Create an account


Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums

(Advanced Search)

Forum Statistics
» Members: 20,139
» Latest member: demble8888
» Forum threads: 21,961
» Forum posts: 22,832

Full Statistics

Online Users
There are currently 3791 online users.
» 1 Member(s) | 3784 Guest(s)
Applebot, Baidu, Bing, DuckDuckGo, Google, Yandex, demble8888

 
  News - New budget ends IDM tax credit for video game studios in Alberta, Canada
Posted by: xSicKxBot - 10-28-2019, 12:48 PM - Forum: Lounge - No Replies

New budget ends IDM tax credit for video game studios in Alberta, Canada

The 2019-23 budget revealed by Alberta’s United Conservative Party government this week eliminates the Interactive Digital Media Tax Credit, a program that aimed to encourage the growth of Alberta’s game industry through a refundable tax credit.

According to the Calgary Herald, the Interactive Digital Media Tax Credit is one of five business tax credits completely eliminated in the budget.

In that plan, the UCP suggests choosing to instead lower the corporate tax rate by 4 percent over the next several years will yield better results in job creation and economic growth than focused, industry-specific tax credits.

Set up in 2018, the Interactive Digital Media Tax Credit offered game studios operating out of Alberta a 25 percent refundable tax credit for labor costs, along with an additional tax credit of up to 5 percent for teams that participated in an optional diversity and inclusion program. The goal of the short-lived program was to attract tech talent to Alberta and support growth in the province’s interactive digital media industry.



https://www.sickgaming.net/blog/2019/10/...ta-canada/

Print this item

  News - Starbreeze resumes Payday 2 development, new paid DLC on the horizon
Posted by: xSicKxBot - 10-28-2019, 12:48 PM - Forum: Lounge - No Replies

Starbreeze resumes Payday 2 development, new paid DLC on the horizon

Overkill parent company Starbreeze is restarting active development on Payday 2, walking back its plans to stop creating DLC and updates for the long-running game as the company works to emerge from turbulent financial difficulties.

Starbreeze CEO Mikael Nermark explained as much in a post to Payday 2’s Steam page, offering a candid look at the state of the company and how it plans to handle the game and its trove of DLC moving forward.

“On December 3rd, we only had projected cash reserves to run the company until mid-January 2019. This was how serious the situation had become,” he writes.

“Since then we’ve been able, through extremely hard work and commitment by all of our employees, been able to stay afloat, clean up our business and start thinking about our future and the future of Payday. We’re not entirely there yet, but we are starting to look ahead at what’s next.”

It’s not terribly surprising that Starbreeze is bringing Payday 2 out of semi-retirement and announcing plans for both paid and free updates. Despite ending active development in late 2018, Payday 2 has continued to bring in millions for the struggling company.

Shortly before it was announced the game would cease development, Payday 2 was responsible for $2.3 million in quarterly sales. Even in the report released this August, Payday 2 alone brought in around $1.5 million in sales.

However the new content plans for Payday 2, explains Nermark, involve going against some of the earlier statements the company made about how the game’s future DLC would be handled. While updated plans for Payday 2 include both free and paid updates, the company had previously released the Ultimate Edition with the promise that it would include access to all DLC launched for the lifetime of the game.

“To get it out of the door immediately; yes, I know we’re breaking a promise. We do not do so with ease or take this lightly,” writes Nermark. “At one point in time, our company believed that the interest and engagement in Payday 2 would decline over time, as new internal games were released. Resources were needed on new projects and production of Payday 2 was scheduled to stop and no more updates to come.”

With new content again on the table, the company is replacing the Ultimate Edition promise with a Payday 2: Legacy Collection that includes all DLC released during or before 2018. The ability to purchase individual DLC has also been reinstated.



https://www.sickgaming.net/blog/2019/10/...e-horizon/

Print this item

  News - Destiny 2 Festival Of The Lost PSA: Be Careful With That Halloween Candy
Posted by: xSicKxBot - 10-28-2019, 12:48 PM - Forum: Lounge - No Replies

Destiny 2 Festival Of The Lost PSA: Be Careful With That Halloween Candy

The annual Destiny 2 Halloween event Festival of the Lost begins next week, but ahead of the event Bungie has issued a few warnings about how to claim your tricks and treats safely. The two event rewards, Candy and Chocolate Strange Coins, should be handled with care.

