known issues........................................ 44 10 Android 45 i 10.1 What you’ll need..................................... -
Beneath a Steel Sky: a Musical Characterisation of Class Structure
The Computer Games Journal https://doi.org/10.1007/s40869-018-0067-6 Beneath a Steel Sky: A Musical Characterisation of Class Structure Andra Ivănescu1 Received: 28 September 2018 / Accepted: 3 October 2018 © The Author(s) 2018 Abstract This article proposes Revolution Software’s Beneath a Steel Sky (1994) as a start- ing point for the analysis of the relationship between music and social class in video games. While other issues of representation have been studied extensively within game studies (gender representation in particular), the representation of class remains an underexplored area. Furthermore, the relationship between video game music and socio-cultural aspects of video game studies is also rarely examined beyond issues of race, ethnicity, and cultural appropriation. This article draws con- nections between these two underexplored areas and analyses the musical charac- terisation of class in the 1994 cyberpunk adventure game, which takes places largely in a literally stratifed metropolis where the three levels of the city act as represen- tations of the three social classes. Here, music plays an important role in terms of environmental storytelling, both as semiotic shorthand, and as a refection of the afordances available to the inhabitants of the city. Keywords Class · Video games · Video game music · Ludomusicology 1 Introduction Issues of representation in video games have been important to video game studies for over two decades, largely focussing on gender (Cassell and Jenkins 1998; Dietz 1998; Kafai et al. 2016; Lynch et al. 2016), and, to a lesser degree, LGBTQ issues (Consalvo 2003; Ruberg and Shaw 2017), and race (Burgess et al. -
Toontoy: a Node-Based NPR Solution for Unrealengine4
ToonToy: a node-based NPR solution for UnrealEngine4 Emanuele Salvucci Revolution Software Ltd. York, United Kingdom [email protected] Abstract—We introduce “ToonToy” as a solution to the current solution operating exclusively on the G-buffers [3] provided lack of flexible and programmable non-photorealistic rendering in modern deferred rendering [4] pipelines. Also, the presented solutions in modern game engines. The present paper briefly work shares some general considerations and motivations with analyses stylistic rendering in games and introduces the problem of creating an “NPR-engine” rather than a single algorithm “MNPR” [5], where a framework for stylistic rendering is tuned to produce a single style. Whilst ToonToy undergoes described to be generic enough to incorporate different styles. continuous development, we describe general principles and some of the algorithms currently employed along with their technical III. CONCEPT AND PIPELINE implementation. We finally present results from commercial TT is a complex screen-space post-process shading network games currently in development as well as technical demos. created entirely within UnrealEngine’s (“UE” hereafter) built- Index Terms—NPR, games, image processing, real-time, in node-based Material Editor (Fig.1). The fundamental con- Canny, XDoG, UnrealEngine cept behind TT is to define a rendering pipeline that simulates digital 2D drawing workflows based on three main stages: I. INTRODUCTION inking, coloring and compositing. The inking stage comprises Creating photo-realistic visuals in recent years has four line rendering algorithms: a depth-test algorithm, a normal required game engines to implement the latest rendering threshold algorithm and real-time implementations of Canny technologies and incorporate ongoing research efforts. -
Ben There, Dan That! / Time Gentlemen, Please!
