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Spyro Reignited Trilogy Brings the Heat to Nintendo Switch and Steam This September!
Spyro Reignited Trilogy Brings the Heat to Nintendo Switch and Steam This September! August 28, 2019 Lead Developer Toys for Bob Celebrates New Platforms Arrival with a Special Live Stream for Fans on Sept. 3 The Beloved Purple Dragon Celebrates The New Platforms Launch By Also Debuting In The Next Crash Team Racing Nitro-Fueled Grand Prix! SANTA MONICA, Calif.--(BUSINESS WIRE)--Aug. 28, 2019-- Spyro is spreading his wings this year by giving fans more ways to experience the fun of Spyro™ Reignited Trilogy. The remastered videogame that made gamers fall in love with “the purple dragon from the ‘90s” all over again lands on Nintendo Switch™and PC via Steam worldwide on September 3. Already available on PlayStation® 4 and Xbox One, this September will mark the very first time that all three original games – Spyro™ the Dragon, Spyro™ 2: Ripto’s Rage! and Spyro™: Year of the Dragon – will be playable on these new platforms with the Spyro Reignited Trilogy. This press release features multimedia. View the full release here: https://www.businesswire.com/news/home/20190828005200/en/ No matter how you like to play, Spyro has players covered. Gamers looking for an on-the-go gaming experience can take Spyro Reignited Trilogy with them on their next adventure via the Nintendo Switch in handheld mode. The remastered trilogy also gives players on PC via Steam something to look forward to this year with the ability to play with up to 4K graphics and uncapped framerate capability on supporting systems. To celebrate Spyro’s 21 years of saving the Dragon Realms with a remastered twist, lead developer Toys For Bob is inviting fans to tune in to a special live stream on Games Done Quick’s Twitch Channel at 10 a.m. -
085765096700 Hd Movies / Game / Software / Operating System
085765096700 --> SMS / CHAT ON / WHATSAPP / LINE HD MOVIES / GAME / SOFTWARE / OPERATING SYSTEM / EBOOK VIDEO TUTORIAL / ANIME / TV SERIAL / DORAMA / HD DOKUMENTER / VIDEO CONCERT Pertama-tama saya ucapkan terimaksih agan2 yang telah mendownload list ini.. Harap di isi dan kirim ke [email protected] Isi data : NAMA : ALAMAT : NO HP : HARDISK : TOTAL KESELURUHAN PENGISIAN HARDISK : Untuk pengisian hardisk: 1. Tinggal titipkan hardisk internal/eksternal kerumah saya dari jam 07:00-23:00 WIB untuk alamat akan saya sms.. 2. List pemesanannya di kirim ke email [email protected]/saat pengantar hardisknya jg boleh, bebas pilih yang ada di list.. 3. Pembayaran dilakukan saat penjemputan hardisk.. 4. Terima pengiriman hardisk, bagi yang mengirimkan hardisknya internal dan external harap memperhatikan packingnya.. Untuk pengisian beserta hardisknya: 1. Transfer rekening mandiri, setelah mendapat konfirmasi transfer, pesanan baru di proses.. 2. Hardisk yang telah di order tidak bisa di batalkan.. 