Posted by: xSicKxBot - 12-07-2020, 05:21 AM - Forum: Python
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ASCII Table
The following table is an ASCII character table that translates different character codes—such as obtained by Python’s char() function— into the respective symbol. You can find the source of the description here. Note that you can define each number using the decimal, binary, octal, or hexadecimal system—it’s always the same value!
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Sakuna: Of Rice and Ruin has been out for less than a month, but it’s already got a bunch of updates ensuring the experience is as enjoyable as it can possibly be.
The latest patch – version 1.03 – fixes multiple bugs and glitches. One was even causing the game to crash. There is also a new addition – adding the “weed control effect to bean and bran fertilizer”.
– Fixed multiple glitches/bugs that made the game crash – Fixed an issue where Ashigumo could get stuck above the ceiling and the player would be unable to progress – Added the weed control effect to bean and bran fertilizer – Fixed the backward order when obtaining silk and spirit thread – Fixed other glitches/bugs
At the end of last month, XSEED Games announced this new release had sold more than 500,000 copies, making it “one of the bestsellers” for the company.
Have you downloaded this latest update yet? What are your thoughts so far? Leave a comment below.
Epic Games have just release UE 4.26. In this release we see features such as hair and anisotrophy reach production ready status. Additionally there is a new water simulation system (previewed here) and better integration of the new Chaos Physics System (tutorial here) and a brand new system for creating better skies, lighting and environmental clouds. Additionally there were several advancements on the film making side of the equation along side hundreds of other small improvements and bug fixes. With each new Unreal Engine release more and more functionality traditionally done in your DCC tool of choice such as modelling, rigging, animating and sculpting are being added to Unreal.
A summary of new features from the Unreal Engine 4.26 release notes:
The production-ready Hair, Fur, and Feathers system enables you to design the most believable humans and animals. You can use the Volumetric Cloud component along with the Sky Atmosphere and Sky Light to author and render realistic or stylized skies, clouds, and other atmospheric effects with full artistic freedom. The new Water System makes it possible to create believable bodies of water within your landscape terrains that react with your characters, vehicles, and weapons. With an improved and expanded feature set, Chaos physics now lets you simulate Vehicles, Cloth, and Ragdolls in addition to Rigid Bodies so every aspect of the environment comes to life.
Sequencer now works in conjunction with Control Rig and the new full-body IK solution to create new animations inside of Sequencer, reducing the need to use external tools. Movie Render Queue (formerly known as High Quality Media Export) has been enhanced to support render passes enabling further enhancements to be made to the final image in a downstream compositing application. nDisplay multi-display rendering is easier to set up and configure in addition to enabling more pixels to be rendered at a higher frame rate, thus increasing performance and supporting larger LED volumes with existing hardware. The Collaborative Viewer Template has been significantly improved to enhance the collaborative design review experience, and enable more users to join a session. The Remote Control API has been improved to seamlessly connect properties and functionality in Unreal Editor to UI widgets giving users the ability to quickly change properties from an external device, such as an artist on stage changing the sky rotation or the sun position from an iPad.
In the video below we take a quick look at the new water system as well as a quick tutorial on creating Hair alembic files using Blender for export to Unreal Engine, then quickly showcase the new Groom hair functionality.
Clear Macintosh Classic prototype surfaces on Twitter
A prototype version of the Macintosh Classic has surfaced on Twitter, with images showing the antique Mac in an completely clear enclosure used to show internal clearances during development.
The Macintosh Classic is a familiar vintage computer that is known for its classic design, as well as its grey casing. In images shared by “@DongleBookPro” on Twitter, Apple used a different casing style during its development.
The photographs of the “Prototype Macintosh Classic” posted on Saturday show the computer housed in a clear plastic case. This gives an opportunity for observers to have a good look at how the inside of the computer was laid out, with the large CRT screen taking up a lot of space at the top, while the lower section housed the majority of hardware used for its operation.
While clear enough to display the text “Made in Singapore” in reverse due to being stamped inside the casing, not all of the case is transparent. On the front, a rainbow-colored Apple logo is proudly displayed in one corner, highlighting the manufacturer’s identity.