"While we await the festival's return, we’d like to forewarn players about earning and deleting Candy and Chocolate Strange Coins," reads a note in Bungie's weekly update. "In order to earn these currencies, players must wear the Masquerader's Helmet, purchasable from Eva Levante for 100 Glimmer. If players defeat enemies and complete activities without this helmet equipped, they will not earn Candy or Chocolate Strange Coins.

"Furthermore, players should be cautious when dismantling any items in their Consumables inventory. Any instance of dismantling Candy or Chocolate Strange Coins, intentional or otherwise, will delete the entire stack."

The event will start on October 29 and includes special activities and rewards. You can take on the returning Haunted Forest--a spooky version of Mercury's Infinite Forest--to get as far as you can in 15 minutes, face off against super-tough Terror enemies, and complete special bounties. Those activities will earn you Chocolate Strange Coins that you can trade for masks, which this year manifest as helmet ornaments. The event will also offer special Eververse rewards, like spooky glow-skeletons, and clearing out the Haunted Forest will earn you a Braytech Werewolf auto rifle.

Festival of the Lost will be open to all players, including those jumping in to the new free-to-play First Light edition of the game. The same day will also see the introduction of a new Exotic quest.


https://www.gamespot.com/articles/destin...0-6470887/

Print this item

  Talos Particle Engine
Posted by: xSicKxBot - 10-27-2019, 11:17 PM - Forum: Game Development - No Replies

Talos Particle Engine

Talos is an open source Java based particle system creation tool powered by the LibGDX graphics framework.  The source code is available on GitHub under the Apache 2.0 open source license, while the executable is available here in JAR format.  Currently there is a LibGDX runtime with hopefully more game engines to follow in the future.

Version 1.05 was just released with the following features:

  • legacy libgdx particle file importer full functionality
  • Modules can now be renamed with double click on the title
  • Full Copy/Paste functionality for modules from emitter to the emitter. Works between different talos windows.
  • Additive blend mode support in renderer and config properties for emitter
  • Global dynamic user set vars (global scope input)
  • Dynamic Drag point support for visualizing vector2 values in the preview window
  • Filtered search drop-down for module creation
  • Dropping curve in empty location auto-open’s module popup.
  • Preview supports background and foreground images.
  • Viewport width can be changed with exact numbers in input box instead of just scroll for zoom
  • Particle in the preview window can be moved with right-click
  • Module multi-select with rectangle hit, with SHIFT, and with Ctrl+A
  • Categorized module list
  • Some modules now have their default values exposed as input fields
  • Performance numbers such as triangles, particle count, render times and more shown in preview
  • Runtime: attached mode
  • Runtime: loopable effects and support for API methods such as pause/start/stop allow completion
  • Batch legacy import functionality
  • Export for runtime format
  • Settings dialog for default asset location
  • Module Grouping with Ctrl+G, color and custom text for module groups
  • Up & Down positioning for emitters.
  • Fixed samples list to work, now you can see 3 example .tls in File->Samples menu
  • Offset dynamic shape module
  • Module to script in java code and manipulate inputs/outputs
  • Beam Renderer module
  • Random Input slot module
  • Perlin Noise module
  • From To to Position/Size/Rotation converter module

Given the new ability to import existing LibGDX particle effects, you can download plenty of examples to play around with in this project.  If you are interested in learning LibGDX be sure to check out our complete tutorial series available here.  To learn more about Talos and see it in action, check out the video below.

GameDev News Art




https://www.sickgaming.net/blog/2019/10/...le-engine/

Print this item

  AppleInsider - Editorial: How Apple beat Samsung in the 2010 global ARM race
Posted by: xSicKxBot - 10-27-2019, 11:17 PM - Forum: Apples Mac and OS X - No Replies

Editorial: How Apple beat Samsung in the 2010 global ARM race

Apple hasn’t been outpacing Samsung in mobile Application Processor design over the past decade simply due to a first-mover advantage or by just having smarter people designing its silicon. Here’s a look at how Apple first snuck past a larger and more entrenched silicon rival to gain its lead in advanced mobile chips, and why it matters to the future of tech.

Apple started a silicon revolution with A4

Apple’s lost and found ARM


Long ago, Apple worked with British PC maker Acorn to deliver the original mobile ARM architecture in the early 1990s. But after sales of its ARM-powered Newton Message Pads failed to materialize, it liquidated its internal custom silicon design team as it limped through the end of the decade. By 2001, Apple was entirely reliant upon others to deliver the ARM chips powering its iPods.