3. Pengiriman menggunakan jasa Jne.. 4. No resi pengiriman akan di sms.. Lama pengerjaan 1 - 4 hari tergantung besarnya isian dan antrian tapi saya usahakan secepatnya.. Harga Pengisian Hardisk : Dibawah Hdd320 gb = 50.000 Hdd 500 gb = 70.000 Hdd 1 TB =100.000 Hdd 1,5 TB = 135.000 Hdd 2 TB = 170.000 Yang memakai hdd eksternal usb 2.0 kena biaya tambahan Check ongkos kirim http://www.jne.co.id/ BATAM GAME 085765096700 --> SMS / CHAT ON / WHATSAPP / LINE HD MOVIES / GAME / SOFTWARE / OPERATING SYSTEM / EBOOK VIDEO TUTORIAL / ANIME / TV SERIAL / DORAMA / HD DOKUMENTER / VIDEO CONCERT Pertama-tama saya ucapkan terimaksih agan2 yang telah mendownload list ini.. Movies 0 GB Game Pc 0 GB Software 0 GB EbookS 0 GB Anime dan Concert 0 GB 3D / TV SERIES / HD DOKUMENTER 0 GB TOTAL KESELURUHAN 0 GB 1. -
We Failed at Publishing Competitive Games So You Don't Have To
We Failed at Publishing Competitive Games So You Don’t Have To Dave Lang Founder, Iron Galaxy Studios Introduction ● Iron Galaxy ● Developer founded in 2008 with studios in Chicago and Orlando. ● Stumbled into lots of fighting game deals. ● Dave Lang ● Was Engineer, now dreaded Business Person. ● Hates Windjammers! Divekick - Overview ● Prototype created by Adam Heart and collaborators. ● Acquired by IG and brought in-house to take it from prototype state to completion. ● Originally published on PS3, PS VITA, and Steam. Eventually showed up on PS4 and Xbox One as well. ● Launched with 13 characters, a light story mode, and online head-to-head play. Divekick – Launch Plan ● Targeted FGC first. ● Had to overcome how simple it appears. ● Lots of dev streams with character reveals. ● All of this stuff went really well. Divekick – Sales ● ~200k units across all platforms. ● Most of this at discount prices. ● Steam ended up being best platform by far. ● PS4 and Xbox One sales were very poor. Divekick Post Mortem ● Had good platform support. ● Had great reaction at live events. ● Good press/enthusiast following. ● Why did we lose money? ● Shipped too much game. ● Marketed to wrong group. ● Squandered goodwill with press. Assets From Publishing Divekick ● Publishing experience. ● Built-in audience. ● Better understanding of the market. ● Experience engaging with customers directly. ● Discovered our “Voice.” New Publishing Business! Theory: Given our experience, audience and voice, if we can find other competitive titles that don’t require a large investment to get to market we can be successful. Business Model ● Find games that we believe can recoup on Day 1. -
Tekan Bagi Yang Ingin Order Via DVD Bisa Setelah Mengisi Form Lalu
DVDReleaseBest 1Seller 1 1Date 1 Best4 15-Nov-2013 1 Seller 1 1 1 Best2 1 1-Dec-2014 1 Seller 1 2 1 Best1 1 30-Nov-20141 Seller 1 6 2 Best 4 1 9 Seller29-Nov-2014 2 1 1 1Best 1 1 Seller1 28-Nov-2014 1 1 1 Best 1 1 9Seller 127-Nov-2014 1 1 Best 1 1 1Seller 1 326-Nov-2014 1 Best 1 1 1Seller 1 1 25-Nov-20141 Best1 1 1 Seller 1 1 1 24-Nov-2014Best1 1 1 Seller 1 2 1 1 Best23-Nov- 1 1 1Seller 8 1 2 142014Best 3 1 Seller22-Nov-2014 1 2 6Best 1 1 Seller2 121-Nov-2014 1 2Best 2 1 Seller8 2 120-Nov-2014 1Best 9 11 Seller 1 1 419-Nov-2014Best 1 3 2Seller 1 1 3Best 318-Nov-2014 1 Seller1 1 1 1Best 1 17-Nov-20141 Seller1 1 1 1 Best 1 1 16-Nov-20141Seller 1 1 1 Best 1 1 1Seller 