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  News - Shadowkeep Narrative Preview – Chapter Five
Posted by: xSicKxBot - 10-21-2019, 09:24 PM - Forum: Lounge - No Replies

Shadowkeep Narrative Preview – Chapter Five

It’s been a long while since I’ve been to the Tower. Much has changed. I pray my departure hasn’t created an irreparable fracture.

Ikora… you must forgive me.

I’ll tell her what I’ve uncovered—where I’ve been. She’ll see the meaning behind my actions.

“When I heard your ship was approaching, I didn’t believe it. Yet here you stand. It’s good to see you.”

“Ikora, my absence was necessary. What I have learned, discovered… Danger lurks closer than you realize. You must trust me. We’ve stood too long ignorant of the cataclysm brewing before us. If we do not act, we face yet another Collapse.  We must attend to that which the Hive have unearthed down below the lunar surface—”

“Eris. Breathe.”

Her words bring a fleeting rush of relief.

“We know  about the Hive, as well as their recently erected Keep .”

A Keep ? They mobilize. It’s far worse than I knew.

“Then you will come with me, Ikora.”

“Eris, you’ve barely had a moment to rest.”

“You must let me show you the truth. Then you will understand.”

“I have responsibilities here. A lot has transpired in your absence. We’re still recovering from our… losses.”

What lies behind pales in comparison to what we face ahead.

But I won’t fight with her. Not again.

“Then I will go alone.”

“Eris…”

“On this I cannot negotiate.”

I can see Ikora measure her options. She does not seek an argument either.

“At least allow me to help you mount an adequate response to a threat that, mind you, we don’t fully understand. Let the Vanguard support you.”

That will take time. Always time. The one element we don’t have the luxury of.

“But you’ll be gone before they can mobilize, won’t you?”

“We all do what we must.”

“Promise you’ll stay in communication with me. I don’t want this to be like last time.”

I nod to Ikora. Always the beacon of benevolence.

She deserves more than I can offer. My calling is not here. There is still work to be done. One last stop.

“I have to go.”

Her concern is palpable. It reassures me, oddly. The wound between us can heal. If we live long enough.

“Eris… This thing you’re willing to risk everything for… What is it?”

“I warned of a storm. Can’t you hear the thunder?”



https://www.sickgaming.net/blog/2019/09/...pter-five/

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  News - BlizzCon 2019 Commemorative Collectible Celebrates 25 Years of Warcraft
Posted by: xSicKxBot - 10-21-2019, 09:24 PM - Forum: Lounge - No Replies

BlizzCon 2019 Commemorative Collectible Celebrates 25 Years of Warcraft



https://www.sickgaming.net/blog/2019/04/...-warcraft/

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  News - Season 16: The Season of Grandeur is Now Live
Posted by: xSicKxBot - 10-21-2019, 09:24 PM - Forum: Lounge - No Replies

Season 16: The Season of Grandeur is Now Live



https://www.sickgaming.net/blog/2019/02/...-now-live/

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  News - Diablo Now Available on GOG.COM
Posted by: xSicKxBot - 10-21-2019, 09:24 PM - Forum: Lounge - No Replies

Diablo Now Available on GOG.COM



https://www.sickgaming.net/blog/2019/03/...n-gog-com/

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  News - Patch 2.6.5 PTR Preview
Posted by: xSicKxBot - 10-21-2019, 09:24 PM - Forum: Lounge - No Replies

Patch 2.6.5 PTR Preview



https://www.sickgaming.net/blog/2019/03/...r-preview/

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  News - A New and Exciting Beginning
Posted by: xSicKxBot - 10-21-2019, 09:24 PM - Forum: Minecraft - No Replies

A New and Exciting Beginning

Deciding to close the Minecraft Forum, along with a handful of other community websites, wasn’t an easy decision for our company, but we could no longer justify the substantial engineering resources it took to run the properties. It was a sad day in our office when we announced the sunsetting of many beloved sites.

