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  News - Bedrock: 1.16.1.03 Hotfix (Includes PS4 Hotfixes)
Posted by: xSicKxBot - 07-18-2020, 09:12 PM - Forum: Minecraft - No Replies

Bedrock: 1.16.1.03 Hotfix (Includes PS4 Hotfixes)

I have seen many around the community experiencing the Splash Screen freezing.  If you are trying to update and expereicing this please try the button combination below.

8th July 2020

Today we are releasing a hotfix for PlayStation 4 that will enable you to clear your sign in data when launching the game, which we hope will avoid the issue where the game is getting stuck on the loading screen and potentially crashing.

  • Implemented a workaround button combination on startup to clear the player’s download cache on PS4 (MCPE-84790)

You may wish to try the following after the game has updated to version 1.16.1.03:

  1. Launch Minecraft
  2. When the initial loading screen appears, hold the following buttons:
  3. Button combination is L1 + R1 + L2 + R2 + OPTIONS + Touch Pad, and must be held until the initial splash screen is removed

29th June 2020


Fixes:

  • Fixed several issues with Netherite items being lost in fire or lava (MCPE-70774MCPE-79753MCPE-84796)
  • Recipe Select button prompt shows when hovering over a non-craftable recipe book item using controller (MCPE-79725)
  • Recipe selected items put in the crafting input grid can now be hovered over with the controller to see their tooltip names
  • Fixed a crash that could occur when playing an emote and suspending the game (MCPE-73325)
  • Fixed a crash that occurred on PlayStation 4 due to other players using custom skins
  • Emotes can no longer be equipped before unlocking them (MCPE-84810)
  • Custom skins once again work properly on multiplayer (MCPE-48207)


https://www.sickgaming.net/blog/2020/07/...-hotfixes/

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  Xbox Wire - Delve to Defeat Dastardly Fiends in Trove on Xbox One
Posted by: xSicKxBot - 07-18-2020, 09:12 PM - Forum: Xbox Discussion - No Replies

Delve to Defeat Dastardly Fiends in Trove on Xbox One

Oh dear Trovians, while you have done your best to keep the Shadows from our beloved Trove, they have kept us busy and distracted to carry out a nefarious plan! They have burrowed into the core of Trove and created an endless dendritic cave system, much like on Geode (they seem to have learned from there).

Trove

To make the most out of their now heavily fortified position, they have joined forces with the fearsome Daughter of the Moon and other dark powers. So once again our treasured Trove is in grave danger and in need of a hero like yourself! So suit up and dive into the biggest adventure yet.

Trove

Once you are deep down in the Delves beware: They may be never ending, but those clever Shadows have matched their power to yours. New foes and dungeons await you!

Trove

You can fight together with your friends, other allies or even take on a challenge like no other. You can immerse yourself in those quests for minutes or hours, the choice is yours! Of course we have prepared some special offers and new products to assist you on your downward journey and behold: We even gave our Tomb Raiser class a major overhaul to ensure some immortal, bone rattling fun! Stand your ground Trovian, dig down deep and explore the mysterious endless caves of Delves!

Xbox LiveXbox Live

Trove


Trion Worlds Inc.

497

Discover what’s dropping in the deepest dungeon dive ever dealt with in Trove Delves! Delves are new, endless cave dungeon experiences filled with unique objectives, monster modifiers, and equip-able items that will affect your biggest journey ever in Trove. The further you go in Delves, the greater the risks and the rewards! Quickly complete the Delve objective, defeat the boss within the time limit, and open an epic chest at the end before you dare to proceed onto the next level.



https://www.sickgaming.net/blog/2020/07/...-xbox-one/

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  News - Stadia’s ‘Click To Play’ – the future?
Posted by: xSicKxBot - 07-18-2020, 09:12 PM - Forum: Lounge - No Replies

Stadia’s ‘Click To Play’ – the future?

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


[Hi, I’m ‘how people find your game’ expert Simon Carless, and you’re reading the Game Discoverability Now! newsletter, which you can subscribe to now, a regular look at how people discover and buy video games in the 2020s.]

