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  News - Get a job: Gearbox is hiring a Systems Designer
Posted by: xSicKxBot - 11-01-2020, 03:35 PM - Forum: Lounge - No Replies

Get a job: Gearbox is hiring a Systems Designer

The Gamasutra Job Board is the most diverse, active and established board of its kind for the video game industry!

Here is just one of the many, many positions being advertised right now.

Location: Frisco, Texas

A Systems Designer at The Gearbox Entertainment Company is a development role focused on creating gameplay systems and systemic content that result in a fun, imaginative, rewarding experiences for all players.

A Systems Designer is responsible for creating and maintaining systems based on the direction of the Lead Systems Designer. In addition, this role involves working with a small team of other systems and content designers, making sure the team maintains quality, consistency, and cohesive vision across multiple game systems.

This role often works in collaboration with representatives of various other departments (code, art, animation, level design, etc) to ensure new systems are built well for other departments to use and implement and for players to experience with optimal performance.

This role requires deep understanding of modern first-person shooters, RPG growth systems, and core gameplay tentpoles from various Gearbox games. For the right candidate, this job might also entail training and mentoring entry level hires.

KEY RESPONSIBILITIES

  • Design, build, and iterate core gameplay systems for a multi-platform AAA FPS
  • Coordinate with the Lead Systems Designer and Creative Director to make sure core gameplay systems are meeting their goals and delivered to players in a complete, polished, and fun state
  • Work in multidisciplinary teams with coders, artists, and other designers to coordinate development complex systems and solve problems
  • Ability to break down requests from other departments into standardized systems
  • Provide feedback for the development of internal tools and processes to ensure rapid content production and fewer bugs
  • Take a keen interest in team morale, and the growth of other team members’ craft. This may include mentoring entry level hires

QUALIFICATIONS

  • 1 or more AAA Projects shipped to completion in a design role, leadership roles are a plus
  • Understanding of the Borderlands franchise and core gameplay mechanics
  • Shipped Unreal Engine 4 experience is preferred
  • Must possess proficiency in math.
  • While previous software engineering is not a must, previous work or examples of coding or text based scripting are a huge plus for the position.

Interested? Apply now.

Whether you’re just starting out, looking for something new, or just seeing what’s out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.

Gamasutra’s Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.

Looking for a new job? Get started here. Are you a recruiter looking for talent? Post jobs here.



https://www.sickgaming.net/blog/2020/10/...-designer/

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  News - Microsoft’s game revenue up by $550 million as Xbox readies for Series X debut
Posted by: xSicKxBot - 11-01-2020, 03:35 PM - Forum: Lounge - No Replies

Microsoft’s game revenue up by $550 million as Xbox readies for Series X debut

While the Xbox One generation is winding down, the Xbox brand is holding strong and is even listed as a driving force behind year-over-year growth in Microsoft’s “more personal computing” segment as a whole.

Revenue for Microsoft’s game business is up 22 percent year-over-year, an increase of $550 million when compared to Q1 FY2020.

This is, according to Microsoft, largely thanks to the strength of Xbox’s content and services dealings which includes Xbox Game Pass subscriptions as well as game sales.

Unfortunately, Microsoft stopped sharing exact subscriber counts for services like Game Pass a while back, but the growth this close to the end of a generation bodes well for Xbox’s plan to push the service as an enticing buy for players regardless of when they plan on making the jump to the next-generation Xbox Series X or Series S.

Xbox content and services revenue alone is up $646 million year-over-year, or 30 percent, thanks to third-party games, Game Pass, and first-party games and helped to offset a 27 percent year-over-year decrease in Xbox hardware revenue due to the rapidly approaching end of the Xbox One generation.

