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#(ui) original: standard.
runelocked · 6 months
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❝ you passed out, i carried you here. ❞ — vanessa @hazardess , but she’s bitter about it
FEVERISH  MUTTERING  HAD  HAUNTED  HIM  ALL NIGHT,  ALL DAY,  AND  THE  LAST  MEMORY  HE  HAS  IS  LEAVING  THE  PIZZERIA,  still  shivering  uncontrollably  in  the  heat  of  the  sticky  summer  sun.  Head  aching,  angrily  waving  off  his  daughter’s  questions:  I’m  fine,  he  remembers  snapping,  more  of  a  groan  than  anything  else,  I  just  need  air.  Don’t  you  even think about. . .  
The  rest  is  a  sliding,  slippery  blur.  Despite  everything  he’s  done  and  the  lengths  he’s  gone  to,  it  seems  he’s  still  just  as  human  as  ever.
That’s  the  really  terrifying  part.
He  can  barely  even  face  lifting  his  head  from  the  makeshift  pillow  Vanessa  has  propped  under  him,  the  whole  world  tilting  precariously  on  an  axis  of  its  own  bearing.  But  he  does:  persists  in  rising,  his  pale  face  ghostly  and  off - color.  Even  trying  to  keep  his  daughter  in  focus  hurts.  She  blurs  in  front  of  him,  fades  in  and  out  between  the  little  girl  he’d  initially  doted  on  and  the  young  woman  he  knows  logically  that  she  is.  Is  this  his  fever - addled  brain  trying  to  offer  him  a  reprieve  from  the  disappointment  he  feels  his  daughter  has  become ?  –  Clumsily  reaches  out  for  her,  words  heavy  and  absent.
“ ‘S  a  good  girl,  Ness.  Always  so  helpful. ”  Her  father’s  right  hand  man,  through  and  through.  Remembers  getting  her  to  hold  his  tools  as  he’d  painstakingly  built  that  old  Spring - Bonnie  suit,  his  pride  and  joy;  remembers  more  recently  handing  her  his  knife  to  wash.  Clean  that  up  for  me.  We’ve  done  well  today.  Both  killers.  Nobody  suspects  him,  of  course  they  don’t.  Confident  words  and  faux  charming  smile  keeping  him  out  of  public  scrutiny,  the  loss  of  his  own  son  only  years  before  at  the  hands  of  his  daughter.  
He  smiles  that  same  smile  now,  but  it’s  pathetic.  Laden  with  the  sudden  realization  he  feels  helpless  for  the  first  time  in  a  long  time.  If  she’d  wanted  to  kill  him,  she  could  have.  Ended  it  all.  He  wouldn’t  have  even  known.  Maybe  that’s  why  he  addresses  her  now,  in  an  exhausted  facsimile  of  love  he’d  once  shown  her  as  a  young  child.  “ Help  me  stand.  [...]  How  long ‘s  it  been ? ”   How  long  has  he  been  lying  there,  human,  vulnerable ?  How  long  has  she  been  watching  over  him;  how  long  has  she  served  her  duty  to  him  loyally  today ?
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bardicious · 10 months
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UUUUUUUUM???????? TUMBLR UI CHANGE????? YOUR TAGS OPTION WITH FILTERED TAGS????? WUUUUT?????
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jovial-thunder · 3 months
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Lancer Tactics devlog
I'm gonna try out posting my ~monthly devlog roundup here as well. These suckers are glorified changelogs with anecdotes and gifs galore. Let me know if this is something you like seeing show up on your dash?
Map Editor
Got units able to be placed/deleted/moved in the mission editor
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Can paint/remove command zones in the editor
Can paint minecraft-like terrain blocks in the editor
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Can paint/rotate multi-tile props in the editor
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Can edit unit character sheets and portrait via the editor
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3D maps
Did a bunch of art tests with 3D mech models, provided by GeneralChaos, which we ended up deciding not to go with to keep things simple.
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To avoid the can of worms that is animation, we'd have to lean into a static "tabletop minatures" aesthetic which we decided is not a style we want to be stuck with. By sticking with 2D sprites, we avoid falling into a sort of uncanny valley; it's easier to get away with not animating a 2D sprite than it is for a 3D model.
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 We also experimented with 3D terrain. We decided to make a rule that the visual style for a piece of terrain should match its mechanical effect: obstructing terrain that you can't move through, such as rocks or buildings, will be in 3D, while non-obstructing terrain like trees will stick with 2D sprites.
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Hooking up the 3D camera to follow events like movement and attacks did a LOT for making it starting to feel like it's cohering into an Actual Game™
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Implemented cover! And an attack preview! Cover works by aiming a ray from the target to the originator (technically to and from each voxel of each, respectively, to handle size 2s shooting above size 1 cover) and tracking all the terrain blocks it hits (how we'll handle non-terrain hard cover TBD). I think I have it working according to Perijove's cover rules manual, but I'm sure there'll be edge cases to work out. This is a case where things are significantly simplified by working in squares instead of hexes; hexes have a lot more possible weird angles you have to deal with.
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Re-added what I'm stubbornly calling Combat Popcorn; little bits of text that pop out when you use abilities and attacks.
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UI & game screens
Added ability for the engine to show UI that's anchored to the game world via a little word bubble line but also stay on screen as the camera moves around.
