ODROID-XU4Q (Q Wfor Quiet), Which Is in Response to Many Requests for a Silently Operating ODROID
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Reviews: • a Golden Wake • Valiant Hearts: the Great War • ASA: a Space Adventure Remastered Edition • Technobabylon • Sunless Sea C
Issue #55 July 2015 Reviews: • A Golden WAke • VAliAnt HeArts: tHe GreAt WAr • AsA: A spAce AdVenture remAstered edition • tecHnobAbylon • sunless seA cwww.adventurelantern.comOnTEnts ISSUE: #2 (55) VOLUME: 8 July 2015 Cover Image: Sunless Sea ture from Simon Says: Watch! Play!. It’s been at least five years since the last time I heard from Erdalion. Here’s hoping he’s still enjoying games somewhere. In the meantime, Sarah and Jonathon are here to bring that same spirit front and center on Ad- venture Lantern’s pages. Many thanks for their hard work and giving me a delightful read this summer. Until next time, – Ugur Sener A Golden Wake I first became aware of Dave Gilbert as a developer when we posted a review of his game The Shivah in October 2006. Erdalion, who was one of our most dedi- cated contributors at the time, had dis- covered the game and recognized it for the gem it was. The Shivah had come to life initially as a contest entry, a project to be completed in one month. The com- editorial mercial version Erdalion reviewed repre- sented a polished overhaul of the origi- nal design. At the time, Erdalion praised the game’s excellent story, inspired puzzles, and courage to explore themes not com- monly encountered in an adventure game. The Shivah did not boast fancy graphics, Valiant Hearts but had tremendous indie charm that had a whole different kind of visual appeal to a seasoned adventurer. This was exactly the interview kind of game we wanted to be highlighted 04 Dave Gilbert on Wadjet Eye in Adventure Lantern. -
Cole, Tom. 2021. ”Moments to Talk About”: Designing for the Eudaimonic Gameplay Experience
Cole, Tom. 2021. ”Moments to Talk About”: Designing for the Eudaimonic Gameplay Experience. Doctoral thesis, Goldsmiths, University of London [Thesis] https://research.gold.ac.uk/id/eprint/29689/ The version presented here may differ from the published, performed or presented work. Please go to the persistent GRO record above for more information. If you believe that any material held in the repository infringes copyright law, please contact the Repository Team at Goldsmiths, University of London via the following email address: [email protected]. The item will be removed from the repository while any claim is being investigated. For more information, please contact the GRO team: [email protected] “Moments to Talk About”: Designing for the Eudaimonic Gameplay Experience Thomas Cole Department of Computing Goldsmiths, University of London April 2020 (corrections December 2020) Thesis submitted in requirements for the degree of Doctor of Philosophy Abstract This thesis investigates the mixed-affect emotional experience of playing videogames. Its contribution is by way of a set of grounded theories that help us understand the game players’ mixed-affect emotional experience, and that support ana- lysts and designers in seeking to broaden and deepen emotional engagement in videogames. This was the product of three studies: First — An analysis of magazine reviews for a selection of videogames sug- gested there were two kinds of challenge being presented. Functional challenge — the commonly accepted notion of challenge, where dexterity and skill with the controls or strategy is used to overcome challenges, and emotional chal- lenge — where resolution of tension within the narrative, emotional exploration of ambiguities within the diegesis, or identification with characters is overcome with cognitive and affective effort. -
AAA Vs. Indie VO Production
