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  Xbox Wire - New Preview Alpha and Alpha Skip Ahead 1810 Update – 8/1/18
Posted by: xSicKxBot - 08-11-2018, 07:16 AM - Forum: Xbox Discussion - No Replies

New Preview Alpha and Alpha Skip Ahead 1810 Update – 8/1/18

Starting at 6:00 p.m. PDT today, members of the Xbox One Preview Alpha – Skip Ahead and Preview Alpha rings will begin receiving the latest Xbox One system update (1810.180729-1907). Learn more about the new features in development for 1810 here, and read on for a list of fixes and known issues in this 1810 system update.

Important Build Notes


 


Fixes:



Avatars


  • Several reliability fixes around the Avatar Control to fix:
  • -> The double-image issue of Avatars that some users are seeing.
  • -> The speed in which the Avatar is displayed.

Groups


  • Fixed an issue in which some users received the Something went wrong moving app in group.

Networking


  • Updated wireless drivers to improve the stability of Wi-Fi.

Known Issues:


Avatars


  • It can take up to 10 seconds to view an Avatar on the profile screen the first time after your console has flashed.

Microsoft Edge


  • Microsoft Edge crashes for some users at random times.
  • The cursor may disappear when exiting and re-entering the app
  • -> Workaround: Press Y when re-entering the app to make the cursor re-appear

Oneguide


  • Sometimes users may encounter stuttering when launching straight into Oneguide after the console is turned on from Instant on. Please file feedback when you see this.

Profile Color


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

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  News - Video: Exploring The Process Behind Mickey Mania’s ‘Into-The-Screen’ Chase
Posted by: xSicKxBot - 08-11-2018, 07:16 AM - Forum: Nintendo Discussion - No Replies

Video: Exploring The Process Behind Mickey Mania’s ‘Into-The-Screen’ Chase


If you cast your minds back to 1994, or allow yourself to simply imagine that time if you weren’t born yet, you may remember Mickey Mania on the SNES. Developed by Traveller’s Tales, this platformer also arrived on Sega Genesis and Sega CD, with one noteworthy element being its 3D, ‘into-the-screen’ chase – seemingly a first in game development at the time. So how was this achieved?

Well, YouTube user GameHut – who just so happens to be Jon Burton, ex-director of Traveller’s Tales/Tt Games, no less – has shared some insight into the process. The video goes into a nice level of detail, breaking down the individual elements on screen to show how the final gameplay was pieced together. Using a mixture of layering, repeated animations, and very cleverly shifting around a set of colour palettes, the final result was a huge success.


Seeing each stage come together – especially the moving floor – is rather fascinating, and goes a long way to show how game developers were utilising the technologies available to them at the time. If you found yourself marvelling at the chase sequence back in the ’90s, you can now rest easy knowing exactly how the magic happened.

Do you have any memories of Mickey Mania? Would you have guessed how the sequence works under the hood? Feel free to let us know below.

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  News - Review: Unexplored (Switch eShop)
Posted by: xSicKxBot - 08-11-2018, 07:16 AM - Forum: Nintendo Discussion - No Replies

Review: Unexplored (Switch eShop)


While Unexplored finds itself in plenty of company on Nintendo Switch – the console is currently inundated with various takes on the procedurally generated roguelite – Ludomotion’s cyclic experience manages to offer something a little bit different. Yes, it’s top-down. Yes, it’s a dungeon crawler. And yes, it’s permadeathed up to the nines, but beneath those ubiquitous terms lies some treasure worth searching for.

Procedural generation, as we know, can be something of a poisoned chalice for roguelites. Randomised dungeons can yield clever combinations of curious corridors, treasure-filled chambers and enemies aplenty, but by the same token they can also serve up dull and uninspiring designs that make exploring their worlds a bore and a chore. Unexplored offers a refreshing alternative to this in the form of cyclic dungeon generation.


So rather than building a web of explorable branches, Unexplored constructs every unique map in an interconnected circle. It’s a neat approach as it ensures every locked door you encounter has another accessible exit point or switch nearby. With a map that fills itself in as you push further, you never feel like you’re lost or that you’ve traipsed halfway across a dungeon only to find yourself swearing loudly in an empty dead end. Each map has a set of steps that lead down to the next level in the Dungeon of Doom, and you can ascend and descend as you please once you’ve found each one.

Of course, just because each floor map flows naturally doesn’t mean every map is particularly engaging. It’s the curse that follows every game that relies on a form of procedural generation, and it affects Unexplored just as much as you’d expect. Some floors can be jam-packed with enemies, while others feel barren and uninhabited. It’s an issue that can affect the game’s difficulty as well, with floors throwing you into almost unwinnable scenarios while others fizzle out due to underpowered encounters.