On the back, a large sticker confirms the “unit is for development purposes only,” and it was “not to be sold in the United States of America,” indicating it to be a prototype model that wasn’t available to standard users. Such a system would be useful for observing the effectiveness of thermal management systems, namely by blowing smoke through the case and watching its path as it gets moved by fans.
Originally sold from October 1990, the Macintosh Classic boasted a Motorola 68000 8MHz processor and 1MB of memory, expandable to 4MB, as well as a nine-inch 512×342 monochrome screen. It also housed a 40MB SCSI hard drive, a 3.5-inch floppy disk drive, and weighed in the region of 16 pounds.
It was succeeded by the Macintosh Classic II, released in October the following year.
Former NoA President Reggie Returns To The Game Awards As A Presenter
Although Reggie Fils-Aimé has moved on from Nintendo, he’s still got plenty of ties with the video game industry.
With this in mind, he’ll be returning once again to The Game Awards as a presenter. While there’s no word on what he’ll be presenting, we do know he’ll be appearing alongside various other presenters such as Brie Larson, Gal Gadot and Tom Holland.
Video: The efficient art direction of Tooth and Tail
In this 2017 GDC session, Chickadee Games’ Adam DeGrandis breaks down the visual design process for Tooth and Tail, the follow-up to Monaco: What’s Yours Is Mine.
In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.
Those who purchased All Access passes to recent events like GDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.
GM Casey Hudson, Dragon Age executive producer Mark Darrah depart BioWare
Two key BioWare developers have announced their departure from the Mass Effect studio. Casey Hudson, general manager and longtime BioWare developer, and Mark Darrah, Dragon Age executive producer, have both announced they are leaving the studio.
Both Hudson and Darrah have been with BioWare for most of its 25 year lifetime and helped shape the studio’s most iconic game series like Mass Effect, Dragon Age, and many more.
Each frames their departure as a retirement from BioWare, with Hudson noting specifically that he is stepping aside to “make way for the next generation of studio leaders.” Hudson himself has spent almost 20 years at BioWare, though he briefly stepped away from 2015 to 2017 to work at Microsoft Studios.
“Arriving at this point has been an opportunity for me to reflect on my own future, and 2020 has been a year that forced all of us to re-imagine how we think about work and life,” reads Hudson’s post. “For me, it’s been the realization that I still have tremendous energy to create, but also that I need to try something different. I’m not sure exactly what that is yet, but I know that I want to start by rediscovering my creative passion through more personal work.”
Gary McKay, sr. director of development operations, is stepping in as the interim studio GM while BioWare searches for a permanent replacement for Hudson, while BioWare Austin studio director Christian Dailey is taking over Darrah’s role as Dragon Age executive producer.
“I have been at BioWare since the 90s. Back when CRPGs were considered a dead genre. Through the last 23 years, I have watched video games evolve and grow into a truly powerful communication medium,” reads Darrah’s departure blog. “We are an important part of so many people’s lives. And BioWare has been a part of this journey. Though I remain confident in BioWare’s strength and continued place in this conversation, I have decided to retire from my position at BioWare.”
Neither of the two details their next steps in their departure posts, with Hudson simply noting “it’s hard to make the decision to move on, but I’m excited about what’s next, for all of us” while Darrah adds “I don’t know what’s next for me, but I’m excited to find out. “
Crash Bandicoot: On The Run Introduces A New Gameplay Mechanic
Developer King has confirmed that the endless runner Crash Bandicoot: On The Run will get a brand-new Time Trials game mode when it officially launches on Android and iOS next year.
Time Trials lets players select any level to complete in the fastest time possible. There are three different times to compete against, with special relics unlocked after each clearing.
King is also added Team Runs to Crash Bandicoot: On The Run's asynchronous online multiplayer. After securing five power gems, which are rewarded after defeating bosses, players can go online with a team of up to 30 members to challenge other global teams. Once a Team Run has been selected, three members from three different teams will race together to see who gets the furthest. The longer players run, the more Crash Points their teams earn.