Spot the Difference: AAA Vs. Indie VO Production Introducing the Session (5mins) CSURICS: Hello, and welcome to: “Spot the Difference: AAA vs. Indie VO Production”. If you were looking for “How to Program Your Face Off” you are really in the wrong room. Throughout this session we’ll be taking a good hard look at the techniques and methods employed by two game developers at the extreme opposite ends of the budgetary food chain; both with a drive to achieve VO goodness for their respective games. Session Review PSA But, before we begin I have a quick PSA for you Session evaluations at GDC this year are being done electronically. The ever vigilant CA’s have scanned your badge and an email will be sent to the address you registered with near the end of the session. Please take any notes you would have normally scribbled on the page during the session and transfer them to the reply you send with the evaluation. I know it makes it slightly harder to circle all the 5’s and tell us how great we are, but we love hearing your feedback and it really helps to shape the talks. With that said, on to the session. Overview Here is a quick overview of our session’s format. We will be going through each of the major beats of the process of game dialogue development and using our personal experiences to delve in to the similarities and differences between the scrappy cash strapped indie developer and the resource heavy mega studio. Introductions (5mins) Michael CSURICS: So for those of you I have yet to meet I’m Michael Csurics. -
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. -
Interview with Bryan Wiegele on Delaware St. John Episode 4 Kickstarter
Interview with Bryan Wiegele on Delaware St. John Episode 4 Kickstarter Reviews: • Amnesia: The Dark Decent • J.U.L.I.A. • Dead Cyborg: The Beginning of the Death • Puzzle Agent 2 • Limbo • Cthulhu Saves the World Adventure Lantern April 2012 Editorial In the news section of our March 2012 issue, Mac, along with phones and tablets. Jonathon wrote about the astonishing Similarly, Replay Games is seeking funding success of Double Fine's Kickstarter for a remake of Leisure Suit Larry in the Land campaign to develop an adventure game. of the Lounge Lizards. It would certainly be a The project reached its $400,000 goal in treat to play new versions of these games on approximately eight hours, proceeding to modern computers. raise over $3.3 million over the course of a month. The tremendous support for the There are efforts to develop brand new upcoming adventure game was truly games as well. Bryan Wiegele has started a inspiring. In fact, several other adventure project to finance the fourth episode in the game developers have already followed suit Delaware St. John series. More recently, and launched their own projects. Jane Jensen, the legendary storyteller behind the Gabriel Knight series, started a For those that may not be familiar with the new company called Pinkerton Road. The Web site, Kickstarter is designed to provide company has several adventure game funding for creative projects. Since the site's concepts, including a third-person adventure inception in 2008, Kickstarter has been called Moebius and a sequel to Gray Matter. utilized to raise money for a variety of Ms. -
Content-Based Recommender Systems
Content-based Recommender Systems John Bruntse Larsen Kongens Lyngby 2013 IMM-M.Sc.-2013-67 Technical University of Denmark Informatics and Mathematical Modelling Building 321, DK-2800 Kongens Lyngby, Denmark Phone +45 45253351, Fax +45 45882673 [email protected] www.imm.dtu.dk IMM-M.Sc.-2013-67 Summary (English) The goal of the thesis is to evaluate content-based recommender systems in the domain of video games. The thesis compares approaches based on Linked Open Data and natural language processing(NLP) with traditional approaches which are only based on NLP methods. ii Summary (Danish) Målet med afhandlingen er at evaluere indholdsbaserede anbefalersystemer i domænet af computerspil. Afhandlingen sammenligner tiltag baseret på Linked Open Data og sprogteknologi(NLP) med traditionelle tiltag der udelukkende er baseret på NLP. iv Preface This thesis was prepared in spring 2013 at the department of Computer Science at Korea Advanced Institute of Science and Technology(KAIST), and nished in July 2013 at the department of Informatics and Mathematical Modelling at the Technical University of Denmark in fullment of the requirements for acquiring an M.Sc. in Informatics. The thesis deals with content-based recommender systems where most of my background in information retrieval is from a semester of courses at KAIST and projects at the Semantic Web Research Center at KAIST. The thesis consists of this report and a web-application that demonstrates a content-based recommender system in the domain of video games. Lyngby, 11-July-2013 John Bruntse Larsen vi Acknowledgements I would like to thank Professor Tony Veale and Dr. Martín Rezk for helpful discussions and feedback during during the early stages of the thesis. -
Diffusione Delle Avventure Grafiche E Degli Story Games Ai Primi Di Luglio 2018