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Got word bubbles working; you can now write dialogue in the mission editor, hit playtest, and see it work in a mission! (it does actually translate correctly now; this gif is just from a bug I thought was funny)
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Got ability effects mostly behaving appropriately again, including muzzle flashes. The easiest way to handle them ended up being NOT billboarding them so they always face the camera (like all other 2D sprites in the game); instead, I put them on a plane parallel with the ground and just spin them around the unit to point at wherever their target is.
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Did some work ironing out our tooltip system. The standard in CRPGs these days is this kind of nested labyrinth of tooltops that you see in Baldur's Gate 3:
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I Did Not Want to try and figure out how to wrangle that much UI, so we're instead opting to cap the nested tooltips at the second layer. You can lock a general tooltip for e.g. an action and then mouseover various items within that tooltip to get glossary definitions...
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...and then instead of having those glossary tips be lockable/mouse-overable themselves, I collect all related terms to that glossary definition and let you tab through them.
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Added skin overlay functionality to the portrait maker, enabling textures like scars, tattoos, stubble, and vitiligo to be applied to just the skin and not extend off into space.
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Midway through writing this update, Carpenter sent me this gif of the randomization button working! There's a still a bunch of skintones/assets missing and a few are a bit janky, but it was exciting to start seeing the range of these lil freaks (affectionate) that this editor can create.
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Mourning cloak license!
This is the one I'm probably most excited about: I did a bit of a content dive and implemented a basic character sheet + all Mourning Cloak traits and equipment. They don't have fancy graphics yet, but the weapons and systems can be added via the character sheet and used in-game.
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It took a little under a day, including adding soon-to-be common mechanisms like bonus damage. This is great news in that it means the engine we've been building for so long in the abstract seems to do a great job in handling comprehensive actual game content, and that it looks like we've set ourselves up for success when it comes time to buckle down on churning that out.
I'm sure other licenses will come with unique difficulties (I fear the day it comes time to do the Mule Harness // Goblin CP) but I'm feeling good about it!
Vertical slice?
Taking a step back, the pressing question on my mind has been "when will we have a playable early access build?"
I was originally hoping for Feb/March, but what we've internally been referring to as the "3D cataclysm" has pushed everything back by at least three months, so the target for the first alpha build is now in May. So, ah, thanks for your patience! Seeing things come together, I've become more and more convinced that moving to 3D was the right call.
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simplyanjuta · 8 months
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Adjusted Thumbnails for the Household Panel (incl. a version for shorter teens)
Some of this started off as an experiment following a chat in Creator Musings but a few people wondered if I can share it sometime, so here it is.
1A) Adjusted camera settings for kids and pets
This is just something that bothered me and it mainly affects thumbnails in CAS. There's a strong perspective view applied to the CAS thumbnails of kids and pets, which makes them look a bit distorted and the zoom is too close cutting off the face in some cases:
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The adjustments are somewhat a compromise of CAS and in-game settings leaning towards the latter. The adjustments for human sims are also included for in-game thumbnails (due to some restrictions this is not quite possible for pets, but their in-game version looks fine anyways).
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1B) Adjusted camera settings for shorter teens (tested with the Shorter Teens mod by Menaceman44)
Disclaimer that sims aged teen-elder use the same camera settings and there's no way that I know of to treat teens differently or assign different settings based on the height of a sim, if you use such a mod.
When you use a height mod, the sims faces will be cut off with the default settings.
My workaround here is zooming out to allow shorter sims to fit into the picture frame. It's not an optimal solution, but the only solution I can think of. Below a preview using the standard teen height (first row) and the "shortest" teen height (second row) from the Shorter Teens mod.
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This version uses 1A) as a base, but zooms out more on human sims (pets have the same settings as in 1A).
Note: Also not optimal, but you can try making the UI bigger via the game accessibility settings to make the household panel incl. the thumbnails a bit larger if these settings make the sims portraits too small.
2) Angled Pose (made for Waffle ^^)
Waffle mentioned that we used to have angled pictures in the household panel (seems like this was the case until pets were added to the game). Below I tried to recreate the original settings (based on a very old blurry screenshot :P).
Below an example of how it looks standalone and with the camera settings 1A/1B.
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The pose override is only for human sims, not for pets. I feel like the very different proportions and profiles of cats and dogs won't always look great when angled (and I suspect that's the reason this was changed when pets were added).
You can use this option in addition to the above settings or standalone. (This is a pose override, not an override for camera settings and can therefore be used independently.)
Download links are below the cut.
DOWNLOAD
1A) Adjusted camera settings for kids and pets: SFS | MF
1B) Adjusted camera settings for shorter teens: SFS | MF
2) Angled Pose: SFS | MF
Notes:
Pick either 1A) or 1B)! Don't put both files into your mods folder.
You can use 2) in addition or standalone.
You need to delete the file localthumbcache.package to let the game generate new thumbnails. Otherwise you won't see any changes in game until the game needs to update the thumbnails on its own. (You should see the changes in CAS immediately, though.)