15-Nov-2014 1 1 1Best 2 1 Seller1 1 14-Nov-2014 1 1Best 1 1 Seller2 2 113-Nov-2014 5 Best1 1 2 Seller 1 1 112- 1 1 2Nov-2014Best 1 2 Seller1 1 211-Nov-2014 Best1 1 1 Seller 1 1 1 Best110-Nov-2014 1 1 Seller 1 1 2 Best1 9-Nov-20141 1 Seller 1 1 1 Best1 18-Nov-2014 1 Seller 1 1 3 2Best 17-Nov-2014 1 Seller1 1 1 1Best 1 6-Nov-2014 1 Seller1 1 1 1Best 1 5-Nov-2014 1 Seller1 1 1 1Best 1 5-Nov-20141 Seller1 1 2 1 Best1 4-Nov-20141 1 Seller 1 1 1 Best1 14-Nov-2014 1 Seller 1 1 1 Best1 13-Nov-2014 1 Seller 1 1 1 1 13-Nov-2014Best 1 1 Seller1 1 1 Best12-Nov-2014 1 1 Seller 1 1 1 Best2 2-Nov-2014 1 1 Seller 3 1 1 Best1 1-Nov-2014 1 1 Seller 1 1 1 Best5 1-Nov-20141 2 Seller 1 1 1 Best 1 31-Oct-20141 1Seller 1 2 1 Best 1 1 31-Oct-2014 1Seller 1 1 1 Best1 1 1 31-Oct-2014Seller 1 1 1 Best1 1 1 Seller 131-Oct-2014 1 1 Best 1 1 1Seller 1 30-Oct-20141 1 Best 1 3 1Seller 1 1 30-Oct-2014 1 Best1 -
Academy of Interactive Arts & Sciences 17Th Annual D.I.C.E
Academy of Interactive Arts & Sciences 17th Annual D.I.C.E. Finalists GAME TITLE PUBLISHER DEVELOPER Outstanding Achievement in Original Music Composition Beyond: Two Souls Sony Computer Entertainment America Quantic Dream Bioshock Infinite 2K Games Irrational Games Puppeteer Sony Computer Entertainment America SCE Japan Studio rain Sony Computer Entertainment America SCE Japan Studio Rayman Legends Ubisoft Ubisoft Montpellier Outstanding Achievement in Sound Design Battlefield 4 Electronic Arts Inc. DICE Bioshock Infinite 2K Games Irrational Games God of War: Ascension Sony Computer Entertainment America SCE Santa Monica Grand Theft Auto V Rockstar Games Rockstar North The Last of Us Sony Computer Entertainment America Naughty Dog Inc. Outstanding Achievement in Story Beyond: Two Souls Sony Computer Entertainment America Quantic Dream Bioshock Infinite 2K Games Irrational Games The Last of Us Sony Computer Entertainment America Naughty Dog Inc. The Novelist Orthogonal Games Orthogonal Games Tomb Raider Square Enix Inc. Crystal Dymanics Outstanding Character Performance Grand Theft Auto V - Trevor Rockstar Games Rockstar North Ryse - Marius Titus Microsoft Studios Crytek The Last of Us - Ellie Sony Computer Entertainment America Naughty Dog Inc. The last of Us - Joel Sony Computer Entertainment America Naughty Dog Inc. The Stanley Parable - Narrator Galactic Café Galactic Café Downloadable Game of the Year Brothers – A Tale of Two Sons 505 Games Starbreeze Studios Far Cry 3: Blood Dragon Ubisoft Ubisoft Montreal Gone Home The Fullbright Company The Fullbright Company Papers, Please Lucas Pope Lucas Pope The Stanley Parable Galactic Café Galactic Café Casual Game of the Year Candy Box aniwey aniwey Peggle 2 Electronic Arts Inc. Popcap, Electronic Arts Inc. -
Serious, Authentic and Grim? Not This Second World War VR Shooter