Ben There, Dan That! / Time Gentlemen, Please! Even though Sierra and LucasArts gave up on adventure games around the turn of the century, there are still those who hold on to the belief that the genre is very much alive. But without the continuation of games like Monkey Island, Space Quest and Simon the Sorcerer, what we have are, mostly, legions of humorless entries with depressingly dry CG backgrounds, plus the occasional cartoonish adventure that tries to be funny but fails spectacularly. Former adventure creators still make some great work, of course. Tim Schaefer, of Grim Fandango, spent a long time working on Psychonauts and Brütal Legend, both of which were hilarious despite not being adventure games, while Telltale, formed with some of the other LucasArts staff, comes close to the glory days of the genre. But it‟s not quite the same. So it was more or less out of nowhere that a tiny group of Brits called Zombie Cow Studios brought out two of the funniest adventures since... well, since ever, perhaps. Ben There, Dan That! and its sequel, Time Gentlemen Please!, are both low budget hits made with Adventure Game Studio and have a graphical style most consistent with elementary school notebook doodles, but succeed tremendously because they‟re so brilliantly written. One could call it “The British version of South Park!” and that wouldn‟t entirely be wrong, but that‟s a glib summation of it. While both creations have uber low-fi visuals, subversive plotting, and more than just a bit of toilet humor, Zombie Cow‟s games replace South Park's libertarian cynicism with a self aware affection for adventure games, LucasArts in particular. -
Robert Megone
Robert Megone Hampshire, UK T: +44(0)7736902590 E: [email protected] I previously worked as a Gameplay Programmer on The Darkside Detective, Gameplay Programmer on Beyond a Steel Sky, QA Lead on Thimbleweed Park and Gameplay Programmer on the adventure game Broken Sword: The Serpent’s Curse with development, design and QA credits on over twenty games on Switch, Xbox, PS4, Vita, iOS, Android, PC, Mac & Linux. As a candidate with experience in both the game design and QA fields, I value the iterative development process and thrive in an environment where I can be responsible for making decisions that ensure quality always comes first. Professional Experience Spooky Doorway - Gameplay Programmer(Unity)(July 2020 – Present) Games: - Darkside Detective Season 1(Nintendo Switch, Windows/Mac, PS4/PS5, UWP) - Darkside Detective Season 2(Nintendo Switch, Windows/Mac, PS4/PS5, UWP) • Development of various minigames in C# for Season 2 to support the main gameplay. • Implementation of gameplay using Adventure Creator Action Lists in Unity. • Bug fixing and testing across two games in preparation for publishing to new platforms. Revolution Software - Gameplay Programmer(Unreal Engine 4)(November 2017 – July 2020) Games: - Beyond a Steel Sky(Apple Arcade, Console, Desktop) • Working in Unreal to develop and implement gameplay for a fully 3d adventure game. • Implementing gameplay using blueprint scripting language based upon level design documents. • Implementing NPC AI behaviors using behavior trees. • Implementing motion comic using UMG. • Responsible for the dialogue gesture system implementation on a blueprint code level. • Working with animation blueprints. • Setting up a range of animation montages. Spooky Doorway - QA Tester(November 2017 – July 2020) Games: - Darkside Detective S1(Nintendo Switch, Windows/Mac, PS4/PS5, UWP) - Darkside Detective S2(Nintendo Switch, Windows/Mac, PS4/PS5, UWP) - Sunken Spectre Vertical Slice(Windows) • Testing and reporting of bugs. -
GOG-API Documentation Release 0.1
GOG-API Documentation Release 0.1 Gabriel Huber Jun 05, 2018 Contents 1 Contents 3 1.1 Authentication..............................................3 1.2 Account Management..........................................5 1.3 Listing.................................................. 21 1.4 Store................................................... 25 1.5 Reviews.................................................. 27 1.6 GOG Connect.............................................. 