Welcome to this week’s GameDiscoverabilityLand round-up, in which I discover I have yet again found too many things to talk about in the world of ‘how people find out about your games’.

Which is good, right? Lots to discuss this time, so let’s get going…

Stadia’s ‘Click To Play’ option… the future?


So, Google knows it’s a marathon, not a sprint, when it comes to its initially maligned Google Stadia streaming game platform. And this week’s Stadia Connect announcement-cast reflected that:

The upside: Google is starting to sign more ‘Only On Stadia’ exclusives, such as Splash Damage’s Outcasters. The company is also bringing a bunch of medium-sized or larger titles across to the platform as non-exclusives.

Some of those new titles like Hitman & Hello Neighbor will be ‘free’ for Stadia Pro ($10 per month) subscribers, and others (Sekiro) are simply debuting on the Stadia store for purchase.

But it’s the ‘click to play’ concept – as an embeddable URL, which can be anywhere from YouTube descriptions to forums or beyond – that starts to get interesting:

There’s an example on this Orcs Must Die! 3 YouTube trailer that just debuted, for example – which is one of the games bundled with the Stadia Pro subscription. So if you have a Stadia Pro sub (and are in an eligible country, etc), it’s literally single-click from YouTube to immediately start playing the game. Interesting, right?

The jury is still out on Stadia, clearly. It has some diehard fans, but also a fair amount of skeptics, especially among core gamers who prefer the concept of ‘owning’ data on a physical PC/console. (Whether they really ‘own’ it is another question, but you know what I mean…)

Anyhow, the allegations that Google might see Stadia as a foldable experiment and would cave early aren’t really panning out. The company is opening new internal studios, signing a lot of games to fill out its catalog, and starting to do bigger deals with Harmonix and Supermassive for exclusives.

So there’s opportunities for devs here – both in signing upfront deals with Google to have their existing games on Stadia Pro or the Stadia store, and also for exclusive games and simultaneously-timed releases. The user-base is still – shall we say – ‘evolving’, and the platform is still fairly closed compared to the likes of Steam.

But it’s not something that should be 100% ignored, and it’ll be interesting to see where Stadia is in 3-5 years time. (I genuinely have no idea – tell me if you do.)

Welcome To… Devolverland?


Given I’ve been hyping it, it wouldn’t be a round-up without discussing Devolver Direct, the very silly indie publisher’s answer to these live ‘hype’ streams we’ve been enjoying all summer. The video itself is as entertaining as always:

…though a bit light on game reveals, perhaps. But that didn’t matter, because a key reveal was a free Steam game that’s also a ‘first-person marketing simulator’, Devolverland Expo:

So, there’s the hilarity of the space being ‘inspired’ by the Los Angeles Convention Center – which Devolver studiously ignores every year, instead renting adjacent space and getting into fights with E3 organizer the ESA.

But separately of that, this is a really well-done gag that Devolver & Flying Wild Hog put a lot of time into, and it even has Steam achievements for watching game trailers. That’s good discoverability, folks.

Finally, I was reading Stuffed Wombat’s genius ‘made up game design terms’ article, and was tickled to read this one about Devolver:

Other stuff…


OK, here comes both a bunch of compressed discoverability info, and some excellent feedback on previous newsletters, as follows:

  • Some great feedback from Codename Entertainment’s Eric Jordan (Idle Champions) on my recent DLC article and F2P Steam games: “If you make a F2P game, paid DLC is the only way to participate in Steam sales. Hard to discount a free game! DLC also helps with discoverability (such as Featured DLC section on the F2P store page). Finally, if you continue to add new DLC, then it is good to retire older DLC, so you can keep your game’s DLC fresh.”

  • Wondered what was happening with Steam China, after 2019’s Perfect World collaboration announce and subsequent radio silence. But just spotted the regular Steam client got an China Alpha in May with ‘healthy gaming’ messages & time restrictions. Maybe Valve is hoping to go that way, vs. making select games go to a separate China-only client? (I know Chinese gamers buy a lot of Steam titles, but it’d be nice if it was slightly less… governmentally precarious?)

