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  XONE - Xuan-Yuan Sword: The Gate of Firmament
Posted by: xSicKxBot - 01-30-2018, 02:33 AM - Forum: New Game Releases - No Replies

Xuan-Yuan Sword: The Gate of Firmament



In ancient times long ago, in order to find his beloved missing daughter, the divine Jade Emperor opened the gates of heaven, allowing a direct connection between heaven and earth. This was done, so that worthy mortals could appeal to the Jade Emperor and obtain divine powers, to aid in the search of his missing daughter. However, this gift was exploited and taken advantage of, causing chaos in the mortal realm. The Nine Li Tribe became a cult that worshipped demons and practiced in the occult, divorcing themselves from the businesses of the mortal realm.
Forces of evil suddenly arose, inciting wars across the continent, condemning people into a life of fears and sufferings.
Emperor Zhuanxu feared the demon Chiyou would once again ravage the mortal realm. Limited by his own capabilities, he sought the help of the Queen of Huaxu, who once assisted Xuanyuan the Yellow Emperor in warding off the Otherworld with the Bell of Donghuang. Both Fuxi and Nuwathe children of the Queen of Huaxualso supported Emperor Zhuanxu in convincing the Queen, for they too could not bear to watch people suffer any longer. In the end, the gates to heaven were finally sealed with the powers of the Divine Artifacts combined.
Since then, no mortals were able to ascend, nor were gods able to descend at will. This incident was later recorded down in history as Juedi Tiantong.

Features:
This latest entry broke new grounds in comparison with previous titles in the series, including: the new lighting system that better establishes moods, creating various atmospheric scenes; as well as facial animation and lip-sync systems, MVN motion capture system to elevate the quality standard of all characters in every aspect. These new technologies not only improve visuals but also game immersion, enabling the players to fully comprehend the behaviors and feelings of the protagonists.
The battle system has been replaced with a real-time, encounter-based gameplay mechanism, making the battles more intense than ever. Improved returning features exclusive to the Xuan-Yuan Sword series include: the Urn of Spirit Infusion that enables demon-synthesis and equipment refinement; the Guardian System that allows your captured demons to fight on your side; and the Miracle System that grants additional attack buffs. A new Battle Formation system is also introduced in this latest entry, allowing for a richer and better gaming experience for the players.

Publisher: DOMO Studio

Release Date: Jan 24, 2018

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  News - Now Available on Steam – DRAGON BALL FighterZ!
Posted by: xSicKxBot - 01-30-2018, 02:33 AM - Forum: Lounge - No Replies

Now Available on Steam – DRAGON BALL FighterZ!

DRAGON BALL FighterZ is Now Available on Steam!

DRAGON BALL FighterZ is born from what makes the DRAGON BALL series so loved and famous: endless spectacular fights with its all-powerful fighters. Partnering with Arc System Works, DRAGON BALL FighterZ maximizes high end Anime graphics and brings easy to learn but difficult to master fighting gameplay.

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  News - Make sure to take advantage of Business Matchmaking at GDC 2018!
Posted by: xSicKxBot - 01-30-2018, 02:33 AM - Forum: Lounge - No Replies

Make sure to take advantage of Business Matchmaking at GDC 2018!

The 2018 Game Developers Conference is just two months away, and that means now is a great time for attendees and exhibitors to start arranging onsite meetings with each other using GDC Connect business matchmaking!

This popular online tool allows the majority of GDC attendees to identify, contact, and request and receive meetings with GDC exhibitors of all kinds, either in exhibitor booths or the special GDC Connect Lounge.

GDC Connect is available to all pass types except Expo, and Expo passholders can still upgrade to an Expo Plus pass to secure access to this popular meeting tool.

Once you’ve registered for GDC, your profile will be automatically created. Simply login, update your profile and start searching for meeting opportunities immediately. This personalized, easy-to-use tool allows you to search for connections by their job and company focus, and geographic location. Send meeting requests to create an on-site schedule that fits your objectives, and connect with potential partners!

Attendees seeking more information on the show’s session lineup should check out GDC 2018’s official Schedule Builder, which continues to add new talks every week.

And if you haven’t already done so, don’t miss your opportunity to save money by registering early — the deadline to register for passes at a discounted rate is next week — January 31, 2018! 

For more information on GDC 2018, visit the show’s official website, or subscribe to regular updates via Facebook, Twitter, or RSS.