By 2010, the iPod had solidly turned around Apple’s fortunes. Sales of new mobile devices also helped the company identify silicon mobile processors as a key technology it needed to develop and maintain on its own to be competitive. It acquired chip design teams and partnered with Samsung to deliver a new, much more powerful “Hummingbird” core it used its A4 chip, which it paired with the best mobile GPU available, Imagination Technologies’ PowerVR.

Samsung also used the Hummingbird core and PowerVR GPU in its chip, which was later branded as “Exynos 3.” But rather than seeking to relentlessly advance its custom chip design technology in the pattern of Apple, Samsung initially took the more comfortable and affordable route of relying on ARM to deliver its Cortex-A CPU and Mali GPU designs. That didn’t work out well.

Even within 2010—when both companies had equal access to the fast new Hummingbird silicon that Apple had envisioned, developed, and funded in its partnership with Samsung—Apple managed to stage a coup that dramatically repositioned everyone in the consumer technology space.

Apple iPad mocked at launch as Android phones draw attention


The tech media had largely doubted that Apple’s newly-unveiled iPad would find an audience when it first arrived early 2010. Instead, there was more attention being devoted to all of the smartphone competitors that had arrived to take on iPhone after its first three years of radically changing the mobile market.

Most journalsits failed to grasp the potential of iPad at its launch

That included Google’s new late-2009 partnership with Motorola to deliver the Droid phone, powered by a Texas Instruments OMAP chip. Droid wasn’t just another phone, it was seen as a strategic weapon wielded by Verizon, the largest U.S. carrier, as a replacement to battle Apple’s iPhone exclusive to AT&T after RIM’s Blackberry had proven to be unfit for the task.

A few months later, Google introduced the HTC-built Nexus One using a Qualcomm Snapdragon chip. Nvidia had also just demonstrated Android running on its Tegra 2 chipset. With so many chip architectures and hardware manufacturers on board with Google’s Android in phones, it seemed impossible for many journalists to think that Apple—still a minority player in smartphones behind Nokia’s Symbian and RIM’s Blackberry—could stay alive in phones, let alone in the Microsoft-dominated tablet market it was now entering.

It didn’t seem important to many tech journalists that Apple was generating far more profits from its sales of iPhones than the phone industry’s unit sales leaders were from all of their shipments of handsets.

Apple was not leading smartphone unit sales when it launched iPad

It was also well known that tablets had gone nowhere over the previous decade of Bill Gates’ attempts to deliver Tablet PC starting in 2000, or in the decade before that when Apple was trying to sell John Sculley’s vision of the Newton tablet across the 1990s. But by 2010, smartphones were recognized to be an important, high growth market with vast potential.

Apple’s A4 work powers the competition: 2010


Further complicating Apple’s prospects for iPhone and iPad was the fact that Samsung—its close partner in chips and other components—had started copying the surface of Apple’s user interface and the outline of its product designs. A few months after the iPad appeared, Samsung delivered its first Galaxy S, which was styled to look like Apple’s latest iPhone 3GS. It introduced its Galaxy Tab later in the fall, following the design of the iPad. Both products also used the same A4 chip design that Apple had co-developed with Samsung.

Samsung rapidly dropped its own designs to copy Apple’s

In addition to using the “Hummingbird” Exynos 3 in its own new Galaxy Android devices, Samsung was also keeping its options open by using the same chip to also power its Wave smartphones running its internal Linux-based Bada OS in competition with Android. By the end of 2010, Samsung was also using the Hummingbird chip to power its Nexus S sold by Google as its official “how to do Android right” flagship. Samsung also began selling the chip to Chinese Windows CE maker Meizu for use in the M9, its first Android phone, in early 2011.

So the “A4” silicon technology Apple had assembled and funded to power a new generation of more powerful iOS mobile devices in 2010 was now also being made available to Samsung’s own internal platform, to Samsung’s own “Galaxy” branded copies of Apple’s iPhone and iPad, to Google’s Nexus brand seeking to compete with iPhone, and to Chinese cloners making modified versions of Android phones without Google’s official blessing.