Diffusione delle avventure grafiche e degli story games ai primi di luglio 2018 A seguito di una collaborazione tra più programmatori, è stato possibile, tra la fine di giugno e l'inizio del luglio 2018, estrarre il numero di giocatori attivi per titolo su Steam, basandosi sugli achievement ottenuti. Dopo il 4 luglio, Steam ha reso le cifre approssimative, segando le gambe di questo metodo. Nel frattempo tuttavia la lista è stata pubblicata qui: https://bit.ly/2u3prGU. Ho deciso di elaborare quattro classifiche, riguardanti il numero di giocatori attivi sulle avventure classiche basate su enigmi, sulle contemporanee avventure “narrative” e sui titoli pubblicati dalla Double Fine, più una megaclassifica che fondesse le prime due. Sventuratamente, questo nuovo metodo di rilevazione, pure più affidabile del vecchio di Steam Spy, si basa sugli achievement, perciò tutti i giochi che non li supportano non compaiono in lista. Ci sono illustri assenti come le avventure LucasArts non rifatte, le avventure Telltale fino al 2011 o la Special Edition del primo Monkey. NOTE IMPORTANTI Usare questi numeri per dedurre il successo economico del gioco, dell'editore e/o dello sviluppatore sarebbe un grave errore. Ecco quattro ragioni. In primis, tanti titoli di queste liste sono multipiattaforma: Steam non registra le versioni console o mobile, sempre più perseguite dagli editori (per non parlare delle copie PC vendute su altri canali come GOG). In secondo luogo, l'algoritmo non tiene conto del prezzo di vendita. Più il gioco è vecchio, più è probabile che venga venduto a meno o finisca in saldo, fino al 90%. Per questa ragione trovate indicate le date di pubblicazione: se volete confrontare le performance di due prodotti, vi consiglio di dividere le singole cifre per gli anni di permanenza sullo store: il confronto non sarà ancora affidabile al 100%, ma sarà un po' più equo. -
Retrospel En Studie I Hur Retrotrenden Påverkat Digitala Spel
Kandidatarbete i Medieteknik, 30 hp Vårtermin 2013 Retrospel En studie i hur retrotrenden påverkat digitala spel Casper Gustafsson Michael Hollström Handledare: Peter Giger & Jonas Svegland Examinator: Lena Trojer Blekinge Tekniska Högskola, Sektionen för planering och mediedesign 1 Abstrakt I det här arbetet undersöker vi hur retrotrenden påverkat digitala spel. Vi undersöker hur retro blivit en erkänd stil och varför den har blivit det. Vi undersöker dess koppling med nostalgi, hur nostalgi fungerar och varför man kan tänkas vilja använda sig av det när man ska utveckla ett digitalt spel. Retro är inte ett fenomen som är medie exklusivt till digitala spel, vi undersöker hur retro verkar i andra medier och hur medierna blandar retroelement med varandra. Det är inte ovanligt att samtida digitala spel influeras av retrospel eller rent av utvecklas i syfte att bli ett nyproducerat retrospel, detta är något som vi gestaltar i vår produktion av ett digitalt spel. Vi redogör i detta arbete hur vi gått tillväga när vi skapat ett spel som blandar gammalt och nytt. Nyckelord: Retro, Digitala spel, Nostalgi, Gammeldags, Digital kultur. Abstract In this research thesis we examine how the retro trend has affected digital games. We investigate how retro has become a recognized style and why it has become so. We examine it's relationship with nostalgia, how nostalgia works and why you might want to use it when developing a digital game. Retro is not a phenomenon exclusive to digital games, we examine how retro appears in other media and how the media is mixing retro elements with each other. It is not uncommon for contemporary digital games too be influenced by retro games or to be developed as all newly produced retro games, this is something that we portray in our production of a digital game. -
Individual Game Development with Open- Source Software a Case Study with Guidelines for Programmers and Game Designers