Gamasutra and GDC are sibling organizations under parent UBM Americas

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  Xbox Wire - New Preview Alpha System Update – 1/23/18
Posted by: xSicKxBot - 01-30-2018, 02:33 AM - Forum: Xbox Discussion - No Replies

New Preview Alpha System Update – 1/23/18

Last week, we brought several new features to both Preview Alpha and Beta, and today we’re pushing a new update (1802.180119-1917) to our Alpha Insiders. Alpha Insiders will begin seeing this new update at 2 p.m. PT along with a new “Xbox Games Pass” tab in “My Games & apps” and several fixes. Full details can be found below.

New Features:


My Games and Apps Collection – Game Pass


  • We have enabled a new feature to show an “Xbox Game Pass” tab within “My games & apps” for users on Preview Alpha with an active Game Pass subscription. If someone has an active Game Pass subscription, they will see this tab appear in “My games & apps” and will be able to quickly install available games from Game Pass. It works just like “Ready to install” but for Game Pass. For users in Preview Alpha who do not have Game Pass, they will see the updated left navigation—section dividers added and Memberships tab has moved.

Achievements


  • With the build today we’ve added the ability to hide/unhide a specific achievement or entire game from the Next Achievements section.

Fixes:


Profile


  • Fixed an issue that caused the incorrect profile color to display after powering on the console.

Installation and Achievements


  • Resolved an issue that sometimes caused the console to get stuck at a loading screen (with a loading spinner only) when downloading a system update.

Party Chat


  • Resolved an issue that sometimes caused party chat to crash in the Guide.

Known Issues:


Home


  • You may be unable to add/remove/edit content blocks by pressing Y.

System Setup – Kinect


  • When setting up a Kinect during the initial console set-up experience, the setup fails when tuning audio.

Network Transfer


  • The network transfer fails when initiated from a console on 1802 (this update). Workaround: You can perform a network transfer using an 1802 console as the  source and initiating the network transfer from a 1711 console on the same network.

Pseudo-Localization


  • You may notice strange characters which replace normal translated text on the dashboard, Guide, and other areas. Please use Report a problem when you encounter these issues.

Games Installation


  • Games that are installed fail to launch. Workaround: If the games are installed to an external drive please copy the game to the internal drive or attempt to delete the title and redownload to fix the launch error.

Display 


  • We are investigating the inaccurate RGB colors that have been reported when displaying in 4K HDR mode when playing a UHD disc.

Tournaments


  • The left and right navigation for selecting date and time during Tournament creation is currently reversed when the console language is set to Arabic or Hebrew.
  • Left and right navigation in Tournament twists is reversed when the console language is set to Arabic or Hebrew.
  • Left and right navigation in the bracket view of Tournaments is reversed when the console language is set to Arabic or Hebrew

Avatars on Home


  • Users wishing to represent themselves as an avatar can do so by changing their settings under My profile > Customize profile > Show my avatar.

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  News - Video: Brand New Trailer For Kirby Star Allies Shows Off 8 Playable Characters
Posted by: xSicKxBot - 01-30-2018, 02:33 AM - Forum: Nintendo Discussion - No Replies

Video: Brand New Trailer For Kirby Star Allies Shows Off 8 Playable Characters


Kirby Star Allies is looking better and better with each video we feast our eyes on. It wasn’t too long ago that we learnt all about the brand new copy abilities being introduced to the series in that Nintendo Direct Mini a couple of weeks back, and now we have a brand new Japanese trailer which shows off a whole bunch of the game’s playable characters.

The characters shown are Poppy Bros. Jr., Blade Knight, Burning Leo, Parasol Waddle Dee, Chilly, Sir Kibble, Gim and Waddle Doo. As you can see from the trailer, the heavy emphasis on elemental abilities such as ice, electricity, and fire seems to have remained perfectly intact, and playing as all of the different characters looks as fun as ever.

Are you looking forward to Kirby’s first outing on the Switch? Let us know if you’re thinking of picking up the game when it launches on 16th March in the comments below.

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  News - Review: Tales Of The Tiny Planet (Switch eShop)
Posted by: xSicKxBot - 01-30-2018, 02:33 AM - Forum: Nintendo Discussion - No Replies

Review: Tales Of The Tiny Planet (Switch eShop)

[unable to retrieve full-text content]

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  Steam - Free Weekend – Black Desert Online, 50% off!
Posted by: xSicKxBot - 01-30-2018, 02:33 AM - Forum: PC Discussion - No Replies

Free Weekend – Black Desert Online, 50% off!

Celeste is Now Available on Steam!

Help Madeline survive her inner demons on her journey to the top of Celeste Mountain, in this super-tight platformer from the creators of TowerFall. Brave hundreds of hand-crafted challenges, uncover devious secrets, and piece together the mystery of the mountain.