For the entire more personal computing segment, Microsoft says revenue is up 6 percent year-over-year, growth driven by both its video game dealings and its Surface brand.



https://www.sickgaming.net/blog/2020/10/...s-x-debut/

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  News - PS5 Accessories Are Arriving Early
Posted by: xSicKxBot - 11-01-2020, 03:35 PM - Forum: Lounge - No Replies

PS5 Accessories Are Arriving Early

The PS5 doesn't arrive until November 12, but some players are already getting their hands on accessories. They'll have nearly two weeks of holding a DualSense controller and pretending they're enjoying its haptic feedback and adaptive triggers, and if you placed an order for an extra controller, you can likely pick yours up, too.

Though scheduled to arrive on October 30, according to Sony's website, the DualSense appears to have released even earlier at certain retailers. One member of the GameSpot team had his order delivered by Target the day before, and Best Buy orders are also available for pickup today. We didn't see the controllers on store shelves, but you might be able to find them online.

Oddly, this isn't universal for all retailers, with GameStop still listing them as preorders, and not every accessory released on the same day. The charging station for the DualSense isn't releasing for another week, for instance. Of course, you won't be able to use the controller until November 12, anyway.

Continue Reading at GameSpot

https://www.gamespot.com/articles/ps5-ac...01-10abi2f

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  News - Review: Disc Room – A Meat Grinder Of A Game Which Packs A Real Challenge
Posted by: xSicKxBot - 11-01-2020, 09:08 AM - Forum: Nintendo Discussion - No Replies

Review: Disc Room – A Meat Grinder Of A Game Which Packs A Real Challenge


In 1977, the United States launched the Voyager program, in which NASA launched two probes into deep space as a sort of “bottle into the cosmic ocean”. Aboard these two probes, golden phonograph discs were included bearing images and sounds relevant to all cultures and forms of earthly life, and these were placed aboard as a hopeful gift to any intelligent life that could encounter the probes. Disc Room, the newest release from Devolver Digital, is based on the premise that life did find those probes, and the resulting experience is something to behold. It may be a little bit on the short side, but Disc Room proves to be a thoroughly rewarding game that gets a considerable amount of mileage out of a relatively simple gameplay idea. Through this strong execution, it proves itself to be more than the mere sum of its parts.

Disc Room could be best described as a bullet hell shoot ‘em up, with the little caveat that you have no weapon with which to shoot ‘em up. Each room is a veritable meat grinder of whirling sawblades that only grow in number and speed as time passes, and any mistake you make is met with a swift and bloody end. The question, then, is not if you will die, but when. Such a hopeless sort of game sounds discouraging, but it’s remarkable how effectively Disc Room manages to reward your failures and keep you just interested enough to play another round.


Firstly, the challenges you face in each room – though technically insurmountable – don’t demand too much from the player to progress. More often than not, unlocking the next room is a simple matter of surviving for around ten seconds in the current room. Granted, every second in Disc Room feels like it passes at a glacial speed, but these relatively achievable goals in each room make the allure of subsequent attempts all too easy to fall victim to. After all, if the goal is ten seconds, surely you have time for one more try? Or ten? And when you fail, it’s not like there’s any meaningful sense of punishment; the clock is simply reset and you can jump back in for another go with an instant button press. These factors together – the simplicity of your goals and the ease of chaining multiple attempts together – can make for a wonderfully addictive experience, one that’s raw and continuously demands all your attention.

Then there’s the idea that death itself is included in an overarching, perverse sense of progression, which removes even more of the sting from your failures. As you clear new challenges in Disc Room, you’ll encounter dozens of new sawblade types which are sure to ruin your day. Some are large, some are small. Some are stationary, some hunt you down. Some spawn other discs, and some can phase in and out of existence. It’s positively maddening having to deal with many of the combinations used across rooms, but there’s a collectable aspect to dying to each new sawblade that governs progression. So, if you want to take on the latest ‘boss’ fight, you’ve got to make sure you’ve thoroughly died to as many kinds of blades as you can access.