Previously, we weren’t able to entertain selling the sites because they were built on a proprietary platform. It would be a monumental task for an external engineering team to maintain or migrate the communities. Knowing this, we announced the site closures, but just as the sun slowly began to set for these properties, a figure appeared . . .

As of this week, we’ve identified a company with the necessary experience to buy and run these sites (including the Minecraft Forum), so that the passionate communities will continue to have homes on these long-standing sites. With this, we have started to transfer the sites to Magic Find. As for the staff on these sites, it will be up to them and Magic Find to decide how they’d like to move forward.

This isn’t the end for the Minecraft Forum. It’s a new and exciting beginning. We wish Magic Find the best as we say goodbye to several of the properties that helped our company grow into what it is today.

This will be the last update from Curse/Fandom. All future communications will be from the new site owner.



https://www.sickgaming.net/blog/2019/06/...beginning/

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  Activision News - Overwatch League™ Welcomes New Partner Toyota
Posted by: xSicKxBot - 10-21-2019, 09:24 PM - Forum: Lounge - No Replies

Overwatch League™ Welcomes New Partner Toyota

As North American Launch Partner for the Overwatch League, the automaker looks forward to collaborating on behind-the-scenes content for league fans

IRVINE, Calif.–(BUSINESS WIRE)– Following a thrilling opening week for the Overwatch League that drew more than 10 million viewers worldwide, a major new brand-marketing partner has signed on to support the league during its inaugural season: multinational automotive manufacturer Toyota.

Toyota will be a North American Launch Partner for the Overwatch League, and is looking forward to future collaborations around bringing behind-the-scenes content to fans. The automaker plans to have additional broadcast integrations, as well as a vehicle presence at Blizzard Arena Los Angeles.

“Toyota is excited to be a launch partner of the Overwatch League,” said Steven Curtis, vice president, media & engagement marketing for Toyota Motor North America. “We love the passion of esports fans, and the goal of our partnership is to help take the Overwatch League and the fan experience to the next level.”

“We’re thrilled to welcome Toyota to the Overwatch League,” said Pete Vlastelica, president and CEO of Blizzard Entertainment’s MLG division. “When we were building the league, our desire was to create a premium experience for players and fans, and partners like Toyota are helping us do just that.”

The Overwatch League is further supported by sponsors HP® and Intel®, with players competing on cutting-edge gaming hardware including HP’s OMEN gaming PCs, powered by the latest Intel® Core™ i7 processors.

About the Overwatch League

The Overwatch League is the first major global professional esports league with city-based teams across Asia, Europe, and North America. Overwatch® was created by globally acclaimed publisher Blizzard Entertainment (a division of Activision Blizzard—Nasdaq: ATVI), whose iconic franchises have helped lay the foundations and push the boundaries of professional esports over the last 15 years. The latest addition to Blizzard’s stable of twenty-one #1 games,[1] Overwatch was built from the ground up for online competition, with memorable characters and fast-paced action designed for the most engaging gameplay and spectator experiences. To learn more about the Overwatch League, visit www.overwatchleague.com.

About Toyota

Toyota (NYSE:TM) has been a part of the cultural fabric in the U.S. and North America for 60 years, and is committed to advancing sustainable, next-generation mobility through our Toyota and Lexus brands. During that time, Toyota has created a tremendous value chain as our teams have contributed to world-class design, engineering, and assembly of more than 33 million cars and trucks in North America, where we operate 14 manufacturing plants (10 in the U.S.) and directly employ more than 46,000 people (more than 36,000 in the U.S.). Our 1,800 North American dealerships (nearly 1,500 in the U.S.) sold almost 2.7 million cars and trucks (2.45 million in the U.S.) in 2016—and about 85 percent of all Toyota vehicles sold over the past 15 years are still on the road today.

© 2018 Blizzard Entertainment, Inc. OVERWATCH, OVERWATCH LEAGUE, BLIZZARD and BLIZZARD ENTERTAINMENT are trademarks of Blizzard Entertainment, Inc. MAJOR LEAGUE GAMING is a trademark of Major League Gaming Corp.