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  News - Now Available on Steam – Celeste
Posted by: xSicKxBot - 01-29-2018, 01:05 AM - Forum: Lounge - No Replies

Now Available on Steam – Celeste

Celeste is Now Available on Steam!

Help Madeline survive her inner demons on her journey to the top of Celeste Mountain, in this super-tight platformer from the creators of TowerFall. Brave hundreds of hand-crafted challenges, uncover devious secrets, and piece together the mystery of the mountain.

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  News - How MidBoss encodes a player’s game data in shareable ‘death cards’
Posted by: xSicKxBot - 01-29-2018, 01:05 AM - Forum: Lounge - No Replies

How MidBoss encodes a player’s game data in shareable ‘death cards’

Promoting a game by automatically embedding screenshots in social media sites is a common practice, particularly among developers whose games live on those social media platforms, as well as mobile developers.

However, Emma “Eniko” Maassen, of Kitsune Games, put a new spin on this for her indie roguelike MidBoss (not to be confused with 2064: Read Only Memories dev MidBoss), a traditional standalone PC game.

When a MidBoss player finishes a run—usually by dying—they can post a “death card” with the circumstances of their death or transcendence to Twitter. The embedded image doubles as a save files to allow other players to replay from the same seed or salvage loot from the failed run, since all of the information is steganographically encoded into the PNG image file.

Maassen sat down with Gamasutra to talk about the challenges and advantages of using stenography to share more than just text and pictures on social media.

Questions and answers have been edited for brevity and clarity.

Dead, to begin with


Where did the idea of MidBoss‘s death cards initially come from?

Emma “Eniko” Maassen: I like finding a place for old stuff I never really used in my projects. When we were working on the trailer for MidBoss, we came up with an idea to show parts of the game as trading cards in the trailer to show the volume of content in the game.

I made a card design for that, and that actually made it in the trailer. Around the same time, Alphabear was exploding on Twitter. And we’d been getting some feedback from people that they were sad there wasn’t a meta progression system, like in (for instance) Rogue Legacy.

I decided to use the moment of the player’s death since most runs end in death in MidBoss. The story that most players share with others when they talk about their experiences in roguelikes is how they died.

I realized that I could combine my [already-made] steganography library with the card design [from the trailer], make it shareable on social media like Alphabear, and came up with the grave goods system (using the cards to carry over items from your inventory to a new game) to soften the blow of not having meta progression.

You had already developed a steganography library before working on MidBoss?

I created a library to do image steganography while I was working on the in-game music instrument playing system for Shroud of the Avatar.

“I was playing Champions Online. A friend sent me their character customization settings, but it was a picture that I could load into the game. It was like magic, so I looked up how they could’ve done it and [first] came across steganography.”

Years ago, I was playing Champions Online. A friend sent me their character customization settings, but it was a picture that I could load into the game. It was like magic, so I looked up how they could’ve done it and [first] came across steganography.

[A couple years later,] Shroud of the Avatar was taking submissions for game content from backers, and one of their stretch goals had been a system where you can play instruments in game to make music. Mabinogi, which I used to play, and Archeage used MML files to do that. Lord of the Rings Online [and later Terraria] used ABC files. I [created] a framework that could parse the player-transcribed music for all of these games, to give me access to this wealth of playable music. (You can find the source code for the library on my Github.)

[As part of this project,] I created a library to do image steganography to be able to hide the music file data within a music scroll image with the actual notes printed on it. That experiment never went anywhere, though. I was working on this in my spare time and I just didn’t have the time to figure out all the intricacies of rendering the bars of music into an image to share.

I cleaned [this framework] up, made it open source, and submitted it [to Shroud of the Avatar developer Portalarium]. It took a while for them to get around to implementing it, but Richard Garriott mentioned how easy the library had been to integrate for them. I was awarded the Order of the New Britannia Empire, an actual medal they award to community members that perform outstanding contributions for the game. It was a very positive experience for everyone involved.

Encoding memorials with stenography


Can you walk through how your steganography implementation works in MidBoss?

It’s relatively simple. It takes the binary or byte data you want to encode and the RGBA color information of the image. Then it goes through all the bits in the data you want encoded and overwrites the least significant bit of each color channel to match. That means the colors will only ever be off by 1 from the original, which is imperceptible to the human eye. There’s 4 color channels or 4 bits of encoded data per pixel, so every two pixels represent one byte of the encoded data. Death cards are 405×506 pixels in size, so they can hold at maximum about 405*506/2 bytes, minus some transparent pixels, or about 100 kilobytes of data.