This is where a light puzzle aspect enters the gameplay, which helps keep things from becoming too rote. Sometimes it takes a set amount of time until a unique sawblade spawns in the room, or you need to fulfil a certain chain of obscure events to get one to appear. Disc Room will occasionally have subtle clues to help guide you towards the answer, but often you simply must intuit these things yourself, which make for some of the most memorable moments. If you do pick up Disc Room, we’d strongly encourage you to resist the temptation of looking up the answers online, as a big part of the fun here is the trial and error that goes into unravelling these enigmas before that cathartic ‘aha!’ moment hits.

Harrowing as it may be, one would expect the simple “dodge everything that moves” idea at the heart of Disc Room would grow stale rather quickly, but the developers manage to keep it fresh by lightly changing the rules depending on where you are on the overall map. One early section, for example, will only run up the clock if you happen to be standing on set portions of the floor. Another section starts the time at a set amount and subtracts a second every time you collect a randomly-spawning ball on the floor. That central idea of avoiding discs never changes, then, but the way in which you’re expected to do so can vary quite a bit, which adds some much-needed gameplay variety.


Another key factor for variety is the handful of unlockable abilities for your character, which greatly increase your odds. These can allow you to do things like dodge rolling, slowing down time, or setting off a concussive blast that knocks away oncoming discs. None of them are game-breaking and you can only have one equipped at a time, but each can be quite effective depending on what discs a room contains. Moreover, the measured rate at which you unlock them grants a nice feeling of progression not unlike a Metroidvania. Our only minor complaint is that some abilities feel a little too situational to be of much use; it would’ve been nice if the balance of abilities was a little more levelled.

Make no mistake, Disc Room is meant to be an extremely difficult game, but we feel special attention needs to be paid to the range of accessibility options that it includes to ensure that players of skill levels can get the most out of it. Through a menu in the settings, you can tweak percentages of factors like disc movement speed or room goal difficulty to customize the experience best to your abilities. What’s nice about this is that there’s not a fixed ‘easy mode’ that can be patronizing to somebody of mid-level skill; you can make a series of minor tweaks to several different parameters until the difficulty feels perfectly matched to your ability. Moreover, if you’re truly a masochist, you can tweak the modifiers the other way and maximize the pain. The point being, Disc Room features a truly modular difficulty level that caters to players of all skill levels without compromising the game design or gating content, and proper execution of such a feature deserves applause. You don’t see that sort of thing too often in games these days, and more games would benefit from approaching difficulty in the way that Disc Room does.


Depending on your tastes, this may come as a positive or a negative, but we feel it bears mentioning that Disc Room is quite a short experience. We managed to clear the first map in a measly two hours, and this was despite taking things slow and getting nearly ninety percent on our profile. The second map (which you unlock after beating the game) acts as a post-game ‘hard mode’, but this is still something which only takes a couple more hours to clear out. If you want to thoroughly rinse Disc Room of every conceivable secret, then maybe you could manage to wring ten hours out of it, but it’s difficult to imagine it taking much more. To be fair, the sort of design at the heart of Disc Room lends itself well to short length – we can’t imagine this constant stop-and-go pace working well as a fifty-hour epic – yet it feels like Disc Room is only just beginning to show off its potential when the credits roll.

Disc Room employs a rather unique presentation style that somewhat echoes comic books, with all elements on screen having nice and thick lines to ensure that readability is maintained in the chaos of having dozens of small moving objects on screen at once. Despite the frequent swarms on screen, we never once lost sight of our character. It is clear, however, that the focus with this art style is more on function than aesthetics, as Disc Room doesn’t really try to wow much with its graphics. Still, what’s on display here is more than satisfying, and above all, the visuals serve to support the gameplay seamlessly.