The Independent Games Magazine Issue Six, Spring 2015 Serious, authentic and grim? Not this Second World War VR shooter... ALSO IN ISSUE FIVE FEATURES REGIONAL EVENTS NEXT GEN BATMAN: ARKHAM Beyond Flesh We talk to Allyza We were at E3 The Google KNIGHT ARK, THE and Blood, Taylor, Mineski’s 2015 in LA, the Play Store is WITCHER 3: WILD Super Dungeon Shoutcaster worlds’s biggest not without its HUNT, AND ARK Bros, and so from the and best games flaws, says our SURVIVAL EVOLVED much more Philippines event. Next Gen gamer REVIEWED 2 MARCH 2015 ISSUE FIVE IND13.COM Contents Editorial Pages 38 - 40 Page 4 The Witcher 3: Wild Hunt Indie games are going full Steam ahead... Pages 42 - 46 Ark: Survival Evolved IND13 Q&A Page 6 Allyza Taylor Can you tell us about a positive Pages 48 - 52 experience you’ve had working in We caught up with allyza Taylor, independent gaming? Mineski’s Events Team Commentator/ Shoutcaster to know if there’s more to Beyond Flesh and Blood “gaming” than what she has now as a Pages 8 - 11 shoutcaster. A new apocalyptic game set, of all places, in Manchester The Kraken Sleepeth Pages 54 - 56 Super Dungeon Bros. The new game from Team Pesky, the Pages 12 - 16 studion set up by Andy Gibson. A cross platform, rock music themed, co-op dungeon brawler Google Play Pages 58 - 59 War for the Overlord Google Play is the official go-to place Pages 18 - 24 for Android games. But, is it all that it Harry Cole and Lee Smith talk to seems? Lee Moon – Community Manager at Subterranean Game. -
Ne Castles Ith Familiar Brics Balancing Copyrights
337 NE! CASTLES !ITH FAMILIAR BRIC"S ! BALANCING COPYRIGHTS# SPIRITUAL SUCCESSOR VIDEO GAMES# AND COMPETITION BY NATHANIEL NG $ This paper reviews intellectual property and non- competition implications that arise from the recent trend within the video game industry of veteran game developers leaving their longtime publishers and creating new IP. This paper provides examples of this trend with the departures of game developers from well-known video game franchises like Mega Man, Castlevania, and Banjo-Kazooie, who go on to make so-!"##$% &'()*)+,"# ',!!$''-* .)%$- /"0$'1 +2"+ are not explicitly sequels buthavesomenotable similarities to their prior work. These departures are reminiscent of the departures of four high profile programmers from Atari in the 34567' +- 8-*0 9!+).)')-:; In the Atari-Activision situation, Atari used intellectual property-based causes of action to hinder these departed programmers from competing in the software market. This paper examines the possibilities and implications if such tactics would be used against game developers today by performing copyright analyses on '$.$*"# -8 +2$'$ &'()*)+,"# ',!!$''-* .)%$- /"0$'1 ): comparison to their respective predecessors. By allowing other video game companies to produce work that has some similarities allowable within copyright law but hinder a former employee from also doing so by merely threatening legal action resembles the specter of a non-compete agreement, but without its traditional limitations. The paper then goes on to discuss why abusing intellectual property law to effectively enforce a covenant not to compete when Volume 58 ! Number 3 338 IDEA ! The Journal of the Franklin Pierce Center for Intellectual Property one did not exist or would not be valid would weaken intellectual property rights and lead to market failures. -