This wasn’t widely reported at the time. Most contemporary accounts refer to all of these devices using “Hummingbird” chips from Samsung without any explanation of where for the powerful new class of ARM chips originated or what had financed it. The importance of this new technology that Apple had developed and financed from its massive, profitable sales of iPhone only started to become apparent as Apple continued to pursue independent silicon development more ambitiously than Samsung in the following year.

Leveraging A4 to deliver strategic apps for iPad


Across 2010, Apple didn’t merely rely on A4 silicon to sell its new iPad and iPhone 4. It also immediately pursued establishing a software market for apps customized for iPad’s larger display, leveraging the existing interest in the iPhone App Store. Neither Google nor any of its hardware makers saw any point in doing this, imagining that developers could account for scaling up and down apps on their own, without any centralized regulation guiding the development of app sales. This ended up being a tremendous mistake.

Apple had originally launched the iPhone without an App Store; it didn’t even announce one until the spring of 2009, after Apple had sold over 3.7 million iPhones. Members of the media roughly criticized Apple for being so dumb as to think that “web apps” would be sufficient on iPhone, but nobody seemed to consider the fact that Apple was both ambitiously racing to get iPhone to market, and that it had already laid the groundwork in selling content in iTunes—including paid iPod games.

iPod Games quietly paved a foundation for the App Store

Apple had prioritized its iPhone hardware sales in part because there would be far greater return from iPhone sales than from any cut taken from App Store software sales. A functional App Store would also need a certain critical mass of sales to be able to capture and retain the interest of third-party developers. By the start of 2009, Apple had created an installed base of 3.7 million iPhone buyers who were excited to buy new apps for their phones.

A year later, Apple didn’t have to wait a year for iPad buyers to reach a similar critical mass. In part, that’s because iPhone had already established iOS as a platform and had created an audience of third party developers who were familiar with iOS. But on top of that, Apple also immediately sold iPad 3.3 million iPads in its first quarter of sales, establishing a second critical mass capable of supporting real tablet-optimized apps, not just stretched-out phone apps that could run on a tablet.

Across the September quarter of 2010, Apple sold 4.2 million more iPads, and that holiday quarter it sold another 7.3 million, resulting in first-year (nine months) of sales of 14.8 million iPads—a far faster start than even iPhone sales had experienced, and greater tablet volumes than all of Microsoft’s Tablet PC partners had collectively shipped over the previous decade of trying.

The tech media incrementally began to grasp that their nearly unanimous dismissal of iPad earlier that year had been tremendously mistaken. But they steadfastly refused to consider that Apple might know what it was doing with its new App Stores built on a decade of leadership in content sales in iTunes.

Almost unanimously, bloggers kept disparaging everything about the App Store, from Apple’s cut of revenues, to its curation “censorship” of porn and other content it didn’t want to carry, to its “Walled Garden” refusal to support the side-loading of apps from other sources.

PC media pretends iPad isn’t a thing


Almost as unanimously, tech bloggers also seemed to think that despite achieving unprecedented results in phones and then tablets, Apple’s accomplishments up into 2010 would be easy for the losers in phones and tablets to catch up with and beat. Much of this thinking appeared to be rooted in the idea that consortiums of hardware and software vendors could deliver innovation faster than the vertically integrated Apple. That would also prove to be tremendously mistaken.

Apple’s competitors also took notice of what the company was achieving and similarly seemed to think that, despite Apple’s incredible launch of iPhone and iPad, competing with Apple would be rather easy.

For example, despite having witnessed the Windows Mobile smartphone platform being crushed by iPhone sales within just a couple years, Microsoft and its largest PC partner HP had attempted to derail interest in Apple’s iPad by rushing out a prototype of Slate PC at CES just before Apple’s iPad announcement. Their joint product looked terrible after iPod was announced, and even worse after it eventually shipped, achieving sales of just 9,000 units.

In fact, the appearance of iPad—and its radical departure from what Microsoft had been pursuing with its x86-based Tablet PC partners including Samsung and HP—pretty clearly motivated HP to immediately rush out and acquire the struggling Palm for its webOS—a new platform that appeared capable of powering phones and tablets using similar hardware to what Apple was delivering.

Samsung similarly set out to build an Android tablet that same year, abandoning its Windows Tablet history with Microsoft that had produced the thick Samsung Q1 “Origami” UMPC pictured above.