Conclusion


Like a lot of other releases in the Devolver line up, Disc Room is a wonderfully unique release that stands out well on the eShop. That premise of “a shoot ‘em up without the shooting” seems silly at first, but very quickly shows itself to be an interesting idea that’s taken in plenty of fun directions. Disc Room is tough as nails in all the right ways, and this combined with plenty of secrets, solid accessibility options, and an intriguing premise makes for an experience we can easily recommend. Don’t pass this one up, it’s definitely worth your time.



https://www.sickgaming.net/blog/2020/10/...challenge/

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  News - PS5 Accessories Are Arriving Early
Posted by: xSicKxBot - 11-01-2020, 09:08 AM - Forum: Lounge - No Replies

PS5 Accessories Are Arriving Early

The PS5 doesn't arrive until November 12, but some players are already getting their hands on accessories. They'll have nearly two weeks of holding a DualSense controller and pretending they're enjoying its haptic feedback and adaptive triggers, and if you placed an order for an extra controller, you can likely pick yours up, too.

Though scheduled to arrive today, October 30, according to Sony's website, the DualSense appears to have released even earlier at certain retailers. One member of the GameSpot team had his order delivered by Target the day before, and Best Buy orders are also available for pickup today. We didn't see the controllers on store shelves, but you might be able to find them online.

Oddly, this isn't universal for all retailers, with GameStop still listing them as preorders, and not every accessory released on the same day. The charging station for the DualSense isn't releasing for another week, for instance. Of course, you won't be able to use the controller until November 12, anyway.

Continue Reading at GameSpot

https://www.gamespot.com/articles/ps5-ac...01-10abi2f

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  (Indie Deal) FREE Octave, Fallout Bomb Drop Sale and more
Posted by: xSicKxBot - 11-01-2020, 06:08 AM - Forum: Deals or Specials - No Replies

FREE Octave, Fallout Bomb Drop Sale and more

Octave FREEbie
[freebies.indiegala.com]
Dark woods, monsters, paranormal activity, nice puzzles, Octave is a point 'n click horror-adventure game with elements of action.

Halloween Scratchy Sale Day 2
[www.indiegala.com]
Spooky scary deals send you free scratchy treats filled with mysterious Steamy sweets! For every purchase...you'll get something special: a BONUS Scratch Card with a secret Steam game in it for every store cart purchase!
Fallout Bombs Drop Sale, up to -73%
https://youtu.be/FkklG9MA0vM
Tropico Franchise Sale, up to -75%
[www.indiegala.com]

https://youtu.be/HpNIK_e5qy0
Gameplay Giveaway Event & Quiz Event Reminders
[blog.indiegala.com][blog.indiegala.com]

Stay Inside, Stay Safe and Enjoy Good Games.
Check out IndieGala on Twitter, YouTube & Facebook[www.facebook.com]


https://steamcommunity.com/groups/indieg...9314284382

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  News - Control’s eShop Page Reminds Us About Harsh Realities Of A Cloud-Based Future
Posted by: xSicKxBot - 11-01-2020, 01:58 AM - Forum: Nintendo Discussion - No Replies

Control’s eShop Page Reminds Us About Harsh Realities Of A Cloud-Based Future

Control

Here in the west, it seems cloud gaming is now a thing on Nintendo’s hybrid device. As you might have heard, a cloud version of Control got a surprise release on the Switch eShop this week and more games – like Hitman 3 – are on the way.

While it might be better than nothing, there are admittedly some setbacks and it seems we’re still discovering them by the day. Compared to cloud offerings on other platforms, on the Switch with a game like Control – you’re asked to buy it and well, you’ll never actually have ownership of it, just access to a licence in order to play it.

So what happens if the servers go offline? Our very own Gavin Lane couldn’t help but notice some fine print on the game’s page over on the Spanish eShop (the last bullet point in the image below, to be precise). This is also on the screen you get after trying the demo out and before purchasing the game. Here’s what it essentially translates to:

“In the event of the service finishing, we’ll inform you at least six months in advance.”


Nintendo Life IMG© Nintendo Life

So, according to this – if Control is going to be pulled from the Switch, you’ll apparently be notified “at least” six months ahead of time. It’s yet another reminder of what you’re locking into if you do purchase the cloud version of Control on Nintendo’s system and likely any other cloud game released on it in the future.