Programs don’t respect the values of the RGB channels for a fully transparent pixel, so I only put data in pixels that had a certain minimum alpha value so they weren’t completely transparent.

I also add a header with the text “BINDATA” in ASCII to the data so I can check if an image contains encoded data, followed by a 4-byte integer containing the length of the data payload in network endian, so that I know how much data there is to read.

What information is saved in a MidBoss death card?

MidBoss saves its game in a zip file that contains a number of XML files. I chose XML early on because I wanted the saves to be hackable [by players]. Inside the save zip is a “header.xml” file which saves everything about the game that isn’t specific to a certain floor. That means the game version, seed, game settings, how potions are discovered and which have been discovered, all of the player’s stats, abilities, forms, equipped items, inventory, etc. Even the stats that are tracked for that specific game.

I already had all of this information available so the easiest thing is to just store that information in the card, but the text takes up a lot of space. A save header for someone at the end of the game might be around 65 kilobytes; I don’t think I’ve ever seen one over 80 kB. Fortunately, text compresses really well, so I use the deflate algorithm to compress the data before encoding it into the death card image. Once you deflate the header, it’ll basically always be under 10 kB, and is usually between 3 and 6 kB.

Getting the images onto Twitter and back again


Once death card images are generated, how do you export them to social media?

I’m a PC only developer [and] I never wound up with enough time to add sharing functions to platforms besides Twitter, so my research focused on that.

I had to make sure to pick a format that would fit Twitter’s image sizes. I wanted the whole card to be visible without having to click on it, and I definitely didn’t want it to be resized. That’s how I came up with the height of 506 pixels, and the width was basically as high as I could get away with while still having the cards feel rectangular enough instead of feeling square.

It turns out that Twitter will re-encode a PNG image that has no transparent pixels as JPG instead, so the data becomes corrupted. That’s why the design for death cards always have some transparent pixels in the corners. As for any other platforms, I just hope that the transparent pixels and the small size gets around their image re-compression rules. (I tested death cards on Discord, and they worked there.)

Since I was only targeting Twitter, getting around those rules was almost easier than getting the image from the game up on Twitter and back into peoples’ games. [At first], I didn’t want to mess with OAuth by creating a Twitter application at all. Unfortunately Twitter doesn’t have web intents that let you post images–only text.

What I eventually did is when you click the button to share a card on Twitter the game creates a temporary html file on your local drive which has the image as embedded base64 data. That html file contains a form where you can customize your tweet, and the text and image are then posted to my server. Then my server goes through the OAuth loop and posts the tweet.

And how did you set up re-importing the cards back into the game?

I started with simple drag & drop, which was problematic enough when dragging a file on your local disk onto the game. [It was] inconsistent on Windows due to VAC and various permission settings, but it mostly worked. From browsers, though, it was awful. Some browsers would just give me the url to the image instead of the image itself, some would bizarrely serve me a BMP image, and half the time it just didn’t work at all.

MidBoss automatically detects URL links to possible death cards in the clipboard

Eventually I got exasperated with the whole thing and created an option which periodically checks your clipboard for text links to images, but only while the game is active in the foreground. If it thinks it’s found a link, it’ll fetch it to a temporary file (assuming the image is not too big), and checks if it is in fact a death card. If it is, it asks you if you want to import it. This way, all you have to do is right click the image and copy the image location to your clipboard.

Do you have any advice for anyone looking to improve on your export/import setup?

As for getting the image to Twitter, I think creating a local drive html form to post the data worked great. If you’re ever in that kind of situation, I highly recommend that solution. The real hell was getting the card back into the game.

I’m pretty sure the clipboard trawling caused anti-virus software to freak out about the game, although I can’t confirm that. Don’t do that. Instead ask for the player to paste a link to the image into your game instead. I’d already designed for a more seamless import experience so I couldn’t fall back to that.

I ran into issues with that method on Linux (and maybe Mac?) because, unlike .NET on Windows, Mono doesn’t integrate with an operating-system-level cache of valid SSL certificates. I think that’s mostly fixed now, but don’t hold me to that across all distros. Inevitably, the safest and most reliable way to get a death card into your game is to download the file into your DocumentsMidBosscards folder.

When stenography works, and when it doesn’t


What are the advantages and disadvantages of steganography over visually-interpreted encoding? For example, barcodes, QR codes, or Snapchat’s Snapcodes.

[Steganography is] completely intolerant of loss. If anything re-encodes the data in the image your data becomes corrupt. Someone much smarter than me could maybe figure out ways around that but I’m pretty sure the impact of the data on the visuals would be more pronounced and the amount of storage you’d get would go way down.