[1] Sales and/or downloads, based on internal company records and reports from key distribution partners

Cautionary Note Regarding Forward-looking Statements: Information in this press release that involves Blizzard Entertainment’s expectations, plans, intentions or strategies regarding the future, including statements about the sponsorship arrangements for Overwatch esports, are forward-looking statements that are not facts and involve a number of risks and uncertainties. Factors that could cause Blizzard Entertainment’s actual future results to differ materially from those expressed in the forward-looking statements set forth in this release include unanticipated product delays and other factors identified in the risk factors sections of Activision Blizzard’s most recent annual report on Form 10-K and any subsequent quarterly reports on Form 10-Q. The forward-looking statements in this release are based upon information available to Blizzard Entertainment and Activision Blizzard as of the date of this release, and neither Blizzard Entertainment nor Activision Blizzard assumes any obligation to update any such forward-looking statements. Forward-looking statements believed to be true when made may ultimately prove to be incorrect. These statements are not guarantees of the future performance of Blizzard Entertainment or Activision Blizzard and are subject to risks, uncertainties and other factors, some of which are beyond its control and may cause actual results to differ materially from current expectations.

Overwatch League
Mark Van Lommel, 949-955-1380 x61147
MVanLommel@overwatchleague.com
or
Toyota Motor North America
Zachary Reed, 214-316-1128
zachary.reed@toyota.com

Source: Overwatch League

News Provided by Acquire Media



https://www.sickgaming.net/blog/2018/01/...er-toyota/

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  Xbox Wire - October 11th Xbox Insider Release Notes – Alpha Ring (1911.191009-1945)
Posted by: xSicKxBot - 10-21-2019, 09:24 PM - Forum: Xbox Discussion - No Replies

October 11th Xbox Insider Release Notes – Alpha Ring (1911.191009-1945)

Hey Alpha ring users! Today’s Xbox Insider Release Notes highlight the latest fixes, known issues, and features coming to your console. Starting at 2:00 p.m. PT today, users will receive the latest 1911 Xbox One system update (build: 19H1_RELEASE_XBOX_DEV_1911\18363.8084.191009-1945). Keep reading for more details.

System Update Details:


  • OS version released: 19H1_RELEASE_XBOX_DEV_1911\18363.8084.191009-1945
  • Available: 2:00 p.m. PT – October 11, 2019
  • Mandatory: 3:00 a.m. PT – October 12, 2019

System Update

System Update

Fixes for Alpha


We’ve heard your feedback, and we’re happy to announce the following fixes have been implemented for this 1911 build:

Parties


  • Fixed an issue where user status was not updating to show the correct activity.

System


  • Various updates to properly reflect local languages across the console.

Xbox Insider Release Notes

Xbox Insider Release Notes

Known Issues for Alpha


We understand some issues have been listed in previous Xbox Insider Release Notes. These issues aren’t being ignored, but it will take Xbox engineers more time to find a solution. We appreciate your patience at this time!

Audio


  • Users who have Dolby Atmos enabled and console display settings set to 120hz with 36 bits per pixel (12-bit) are experiencing loss of Dolby Atmos audio in some situations.
    • Workaround: Disable 120hz or set Video Fidelity to 30 bits per pixel (10-bit) or lower.

Dolby Access


  • Users are unable to complete the setup for Dolby Atmos in the app and the app is not recognizing Dolby Atmos headphones.
    • Note: This is an issue with the Dolby Access app and the app developers are aware and investigating.

Store


  • Some users are reporting their Video Autoplay settings are not being kept when a new update is released.

Profile Color


  • Sometimes users may encounter the incorrect Profile color when powering on the console.

Are you not seeing your issue listed above? Make sure to use Report a problem to keep us informed of your issue. We may not be able to respond to everyone, but the data we’ll gather is crucial to finding a resolution.