2013 Schedule Welcome to SNAFU Con 2013!
SNAFU Con 2013 Schedule Welcome to SNAFU Con 2013! It’s the end of the world and we’re having a party! Or a convention. Same thing, right? You hold in your hands your new best friend - the SNAFU Con 2013 schedule. Keep me by your side and you’ll know where to be and when to sleep (please sleep). We have more programming than ever before so make sure you spend a bit of time to get to know me. You should have no problem keeping busy, no matter what your taste happens to be. We have all been working hard to make this an absolutely epic year. Enjoy!!! Registration Hours Key: Registration has hours this year! Grayed Out The room is closed. Nothing to see here, move along. (prepaid only) Plain Text Something is going on! Th u: 5pm - 11pm Bold! Special guests are involved in this panel/event! Fri: *9am - midnight Italics Video programming happening. Sat: 8am - 11pm Empty means there may be something going on. This is more likely in some places than others. Sun: 8am - 4pm *Friday reg is open at 7am for special badges such as vendors, staff , What’s this? A day zero? You bet! Day zero is for our attendees who happen to be artists, etc. around on Th ursday and need something to do before con really gets going. Th e rooms are badgeless, but don’t forget that registration is also open on Th ursday for prepaid badges. Thursday Time 5:00 PM 6:00 PM 7:00 PM 8:00 PM 9:00 PM 10:00 PM 11:00 PM Video Main Video Block Work A great time to Shops Open room for quieter socialization. -
Koivuniemi Petteri.Pdf (1.491Mt)
Uudelleenkäytettävän taistelupelihahmon toteutus Unityssä Petteri Koivuniemi OPINNÄYTETYÖ Huhtikuu 2019 Tietojenkäsittely Web-palvelut TIIVISTELMÄ Tampereen ammattikorkeakoulu Tietojenkäsittely Web-palvelut KOIVUNIEMI, PETTERI: Uudelleenkäytettävän taistelupelihahmon toteutus Unityssä Opinnäytetyö 37 sivua Toukokuu 2019 Tässä opinnäytetyössä selvitettiin taistelupelien yleisiä ominaisuuksia ja perehdyttiin niiden toteuttamiseen Unity-pelimoottorissa sekä syvennettiin tekijän henkilökohtaista osaamista Unity-kehittäjänä. Työn tarkoituksena oli esitellä taistelupelihahmojen yleisiä toimintoja ja niiden variaatioita, käydä läpi keinoja miellyttävän pelikokemuksen rakentamiseen ja lopulta toteuttaa yksinkertainen taistelupelihahmo Unityssä. Työhön kerättiin tietoa muun muassa Unityn dokumentaatiosta, pelialan ammattilaisten blogeista ja videoista sekä aihepiiriä käsittelevistä artikkeleista ja kirjoista. Työn osana toteutettiin yksinkertainen taistelupelihahmo Unityssä. Pelimoottorin Mecanim-animaatiotilakonetta hyödynnettiin hahmon ohjaamiseen yhdessä hahmon pohjaluokan ja usean muun C#-skriptikomponentin kanssa. Työn olennaisimmat piirteet kuvaillaan opinnäytetyössä vaiheittain. Työtä varten mallinnettiin ja animoitiin yksinkertainen humanoidihahmo Blender-ohjelmalla. Opinnäytetyössä havaittiin, että monet taistelupelihahmojen toiminnallisuudet kytkeytyvät tiiviisti hahmoanimaatioihin. Unityn animation event -funktiokutsujen ja Mecanimin avulla hahmon toiminnallisuuksien rakentamiseen vaadittu ohjelmointityö on suhteellisen yksinkertaista. -
Scott+Webster+Resume.Pdf
Scott Webster 321-427-8422 64 Catalpa Trace [email protected] Covington, LA 70433 www.ScottWebsterPortfolio.com SKILLS • Xbox360, Kinect, PS3, PC, XBLA, PSN, Wii, WiiWare, Xbox, iOS, Android. • 3D game engine development – Unreal3, Unity, Torque, Ogre-ODE, XNA, custom engines • C/C++, C#, Objective C, ActionScript, OpenGL, DirectX, CG, Java, Perl, 68000 Assembly • Perforce, DevTrack, Flash, SVN, Go Build System, Scaleform, Visual Studio, Xcode, MonoDevelop EXPERIENCE Remote Programmer : iPhone, iPad, Android: High5Games Aug 15 – • Platform feature integration, engine tool creation, bug fixing and worked independently from home. Cars: Fast as Lightning: iOS, Android: Gameloft Dec 14 – Aug 15 • Responsible for the studio's technical direction, staffing and schedules. • Lead a team of 9 programmers across 2-3 simultaneous projects. Ice Age Village: iOS , Android: Gameloft Mar 14 – Dec 14 • Server-based social events and promotions, including competitions and