Lightsaber designer game

boardgames

2008.09.16 04:42 boardgames

The #1 Reddit source for news, information, and discussion about modern board games and board game culture. Join the community and come discuss games like Codenames, Wingspan, Brass, and all your other favorite games!
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2012.04.28 12:42 MattMau5 The Walking Dead Game

Welcome to TheWalkingDeadGame! The Walking Dead is an episodic adventure game developed by Telltale Games. After years on the road facing threats from both living and dead, Clementine must build a life and become a leader while still watching over A.J, an orphaned boy and the closest thing to family she has left. In the emotional final season you define your relationships, fight the undead, and determine how Clementine’s story ends. Keep. Moving. Forward. And keep that hair short...
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2011.10.15 00:51 Tabletop Game Designers: RPGs, Wargames, and Boardgames

All things related to *designing* tabletop RPGs, wargames, and board games.
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2024.06.01 15:59 snowdaysoftware I just released the first ever (I think??.) mobile kickball game called Pocket Kickball!

I just released the first ever (I think??.) mobile kickball game called Pocket Kickball!
Hey, I just released my new game called Pocket Kickball on iOS!
https://apps.apple.com/us/app/pocket-kickball/id6496372549
I previously made a kickball game called Indoor Kickball that I released on PC, Xbox, PS5 and Switch. Throughout development of that game, I always thought kickball would make a great mobile game as well. I would get the same comments on my social media asking for the game to go to mobile so after I launched that game, I slowly started thinking about and designing Pocket Kickball. They are both similar games but Pocket Kickball was written and designed from scratch to better suit touch screen controls and mobile gaming.
So if you like sports games, please check out my game and let me know what you think! Also feel free to ask any questions related to the game or anything related to game development on mobile, PC, or consoles!
https://preview.redd.it/7xy2f6x3vy3d1.png?width=832&format=png&auto=webp&s=2fb48818a8ab99ce0d758be44f4f5e57595d5bf9
Thanks!
submitted by snowdaysoftware to iosgaming [link] [comments]


2024.06.01 15:57 enoumen AI Weekly Recap May 25 - 31 2024: 🔒OpenAI forms an AI safety committee 🤖Mistral AI introduces Codestral, a code-generation AI model 📰OpenAI licenses content from Vox Media and The Atlantic 💻Google infuses Chromebook Plus with powerful AI features 🚀GPT-4 is a better financial analyst than human

AI Weekly Recap May 25 - 31 2024: 🔒OpenAI forms an AI safety committee 🤖Mistral AI introduces Codestral, a code-generation AI model 📰OpenAI licenses content from Vox Media and The Atlantic 💻Google infuses Chromebook Plus with powerful AI features 🚀GPT-4 is a better financial analyst than human

AI Weekly Rundown (May 25 to May 31) Major AI announcements from Microsoft, Google, OpenAI, Mistral AI, and more.

🕵️ Microsoft's Recall AI: Efficiency upgrade or privacy nightmare?

🎧 AI-powered headphones let you listen to one person in a crowd

⚡ xAI’s supercomputer that’s 4x larger than existing GPU clusters

🚨 Google AI Overview gives dangerous and wrong answers

🚀 GPT-4 is a better financial analyst than humans

🎨 Canva redesigned its platform with new AI features

🔒 OpenAI forms an AI safety committee

😲 Shocking details about Sam Altman's firing last year

🔄 Ex-OpenAI safety lead joins rival Anthropic to lead a new team

🤖 Mistral AI introduces Codestral, a code-generation AI model

📰 OpenAI licenses content from Vox Media and The Atlantic

💻 Google infuses Chromebook Plus with powerful AI features

⚠️ OpenAI reports misuse of its AI for "deceptive activity"

🏫 OpenAI introduces ChatGPT Edu, an affordable option for universities

🤝 Tech giants form an industry group to develop next-gen AI chip

Enjoying these daily and weekly AI updates, subscribe to our podcast at https://podcasts.apple.com/ca/podcast/ai-unraveled-latest-ai-news-trends-gpt-gemini-generative/id1684415169

🕵️ Microsoft's Recall AI: Efficiency upgrade or privacy nightmare?