However, when Unexplored’s myriad parts come together, it gels with a synchronicity that rewards dedicated explorers and patient warriors. Its combat model isn’t made for fast and intense battles; instead, it opts for a more balanced experience that requires you to use distance and angles to defeat your enemies. This tactical edge provides a welcome new dimension to the classic dungeon crawler, although the slower pace it demands won’t be for everyone.


You can carry up to two weapons at one time, with each one locked to ‘RZ’ and ‘LZ’ respectively. As befits the game’s simple top-down aesthetic, you carry your weapons in front of you, with each tool offering a different kind of strike. Spears offer greater distance when thrust forwards, but it can leave you open to attacks from the side. Daggers can bleed enemies quick but require close-quarters use. While originally designed for PC, mapping character movement to the left analog stick and aiming to the right makes for a balanced experience that ensures if you do die (which you will, often), it’s almost never because of a lack of dexterity and control. The menus (which you bring up with ‘L’ and ‘R’ can be a little clumsy with the Joy-Cons, but they’re far from unusable.

It does have its downsides, specifically the brief cooldown that you have to endure everytime you swipe your primary weapon. From swords that arc around your avatar to daggers that can be flung for ranged griefing, that tiny cooldown window can make the more intense battles – where you’re mobbed by a group of knife-wielding kobolds or a swarm of angry bees – a frustrating exercise. Switching to your secondary weapon (which can also be a shield, should you find or forge one) can help mitigate this but the same cooldown mechanic applies, so without any form of dash or evade move you have to rely on a careful use of the right stick to defend or attack successfully.


There’s also an impressive amount of customisation to contend with. You can play through three difficulty levels, a well as taking on the hardcore Desolate mode or the much more forgiving and action-packed Arcade mode (ideal for players that are newer to this kind of game). You can even customise your cycloptic hero, or just generate his particulars at random. This being a roguelite, permadeath will linger behind every ambush or poorly-timed strike. And while it’s frustrating to lose all the weapons you’ve forged or the potions you’ve collected, you will retain your gold so you can spend it on hints at the opening tavern or buy some extra basic supplies. There are also in-game perks you can permanently unlock should you perform a certain challenge during a run, adding more incentive beyond the danger of permadeath.

The main game is bolstered by three DLC packs – the LOTR-esque Mithril Run, the Aliens-style Ripley Run and the Cthulu-channelling Dark Ritual – so there’s extra content to crawl through should the endless nature of Unexplored ever fail to captivate. These packs were free on PC, but regardless, it’s great to have every bit of extra stuff collated into the same package on Switch.

The loading times before the start of each run take a little too long to complete on Switch, but once that bar has finally filled it doesn’t take long to traverse through each successive floor. There are occasional moments where the game will briefly pause as its engine generates more sections of the map for you to explore, and while this is annoying, it usually occurs outside of combat.

Conclusion


While its overly simplistic art style isn’t going to linger long in the memory, Unexplored’s unusual approach to balancing combat and map generation certainly will. There’s very little story here to be had, but like any great dungeon crawler, the real adventure is the one you write yourself. With plenty of scope for weaponsmithing and all plenty of permanent perks to unlock to help negate the sting of its permadeath, Unexplored: Unlocked Edition offers danger and delight in equal measure.

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  Steam - Free Weekend – Absolver, 50% off
Posted by: xSicKxBot - 08-11-2018, 07:16 AM - Forum: PC Discussion - No Replies

Free Weekend – Absolver, 50% off

Play Absolver for FREE starting now through Sunday at 1PM Pacific Time. You can also pickup Absolver at 50% off the regular price!*

If you already have Steam installed, click here to install or play Absolver. If you don’t have Steam, you can download it here.

*Offer ends August 10th at 10AM Pacific Time

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  News - Doom Eternal Release Window And Pre-Order Guide: PS4, Xbox One, PC
Posted by: xSicKxBot - 08-11-2018, 04:15 AM - Forum: Lounge - No Replies

Doom Eternal Release Window And Pre-Order Guide: PS4, Xbox One, PC

Judging by how well it was received, it's no real surprise that the 2016 shooter Doom is getting a sequel. Much like its predecessor, Doom Eternal will feature fast-paced first-person combat, new and classic demon enemies, and an array of firepower, all set to a heavy metal soundtrack composed by Mick Gordon. The game is set to launch sometime in 2019, but you don't have to wait until launch to reserve a copy for yourself.

If you're ready to lock in your pre-order, you can already do so at a number of retailers. Read on to find out where it's available, how much it costs, and what to expect from your pre-order.