Learn more about feedback and how each ring is differentiated in the following links:

For more information regarding the Xbox Insider Program follow us on Twitter and join the community subreddit for support and updates. Keep an eye on future Xbox Insider Release Notes for more information regarding your Xbox One Update Preview ring!



https://www.sickgaming.net/blog/2019/10/...1009-1945/

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  News - Don’t Miss: My Friend Pedro’s journey from Flash cult hit to indie success
Posted by: xSicKxBot - 10-21-2019, 09:23 PM - Forum: Lounge - No Replies

Don’t Miss: My Friend Pedro’s journey from Flash cult hit to indie success

A little over five years ago, an acrobatic Flash shooter called My Friend Pedro launched on Newgrounds.

Developed by one-man studio DeadToast, this Matrix-esque amalgamation of bullets and bedlam quickly cemented itself as a cult classic, but was unfortunately lost in the bygone era of browser games.

Recently, however, My Friend Pedro received a massive overhaul, to the extent that an entirely new set of systems and mechanics were assimilated into its makeup. Now, Pedro exists as a violent rendition of Tchaikovsky’s Swan Lake, teeming with spent ammunition and devastatingly lethal frying pans. Also, it stars a sentient banana.

Building a Flash cult hit into a full-fledged indie success


“A lot of the original inspiration for My Friend Pedro came from Flash games released around the year 2007,” DeadToast developer Victor Ågren tells me. “That’s when the original Flash version of My Friend Pedro first started taking shape.”

“Flash games like Madness Interactive definitely had an influence, but also Half-Life mods like The Specialists,” he continues. “The most influential game, though, must have been Rag Doll Kung Fu. Sprinkle in a fair share of Max Payne, The Matrix, and Equilibrium and you’ve got the core of the seed that later grew in to My Friend Pedro.”

Although the sources that inspired the original Pedro span far and wide, the modern remake sought to build on its predecessor more so than to incorporate new influences.

“Most things in the game grew very organically and it was all about discovering as I went along,” Ågren explains. “The ‘secret spice’ of My Friend Pedro was discovered in the Flash version of the game, which is the flipping-through-the-air-in-slow-motion-mechanic.”

This mechanic may seem ostensibly and exclusively aesthetic, but its primary purpose is to serve a performative function. According to Ågren, “The idea was to make the player feel like a puppeteer in control of the movement of the playable character, rather than having the player just press a button to watch a cool looking animation.”

When the original Pedro launched, this mechanic was what made it stand out from the saturated market of Flash shooters. It’s no wonder, then, that when Ågren began work on the contemporary Pedro remake, this was the first detail he implemented into the game. “From there I kept experimenting with various levels, guns and enemies,” he explains. “The enemies ended up feeling a bit overpowered so it felt like some sort of dodge-maneuver was needed, and that’s where the little pirouette was born.”

Pedro has been widely celebrated for its ballet-like mobility style, with the pirouette becoming a core mechanic designed to dodge incoming fire. However, because Pedro’s movement mechanics are hyper-stylistic, implementing the pirouette necessitated more work on the mobility system as a whole.

Juicing up the slo-mo acrobatic bullet ballet


“Since I didn’t want the player to get stuck in a single animation while performing an action, I had to make sure all the moves could blend dynamically,” Ågren explains. “There isn’t really any smart system going on behind the animations. Most of the time it’s been a case of manually adjusting the bones of the character in LateUpdate to make them, for example, aim towards the cursor. It was a lot of tweaking a number, play to see the difference, go back to tweaking the number, play again, and so on. Today, with a bit more experience with Unity and 3D game development, I probably would have done things a bit differently.”

On top of the mobility overhaul, Pedro 2019 also implemented a whole new range of shooting features. “The split-aiming was something I always wanted to do,” Ågren tells me. “At first I wasn’t sure how to do it, but then I just tried the most obvious thing that came to mind, which ended up being what stuck in the game. I think coming from making games in Flash, I was just really excited about being able to use the right mouse button for the first time.”