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toskarin · 4 months
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Do you have any good VN recommendations that have interesting or notable UIs? Most of the games I've played have stck with RenPy Standard or something similar where all the text is displayed through three-line bottom boxes one at a time.
hm... you didn't mention NVL style text, so just in case, I'll recommend that you try out Fate/stay night and Tsukihime (optionally Remake) if you haven't yet. those are what I'd consider to be very "core" VNs, and I'd feel negligent for not mentioning them if turned out you haven't played many games with that style of text yet
at the end of the day, the reason that ren'py looks like that is because most visual novels do (with a decreasing number of them being presented with fullscreen textboxes), so games that do things outside of that mould are notable for doing so
that aside! to answer your actual question, here's a couple text presentations I've personally found really charming
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starting off strong by telling you I was fucking lying when I said this was a list of three games (I'm mentioning the Muv-Luv series first, rather than any individual game in it)
Muv-Luv sticks pretty close to the standard setup for horizontal textboxes, but you might notice that they're themed to look like anime subtitles. I've always been charmed by this, and it's probably the only mention here that actually warrants a screenshot just to clarify that it's actually a very visually distinct presentation
I'm not actually a Muv-Luv fan and the next game is one I personally enjoy more, but god, the presentation in Muv-Luv really is just so striking
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Full Metal Daemon Muramasa features vertical text boxes, which isn't all that notable, except for the fact that these were retained in the translation (because characters use horizontal textboxes to indicate they're speaking english)
I actually really enjoy this style of presentation because it fills the space between two characters while also allowing for a wider background. when I'm looking for styles to steal for my own work, this one lingers in my head a lot
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remember when I said I lied early on? I technically told you the truth when I said this was a list of three games. kind of. I'm mentioning one game and have to mention another game in the process. so this is a list of three games and one series.
of the two, Analogue: A Hate Story was definitely the game that seemed to occupy people's memories the longest into present day, but the presentation of Digital: A Love Story was much more striking to me. that being said, I'd be remiss not to mention them in a discussion on VNs that do interesting things with the UI
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bonus round:
I haven't actually gotten around to CHAOS;HEAD yet, but I want to make an honourable mention of it either way because I really like the hard letterbox of the original release. from what I've seen, it doesn't seem to be present in CHAOS;HEAD NOAH, though
I can't recommend it or recommend against it, but I can say "that looks neat!"
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funkin-news · 2 months
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funkin blog update!!: THANK YOU ERIC
lots of good stuff in this one :) i highly recommend reading the original blog post itself, there's so much juice that tumblr won't let me put all the juice in one post
but for the sake of tradition, summary ⬇️
so. been a while yeah
they've been working on a lot of stuff that's secret/under NDA/for a different update so they couldn't share any of that on the blog
while they've had instances of people having little things they could and wanted to talk about, they couldn't just put out a post that's like one paragraph and leave it at that lol
so, eric is now going to show us some stuff! yay!!
remember this?
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well, eric's been working on rebuilding the chart editor from the ground up!
he's also been pulled aside occasionally to work on other stuff (redo input system, get cutscenes working, redo scoring, work on thing that was blacked out because NDA but when i clicked it i got this video, fix issues with gamepad)
ok now put this song on while you continue reading ⬇️
youtube
and now... the chart editor is COOLER!
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now featuring:
chart isn't divided into sections to scroll through anymore, just one long scroll
opponent is always on the left and player is always on the right, no weird flips
waveforms under the character icons! you can see those!
icons can be clicked to change the character
measure ticks on the left (that thing that looks like a ruler!)
note preview on the further left
video-player-like controls at the bottom for the song
oh, and it's now powered by HaxeUI instead of Flixel UI, which allows for these toolbox windows:
and neat tools like this, which lets you set offsets for each of the tracks:
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this new chart editor's toolbar has all kinds of neat stuff, like these!
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for the third pic: "The Window menu. No the screenshot isn't cutting anything off you're imagining things." 🤨
there's more but at this point you might just wanna go read the original post
FNFC files - new standard for making charts! contains the chart data, including the audio files!
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LOTS of new keyboard shortcuts for the editor too!
also a live input mode, where you can place notes at wherever the playhead currently is by pressing WASD/⬆️⬇️⬅️➡️
what that means is you can tap out some notes as the song plays and then proofread them after!
this is the part where i'd put another video because there's another one, but tumblr only lets me put one, so... go read the original post i guess
SONG EVENTS FEATURE! you see that ninth strumline on the right? anything put there doesn't show up as notes for either player, but instead runs a chunk of code at the given time
right now the only built-in events are camera control and getting a character or stage prop to play an animation, but modders are probably gonna have a field day
another video! i already forgot i can't add more than 1. damn you tumblr.
also, it, like, never crashes!
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except for when it does!
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maypop-the-dragon · 3 months
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PSA: Free Software
Reading this may really save your time, privacy, and money! Reblog or share to spread awareness!
Folks often use software that’s expensive and sometimes even inferior because they don’t know there are alternatives. So to those unfamiliar: basically, free and open-source (FOSS) or "libre" software is free to use and anyone can access the original code to make their own version or work on fixing problems.
That does not mean anyone can randomly add a virus and give it to everyone—any respectable libre project has checks in place to make sure changes to the official version are good! Libre software is typically developed by communities who really care about the quality of the software as a goal in itself.
There are libre alternatives to many well-known programs that do everything an average user needs (find out more under the cut!) for free with no DRM, license keys, or subscriptions.
Using libre software when possible is an easy way to fight against and free yourself from corporate greed while actually being more convenient in many cases! If you need an app to do something, perhaps try searching online for things like:
foss [whatever it is]
libre [whatever it is]
open source [whatever it is]
Feel free to recommend more libre software in the tags, replies, comments, or whatever you freaks like to do!
Some Libre Software I Personally Enjoy…
LibreOffice
LibreOffice is an office suite, much like Microsoft Office. It includes equivalents for apps like Word, Excel, and Powerpoint, which can view and edit files created for those apps.
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I can't say I've used it much myself yet. I do not personally like using office software except when I have to for school.