29 1.7 Galaxy APIs............................................... 30 1.8 Game ID List............................................... 45 2 Links 83 3 Contributors 85 HTTP Routing Table 87 i ii GOG-API Documentation, Release 0.1 Welcome to the unoffical documentation of the APIs used by the GOG website and Galaxy client. It’s a very young project, so don’t be surprised if something is missing. But now get ready for a wild ride into a world where GET and POST don’t mean anything and consistency is a lucky mistake. Contents 1 GOG-API Documentation, Release 0.1 2 Contents CHAPTER 1 Contents 1.1 Authentication 1.1.1 Introduction All GOG APIs support token authorization, similar to OAuth2. The web domains www.gog.com, embed.gog.com and some of the Galaxy domains support session cookies too. They both have to be obtained using the GOG login page, because a CAPTCHA may be required to complete the login process. 1.1.2 Auth-Flow 1. Use an embedded browser like WebKit, Gecko or CEF to send the user to https://auth.gog.com/auth. An add-on in your desktop browser should work as well. The exact details about the parameters of this request are described below. 2. Once the login process is completed, the user should be redirected to https://www.gog.com/on_login_success with a login “code” appended at the end. -
Users Developers Search Tools Tools
Main website - Forums - BuildBot - Doxygen - Planet Log in Contact us - Buy Supported Games: GOG.com Users Main Page Documentation About ScummVM User Manual Game data files Get the Games Supported Games Game Engines Platforms Glossary Developers Developer Central Compiling ScummVM Coding Conventions Project Services Wiki Editors Instructions to Wiki Editors Search Go Search Tools Random page Recent changes Help Tools What links here Related changes Special pages Printable version Permanent link Discussion Category View source History Category:Supported GamesCategory:Supported Games This category is for games that are supported by ScummVM. There is also a category for unsupported games. You might be also interested in the Where to get the games and Game data files pages. Pages in category "Supported Games" The following 200 pages are in this category, out of 234 total. (previous page) (next page) 3 3 Skulls of the Toltecs 7 The 7th Guest A Aesop's Fables: The Tortoise and the Hare AGI Demo Amazon: Guardians of Eden Arthur's Birthday Arthur's Teacher Trouble Astro Chicken B Backyard Baseball Backyard Baseball Backyard Baseball 2001 Backyard Baseball 2003 Backyard Football Backyard Football 2002 Bargon Attack Beavis and Butt-Head in Virtual Stupidity Beneath a Steel Sky Big Thinkers First Grade Big Thinkers Kindergarten The Bizarre Adventures of Woodruff and the Schnibble The Black Cauldron Blue Force Blue's 123 Time Activities Blue's ABC Time Activities Blue's Art Time Activities Blue's Birthday Adventure Blue's Reading Time Activities Broken Sword 1 Broken Sword 2 Broken Sword 2.5 Bud Tucker in Double Trouble C Castle of Dr. -
Maybe Too Many Years) Paul Burkley (The Author of Foundation) Simon II Has Finally Reached the Amiga (And the MAC) Shores
Amiga Computer Users of Edmonton InsideInside OS 3.9 BB2 2 Removable Media 2 Inga,Inga, ComuterComuter DealDeal 3 Simon the Sorcerer II Review 4 OS 4 Screen Shots 6 USB News 7 Removeable Media OS 3.9: Boing Bag 2 available Article by Mark Tierno now! DVD, ZIPs, CDs, there’s a lot of removeable media out there but how many of them can be used on the Amiga and H&P is proud to announce the availability of Boing Bag how? Well, there are some options and best of all they’re 2 for AmigaOS 3.9. Boing Bag 3.9-2 contains many bug all available on Aminet. For those that still have Sysjets, fixes, small enhancement and new features in the areas there’s an old archive “Sysjet-Driver.lha” on Aminet. It has multimedia (AMPlifier, PlayCD, sound datatype), shell, driver files for Amige, Mac, and PC-DOS. LS_Mount.lha Workbench (Find, AsyncWB, UnArc, XAD v10), can handle the LS-120 for both Amiga and PC-DOS. ReAction and harddisk support. The Boing Bag is IoJaz2Gb.lha will handle 2GB Jaz for Amiga nd 1 and 2 GB delivered in three parts: The main archive with all the for PCs. CD-ROM drivers come aplenty both on Aminet files needed to update AmigaOS 3.9, the translations and in the latest OS updates, not to mention drivers for ZIP. into different languages and the contributions (CDDB MakeDrivers_DVD-RAM.lha is a big winner here, able to library, OpenURL, ClassAction). We want to thank all make mount files for DVD UDF Bridge, CD-ROM, DVD- people that made it possible. -
Tekan Bagi Yang Ingin Order Via DVD Bisa Setelah Mengisi Form Lalu
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