Another setback of cloud gaming, as we highlighted earlier this week, is that it’s not even supported in certain regions around the globe yet – meaning some gamers are locked out completely. In saying this, there are a lot of pros that come with this tech, which you can read more about in our full-length feature.

It’s one thing buying a digital game and losing access to the download, but what are your thoughts about buying a cloud game (rather than say a subscription) and potentially losing access to it altogether? Tell us what you think down below.



https://www.sickgaming.net/blog/2020/10/...ed-future/

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  News - PS5 Accessories Are Arriving Early
Posted by: xSicKxBot - 11-01-2020, 01:58 AM - Forum: Lounge - No Replies

PS5 Accessories Are Arriving Early

The PS5 doesn't arrive until November 12, but some players are already getting their hands on accessories. They'll have nearly two weeks of holding a DualSense controller and pretending they're enjoying its haptic feedback and adaptive triggers, and if you placed an order for an extra controller, you can likely pick yours up, too.

Though scheduled to arrive today, October 30, according to Sony's website, the DualSense appears to have released even earlier at certain retailers. One member of the GameSpot team had his order delivered by Target the day before, and Best Buy orders are also available for pickup today. We didn't see the controllers on store shelves, but you might be able to find them online.

Oddly, this isn't universal for all retailers, with GameStop still listing them as preorders, and not every accessory released on the same day. The charging station for the DualSense isn't releasing for another week, for instance. Of course, you won't be able to use the controller until November 12, anyway.

Continue Reading at GameSpot

https://www.gamespot.com/articles/ps5-ac...01-10abi2f

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  Ultimate Fantasy Bundle Giveaway
Posted by: xSicKxBot - 10-31-2020, 07:01 PM - Forum: Game Development - No Replies

Ultimate Fantasy Bundle Giveaway

We have teamed up with the folks at Infinity PBR to run a giveaway of the currently running Ultimate Fantasy Game Development Bundle. There are two ways to enter the bundle. You can either tweet a response to this thread on Twitter or you can leave a comment in the #contests thread on the GFS Discord server.

Even if you already have the bundle we have you covered as there is a bonus draw containing 5 additional asset packs that are not part of the bundle. Be sure to specify which bundle you are interested in entering for when you enter. On Monday we will randomly select two winners who will receive the highest tier of the Ultimate Fantasy bundle and one winner of the bonus bundle. Good luck!

You can learn more about the Fantasy Bundle here and learn more about the giveaway and see additional bundle assets in action in the video below.






https://www.sickgaming.net/blog/2020/10/...-giveaway/

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  Unified Blazor UI in the Mobile Blazor Bindings Preview 5
Posted by: xSicKxBot - 10-31-2020, 07:01 PM - Forum: C#, Visual Basic, & .Net Frameworks - No Replies

Unified Blazor UI in the Mobile Blazor Bindings Preview 5

Eilon Lipton

Eilon

I’m excited to announce that today we are releasing the Mobile Blazor Bindings Preview 5 update that adds support for sharing UI between web apps and mobile/desktop apps. You can now use a Razor Class Library (RCL) to build your UI and app logic once and use it in a Blazor Web app and in a Mobile Blazor Bindings app. This release also includes many other improvements, such as support for Shell with Blazor @page routing, SkiaSharp for rich graphics, gesture recognizers, and a whole lot more!

You can build one UI using Blazor Web and host it in a Blazor Server or Blazor Web Assembly app and also in a Mobile Blazor Bindings hybrid app to target Android, iOS, macOS, and Windows:

Image cat tracker options

These are the major new features in the 0.5 Preview 5 release:

  • Build your UI in a Razor Class Library (RCL) and share the same UI between web app and native app, including static assets such as CSS and images (community contribution from Jan-Willem Spuij)
  • Support for Shell with Routing, including the Razor @page directive (community contribution from Lachlan Gordon
  • Support for SkiaSharp graphics (community contribution from Lachlan Gordon
  • Gesture recognizers (tap, swipe, etc.)
  • Dual-screen device support
  • Added FontImageSource, DatePicker, TimePicker
  • Simplified Grid layout syntax
  • Update to Xamarin.Forms 4.8
  • Nightly package feed
  • OSS docs on GitHub
  • And several bug fixes and other small improvements
  • The full list of closed issues is here: https://github.com/xamarin/MobileBlazorB...5?closed=1