collaborations. • Tools for monetization directors to create social events by region and calendar schedules. Wreckateer: XBLA, Kinect : Iron Galaxy May 11 - May 12 • Implemented Avatar Superstar System (new multi-game system from Microsoft) • UI integration, Leaderboards, Achievements, Save/Load and most Xbox TCR's Bioshock Infinite: Xbox360, PS3, PC : Iron Galaxy Jan 12 – April 12 • Added support for multi-monitor set-ups with AMD Eyefinity, Nvidia Surround and others • Added Steam CRC and DRM protection, with other Steam related features. Bioshock 2, DLC 3 & 4: PC : Iron Galaxy Dec 10 – May 11 • Integrated DLC and patch changes from Xbox360 to PC. • Fixed bugs with original game release involving PC specific issues. Street Fighter 3: Third Strike: Online Edition: XBLA, PSN : Iron Galaxy Oct 10 – Nov 10 • Implemented the Pause feature, the old arcade code was not designed to pause. -
Lifting the Lid on Video Games
ALL FORMATS LIFTING THE LID ON VIDEO GAMES HARD ART OF MODE FIGHTING Serbia’s growing The devs making games industry accessible brawlers Issue 18 £3 wfmag.cc BASIC INSTINCT The creator of Assassin’s Creed evolves the survival genre UPGRADE TO LEGENDARY AG273QCX 2560x1440 Supporting adequate support ith all the chatter about Keanu Reeves, strong, stylish, not completely impractical. Character a new Xbox, and Watch Dogs Brexit, designs across the board these days not only feature you may have missed the true biggest more realistic anatomy, but much better outfits. W news at E3 2019: the “censorship” of I remember being surprised and pleased by the Tifa’s bust. The Final Fantasy VII character, resplendent redesigned Lara Croft in Crystal Dynamics’ 2013 Tomb in a stylish vest, black skirt, and red boots with knee- KEZA Raider reboot: cargo pants instead of hot pants! It makes high socks in the upcoming remake, was “restricted” MACDONALD so much more sense! Splatoon, meanwhile, clearly according to one English-language site’s translation of A games journalist for inspired by Harajuku fashion, has some of the coolest a Famitsu interview: she now has a black sports bra more than 13 years, looks in all of gaming. And have you seen Bayonetta? under the vest, and rockin’ abs. Keza MacDonald I am simultaneously awed and slightly frightened by The usual suspects on YouTube and Reddit were is currently video her outfits. I would absolutely wear them, if I were tall games editor at The quick to interpret this change as shrinkage and cry Guardian newspaper. -
Kojiki54% Dev Logs a Game by Atomic Space Frogs
Kojiki54% Dev Logs Miko Sramek A game by Atomic Space Frogs A Starting Point. Hitboxes! What are they, and why do they matter? Have you ever been playing a game where an attack goes straight over your head, yet still somehow damages you? That might be a case of bad hitboxes. While hitboxes are more on the technical side of games, they play a big role in how the player experiences the game. Hitboxes in general: Games handle hitboxes in different ways. Some are more complex than others. Some 3D, some 2D. It all depends on what the game needs, and how precise collision has to be. Symphony of the Night A single hitbox is typically seen in 2D games where the player takes up a fairly standard space. Whereas the enemy has multiple segments, meaning more hitboxes are required to have hitting it make sense. In Counter Strike 1.6, the hitboxes are fairly simple, but there’s a box for each major segment of the player model. While this may seem too complex, it is required because the player is shooting at an enemy. Being able to accurately hit the player is part of the challenge. Getting headshots is something fun and rewarding. If the enemy just had a big hitbox, that aspect of the game wouldn’t exist, and getting hit would feel unfair or confusing. This is the main reason to have good hitboxes. Not only does it show lack of technical refinement of the game, it also leads players to feel cheated and frustrated. It is one thing to make a mechanic hard for a player to deal with, but to have hitboxes that don’t accurately represent it, takes away from it feeling hard.