Although fan reaction to split-aiming has been massively positive, incorporating the mechanic game came with its own set of trials and tribulations.

“While still figuring out the fundamentals of the game I remember having the bullets of the player and enemies travel a bit too slow to be pleasing,” Ågren tells me. The intent here was to make dodging easier for the player. “Also, I hadn’t figured out how to do reliable collision detection with objects that were moving too fast.”

“Eventually I sped up the bullets and figured out the technical aspects and suddenly the game was a lot more fun,” Ågren continues. “In order to have faster bullets, but still giving the player time to react to incoming enemy fire, I had to spend some time tweaking the enemies’ accuracy and reaction times.”

The Pedro remake also replaced the knife from the original game with a kicking action, which naturally begot a whole range of kickable objects. “Adding objects to the world for the player to interact with was a fairly late discovery in making the game,” Ågren explains. “It started with the idea of being able to kick a gas canister into the air so that you could shoot it at just the right time for that classic action moment.“

“After adding that I was just messing around with kicking other objects that I already had models for,” he continues. “One of those objects was the frying pan. After playing with that a bit I wondered what would happen if you shot the frying pan in mid-air with the gas canister. It seemed like a fun idea to have the bullets ricochet to nearby enemies, so I tried that.”

“I recorded a GIF of that moment and put it up on Twitter,” Ågren adds. “The reaction to that GIF was the biggest reaction I’d seen so far. People loved it and it got me thinking about what other silly over-the-top objects I could add and how else I could use the kicking mechanic.”

Finding the right look


On top of the fact that the Pedro remake drastically improved on its predecessor in terms of its systemic makeup, it also implemented a radically different art style. In the original Flash game, the protagonist is dressed in full Matrix leather, whereas the new version features an aesthetic that combines parkour with some sort of sublime delinquency.

“Funnily enough there is pretty much no concept art for most parts of the game,” Ågren tells me. This is surprising, given the fact that Pedro’s aesthetic is unwaveringly confident in itself. “Sometimes there’s a rough sketch, but usually, since I’ve been doing this as a solo developer. I never had to communicate my ideas to a team. So I just jumped straight into making the final thing.“

“I knew this game would mainly be about the feeling of playing it, rather than how it looked,” he continues. “And again, since I was making this solo, I knew I had to choose how I spent my time and energy wisely. My main goal was to find a look that was easy to read and fast to make — but still stood out among other indie titles.”

“I decided to make all the environmental textures grayscale and tint everything with lights and post processing effects,” Ågren adds. “That way I could reuse a lot of assets and still make things feel fresh, but also ensure that the player and enemies always had a good contrast against the backdrop.”
 
Amidst all the changes to Pedro, there stands one feature which is almost entirely the same as it was in the original. “As I was wrapping up the development of the original Flash version of My Friend Pedro, I needed some sort of tutorial helper to appear and help you progress through the game, and also provide some sort of weird, simple substitute for a story,” Ågren explains. “I wasn’t very precious about how the game would turn out and thought ‘bananas are easy to animate’ — and so the banana was born.”

“It also turned out to be a good eye catcher when used in key art, and it signaled to players that the game doesn’t take itself too serious,” he continues. And that’s what seems to make My Friend Pedro stand out: it’s more than just bullets and ballet. It’s bullets, ballet, and sentient bananas.



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

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  News - Dota 2 Update – October 18th, 2019
Posted by: xSicKxBot - 10-21-2019, 09:23 PM - Forum: Lounge - No Replies

Dota 2 Update – October 18th, 2019

Matchmaking Update:
==
– Immortal players can now only party with Immortal or Divine players in Ranked.
– Immortal players will only ever be matched with other Immortal or Divine players in Ranked. This means, for example, that if there is a Divine player in a party with players below Divine, that divine player will as a result never end up in a match with other Immortal players.



https://www.sickgaming.net/blog/2019/10/...18th-2019/

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