Get started


To get started building a Blazor Hybrid app with Experimental Mobile Blazor Bindings preview 5, install the .NET Core 3.1 SDK, have Visual Studio with the Mobile development with .NET (Xamarin.Forms) and ASP.NET and web development workloads installed, and then run the following command:

dotnet new -i Microsoft.MobileBlazorBindings.Templates::0.5.50-preview

And then create your first project by running this command:

dotnet new blazorhybrid -o MyHybridApp

Note: For additional information on required software, please check the Getting Started article.

Now open it in Visual Studio and run it on Android, iOS, Windows, or macOS. That’s it! You can find additional docs and tutorials on https://docs.microsoft.com/mobile-blazor-bindings/. We have a new tutorial for building a Razor Class Library and including it in a Blazor Server app as well as targeting Android, iOS, macOS, and Windows platforms.

Upgrade an existing project


To update an existing Mobile Blazor Bindings project please refer to the Migrate Mobile Blazor Bindings From Preview 4 to Preview 5 topic for full details.

Razor Class Library support


Razor Class Libraries are a feature of Razor that enable you to package part of your application’s UI and logic into a reusable library. This library can then be reused in multiple web applications. Now in Mobile Blazor Bindings you can use the same library in a Blazor Hybrid application as part of a mobile or desktop app. The web content is hosted in a Web View, just like any hybrid app content, and it can interact with any native parts of the application, and the reverse is true as well. Previous versions included limited support for RCLs, and this version adds improved support for them, particularly support for serving static assets such as CSS and images, as well as support for JSInterop for interop between JavaScript and .NET code.

Shell navigation


To build a great native experience for your app you can use the Shell control that comes from Xamarin.Forms. Starting with Preview 5 you can author native Blazor pages with the @page "/search/{query}" syntax and integrate them with the Shell’s navigation (such as the Back button) and navigate to them using the new NavigationManager.NavigateToAsync($"/search/{query}") API. Pages can use the navigation manager by injecting it from the DI container as in @inject ShellNavigationManager NavigationManager.

SkiaSharp graphics


SkiaSharp is a popular cross-platform graphics library based on Google’s Skia graphics library. In Preview 5 you can directly use SkiaSharp’s Canvas APIs to render rich high-performance graphics directly in your Mobile Blazor Bindings app.

Here’s what a simple canvas might look like:

<ContentView> <StackLayout Padding="20"> <SKCanvasView On‌PaintSurface="PaintSurface"/> </StackLayout>
</ContentView> @code
{ void PaintSurface(SKPaintSurfaceEventArgs e) { var canvas = e.Surface.Canvas; canvas.Clear(SKColors.Green); var paint = new SKPaint { Color = SKColors.SkyBlue, }; canvas.DrawLine(0, 0, 200, 200, paint); }
}

And here’s what a more complex canvas might render as:

SkiaSharp rendering a graph in Mobile Blazor Bindings on iOS

More information


Thank you to contributors


This release had several major contributions from community contributors:

  • Jan-Willem Spuij added support for Razor Class Libraries with static assets. He stayed up late (his time) on calls with me several times and I appreciate his hard work!
  • Lachlan Gordon added support for Shell navigation and SkiaSharp. His patience in playing time-zone ping-pong (Australia vs. USA) is most appreciated and resulted in high quality contributions!

Thanks you to Jan-Willem, Lachlan, and everyone else who contributed to this release!

What’s next? Let us know what you want!


This project relies on your feedback to help shape the future of Blazor for native and hybrid scenarios. Please share your thoughts on this blog post or at the GitHub repo so we can keep the discussion going.



https://www.sickgaming.net/blog/2020/10/...preview-5/

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