  • A new Gamasutra blog from Karl Kontus tries to calculate how easy it is to make a living as a full-time indie, and comes up with the following: “Only 15% of indie games make more than $100k… [gross.. and they think the net revenue is $54k.]” Probably some things you could argue with in there, but it’s always good to be realistic in some way, right?

  • In my last DiscoverabilityLand round-up, I talked about games that let you make games inside them, and Andrew J. Smith popped up in the comments to point out one I forgot: “Crayta has launched on Stadia (as a ‘Stadia First’ title) and is very much a top-class “games-creation” game… They’ve announced a scheme to encourage people to make games on their platform, and we’ve already made Super Doom Wall for it as part of their indie fund ahead of launch. They also have a Black Creators Prize Fund & Mentoring program.” So now you know.

  • Rattling through some Steam things: it’s the first anniversary of Steam Labs, and Valve says “we’re celebrating with the official release of Community Recommendations, introduced to Steam via Labs.” Some Labs experiments like Deep Dive are being retired, but there’s new things coming, including new ways to browse the store and “adding the ability to include news from Steam Curators you follow, enabling posts from some of your favorite press outlets to appear right in your personalized view of Steam News.” Here’s the latest on News Hub via a detailed post. Possibly related: PC Gamer’s Robin Valentine says Steam has become exhausting – I think mainly quibbling with the sale metacurrency shenanigans, haha.

  • Missed this when it first came out, but Wings Interactive’s Cassia Curran’s recent GI.biz talk on researching the game market is extremely good, since it takes a very metrics-driven approach to evaluating for game success. She makes the same point I do – data isn’t absolute, but it’s broadly indicative and important. Oh, and the Boxleiter number is mentioned – I’ll be doing a survey on the ‘NB number’ (new Boxleiter number – yes, I just made that up) soon!

Finishing up this week, Ashley Ringrose at SMG Studio has done a super-transparent interview with NintendoLife about Death Squared sales (300,000 copies, more than 50% of those on Switch, units often discounted but hey, aren’t everyone’s?)

Read it all for Ashley’s other thoughts about sales & discounting, Xbox Game Pass possibly boosting Switch sales, etc. But here’s the full graph of units sold for Death Squared’s entire history on Switch, to give you an idea of what drove sales:

That’s some good graph-based action there! Until next time…



https://www.sickgaming.net/blog/2020/07/...he-future/

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  News - Don’t Miss: Designing a domestic hunter-killer thriller the Hello Neighbor way
Posted by: xSicKxBot - 07-18-2020, 09:12 PM - Forum: Lounge - No Replies

Don’t Miss: Designing a domestic hunter-killer thriller the Hello Neighbor way

Dynamic Pixels’ Hello Neighbor is a bizarre breed of game.

Having spent serious time with a few different builds, I feel confident in saying I don’t know what it is at all — and that is probably what it intends to stir in me.

The game is ostensibly about invading your neighbor’s home and trying to undo a series of Adventure Game Logic puzzles in an effort to discover a terrible secret. Along the way there is… well, just so many terrible secrets. But also a gigantic world of impossible spaces that antagonizes the player into attempting a mix of terrible yet obvious challenges or thinking outside every box to come up with a solution that can just as easily be their undoing.

All the while, your Neighbor hunts you. You’re in their house for some reason (there is no direct prompting for why, other than a bizarrely disconnected inciting incident) and when they hunt you down you are forced to respawn back in your home across the street.

There’s a constant forward progression but, in the process, the AI this team developed learns from your every choice. And I mean it when I say it: this game is too clever. It learns too fast and it forces you to change your style of play almost immediately.

To get a sense of how it works, we sat down to discuss the game’s development with Dynamic Pixels lead designer Nikita Kolesnikov. Hello Neighbor is the biggest project to date for the team, and along the way are a few growing pains, surprise design decisions, and so on. There’s also an unholy AI that I think was summoned from Hell itself.

We’ll get to that.

How a small team faced big growing pains


Kolesnikov was thrilled to start working on such a big and exciting project, but the team very quickly found something of this scale was exceptionally difficult. Two people began development in 2014, and they’ve since expanded to the current (small yet mighty) team of seven full-time employees.