Individual game development with open- source software A case study with guidelines for programmers and game designers Master’s Thesis in Computer Science and Engineering Axel Ljungdahl Department of Computer Science and Engineering Chalmers University of Technology University of Gothenburg Gothenburg, Sweden 2020 Master’s thesis 2020 Individual game development with open-source software A case study with guidelines for programmers and game designers Axel Ljungdahl Department of Computer Science and Engineering Division of Interaction Design Chalmers University of Technology University of Gothenburg Gothenburg, Sweden 2020 ii Individual game development with open-source software A case study with guidelines for programmers and game designers Axel Ljungdahl © Axel Ljungdahl, 2020. Supervisor: Michael Heron, Department of Computer Science and Engineering Examiner: Staffan Björk, Department of Computer Science and Engineering Master’s Thesis 2020 Department of Computer Science and Engineering Division of Interaction Design Chalmers University of Technology and University of Gothenburg SE-412 96 Gothenburg Telephone +46 31 772 1000 iii Individual game development with open-source software A case study with guidelines for programmers and game designers Axel Ljungdahl Department of Computer Science and Engineering Chalmers University of Technology and University of Gothenburg Abstract The focus of this project is individual (i.e., single-person) game development using open-source tools; specifically, the development of a side-scrolling, 2D platform -
Conference Booklet
POWERED BY: 11th - 13th April CONFERENCE BOOKLET 1 h Najmanja dozvoljena LOGOTIP REBOOT DEVELOP BLUE veličina logotipa u tisku: KOLOR OUTLINE NEGATIV h = 7,5 mm Based in Graz, Austria, Bongf ish was founded in 2007 with the simple goal to craft incredible games that combine state-of-the-art technology with deep gameplay. Our games, including the acclaimed Stoked series of snowboarding titles, unique racing/shooter hybrid Harms Way, and the exciting new Frontline battle mode for Wargaming‘s World of Tanks, have won millions of fans around the globe. We bring a high-tech approach to game development and have more than 10 years of experience working with some of the top game publishers in the industry on console, mobile and PC platforms. 2 3 INTRO REBOOT DEVELOP BLUE | 2019 y With great power comes great responsibility Dear games industry friends, I am both year in Banff and then in 2020 just few days humbled and proud to be able to welcome prior even bigger Reboot Develop Blue we you, together with our tiny tireless team, yet are finally preparing the launch of delayed again, for the 6th year in a row to incredibly Reboot Develop Uni 2020 next door in special edition of Reboot Develop Blue picturesque Cavtat, an industry conference 2019 game developers and games industry solely focused on students and newcomers conference. Reboot Develop Blue this year to our industry! We all hope you will enjoy stands at the crossroads of being not just next three days full of incredible content one of the most unique and interesting, very as we have enjoyed building this event finely crafted game developers conferences during the last 12 intensive and challenging in the world but also truly one of the months! biggest anywhere. -
Railroad Tycoon 2 Download Completo Portugues
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Jeux En Cours De Traduction.Pdf
Jeux en cours de traduction JEUX LANGUES TRADUCTION Test TRADUCTEURS 1 1/2 ritter All/Rus 30,00 % Ghylard A Golden Wake Ang 18,00 % Ghylard Adventures of Bertram Fiddle: Episode 1: A Dreadly Ang 30,00 % Ghylard Business Agon –The lost sword of Toledo Ang 90,00 % Ghylard Al Emmo and The Lost Dutchman's Mine Ang 2,00 % Ghylard Barrow Hill: The Dark Path Ang 5,00 % Ghylard Blackwell Deception Ang En cours Balivette & Ghylard Blackwell Epiphany Ang 50,00 % Ghylard & Balivette Bolt Riley, A Reggae Adventure Ang 60,00 % Ghylard Culpa Innata Uncut Ang 50,00 % Ghylard Doc Apocalypse Ita/Ang 56,00 % Ghylard Emerald-City-Confidential Ang 20,00 % Ghylard Gemini Rue Ang 100,00 % En cours Ghylard Harvey´s New Eyes Ang 70,00 % Ghylard Haeven Hope Ang 50,00 % Ghylard Hector- Badge of Carnage – Ep. 1 à 3 Ang 5,00 % Ghylard J.U.L.I.A Among the stars Ang 20,00 % Ghylard Kentucky Route Zero Ang 5,00 % Ghylard Last Half of Darkness Society of The Serpent Moon Ang 5,00 % Ghylard Last Half of Darkness Tomb of Zojir Ang 2,00 % Ghylard Mortadelo y Filemón: Una Aventura de Cine (Clever & Esp/All 23,00 % Ghylard Smart: A Movie Adventure) Prominence Ang 5,00 % Ghylard Puzzle Agent 1 Ang 5,00 % Ghylard Puzzle Agent 2 Ang 5,00 % Ghylard Red Comrades 2 for the great justice Ang/Rus 10,00 % Ghylard Red Comrades Save the galaxy Ang/Rus 30,00 % Ghylard Rent-a-hero Eng 15,00 % Ghylard Reperfection – Vol. 1 All/Ita/Ang 60,00 % Ghylard Resonance Ang 58,00 % Ghylard Return to Ringworld Ang 5,00 % Ghylard Rex Nebular Ang 2,00 % Ghylard Modif des dernières Shardlight Ang 100,00