OpenShot
OpenShot Video Editor is, as the name suggests, a video editing program. It has industry-standard features like splicing, layering, transitions, and greenscreen.
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I've only made one video with it so far, but I'm already very happy with it. I had already paid for a video editor (Cyberlink PowerDirector Pro), but I needed to reinstall it and I didn't remember how. Out of desperation, I searched up "FOSS video editor" and I'm so glad I did. There's no launcher, there's no promotion of other apps and asset packs—it's just a video editor with a normal installer.
GIMP
GNU Image Manipulation Program is an image editor, much like Photoshop. Originally created for Linux but also available for Windows and MacOS, it provides plenty of functionality for editing images. It is a bit unintuitive to learn at first, though.
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I've used it to create and modify images for years, including logos, really bad traceover art, and Minecraft textures. It doesn't have certain advanced tech like AI paint-in, but it has served my purposes well and it might just work for yours!
(Be sure to go to Windows > Dockable Dialogs > Colors. I have no idea why that's not enabled by default.)
Audacity
Audacity is an audio editing program. It can record, load, splice, and layer audio files and apply effects to them.
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Audacity is another program I've used for a long time. It is not designed to compose music, but it is great for podcasts, simple edits, and loading legacy MS Paint to hear cool noises.
7-Zip
7-Zip is a file manager and archive tool. It supports many archive types including ZIP, RAR, TAR, and its own format, 7Z. It can view and modify the contents of archives, encrypt and decrypt archives, and all that good stuff.
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Personally, I use 7-Zip to look inside JAR files for Minecraft reasons. I must admit that its UI is ugly.
Firefox
Firefox is an internet browser, much like Google Chrome, Microsoft Edge, or Safari. While browsers are free, many of them include tracking or other anti-consumer practices. For example, Google plans to release an update to Chromium (the base that most browsers are built from these days) that makes ad blockers less effective by removing the APIs they currently rely on.
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Aside from fighting monopolies, benefits include: support for animated themes (the one in the picture is Purple Night Theme), good ad blockers forever, an (albeit hidden) compact UI option (available on about:config), and a cute fox icon.
uBlock Origin
As far as I know, uBlock Origin is one of the best ad blockers there is.
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I was on a sketchy website with my brother, and he was using Opera GX's ad blocker. Much of the time when he clicked on anything, it would take us to a random sponsored page. I suggested that he try uBlock Origin, and with uBlock Origin, that didn't happen anymore.
Linux
Linux is a kernel, but the term is often used to refer to operating systems (much like Windows or MacOS) built on it. There are many different Linux-based operating systems (or "distros") to choose from, but apps made for Linux usually work on most popular distros. You can also use many normally Windows-only apps on Linux through compatibility layers like WINE.
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I don't have all four of these, so the images are from Wikipedia. I tried to show a variety of Linux distros made for different kinds of users.
If you want to replace your operating system, I recommend being very careful because you can end up breaking things. Many computer manufacturers don't care about supporting Linux, meaning that things may not work (Nvidia graphic cards notoriously have issues on Linux, for example).
Personally, I tried installing Pop!_OS on a laptop, and the sound output mysteriously doesn't work. I may try switching to Arch Linux, since it is extremely customizable and I might be able to experiment until I find a configuration where the audio works.
Many Linux distros offer "Live USB" functionality, which works as both a demo and an installer. You should thoroughly test your distro on a Live USB session before you actually install it to be absolutely sure that everything works. Even if it seems fine, you should probably look into dual-booting with your existing operating system, just in case you need it for some reason.
Happy computering!
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bodycountgame · 11 months
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This is an odd kind of question but I’ve been seeing a bunch of ifs originally written in CS move over to twine (even this game made this change!!) and, as someone who isn’t on the dev-side of if games and has only been reading ifs for a little while, I was wondering if you could speak to why you chose to make this switch? Was it just personal preference? Could twine do things CS couldn’t? Was there something wrong with CS and COG that pushed people away? Obviously you can only speak to your own experience (and only if you’re comfortable answering!) but getting some perspective could help explain this larger trend I’ve been noticing
i feel like in general this has been hashed out a few times within the community so i can't speak for everyone but i had a few reasons for moving away from choicescript.
to be absolutely clear, these are just reasons for Me Personally and there are obviously plenty of reasons that someone might want to use choicescript that are all perfectly valid and choice of games as a platform still hosts some of my faaaaavourite IF games and writers, so absolutely 0 shade to those lovely people!
in terms of things that you can do in twine that you can't do in choicescript, there's more freedom with UI/design in twine, which is nice! i feel like the new UI (designed & built by @nyehilismwriting mwah mwah) really adds to the ~vibe~ of body count as a story.
in general, though, my concerns were more practical.
the main thing is that choicescript isn't an open source language, which has some implications for ~ownership~. it means that authors get a cut of the earnings of games published through hosted games (that i understand to be pretty decent based on industry standard but correct me if i'm wrong?) but it's a cut nonetheless. it also makes things like having a patreon a bit less secure - i think CoG have said that things like early access are fine on patreon as long as they'll eventually be released through hosted games, but i wanted to be able to write side stories etc that would (and have) stay/ed patreon exclusive and that wouldn't really have technically been allowed. i think most authors using patreon have done so without incident, but just that legality aspect made me nervous! since it's my aim for body count to be a free game in the end, i really rely/ied on the income that comes from patreon during the creation process.