“We [were] greatly inspired by Nintendo as a company,” Kolesnikov says. “They are not afraid to experiment and are open to the new things, both in their games and platforms.”

Similarly, the team that began in mobile games hoped to experiment in the direction of something bigger and more demanding that a casual game. With that kind of experimentation comes a necessity to edit; occasionally brutally.

“There were so many times we scrapped all of our work-in-progress, and started all over again,” says Kolesnikov. “You can easily see this in the game’s art style: it started as a more realistic art style, and it became more cartoony over time.”

 

“There were so many times we scrapped all of our work-in-progress, and started all over again. You can easily see this in the game’s art style: it started as a more realistic art style, and it became more cartoony over time.”

It took a number of iterations to come up with the game’s style, which the team almost frustratingly acknowledges is somewhere between Tim Burton and Pixar. This was never the intention, but as animators and artists blended their work with the programming and design, this is what synthesized.

The larger influence was most complicated: the Canadian sci-fi TV series Orphan Black. In an early version of the game, the Neighbor was a spy (akin to “monitors” in Orphan Black) and that set up the idea of suspensefully trying to determine what was happening in the house next door — even though some of those clues might be total red herrings. Since then, the narrative around the gameplay was changed four times in total over the course of development before settling on the final arrangement.

Designing and tuning the perfect hunter neighbor


So what did that mean for the house itself, a self-contained world that exists with its own set of rules and even its own inter-dimensional forces, like gravity or light? The starting point, according to Kolesnikov, was to set physics that ruled the house and then determine how to use those physics to build puzzles.

“The Neighbor’s AI is calculating approximate player location based on sounds that the player makes in the house,” Kolesnikov says, “and changes around the house made by the player (opened or closed doors, broken windows, misplaced objects inside the house); the AI then places traps that allow him to track and/or slow down the player.”

The logic of said puzzles and traps were designed by working backwards. For example, if the player’s goal is to get to the basement, the team would start with the basement, and think through the logical process. “What did I need to do in order to get here? I needed to open the basement door. And in order to open the basement door, I needed the basement key and to remove the wood planks that block the door – and so on, and so on.” The house was designed so that players have several different ways to solve the game puzzles, but the sandbox physics allow for some solutions that even surprise the Dynamic Pixels team.’

But what does that mean for the more complex puzzles? The team is aware that they’ve built a world that, like their original intention, is far from casual, and they intentionally avoided building much into Hello Neighbor in terms of hints of guides. “Any puzzle in the game,” Kolesnikov says, “requires you to investigate. And requires you to experiment.” And that’s the end of the helping hands.

Hello Neighbor is a tense experience that borders on the terrifying, especially when the strings clamor and the cellos scream murder as the Neighbor gets within arm’s reach. For a game positioned to have broad appeal (it already has a Funko Pop character being released) was there ever any concern that it was too frightening?

“We never intended to make a horror game to begin with; more of a suspenseful thriller,” Kolesnikov says. “But during development there were moments when the game became just way too creepy, especially for sensitive people with big imaginations. One of our artist refuses to play the game by herself; she says it’s way too scary. However, it seems to be less scary to the younger audience – perhaps thanks to the bright, cartoony visuals.”

This is an excellent point for devs to consider: I’m too scared to play Five Nights At Freddy’s, but apparently children love it. Who am I to say what’s scary?

The heart of Hello Neighbor‘s scary parts is the AI behind the Neighbor, which I can attest operates with fearsome dedication and learns from player choices on a curve that I found to be nearly unfair. As far as the technology of the game goes, this seems the most impressive element.

“In the very beginning, the Neighbor just scanned the environment to figure out where the player would likely be, and then he would go and put traps in those locations,” Kolesnikov says.

“Now, the Neighbor is analyzing the way the player is interacting with the game: where he could be at this moment, why he was able to run away from a certain location, what trap will work better to catch the player if he repeats his actions. After an unsuccessful chase of the player, the Neighbor will think through what he can do better next time in order to catch the player.”