Yet despite Microsoft’s largest tablet partners scrambling for the exits, the PC tech media couldn’t quite admit reality. The clearly awful HP Slate didn’t stop Tony Bradley of PC World from making excuses for the terrible product, insisting that the still undelivered Slate PC “is everything the iPad isn’t–USB ports, expandable memory with SD card slots, support for Adobe Flash, able to run all of the software normally run on a Windows desktop PC. It’s a ‘real’ computer.”

The idea that iPad wasn’t a “real computer” became a talking point that media research groups used to silo iPad sales away from Tablet PC sales, to help avoid any ugly comparisons of unit sales and market share, now that these figures were no longer flattering Microsoft or its Windows licensees.

As excited as Windows bloggers pretended to be about Slate, they were even more excited about a purely “non-real” tablet computer: Microsoft’s entirely vaporware Courier, which never even existed outside of renderings that portrayed it to be two iPads hinged together.

Microsoft’s phony mockup of two iPads drew more applause from the tech media than the real iPad

Microsoft officially announced that Courier was being canceled just as iPad began selling in the spring of 2010, which should have been understood to be an admission that Courier was not anywhere near to being a real product. Instead, it was portrayed as being incredible magic that Microsoft simply lacked the courage to ship. Even a decade later, a variety of journalists keep holding up Courier as if it were a genius concept that is ready to take off as soon as Microsoft gets around to shipping it next year, running a completely different operating system.

Headless chicken strategies for iPad competitors


Since the early 2000s, Microsoft had pioneered early smartphone ideas with Windows Mobile in parallel to its decade of development on Windows Tablet PC. Apple had managed to rapidly crush any interest in either with the launch of the iPhone and then iPad. Unable to take on both at once, Microsoft effectively backed away from tablets in 2010 as its new Slate PC partnership with HP quickly fizzled and shifted into an adversarial one, with HP now pushing the idea of selling webOS phones, and soon, webOS tablets.

Microsoft decided to focus on the larger opportunity in smartphones, announcing a radical overhaul of its increasingly irrelevant Windows Mobile under the new name Windows Phone at the spring Mobile World Conference. Microsoft appeared so confident that its new Windows Phone 7 platform could finally stop Apple’s advancement of iPhone that it staged a mock funeral for iPhone in the fall of 2010, before WP7 phones even arrived for sale.

Certainly, if Microsoft was arrogant enough to think people would dump iPhones to buy its new WP7 phones, it didn’t lack any courage in deciding that Courier was unshippable vaporware that was completely unable to challenge iPad sales that were just getting started.

Incredibly, one of Microsoft’s largest WP7 partners was Samsung, which had suffered along as a Windows Mobile partner alongside HTC. Even more astonishingly, Microsoft’s reference platform forced Samsung to use Qualcomm’s Snapdragon chips to power its new WP7 phones.

So despite having access to the new Apple-funded A4 “Hummingbird” chip, Samsung was paying its primary chip competitor Qualcomm, just to play both sides of the Android and WP7 platform war, even while trying to introduce its own Bada phone platform. And for good measure, it would also literally begin arming its competition in China with Hummingbird chips a few months later. Samsung’s strategy appeared to be operating without any strategy.

Apple’s iPad, and its jaw-dropping success at launch that just kept building throughout 2010, also prompted Google to radically rethink its own mobile strategy. Just three years earlier, the arrival of the iPhone had embarrassed the work Google had been internally doing to deliver a Java-based button phone. The company rapidly switched from copying Blackberry to turning Android into a copy of the iPhone, and by 2010 had achieved significant progress in establishing phone partnerships.

Google dropped everything to copy iPhone, then dropped that to copy iPad

But rather than focusing its efforts on phones as Microsoft had, Google slammed the brakes on Android phone development to radically pivot its attention exclusively to the development of new Android tablets it thought could stop the growth of iPad starting as soon as 2011.

Samsung, by far the largest Android licensee, independently rushed even faster to deliver its first Galaxy Tab, a smaller “tweenter” sized-tablet that not only borrowed Apple’s iPad design but could also use the same co-developed A4 chip Apple had developed for iPad and iPhone 4.

Samsung was using Android 2.2 “Froyo” to power it, but that went against Google’s wishes, as Google wanted to take on iPad in 2011 with an industry-wide blitz harmoniously using its new Android 3.0 Honeycomb designed specifically for tablets.