i also had some issues personally with some of the messaging coming from CoG and the idea of my work being associated with another brand first and foremost rather than just with me as an independent author, i guess? there was talk about NFTs which i'm not into and i think that was the final straw that made me decide to take the plunge and move to twine, but actually looking back it was really a culmination of things. had a few bad experiences with the forums, generally just didn't ~feel right~.
ultimately for this project in particular i was like. well if i'm gonna write like a million words and invest years of my life into this thing i want to be able to do what i want with it, release it on my own terms, actually own it etc etc.
anyway, i hope that all makes sense! as i said up top, i can't speak for other authors and there are probably a lot of pros to using choicescript compared to twine as well, it's a perfectly valid choice, just not the right one for me :)
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magz · 3 months
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Note:
The reason our palestinian food post has alt text that just says what the food name is / function of image,
N then a fig. Explanation of what the food is below in quotes, using original tweet info
Is because am trying out one of the non-tumblr A11y official standards for image accessibility (which also easier when fatigued n have language limits)
Alt text isn't supposed be detailed long image descriptions over 100 characters long, in every website - and can be considered inaccessible n would get you docked points when trying get web accessibility license
Like, magz do long alt text like everyone else - but it has been inaccessible for us too with low vision at times.
Though Tumblr is difficult do official A11y when the UI itself often has some issue that fights it, that necessitates some work around.
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jonberry555 · 2 months
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Star Wars Battlefront Classic Collection Review
I am playing on a Windows PC via Steam.
Its okay, but has problems. If you already own SWBF Classic and SWBF2 Classic in some form, then I would not recommend buying the classic collection at this time. While many have called the game unplayable, I think that is going a bit too far. I would describe it as janky. It needs a lot of polishing.
There are broken elements, not game breaking, but infidelity frustrating. You can still play the game, but you will not get a better experience than the originals.
Aspyr needs to patch the game ASAP if they wish to salvage their launch and their reputation, which is already not so good. They need to allow you to invert starfighter controls -- actually they are inverted already, so they need to allow you to put them back to normal. Some cutscenes are not triggering, so they need to fix that -- in all honestly this is the worst for me as how do you not realize the ending cutscenes are not triggering. They need to improve the controls as they are janky, I in no way expect them to be as good as modern game controls, but it could be improved. Multiplayer needs to be improved, mostly with fixing latency issues, but with SWBF2 each time I finish a round, I was unable enter the next round.
We do need to remember that these are 20 year old games and even remastered, they will not hold up to the same standards as modern games, however that does not excuse having so many bugs and errors at launch; especially bugs and errors not present originally. Also, it would have been nice if they could have improved the AI, even in the original SWBF2 the AI was always bugged on Naboo, would have been nice if they could have fixed that.
Also, it seems to me for the PC they ported it from a console version, when they would have just built off the original PC port of the game as there are UI differences for SWBF2.
But this launch reveals a bigger problem in the game industry as a whole beta testing. Obviously some errors are going to slip by and not be caught, but it seems like more and more games are having major issues at launch. It is clear to me, that game development studios are operating with bare bones staff. Hiring more staff would help, but I think they need to do more Public Betas.
Studios, especially Aspyr based on this, seem to have a limited amount of beta testers. an Public Beta, would allow them have large numbers of people with different systems and play styles to test their games and look for bugs and errors that need to be fixed. Regardless if the game is an original, remake, or remaster All games need to be tested en masse. Public Betas are the easiest way to accomplish this (and the cheapest).
I do think Public Betas should be free for anyone to participate in, so that they can get as many people as possible, as a cost may discourage some people. I think it would be mutually beneficial for games and the industry to have free public betas, due to how many can be reached. The actually release version of the game can still have a cost, but give those who participated in the public beta a discount. This could also encourage people to participate in the beta knowing they can get a discount on the release version.
Another game I play is Hearts of Iron IV, they have a lot of DLCs, but sometimes new DLCs are not fully compatible with old DLCs. They do play test, but the players always find a bunch of errors. I believe this is because us players are way more likely to just do random stuff, stuff that cannot be predicted and stuff no one though would be tried together. This is especially true when you have games with a lot of permutations on how the game can go.
If all games used public betas, a lot of this stuff that is missed in house can be caught before release. However, Aspyr allowed many obviously errors, that they should have caught, to be in the release game. An inexcusable amount of erros.
I myself am considering asking for a refund because of these errors as while I can play the game these errors are annoying and since I already own both games on PC and on the original Xbox, I can still play singleplayer games without these issues. I am going to wait to see if they release a patch, though. They have two weeks for a patch to be released as that is how long Steam's refund policy lasts; if they is nothing after those 14 days, I'm asking. Since Steam also has a 2 hour game play policy, I am not going to touch the game during these two weeks as I am still under that time, because while exceptions can be made, I would want it as easy as possible should it be needed.
But in conclusions, if you already have the original Battlefront games or are on the fence, this is currently not worth your money. Wait to see if they patch it, if they don't don't bother purchasing it.
Also, you can purchase the original PC versions on Steam for cheaper anyway, so if you play games on the PC and want to play the original Battlefront games, you can do so.