 

“When the Neighbor got closer, we saw the player’s radio in his hands! He walked up and threw the radio at the player. That was creepy. Later we understood that we didn’t program the Neighbor to distinguish between ‘his’ or ‘player’ objects, so all he was trying to do is to place objects back where they belong.”

The hunter learning from the prey is on display throughout the game. Remember how scary Alien: Isolation was despite being entirely random? That’s Hello Neighbor — except for realsies now.

This AI collects the data from the player’s actions, analyzes it and tries to counteract based on the things it learned. However, Kolesnikov mentions that they did have to turn down the dial on the Neighbor’s smarts.

“We noticed that it was acting ‘too smart’ in the beginning of the game, so it was nearly impossible for the beginner players to progress,” he says. “So we had to use different AI in the beginning to let people learn how to play against the Neighbor.”

In fact, Kolesnikov has a story about the playtesting and what they learned from this process, and what others might learn from the decision to include a super intelligence in your house-raiding title.

“The Neighbor is programmed to fix the things around the house: if you misplace an object, he will find it and will put it back in place,” explains Kolesnikov.

“A player took the radio from his own house (which you return to after each death), turned it on, and placed it in the Neighbor’s house to distract the Neighbor. The next gameplay session started with the Neighbor walking to the player’s house, without any chase music. When the Neighbor got closer, we saw the player’s radio in his hands! He walked up and threw the radio at the player. That was creepy. Later we understood that we didn’t program the Neighbor to distinguish between ‘his’ or ‘player’ objects, so all he was trying to do is to place objects back where they belong.”

Ah. Nothing like an OCD sequence killer artificial intelligence. Now we know what the final season of Mindhunter will be about.

With similar precision, the fandom of the game has been picking apart every detail (including abandoned elements of the numerous patches) to build conspiracy videos. When asked how Pixels chose to engage with this, Kolesnikov admitted to a bit of deliberate baiting.

Hello Neighbor was intended to be a community-driven game, that people share, discuss and play together. We really love how community became involved with the game story,” he says. “Our entire team watched nearly all of the conspiracy videos, and we discuss them and share them with each other. Some people got really close to the original story, and some people have very original takes.”

Did any of the internet’s meddling sleuths upend the planned arc here? Yes, apparently. The Golden Apple, an element that was almost accidentally included in early builds, wound up taking a prominent (if still obscured) role on the newer releases. “During the alpha testing the players connected dots around it, which we appreciated because it gave a new meaning to the story,” Kolesnikov says.

But this isn’t where the story ends, by any stretch of imagination. And the team has leaned into that fandom-powered generator of potential. Kolesnikov says: “We have added game modding so players can create their own Hello Neighbor worlds, experiment and share with each other.”

Honestly, that sounds horrific, because given my own ability to take the darkness in my head and combine it with the tools of Hello Neighbor, some unsuspecting folk are about to get Silent Hill’d in a terrible way.

I try to ask Kolesnikov about potential DLC or whether the story will keep adapting and growing within the main game world. For for efforts to cut through the mystery at the heart of Hello Neighbor, the answer I am given is simply the release date of the game.

I deserved that.



https://www.sickgaming.net/blog/2020/07/...ghbor-way/

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  News - Untitled Goose Game Physical Edition Box Art And New Details Surface Online
Posted by: xSicKxBot - 07-18-2020, 03:54 PM - Forum: Nintendo Discussion - No Replies

Untitled Goose Game Physical Edition Box Art And New Details Surface Online

Goose Game

Just a couple of weeks ago, a listing for a physical edition of Untitled Goose Game appeared on Amazon Germany. We suspected that an official announcement for a physical release was likely to be just around the corner, and while that still hasn’t happened just yet, more and more details appear to be popping up online.

First up, the Amazon listing now includes box art for the release. We’re liking that cover, so as long as this does indeed end up being the real deal, we’re sure there’ll be plenty of collectors out there who’ll want to pick it up.