Themes that would continue throughout the 2010s


The media narrative that insisted that Windows or Android consortium partners would all march in lockstep to defeat Apple turned out to be entirely false. Within just 2010, Microsoft’s stumble with Slate PC sent its two largest partners out on their own to work in direct competition with Windows, while Google’s largest partner flipped it the bird on tablets simply because Samsung thought it could beat Honeycomb partners to market.

In reality, Apple wasn’t competing with Android and Windows, it was competing against a series of the same companies that had failed to rival iPods, were failing to sell real iPhone competitors and were unable to deliver something competitive with iPad. Yet rather than admitting this, the tech media has consistently just parroted off wild claims by executives at Microsoft, Google, and their licensees that insisted that there was no possible way Apple could compete against their tightly cohesive, global partnerships.

From 2004 to 2007, Apple’s annual gross profits increased 350% from $2.4 billion to $8.5 billion, then ballooned more than another 300% to reach $26.7 billion in 2010. Yet Apple was still being characterized as a minor player trying to compete in a world supposedly dominated by Microsoft or Google.

Within just 2010—the first year of Apple’s ambitiously new A4 silicon—the company managed to flatten the playing field in tablets and establish iPad as a viable tablet-optimized app platform with the largest installed base of tablet users. It also demonstrated that it could radically innovate in hardware with the new iPhone 4, which was so successful as a product that it killed Verizon’s hopes of exclusively using Android and convinced it to become an iPhone carrier subject to Apple’s rules by the spring of 2011.

But more importantly, Apple’s profits from 2010 were aggressively invested it making better products, crucially including new A-series silicon. Microsoft hoped to ride Qualcomm Snapdragon to success in phones using WP7, and later added support for Nvidia’s Tegra. Google similarly delegated silicon to its hardware partners, hoping that between TI, Nvidia, Samsung, and Qualcomm, somebody would figure out how to deliver faster and more powerful chips than Apple. That turned out to be disastrously wrong, as the next segment will detail.



https://www.sickgaming.net/blog/2019/10/...-arm-race/

Print this item

  News - The Elder Scrolls: Blades For Switch Requires An Online Connection
Posted by: xSicKxBot - 10-27-2019, 11:17 PM - Forum: Nintendo Discussion - No Replies

The Elder Scrolls: Blades For Switch Requires An Online Connection


One Switch game revealed earlier this year at E3 that you might have forgotten about was The Elder Scrolls: Blades. It’s a free-to-play mobile title being ported across to Nintendo’s hybrid device this Fall and will support both cross-play and cross-progression.

During an interview with Nintendo Everything, the Bethesda team revealed some additional information about the Switch release. Due to its mobile links, it’ll require the player to be online at all times:

having an offline mode is something we definitely hear from a lot of people for the game in general, so that’s something we always constantly look at – like how would we do it. We want to make sure – the online game, we’re adding PvP in the fall, we want to make sure cheating isn’t an issue. So it’s like, how do we do an online mode that makes sense? Right now we’re requiring an internet connection, but in the future it’s something we may add if we can have a good solution for it.

In the same interview, Bethesda confirmed the Switch release would not include touch controls. The team “found that playing with the Joy-Con feels great, and having to take your finger off the Joy-Con to touch the screen was not”.

As for amiibo support – it’s “something that’s on the table” but will depend on the timing and what else is planned for the Nintendo version of the game.

Are you looking forward to the release of this free-to-play Elder Scrolls when it arrives on the Switch later this year? Have you already played the mobile release? Let us know in the comments.



https://www.sickgaming.net/blog/2019/10/...onnection/

Print this item

  News - Here’s Your First Look At Rivals Of Aether Running On Switch
Posted by: xSicKxBot - 10-27-2019, 11:17 PM - Forum: Nintendo Discussion - No Replies

Here’s Your First Look At Rivals Of Aether Running On Switch


Last January, Rivals of Aether was confirmed for the Nintendo Switch by its creator, Dan Fornace. He then reconfirmed the game for this same platform earlier this year, in a video message at Super Smash Con.

Now, after a long wait, we’ve finally got our first glimpse of the game up and running on the hybrid hardware. In the short Twitter clip below, you can see the online play in action:


Dan added to this tweet, saying how the team had been “working hard” to get the game up and “running at 60” fps on Switch and said the above video was just beginning. Unfortunately, there are no plans for cross-play support.

As for a release date, there’s nothing to announce just yet. In fact, Dan says there’s not even an estimated release window. If we get any updates, we’ll be sure to let you know.