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runelocked · 6 months
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'That was the first good sleep I've gotten in a long time.' ( from h. henry. / @ladyseidr )
STILL HALF ASLEEP, WILLIAM HUMS. IT MIGHT HAVE BEEN A DISAGREEMENT OR AN AFFIRMATION, but it’s impossible to tell due to the fact his head is buried in Henry’s shoulder, blocking out the daylight and the looming threat of getting out of bed. Which is a threat, a major one, in his opinion, when everything outside of bed is so cold — Henry’s warm, warmer than William thinks he’s ever been, and he wants to refrain from moving for as long as possible. “ Shut up, ” he mumbles, lifting his face long enough to speak coherently, “ go back to sleep. Keep having a good sleep. If you leave this bed I think I’ll go crazy and murder you or something. ”
Safe to say he’s slept well too. As a result, his face presses back into Henry’s shoulder firmly: a silent, pushy demand to return to sleeping peacefully. The rest of the world can wait. For now, William is content to rest with Henry by his side.
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deathbyautopilot · 1 year
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We Control the Narrative - On Website Eugenics, Homestuck, and Your Problematic Favs
Written by Sophia 🌀
I entered the digital realm at about 10 years old, just barely witnessing the shift from the web to apps. I played Runescape on a dusty old desktop fitted with Windows XP and would browse open forums for games I would never play. But as much as I try to remember the endless dotcom online world, works like Kate Wagner’s 404 Page Not Found expose just how far gone that era truly is. For two decades now, the internet has been gradually appropriated by a powerful few, corralling an expansive and free userbase into an easily controlled market.
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Kate Wagner effectively captures the fleeting memories of the open internet in a time before apps, and the "thrill of the hunt" that came from this open landscape. Any hyperlink you navigated through could have opened up into a new world; knowledge you could have never imagined, groundbreaking new media that nobody had seen before, or complete communities redefining what it meant to have a personal blog.
This quote pulled from internet historian Olia Lialina summarizes the landscape best:
“It was a web of sudden connections and personal links. Pages were built on the edge of tomorrow, full of hope for a faster connection and a more powerful computer.”
But in a post-iPhone world, the shift towards streamlined and prescribed apps neglected the web into obsolescence. Maximalism gave way to minimalism, UIs gradually deteriorated, urging you to download their new app or subtly manipulating the content that browsers would expose users to. As a 90s kid, Wagner watched this happen in the fall of MySpace, where personal archives were purged simply because it was not profitable to keep them around. For me, it was the fall of Adobe Flash, and the creative media that it took away.
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Adobe Flash and I go way back, with my most memorable internet experience happening on April 6th 2016, when the multimedia webcomic Homestuck released the flash video  [S] Collide as the conclusion to Act 6. Since its debut in 2009, Homestuck has become a legend of the early web; a rich and expansive digital narrative that the Atlantic dubbed “a story that could only be told online”. By blending IM chatlogs as dialogue, GIFs as panels, flash media, fully animated videos with complete soundtracks, and a one-of-a-kind narrative, this interactive site would draw in millions of users with each update and bridge the divide between forums, personal blogs, and social networks like Twitter.
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When Adobe Flash went down in 2020, Viz Media (having recently acquired publishing rights) made little effort to preserve this 8000+ page time capsule. This prompted fans of the series to come together to compile the Unofficial Homestuck Collection, an optimized, offline version of the original site, even offering language filters to correct its less tasteful writing choices. This was an invaluable act, but it also represents a process of corporate neglect, and this ongoing cleansing of any media online that is deemed unworthy of preservation. Wagner compared this to a series of minor Libraries of Alexandria being burned to the ground, and rich personal narratives being buried beneath a controlled legacy of human history. 
“The artifacts of internet life are personal—that is, not professionally or historically notable—and therefore worthless.”
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Homestuck fans are split between those who recognize it as a postmodern masterpiece comparable to Ulysses, and those who would be happy to see it left in the rubble of the old web. I understand the desire to leave the unfavourable behind us, but accepting the latter narrative gives in to what Wagner called “Website Eugenics”; A process of devaluing the maximalist, often personalized and gaudy, or in some way flawed in favour of the minimalist, rigid professional class standards being set for the contemporary web. In the case of “dated” media, either cringey personal blogs from middle school or crass lowbrow humour, they will be posited as a damper on material history, when in fact it is deeply human.
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The more that we accept a narrative of some remnants being of value, and others being a poor reflection of our popular culture, the more that we allow an oppressive power dynamic to play out. Internet historians, archivists, and cultural commentators like Kate Wagner are doing what they know combats this agenda; revel in the legacy of the early web, retain all that you can, and do it authentically.
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101softz · 1 month
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Adobe Premiere Pro Crack Latest Version Download Free
Adobe Premiere Pro Crack is a professional non-linear video editing software that allows you to edit video files of any format. With Adobe Premiere Pro you can create stunning videos for social media, television and movies.
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With the growing popularity of VR, many video editors look for programs that offer handy tools for this type of work. Adobe Premiere Pro is a nice representative of this category, as it boasts impressive complex VR editing features.
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Thanks to this feature, you can smoothly jump from one scene to another and add clips to several projects effortlessly. Of course, such an approach is very helpful if you want to spend your working time more productively.
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The frequent problem with video conversion is the loss of frames and slight corruptions. For users not to deal with video conversion, Adobe Premiere Pro allows uploading numerous native formats, thus preserving the original quality of the footage. In other words, you can record the video and then instantly add it to the program without prior converting.
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impulse-nine · 1 year
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The Colors of Quake
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This weird mess is the color palette that Quake uses! The original Quake engine could only display variations of these exact 256 colors due to hardware restraints, so while designing the textures for the player, the enemies, the items, the environment, and even the UI, ID Software had to make sure they only used these colors. Most of them are very brown.
Here are some very disconnected fun facts about the Quake palette!