Goose Game

In addition to this, Direct-Feed Games reports that the retail edition will also be launching in North America for $29.99 on both Switch and PS4. It says that the release will come with the following physical extras:

– 11″ x 17″ hand-illustrated Town Map Poster
– ‘No Goose’ sticker
– 24-page leaflet cataloguing items worth collecting

We’ll make sure to keep an eye out for any official announcements, but should the listing be accurate, we should expect to see the game’s physical edition launch this September.

Would you buy a physical edition? Do you already own the game digitally? Let us know in the comments.



https://www.sickgaming.net/blog/2020/07/...ce-online/

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  News - PS4 Still Has "A Ton Of Life" Despite PS5's Upcoming Launch, Sony Says
Posted by: xSicKxBot - 07-18-2020, 03:53 PM - Forum: Lounge - No Replies

PS4 Still Has "A Ton Of Life" Despite PS5's Upcoming Launch, Sony Says

The Game Awards show host Geoff Keighley, during his PlayStation 5 DualSense hands-on preview, sat down with PlayStation senior vice president Eric Lempel, where they briefly discussed both current-gen and next-gen games and hardware. It seems that, though the PS5 is still on track to launch this holiday season, the PS4's life cycle isn't over just yet.

When asked about "exclusive experiences" designed specifically for the PlayStation 5 and how that development pipeline might affect the PlayStation 4's gaming output, Lempel assured fans that the current-gen system still has "a ton of life" in it.

"PlayStation 4 is a big part of everything we do and it will continue to be a big part of everything we do," Lempel said. "There's a lot more to come on PlayStation 4. I think, most recently, we're seeing some of the greatest titles this generation have released in recent weeks, but that will continue. And, again, PlayStation 5 is the next-generation product, but again, we've got a lot to come for people on PlayStation 4. [There's] still a ton of life in that product."

Continue Reading at GameSpot

https://www.gamespot.com/articles/ps4-st...01-10abi2f

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  [Tut] NumPy polymulx()
Posted by: xSicKxBot - 07-18-2020, 09:30 AM - Forum: Python - No Replies

NumPy polymulx()

numpy.polynomial.polynomial.polymulx©

The numpy.polymulx function multiplies the polynomial c with a value x which is the independent variable.


Arguments Type Description
c array_like or poly1d object The input polynomials to be multiplied

The following table shows the return value of the function:


Type Description
Return Value ndarray or poly1d object The polynomial resulting from the multiplication of the inputs. If either inputs is a poly1d object, then the output is also a poly1d object. Otherwise, it is a 1D array of polynomial coefficients from highest to lowest degree.

Let’s dive into some examples to show how the function is used in practice:

Examples


import numpy as np
import numpy.polynomial.polynomial as poly print(poly.polymulx([0]) == [0])
print(poly.polymulx([1]) == [0, 1])
for i in range(1, 5): ser = [0]*i + [1] tgt = [0]*(i + 1) + [1] print(poly.polymulx(ser) == tgt) '''
[ True]
[ True True]
[ True True True]
[ True True True True]
[ True True True True True]
[ True True True True True True] '''

This function is inspired from this Github repository.

Any master coder has a “hands-on” mentality with a bias towards action. Try it yourself—play with the function in the following interactive code shell:

Exercise: Change the parameters of your polynomials and print them without the comparisons. Do you understand where they come from?

Master NumPy—and become a data science pro:

Coffee Break NumPy

Related Video






https://www.sickgaming.net/blog/2020/07/...-polymulx/

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  (Indie Deal) ?OBJECTION! Phoenix Wright & more guilty Capcom pleasures!
Posted by: xSicKxBot - 07-18-2020, 09:30 AM - Forum: Deals or Specials - No Replies

?OBJECTION! Phoenix Wright & more guilty Capcom pleasures!