Microsoft has recently released Recall, a controversial AI-powered tool that logs everything you see and do on your computer, including app usage, live meeting communications, websites visited, and more. By simply performing a "Recall" action, users can retrieve any information they've interacted with on their device, presented in the context of a specific time period.
Microsoft assures users that the Recall index remains local and private on-device. Users can pause, stop, or delete captured content and can choose to exclude specific apps or websites. And Recall automatically excludes InPrivate web browsing sessions in Microsoft Edge and DRM-protected content.
Currently, Recall is exclusively compatible with new "Copilot Plus PCs" equipped with Qualcomm's Snapdragon X Elite chips, which feature the necessary neural processing unit (NPU).
Source: https://www.theverge.com/2024/5/20/24159258/microsoft-recall-ai-explorer-windows-11-surface-event

🎧 AI-powered headphones let you listen to one person in a crowd

AI-powered headphones let you listen to one person in a crowd

Researchers at the University of Washington have developed a groundbreaking artificial intelligence system called "Target Speech Hearing" that allows headphone wearers to isolate and listen to a single speaker in a noisy environment. By simply looking at the desired speaker for three to five seconds, the user can "enroll" them, and the system will cancel out all other sounds, playing only the enrolled speaker's voice in real-time, even as the listener moves around.
The proof-of-concept device, which uses off-the-shelf headphones fitted with microphones and an on-board embedded computer, builds upon the team's previous "semantic hearing" research. The system's ability to focus on the enrolled voice improves as the speaker continues talking, providing more training data. While currently limited to enrolling one speaker at a time and requiring a clear line of sight, the researchers are working to expand the system to earbuds and hearing aids in the future.
Source: https://www.washington.edu/news/2024/05/23/ai-headphones-noise-cancelling-target-speech-hearing/

⚡ xAI’s supercomputer that’s 4x larger than existing GPU clusters

Elon Musk has recently disclosed plans to build a groundbreaking supercomputer to power the next iteration of xAI’s chatbot, Grok. According to a presentation made to investors in May, as reported by The Information, Musk aims to have this computing system operational by the fall of 2025. The ambitious project may involve a collaboration between xAI and Oracle to develop this massive computing infrastructure.
The proposed supercomputer will consist of interconnected clusters of Nvidia's state-of-the-art H100 graphics processing units (GPUs). Musk revealed that upon completion, the scale of this system will surpass the largest existing GPU clusters by at least fourfold!
Source: https://www.reuters.com/technology/elon-musk-plans-xai-supercomputer-information-reports-2024-05-25

🚨 Google AI Overview gives dangerous and wrong answers

Google's AI Overviews feature, which generates AI-powered responses to user queries, has been providing incorrect and sometimes bizarre answers. From suggesting glue on pizza, staring at sun for health benefits to claiming that former US President Barack Obama is Muslim, the feature has left users questioning the reliability of AI-generated search results.
https://preview.redd.it/jzh95jdgty3d1.png?width=680&format=png&auto=webp&s=64cb3503f8a834adf9626058252384818d2e5fc1
While Google maintains that these mistakes result from uncommon queries and are being used to refine the product, the technology's widespread deployment has highlighted the challenges and risks of integrating AI into search engines.
Source: https://techcrunch.com/2024/05/26/what-are-googles-ai-overviews-good-for

🚀 GPT-4 is a better financial analyst than humans

In a groundbreaking study, researchers at the University of Chicago have discovered that GPT-4, a large language model, can analyze financial statements and predict future earnings direction with remarkable accuracy. Even without narrative context, GPT-4 outperforms human financial analysts and achieves prediction accuracy on par with state-of-the-art machine learning models.
The AI model's success is not simply a result of its training memory but rather its ability to generate valuable narrative insights about a company's future performance. Notably, trading strategies based on GPT-4's predictions yield higher returns and risk-adjusted performance than those based on other models, especially for small companies.
Source: https://papers.ssrn.com/sol3/papers.cfm?abstract_id=4835311

🎨 Canva redesigned its platform with new AI features

Canva is launching a redesigned platform with new AI features and tools for professional teams and workspaces. The company has introduced Canva Enterprise, a specialized tier offering more control over collaboration, brand management, and security for larger organizations.
Ad Tech integrations with Google, Meta, and Amazon streamline the ad creation process within Canva. Data autofill automates the creation of data-driven designs by integrating with sources like Salesforce and MLS.
New features include AI style matching for brands, customizable folder displays, and the ability to "star" designs and templates for easier access. Canva Docs now has a suggestion mode for editors and colorful highlight blocks for text emphasis. New "Magic Studio" AI tools include:
  • Automatic clip highlighting.
  • Background noise reduction for video editing.
  • A text-to-graphic image generator.
Source: https://www.canva.com/newsroom/news/canva-for-work

🔒 OpenAI forms an AI safety committee

OpenAI Board formed a Safety and Security Committee led by directors Bret Taylor, Adam D’Angelo, Nicole Seligman, and Sam Altman. Over the next 90 days, the committee will evaluate and further develop OpenAI’s processes and safeguards. Then, the committee will share its recommendations with the full Board.
Following the full Board’s review, OpenAI will publicly share an update on adopted recommendations. OpenAI has recently begun training its next frontier model, and the resulting systems from the Safety and Security team’s recommendation may bring it safely to the next level of capabilities on its path to AGI.
Source: https://openai.com/index/openai-board-forms-safety-and-security-committee