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The bottom row of the palette is for fullbright colors. These colors are usually used in flourecent lights, fires, lazers, and plasma beams, and they always display the same color no matter the light level. You can see these colors being used to their full potential in techbase mods like Alkaline, where enemies often have glowing weapons or armor!
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Color #255 on the palette is often used for transparent textures such as grates, chain-link fences, vegetation, decorations, and lettered signs. Most modern Quake source ports will ignore this color if the texture starts with the "{" character.
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You may have noticed that right around the halfway point of the palette, the pattern of dark-to-light colors switches. Nobody knows why this happened.
"It is important that the latter 8 palette rows are 'backwards' (light-to-dark instead of dark-to-light). It appears that the ID artists did this for no good reason in the original Quake palette, and the engine programmers were forced to add a hack to accommodate it (along with the comment "the artists made some backwards ranges. sigh"). The only area this affects is player shirt/pants color translation (where one palette row must be mapped to another)." - The Quake Wiki
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Having several different variations of the same color in a palette meant that Quake could easily reuse textures by recoloring them. You can see this being used in the Multiplayer config menu, where you can change the player color. Every time you change the player's color, it's actually cycling through a row of the color palette!
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While Quake's colors are often laughed at for being overwhelmingly brown, you can pull off some pretty impressive stuff with them. The texture artist and environment designer Makkon has released several truly incredible texture wads for Quake that really show how much detail you can squeeze out of a limited color palette!
ID Software's games kept using color palettes until the release of Quake 3, which used JPEGs that can hold pretty much any color. Today, modern Quake engines can render most colors just fine, so long as you use TGA images to stand in for palette-limited textures. But the original color palette has a place in the hearts of many Quake fans, and it is the standard used by most mappers and modders.
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dirtmunch · 4 months
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Ok my impressions of Alan wake 2 so far:
-bot a fan of the mind place. The fact that it doesn't pause the game fucks me up, especially when my computers GPU sucks too bad to load the map in under like 30 seconds LOL also I find the red threading a little tedious and annoying. But nice nonetheless for organization of plot points?
-apeing modern resident evil REAL hard down to the look of the engine and especially the inventory ui. Maybe that's just my resident evil fan bias kicking in tho
-NOT a fan of the cheap audio stings. They remind me of like, a shitty reality TV ghost hunting show SFX. Related I hate the jumpscare black n white flashing like mirror face parts. Both just make it feel cheap af even tho it's trying to be quality levels
-it lacks a lot of the weird, melodramatic theatrical charm (think the chapters having intros + end credits to hammer in the TV show metanarritave) and fast paced flow of the original. I liked the OG a lot cuz it moved you a long at a pretty nice click, not much back track stuff and the combat though sometimes frustrating was fast and dirty and the dodging was fun. Combat in this is slow and clunky and the dodge is much more finicky and confusing to time right. Also the reload speed on the shotgun is heinous even for shot gun reload time in games standards
-The environment is CONFUSING Holy fuck. Now I'm bad at directions as stated but the backdrop of this samey looking dark ass forest with winding paths makes getting through just one area with my aforementioned map load times so awful.
Ok parts I LIKE:
-I love the weird fmv parts, they have that weird, liminal disjointed feeling fmv in modern games always give like which helps the feel of the game. Think that gonzo intro to mgs4 lol
-I like the connections to Control and the fbc :3 I liked control a lot and I like that the dlc set this up a little
-I like these sort of weird, meandering supernatural mystery type plots
-I mean it looks good. I like how Alan wake is styled in this and I always love a good twin peaks tribute. Pnw represent
-this magazine:
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Now I can't speak on the technical Cuz in playing the "free version" so there's glitches like imbeded in my version lol. and I can't turn the graphics up so I also can't comment on that since it apparently requires a reccomended 6080??????? And girl I have a 1060 so it's not happening. Maybe if I run it on the steam deck I'll have better luck?
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Pabitra Banerjee is a Full-Stack AI Engineer with some knowledge of Blockchain Technology and a tech enthusiast. He is the Founder & CEO of MB WEBBER'S, a Software Development company based on Manbazar, Purulia, West Bengal. He is the Founder & CEO of some more companies based on Manbazar, like - Code Explorer, Dev Line Community, etc. He is working actively to spread Science & Technology to the common people. He is very fond of Astrophysics & Mathematics. He writes actively about Astrophysics and latest space missions by all of the space agencies on Universal Space Missions.
Biography
Pabitra Banerjee, born on January 22, 2004, is an individual with a notable presence in the technology sector. Hailing from Manbazar, West Bengal, he has demonstrated a keen interest and enthusiasm for various domains within the field. With a focus on spreading awareness and understanding of science and technology among the general public, Pabitra is involved in initiatives that aim to bridge the gap between technology and everyday life. His passion for astrophysics and mathematics is evident in his active engagement with topics related to space missions and scientific advancements. Pabitra Banerjee's endeavors reflect a commitment to the exploration and application of technology for the betterment of society.
Education
Pabitra Banerjee pursued his primary education at Manbazar Board Primary School and later continued his secondary education at Manbazar Radha Madhab Institution, both situated in his hometown. After completing his 10th standard under the West Bengal Board Of Secondary Education(W.B.B.S.E.) in 2019 and his Higher-Secondary Examination under the West Bengal Council Of Higher Secondary Education(W.B.C.H.S.E.) in 2021, he embarked on a journey in higher education. Initially enrolling in a B.Sc. Mathematics program at Bikramjeet Goswami Memorial College, under Sidho Kanho Birsha University, Purulia, he later transitioned to pursue B.Sc. Computer Science at Manbhum Mahavidyalaya under the same university in 2023. This academic path reflects Pabitra's interest in both mathematical and computer science domains.