Phoenix Wright: Ace Attorney Trilogy is GUILTY!
[www.indiegala.com]
?OBJECTION! All the evidence leads us to one indubitable conclusion: This Crackerjack Deal is guilty of having a historical low price! Get a BONUS scratch card for every store cart, check out these various Capcom Deals:
Bionic Commando: Rearmed[www.indiegala.com] | 80%
Capcom Beat 'Em Up Bundle [www.indiegala.com] | 55%
Dead Rising 2[www.indiegala.com] | 72%
Dead Rising 2: Off the Record[www.indiegala.com] | 72%
Dead Rising 3 Apocalypse Edition[www.indiegala.com] | 71%
Devil May Cry 3 Special Edition[www.indiegala.com] | 75%
Devil May Cry 4 Special Edition[www.indiegala.com] | 64%
Devil May Cry 5 - Deluxe Edition[www.indiegala.com] | 55%
Devil May Cry 5 - Standard Edition[www.indiegala.com] | 55%
Devil May Cry HD Collection[www.indiegala.com] | 40%
DmC: Devil May Cry[www.indiegala.com] | 75%
Lost Planet 3[www.indiegala.com] | 80%
MONSTER HUNTER: WORLD[www.indiegala.com] | 43%
Marvel vs. Capcom: Infinite[www.indiegala.com] | 77%
Marvel vs. Capcom: Infinite - Deluxe Edition[www.indiegala.com] | 72%
Mega Man 11 / ロックマン11 運命の歯車!![www.indiegala.com] | 55%
Mega Man Legacy Collection 2 [www.indiegala.com] | 55%
Mega Man X Legacy Collection[www.indiegala.com] | 55%
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Mega Man X Legacy Collection 2[www.indiegala.com] | 50%
Mega Man Zero/ZX Legacy Collection[www.indiegala.com] | 26%
Monster Hunter World: Iceborne Master Edition[www.indiegala.com] | 28%
Monster Hunter World: Iceborne Master Edition Digital Deluxe[www.indiegala.com] | 25%
OKAMI HD / 大神 絶景版[www.indiegala.com] | 55%
Onimusha: Warlords / 鬼武者[www.indiegala.com] | 55%
RESIDENT EVIL 2 / BIOHAZARD RE:2 Deluxe Edition[www.indiegala.com] | 55%
RESIDENT EVIL 2 / BIOHAZARD RE:2 Standard Edition[www.indiegala.com] | 55%
RESIDENT EVIL 7 biohazard / BIOHAZARD 7 resident evil[www.indiegala.com] | 68%
Remember Me[www.indiegala.com] | 81%
Resident Evil / biohazard HD REMASTER[www.indiegala.com] | 60%
Resident Evil 0 / biohazard 0 HD REMASTER[www.indiegala.com] | 76%
Resident Evil 5 Gold Edition[www.indiegala.com] | 76%
Resident Evil 5/ Biohazard 5[www.indiegala.com] | 76%
Resident Evil 6 / Biohazard 6[www.indiegala.com] | 76%
Resident Evil 7 Gold Edition[www.indiegala.com] | 62%
Resident Evil Revelations / Biohazard Revelations[www.indiegala.com] | 78%
Resident Evil Revelations 2 / Biohazard Revelations 2 Deluxe Edition[www.indiegala.com] | 53%
STRIDER[www.indiegala.com] | 71%
ULTIMATE MARVEL VS. CAPCOM 3[www.indiegala.com] | 72%
Umbrella Corps Deluxe Edition[www.indiegala.com] | 80%
Umbrella Corps Standard Edition[www.indiegala.com] | 76%
resident evil 4 / biohazard 4[www.indiegala.com] | 76%
Dark Void[www.indiegala.com] | 80%
Dark Void Zero[www.indiegala.com] | 80%
Dead Rising 4[www.indiegala.com] | 50%
Dragon's Dogma: Dark Arisen[www.indiegala.com] | 71%
Dungeons & Dragons: Chronicles of Mystara[www.indiegala.com] | 67%
Flock![www.indiegala.com] | 80%
Mega Man Legacy Collection[www.indiegala.com] | 63%
Street Fighter 30th Anniversary Collection[www.indiegala.com] | 63%
Street Fighter V[www.indiegala.com] | 62%
The Disney Afternoon Collection[www.indiegala.com] | 77%
Ultra Street Fighter IV[www.indiegala.com] | 76%
https://youtu.be/PnYpTj_aUoA
Stay Inside, Stay Safe and Enjoy Good Games.
Check out IndieGala on Twitter, YouTube & Facebook[www.facebook.com]


https://steamcommunity.com/groups/indieg...0490933753

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  Pixelmash 2020 Hands-On
Posted by: xSicKxBot - 07-18-2020, 09:30 AM - Forum: Game Development - No Replies