[However], it certainly looks cooler. It has this magical element of “Whoa, this image has my entire inventory in it?”. I’m no expert on other ways of encoding data, [but they] are more about creating a very small amount of data that’s resistant to all sorts of data loss, so they usually just point at something, an url, an identifier, etc. For something like what death cards do, you’d have to host the actual data externally in a central location, and that’s not something I could do with MidBoss.

How well have death cards worked out for you as a social media promotional strategy?

Unfortunately it’s really hard to track what effect, if any, it had. According to the Steam achievements about 4.6% of players have exported a card on Steam. That’s less than 300, which isn’t great. On the other hand I know that the players who did engage with the system really liked it and around launch the #LikeAMidBoss hashtag on Twitter was pretty lively. [In particular], one YouTuber called SirTapTap even said that that hashtag “is how you engage and create a community on social media”, and recommended other devs study it.

I think it was a worthwhile system and a success, but because the game had a pretty severe lack of coverage from press, it didn’t sell nearly enough copies to make this system shine and cause real virality.

How do you plan to you iterate on or improve on the death card system, in MidBoss or any future games?

I think I’ll definitely come back to sharing data on social media via images, I think it has a lot of interesting possibilities. I’d plan for it earlier next time and make sure to integrate more platforms. And like I said earlier, I’d make a system where players can import by providing the game with the URL, either for the image or the actual social media post.

As for MidBoss, I always planned to do special unlockable themes during holidays, as well as cross-promotional themes that would have the look of other games, unlocked for anyone who owned that game and MidBoss on Steam. I didn’t get around to doing that: release depression hit me pretty hard after MidBoss launched, because it performed so far below what we hoped it would.

I’m still planning to do the cross-promotional themes. I can’t really say which games we’ll be working with yet though, in case any of our deals with them fall through. (If you’re reading this and have a game on Steam and would like to do the card cross-promotion, feel free to contact me via email.)

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  Xbox Wire - Xbox Insider Community Spotlight: The Wee Bear
Posted by: xSicKxBot - 01-29-2018, 01:05 AM - Forum: Xbox Discussion - No Replies

Xbox Insider Community Spotlight: The Wee Bear

Welcome to our first Xbox Insider Community Spotlight! Here we feature prominent Xbox Insiders from the Xbox Insider Community.

This month we’re delighted to introduce The Wee Bear, who holds the title of current Xbox Insider XP champion! We reached out to The Wee Bear who was kind enough to answer a few questions about himself and his experiences in the Xbox Insider Program.

Xbox Insider Community Spotlight: The Wee Bear

Greetings The Wee Bear! Thanks for taking time to chat with us! First question, how long have you been an Xbox Insider, and what Xbox One Update Preview ring are you part of? 

The Wee Bear: Thank you so much for featuring me, it’s really flattering that someone thought of me! I’m part of Preview Alpha and I’ve been an Xbox Insider for 3 years 10 months, since the very beginning. I’m currently Level 42 with 6,445 XP.

Wow that’s awesome! And where are you from, if you don’t mind us asking? 

The Wee Bear: I’m from Scotland, UK.

And what do you do for a living? 

The Wee Bear: I work for a charity that teaches British sign language. I do a bit of everything from maintaining websites to helping successful students receive their well earned certificates.

That sounds like very rewarding work. So, what are some of your favorite games on Xbox? 

The Wee Bear: Pretty much every Lego game you can think of, I love them all! I’m also a big fan of Assassin’s Creed and the Forza Horizon series.

Are there any achievements you’ve earned that you’re particularly proud of? 

The Wee Bear: I earned one recently in the The Lego Ninjago Movie Video Game called Master of Speed. You had to complete all the races in the game and the last race was super tough. I must have tried it a billion times! But, if at first you don’t succeed, try, try again. Eventually I got it, phew!

Nice! You’ve got quite the history as an Xbox Insider, but what do you like most about the Xbox Insider Program? 

The Wee Bear: I love trying out new features (of course), but I also enjoy spending time finding bugs and figuring out what’s not working right. However, I think the most rewarding thing is all the friends I’ve met as an Xbox Insider. Personally I think it’s very gratifying to get thanked for helping out fellow Xbox Insiders, and I get lots of nice messages too.

The two questions I get asked all the time are “Do you work for Microsoft?” (No!) and “How do you have so much XP?” (That’s just down to time in the Xbox Insider Program). Many people don’t realize the Xbox Insider Program has been going on for almost 4 years now!

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