Have you been waiting for this Smash-style fighting game to be released on the Switch? Comment below.



https://www.sickgaming.net/blog/2019/10/...on-switch/

Print this item

  News - Confused By HBO's Watchmen? The Graphic Novel Is Steeply Discounted At Amazon
Posted by: xSicKxBot - 10-27-2019, 11:17 PM - Forum: Lounge - No Replies

Confused By HBO's Watchmen? The Graphic Novel Is Steeply Discounted At Amazon

If you watched the first episode of HBO's Watchmen series and felt somewhat lost, it's probably not only because Damon Lindelof is at the helm (co-creator of Lost and The Leftovers). The TV series takes place 34 years after Alan Moore's and Dave Gibbons' original comic series. Though not a direct sequel, it certainly helps to have an understanding of the source material while watching, and it just so happens that the Watchmen graphic novel is available for an excellent price at Amazon right now.

No Caption Provided

Watchmen (2019 Edition)

See at Amazon

DC Comics released a new 2019 edition of the incredible graphic novel earlier this year. Amazon currently has it for $15, a full $10 off the list price. While books in general typically go for lower than the list price at Amazon, Watchmen was a couple bucks more just the other day; so the $15 price is in fact one of the best prices we've seen.

No Caption Provided

Watchmen (Deluxe Edition)

See at Amazon

If you prefer a hardcover edition, the Watchmen Deluxe Edition is also on sale for $24.98 (was $40). The Deluxe Edition is 32 pages longer thanks to bonus material such as sketches.

Originally a 12-issue limited series, DC Comics turned Watchmen into a single-volume in 1987. Watchmen has been celebrated by both those in and outside of the comic book world. It received the Hugo award and was the only graphic novel to appear on Time Magazine's list of 100 best novels.

Set in 1985, Watchmen follows six retired superheroes in an alternate history United States on the brink of World War III. In this universe, the US won the Vietnam War and the public never found out about Watergate. When one of the heroes is murdered, the others come out of retirement to investigate. The seemingly straightforward plot is enhanced by an innovative panel structure, a nonlinear arc, and a side story that's spliced into the narrative.

Whether you want to read it for the first time or feel like revisiting it because of the show, Watchmen is a masterpiece that's well worth your time.


https://www.gamespot.com/articles/confus...0-6470888/

Print this item

  News - Talking Point: What Are You Playing This Weekend? (October 26th)
Posted by: xSicKxBot - 10-27-2019, 02:55 PM - Forum: Nintendo Discussion - No Replies

Talking Point: What Are You Playing This Weekend? (October 26th)

RFA

Here we are once again, seven days later, as if by magic. It’s been a week game-packed with video games of all shapes and sizes. This week we’ve seen Black Friday ‘leaks’ which were too good to be true, news of a Nintendo Store opening in Tokyo (no, amazingly there wasn’t one already) and Nintendo President Shuntaro Furukawa giving a rare interview to western journalists. Now, though, it’s time to sit back and relax with some of them vidya games.

As ever, Team Nintendo Life has gathered to discuss our weekend plans and we’d love for you to get involved via the comment and poll sections below. Enjoy!

Liam Doolan, news reporter


This weekend I’ll be continuing my adventure in Yooka-Laylee and the Impossible Lair. I’ve absolutely loved every single second of this game so far, so I’m looking forward to jumping back in for another prolonged session.

If I manage to rip myself away from this, I plan to spend some more time with The Legend of Zelda: Link’s Awakening, as I’m not ready to leave Koholint Island just yet. I’ll also be revisiting Wargroove (which is a game I really need to play more often) and if I get the chance, I might even play some Rocket League.

Gonçalo Lopes, contributing writer


No points for anyone guessing that I’m placing (again) two of my GOTYs into my weekend plans: Astral Chain and DAEMON X MACHINA. Feels like I’m purposely not finishing both but the real blame lies with The Witcher 3: Wild Hunt which has naturally taken over most of my gaming life. Some multiplayer bouts of River City Melee Mach!! and kaiju-kicking provided by Override: Mech City Brawl round things up nicely for another explosive gaming weekend.


Game of the week is another essential fighting game that arrives fashionably late to the Switch and marks my first time with the series: Skullgirls 2nd Encore feels like an Arc Systems Works fighting game with the animation of Cuphead. If that is not enough to pique your interest, perhaps the incredible soundtrack by the one and only Michiru Yamane might, or the fact my main is a wrestler who fights with a folding chair (cliché!) and an amputated, possessed arm of a giant demon (OK, that’s fresh, even for me!).