Pixelmash 2020 Hands-On

Included in the currently running Humble Game Creator Bundle, today we go hands-on with Pixelmash, a pixel art graphics application for Windows and Mac OS.  Pixelmash is described as:

A New, Easier Way To Make Pixel Art and Animated Sprites

Pixelmash is a new kind of pixel art and animation tool that makes quick work of many of the hardest parts of pixel art. Paint or import high-resolution artwork and then non-destructively pixelize it, animate layers using transforms, and apply advanced layer effects to create stunning art in no time. Mix and match hi-res layers with traditional hand-drawn pixel-by-pixel layers for incredible flexibility!

Pixelmash was recently updated to 2020 version, with new features including:

  • Added save and load custom layer effects
  • Added save project as template (saves all layer effects)
  • Added color profile support and management
  • Added gradient effect
  • Added reference image/layer support
  • Added ability to make parent layer effects not affect children
  • Added ability to paint anywhere in tiled view
  • Bug fixes

In the video below we showcase the features and functionality of this interesting pixel art application.

[embedded content]

Art GameDev News


<!–

–>



https://www.sickgaming.net/blog/2020/07/...-hands-on/

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  News - Moderate A Streamer’s Chat In Gamer Girl, Coming To Switch This September
Posted by: xSicKxBot - 07-18-2020, 09:30 AM - Forum: Nintendo Discussion - No Replies

Moderate A Streamer’s Chat In Gamer Girl, Coming To Switch This September

Gamer Girl Switch

Wales Interactive and FMV Future have revealed Gamer Girl, a new live-action FMV game headed to Switch this September.

The game is said to be the first live-action title to have been entirely improvised by the cast, in a production style similar to The Blair Witch Project and Paranormal Activity. Players take on the role of a moderator for up and coming streamer ‘Abicake99’, analysing and reacting to a stream of comments in the chat while also guiding Abi to make the right choices.

https://twitter.com/WalesInter/status/1283748226286272512?s=20

It’s essentially a blend of micro-management and a branching story-focused game, as shown in this feature list below:


MANAGEMENT META GAME

  • Manage the user’s comments in the chat stream
  • Choose to reward them for good behaviour & ban them for trolling
  • Unlock more powerful moderator abilities as you progress
  • Earn Candies, likes and subs to keep Abicake99’s mood positive
  • Increase Abicake99’s viewers and subscribers to keep her career on track
  • Make the channel a success to earn upgrades
  • Warn, ban and reward comments in the chat stream
  • If you fail Abi will kick you off the stream and it is GAME OVER

BRANCHING NARRATIVE:

  • Gamer Girl has multiple story paths; hundreds of choices and permutations.
  • Players help Abi choose which activities they think would further her streaming career or enhance her mood – workout sessions, gaming, cosplay, chill streams, IRL trips, board games, chibis drawing (ちび or チビ), etc.
  • Make moral choices and accept the consequences they bring. Should you encourage drama to increase her ratings or take the safe path but risk losing viewers?
  • Exchange messages with Abi and her friends. Will you help them, or do they have ulterior motives towards Abi?

Publisher Wales Interactive explains that the game also tackles the impacts user comments can have on a person’s mental health.

“Gamer Girl is about the impact user comments and actions have on a streamer’s mental health and wellbeing. The reason why FMV Future created the game was to raise the issue of the toxic environment which can often appear online behind the anonymity of a username…

Without giving away too much, Gamer Girl is an empowering story of a female streamer who, with the help of her moderator friend, battles the trolls and — overcomes— the toxic characters in her stream…”


The game launches this September starring Alexandra Burton as Abi, and also features David Wayman, Rebecca Calienda, and Sofia Maffei with cameos by real streamers including CyborgAngel.



https://www.sickgaming.net/blog/2020/07/...september/

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