Parents
Pabitra Banerjee is the only son of his parents.
Father : (1975 - present) Mr. Pulak Banerjee.
Mother : (1983 - present) Mrs. Babita Banerjee.
Development Projects
Pabitra has shared a lots of development projects done by him on his GitHub Account. From there we can know that he has knowledge about Full-Stack Web Development, Android App Development, Game Development, AI and Machine Learning, Blockchain Technology, DSA and many more domains of Computer Science. Here are some of his development projects -
Dev-Portfolio : This is one of his best portfolio website. The website has been built using HTML, CSS, SAAS and JavaScript. The website has a very clean UI and the design and responsiveness shows his ability to develop top class Front-End. Take a look at Dev-Portfolio.
Mac-Terminal-Portfolio : Pabitra has created a terminal interface of MacBook using HTML, CSS & JavaScript. There he has created a simple portfolio website. Take a look at Mac-Terminal-Portfolio.
Book-Finder App : A simple website to find your next book to read and book recommendations. An internship project of iNeuron. This website is developed using the React library of JavaScript. Try Book-Finder App.
Clash-Of-Space : Clash of Space is a cloned version game of the original Radius Raid of js13kGames (A JavaScript coding competition for HTML5 Game Developers) which is a popular game for kids. A space craft shooting game built with HTML5, CSS, JavaScript. It's a desktop version game, so can be played only in desktop/laptop. Play Clash-Of-Space.
MB Health Bot : MB Health Bot is a conversational agent designed to mimic a psychotherapist in order to provide emotional support to people with anxiety & depression. At its core, MB Health Bot is a chatbot trained on a text dataset using Deep Learning and Natural Language Processing techniques. MB Health Bot can provide general advice regarding anxiety and depression, answer questions related to mental health and make daily conversations. Try MB Health Bot.
If you want to explore some more projects done by Pabitra, please go to his GitHub Project Website and Pabitra Banerjee.
Core Programming Projects
Pabitra is a Full-Stack Web Developer, but he has the ability to contribute on Core Programming. He has developed a lots of JavaScript & Python Libraries to help developers to save their time and enhance efficiency. Some of his libraries are -
JS-DSA : JS-DSA is a comprehensive collection of data structures and algorithms implemented in JavaScript. This project is designed to be a helpful resource for developers, students, and anyone interested in learning about data structures and algorithms through practical JavaScript examples. Install JS-DSA.
Google-Image-Fetcher : Pabitra has developed three different libraries for three different programming languages - Python, C++ and JavaScript to download required images directly from your terminal.
Advanced Math : Advanced Math (adv-math) is a comprehensive JavaScript library that simplifies advanced mathematical calculations, covering a wide range of mathematical topics such as basic arithmetic, complex numbers, linear algebra, statistics, geometry, trigonometry, calculus, financial calculations, units and conversions, equation solvers, and math expression parsing. This library is designed to provide developers with powerful mathematical tools for various applications. Install Advanced Math (adv-math).
Please go to Pabitra's NPM Profile and PyPi Profile to find more libraries.
Visual Studio Marketplace
Pabitra has developed a lots of VS Code extensions, which are currently available on Visual Studio Marketplace.
IDX-Dark-Theme : IDX Dark Theme is a stunning dark theme for Visual Studio Code that brings the elegance of Google's IDX design to your coding environment. With its vibrant colors and thoughtful design, coding becomes a delightful experience. Take a look at IDX-Dark-Theme.
To explore more go to Pabitra Banerjee Publisher Account on Visual Studio Marketplace.
PyConda Programming Language
Pabitra is working actively working on PyConda Programming Language. PyConda is a simple, Python-based programming language designed for ease of use and extensibility. With PyConda, you can write and execute code in a straightforward and intuitive manner. He has already released the 1.0.0 version of PyConda and want to publish version 1.0.1 at January, 2024. Explore PyConda.
Published Books
Pabitra is a writer who loves to write Bengali stories, poem, song and etc. But now he has started to write in English Language and published his 1st eBook.
Beyond Bits and Bytes: A History of Technological Marvels :: Embark on a captivating journey through the evolution of technology, from the dawn of primitive tools to the dazzling horizons of quantum computing and nanotechnology. In this thought-provoking eBook, Pabitra Banerjee, a Full Stack AI Engineer and Blockchain Developer, explores the remarkable history of innovation, invention, and progress that has shaped our world. Discover the visionary pioneers who blazed trails in computing, the birth of the internet that connected continents, and the transformative impact of artificial intelligence. This compelling narrative not only delves into the past but also contemplates the ethical and societal considerations that accompany the technological marvels of today and tomorrow. Join us in this exploration of the past, present, and future of technology, and be inspired by the relentless human spirit of innovation. View this book on Amazon.
From Novice To Ninja: Mastering DSA in C++ :: Embark on a transformative journey through the realm of Data Structures and Algorithms with "From Novice to Mastering DSA in C++," authored by Pabitra Banerjee, a seasoned full-stack AI engineer and CEO at MB WEBBER'S, a prominent software development company in Manbazar, West Bengal.
Recognition
Pabitra has already been recognized by Google, thus he has a Knowledge Panel He is also an open source contributor. GitHub spotlighted him for his outstanding contribution in the last HackToBerfest.
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