Austin Voigt, contributing writer


This weekend, my little brother will be visiting from out of town – so, of course, we’ll be continuing our eternal sibling gaming battle that has been going on since our childhoods – Smash Bros. and Mario Kart will be the deciding factors. After that, he’ll be playing Link’s Awakening for the first time, while I watch and cheerfully withhold any helpful tips from him (I recently received my UK Special Edition in the mail, so I’m bequeathing my Dreamer Edition to him – and he has yet to try it out). I’m sure I’ll also cave and pick up Ring Fit Adventure as well, because it just looks like too much fun. Should make for an entertaining weekend!


Gavin Lane, staff writer


I picked up Xeodrifter for the teeny tiny sum of 99 cents last week, so I’d love to dabble with that if I can wade out of the backlog. I also have a pile of Star Trek games that have been sitting on my desk for a while in preparation for a feature I’ll be cooking up on a month or two. I suppose I should really get started on them. Bit of a shame there are so few decent games set in that universe, really. You could even say that I’ve been hoisted by my own… wait for it… Picard.

Thanks very much – I’ll be here all night. Don’t forget to tip your waitress.

As always, thanks for reading! Make sure to leave a vote in the poll above and a comment below with your gaming choices over the next few days…



https://www.sickgaming.net/blog/2019/10/...ober-26th/

Print this item

  News - Video: Digital Foundry’s Full Tech Breakdown Of GRID Autosport On Switch
Posted by: xSicKxBot - 10-27-2019, 02:55 PM - Forum: Nintendo Discussion - No Replies

Video: Digital Foundry’s Full Tech Breakdown Of GRID Autosport On Switch


Motorsport enthusiasts who own a Switch no longer need to worry about how they’ll get their regular dose of speed on the go now that GRID Autosport has been released. In our review, we gave the Feral Interactive port eight out of ten stars and said it was one of the best racing games on Nintendo’s hybrid system to date.

The tech experts over at Digital Foundry have now gone one step further – praising it as “the best racing sim” they’ve played on the Switch so far. Not to be confused with the reboot GRID on Xbox One, PS4, and PC, GRID Autosport is described as a “deluxe conversion” of the last generation Xbox 360 and PlayStation 3 title.

So, how does it hold up on Nintendo’s device? The resolution docked runs at 1920 x 1080, or if you play in portable, you’ll get a resolution of 1280 x 720. There’s also a graphics and performance mode to select from within the game menus, and this will further alter the experience. Last of all is a bonus energy saver mode, which is exclusive to handheld play.

On the frame rate front, the game docked in graphics mode runs at a mostly stable 30fps, but can experience the occasional spike and dip. If you play in performance mode while docked, you can expect anywhere between 45 to 60 fps. In portable mode, the energy saver and graphics modes are much the same. As for the performance mode on the go, the frame rate is similar to the fps when docked.

Despite this, DF still considers this to be the best game within this genre that the Switch has to offer right now and it goes far beyond the last generation versions. While it might not be the latest entry in the series, it still does a fantastic job – offering HD texture packs, rumble support, motion controls, hundreds of cars and tracks, and a range of extra options.

Get the full rundown in the video above and tell us how your time on the track has been with GRID Autosport.



https://www.sickgaming.net/blog/2019/10/...on-switch/

Print this item

 
Latest Threads
Temu Polska Kod Rabatowy ...
Last Post: demble8888
1 minute ago
Aktywny Kod Temu [ald9115...
Last Post: demble8888
2 minutes ago
50% Discount Temu Coupon ...
Last Post: anniket986
1 hour ago
40% Off Temu Coupon Code ...
Last Post: anniket986
1 hour ago
["UniQue"]"$40 off"Temu C...
Last Post: anniket986
1 hour ago
Temu Black Friday Sale [a...
Last Post: anniket986
1 hour ago
$$»New $100 Off TEMU coup...
Last Post: anniket986
1 hour ago
NEW Coupon Code $100 Off ...
Last Post: anniket986
1 hour ago
["Limited"] {{$100 off}}T...
Last Post: anniket986
2 hours ago
Black Ops (BO1, T5) DLC's...
Last Post: SeX
2 hours ago

Forum software by © MyBB Theme © iAndrew 2016