No Caption Provided

No Pre-Order Bonuses Announced Yet

Since Doom Eternal isn't releasing until some yet-to-be-revealed date in 2019, it's entirely possible Bethesda will include some kind of pre-order bonus--the company just hasn't announced yet anything to that effect.

Pre-Order Doom Eternal Standard Edition

No additional editions for Doom Eternal have been announced yet, so the standard edition is the only one you can pre-order at the time of this writing. As you might assume, it just comes with the game itself. Here's where you can pre-order the standard edition of Doom Eternal now, and how much it costs.

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  Microsoft - Microsoft releases new Cybersecurity Policy Framework
Posted by: xSicKxBot - 08-11-2018, 04:15 AM - Forum: Windows - No Replies

Microsoft releases new Cybersecurity Policy Framework

Each year, more and more governments are developing policies to address security challenges presented by an increasingly digitized world. And to support those efforts, I’m excited today to announce the release of Microsoft’s new Cybersecurity Policy Framework, a resource for policymakers that provides an overview of the building blocks of effective cybersecurity policies and that is aligned with the best practices from around the globe. Nations coming online today, and building their cybersecurity infrastructures, should not—and need not—be burdened with the stumbling blocks that characterized previous generations of cybersecurity policies. Instead, such nations should be empowered to leapfrog outdated challenges and unnecessary hurdles.

For years, Microsoft has worked with policymakers in advanced and emerging economies, and across many social and political contexts, to support the development of policies to address a wide range of cybersecurity challenges. This new publication captures and distills the important lessons learned from those years of experience partnering with governments. And as increasing numbers of countries wrestle with how to best address cybersecurity challenges, the Cybersecurity Policy Framework is an indispensable resource for the policymakers joining this work.

According to the last analysis provided by the United Nations, half of the countries on earth today either have or are developing national cybersecurity strategies. I have little doubt that in the next decade every single outstanding country will add its name to that list. And this trend highlights the importance of this new resource. The policies established today will impact how technologies are used for years to come and how safe or dangerous the online world becomes for all of us. Truly, there is no going back, only forward.

The Cybersecurity Policy Framework is not one-stop shopping for cybersecurity policymakers, but it does serve as an important “umbrella document,” providing a high-level overview of concepts and priorities that must be top of mind when developing an effective and resilient cybersecurity policy environment.

Specifically, this new resource outlines:

  • National strategies for cybersecurity.
  • How to establish a national cyber agency.
  • How to develop and update cybercrime laws.
  • How to develop and update critical infrastructure protections.
  • International strategies for cybersecurity.

We at Microsoft have been at this work for a long time and have developed a wide variety of resources to help those who are working to position their industries and nations to capitalize on the benefits of new technologies—so many that they can often be difficult to find! And this highlights another strength of the Cybersecurity Policy Framework, while it is not one-stop shopping, each section does provide an overview of a critical policy topic as well as links to the associated and more in-depth resources my team has developed over the years to assist policymakers. In this way, this new resource serves not only as essential, high-level guidance, but also as a key to a broader catalogue of resources built on years of experience partnering with governments around the world.

Reading through this new resource, I am proud of the work we have done in pursuit of a safer online world. Important progress has been made and these foundational principles underscore much today’s cybersecurity discourse. However, we have—and will always have—more work to do as a result of the changes and innovations in technology always on the horizon, and their implications for cybersecurity. I’m glad to put this resource forward today to support a new generation of policymakers and also look forward to partnering with them to tackle the new challenges we will face together tomorrow.

Download your copy of the Cybersecurity Policy Framework today.

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  PS4 - Madden NFL 19
Posted by: xSicKxBot - 08-10-2018, 10:15 PM - Forum: New Game Releases - No Replies

Madden NFL 19



Gameplay in Madden NFL 19 was developed with two primary objectives: 1. Player Control across the field; 2.Immersive NFL Experience from start to finish. To achieve these objectives, EA's goal is to deliver the most significant animation upgrade in Madden history. Madden NFL 19 introduces a package of features known as Real Player Motion ? featuring authentic player movement, more player control and responsiveness, and player signature behaviors that will immerse players into the NFL each and every game. [Electronic Arts]

Publisher: Electronic Arts

Release Date: Aug 10, 2018

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  PC - Total War: Rome II - Rise of the Republic
Posted by: xSicKxBot - 08-10-2018, 10:15 PM - Forum: New Game Releases - No Replies

Total War: Rome II - Rise of the Republic



The year is 399 BC, and Rome is poised for greatness. However, its very existence balances on a knife-edge. The Gallic Senones tribe, led by chieftain Brennus, are newly settled in eastern Italy. Ambitious and fierce, they are but a javelin-throw from the nascent republic. The tyrannical Dionysius rules Syracuse with an iron fist. He leads the war against Carthage, but his eyes range across the Mediterranean as he considers future conquests. Under the guiding hand of the great philosopher-statesman Archytas, Taras in southern Italy is reaching the zenith of its glory and power. Rome?s meteoric rise is cause for concern, to be sure ? perhaps an intervention is merited?

Publisher: Sega

Release Date: Aug 09, 2018

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  News - Bethesda Has A New Studio And It's Working On Starfield
Posted by: xSicKxBot - 08-10-2018, 10:15 PM - Forum: Lounge - No Replies

Bethesda Has A New Studio And It's Working On Starfield

Bethesda has announced it has acquired Escalation Games, the Dallas-based studio that contributed to the development of Skyrim VR, Fallout VR, and Skyrim Switch. It will know be known as Bethesda Dallas, as confirmed by during QuakeCon 2018. Bethesda Dallas is currently working on Fallout 76, The Elder Scrolls: Blades, and the company's brand new property, Starfield.

Sadly, those eager to hear more about Starfield, which is an ambitious sci-fi role-playing game, were left wanting, as there was no further discussion about the game. This doesn't come as a surprise, as Bethesda was very coy about it when it debuted at E3 2018. Producer Todd Howard previously said that Starfield has been in development for years, and it's a game that Bethesda feels uniquely positioned to pull off.

We don't expect to see or hear about Starfield for a while, as both Howard and Bethesda's marketing boss Pete Hines asked fans to be patient. "We've been talking about it for a decade, we started putting things on paper five, six years ago, and active development was from when we finished Fallout 4, so two and a half, three years," Howard said. "Everyone should be very patient [for Starfield and Elder Scrolls 6]. It's gonna take a while for what we have in mind to come out."

On the other hand, QuakeCon will deliver more details about Fallout 76, the next major release from Bethesda. A Q&A session about Fallout 76 is set to take place on August 11, at 9 AM PT / 12 PM ET and series producer Todd Howard, along with other developers from Bethesda Game Studios, will be present to drop new details and also answer questions from fans. Bethesda has promised there will be also be a "deeper dive into the character system and Perks coming in Fallout 76."

You can check out everything happening at the event by reading our story detailing the QuakeCon 2018 full schedule. The entire show is being streamed on GameSpot, so you can also watch QuakeCon 2018 here.

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  Fedora - Image creation applications for Fedora
Posted by: xSicKxBot - 08-10-2018, 10:15 PM - Forum: Linux, FreeBSD, and Unix types - No Replies

Image creation applications for Fedora

Feeling creative? There are a multitude of applications available for Fedora to aid your creativity. From digital painting, vectors, to pixel art there is something for everyone to get creative this weekend. This article highlights a selection of the applications available for Fedora for creating awesome images.

Vector graphics: Inkscape


Inkscape is a well known and loved Open Source vector graphics editor. SVG is the primary file format of Inkscape, so all your drawings will scale no-problems! Inkscape has been around for many years, so there is a solid community and mountains of tutorials and other resources for getting started.

Being a vector graphics editor, Inkscape is better suited towards simpler illustrations (for example a simple comics style). However, using vector blurs, some artists create some amazing vector drawings.

Install Krita from the Software application in Fedora Workstation, or use the following command in Terminal:

sudo dnf install inkscape

Digital Painting: Krita & Mypaint


Krita is a popular image creation application for digital painting, raster illustration, and texturing. Additionally, Krita is an active project, with a vibrant community — so lots of tutorials to get started. Krita features multiple brush engines, a UI with pop-up palletes, a wrap-around mode for creating seamless patterns, filters, layers, and much more.

Krita with artwork from the Pepper and Carrot webcomic (CC-BY 4.0)

Install Krita from the Software application in Fedora Workstation, or use the following command in Terminal:

sudo dnf install krita

Mypaint is another amazing digital painting application available for Fedora. Like Krita, it has multiple brushes and the ability to use layers.

Install Mypaint from the Software application in Fedora Workstation, or use the following command in Terminal:

sudo dnf install mypaint

Pixel Art: Libresprite


Libresprite is an application designed for the creation of pixel art and pixel animations. It supports a range of colour modes and exports to many formats (including animated GIF). Additionally, Libresprite has drawing tools designed for the creation of pixel art: the polygon tool, and contour & shading tools.

Libresprite is available to download from the Flathub application repository. To install, simply enable Flathub as a software source, and then install via the Software application.

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