😲 Shocking details about Sam Altman's firing last year

Former OpenAI board member Helen Toner revealed shocking details about Sam Altman’s firing in November 2023. The board had found it difficult to trust Altman after he failed to disclose he owned the OpenAI Startup Fund, gave inaccurate information about the company's safety processes, and tried to push Toner off the board after she published a critical research paper. She claims the board found out about the launch of ChatGPT on Twitter, not from Altman.
Video Source
Toner also pointed to Altman's history of being fired from previous jobs for "deceptive and chaotic behavior." (Find the full TED AI episode linked below.)
After Altman was initially fired, there was a lot of backlash from OpenAI employees who wanted him reinstated. A week later, he was reinstated as the CEO and a new board was formed.
Source: https://link.chtbl.com/TEDAI

🔄 Ex-OpenAI safety lead joins rival Anthropic to lead a new team

Jan Leike, a former co-head of the OpenAI safety team, has joined Anthropic to lead a new "superalignment" team. Leike left OpenAI earlier this month after the team he co-led, which focused on long-term AI safety risks, was dissolved.
https://preview.redd.it/r2swx41uty3d1.png?width=776&format=png&auto=webp&s=63a0fd1a8c96d71e9a594c2d0b4074494ca976f6
At Anthropic, Leike's new team will focus on various aspects of AI safety and security, including "scalable oversight, weak-to-strong generalization, and automated alignment research”. This is similar to the mission of OpenAI's former Superalignment team, which Leike previously led.
Source: https://techcrunch.com/2024/05/28/anthropic-hires-former-openai-safety-lead-to-head-up-new-team

🤖 Mistral AI introduces Codestral, a code-generation AI model

Codestral is a 22B parameter generative AI model designed specifically for code generation tasks. It is trained in over 80 programming languages, including popular ones like Python, Java, C++, and JavaScript. It excels at code completion, writing tests, filling in partial code, and testing code, thereby improving developer productivity and reducing errors.
https://preview.redd.it/mo888ckzty3d1.png?width=1600&format=png&auto=webp&s=2afe6314baddce1d85d62c057b489ca375532c67
The model sets a new performance/latency standard for code generation tasks compared to previous models. It can be downloaded on HuggingFace and is available on Mistral’s API platform through instruct and fill-in-the-middle endpoints. It can be easily integrated into VScode plugins and used for free on Le Chat.
Source: https://mistral.ai/news/codestral

📰 OpenAI licenses content from Vox Media and The Atlantic

OpenAI has formed content and product partnerships with Vox Media and The Atlantic. OpenAI will license content from these media powerhouses for inclusion in the chatbot’s responses.
https://preview.redd.it/dw7rpkt1uy3d1.png?width=751&format=png&auto=webp&s=73936f05445e9cd769c23ab07dd18497e8d2f748
In turn, The Atlantic’s product team will have privileged access to OpenAI tech, give feedback, and share use cases to shape and improve future news experiences in ChatGPT and other OpenAI products. Vox and OpenAI will also collaborate using OpenAI’s technology to develop innovative products for Vox Media’s consumers and advertising partners.
Source: https://venturebeat.com/ai/openai-partners-with-the-atlantic-and-the-verge-publisher-vox-media/

Google infuses Chromebook Plus with powerful AI features

Google’s Chromebook Plus has new built-in Google AI and gaming features, Help me write, Chat with Gemini, Magic Editor, and more.
  • “Help me write” allows users to get AI-generated text suggestions, tone changes, rewriting, and more right within their writing apps on the Chromebook.
  • Generative AI wallpaper and video call backgrounds are built into the OS for customization, no matter what video conferencing app you’re using.
  • Magic Editor on Google Photos for laptops exclusively on Chromebook Plus will reimagine your photos with a few easy clicks.
  • Chat with Gemini on the home screen helps plan, write, learn, and more.
Chromebook Plus laptops are starting at $350 USD. Google is also launching new features that integrate more of Google across all Chromebooks to help users work better and get things done faster.
Source: https://blog.google/products/chromebooks/chromebook-plus-google

⚠️ OpenAI reports misuse of its AI for "deceptive activity"

OpenAI identified and disrupted five covert influence operations that used its generative AI models for "deceptive activity" across the internet.
OpenAI said the threat actors used its AI models to generate short comments, longer articles in various languages, made-up names, and bios for social media accounts over the last three months. These campaigns included threat actors from Russia, China, Iran, and Israel. It focused on issues including Russia's invasion of Ukraine, the conflict in Gaza, the Indian elections, and politics in Europe and the United States, among others.
OpenAI has also published a trend analysis report that describes the behavior of these malicious actors in detail.
Source: https://openai.com/index/disrupting-deceptive-uses-of-AI-by-covert-influence-operations

🏫 OpenAI introduces ChatGPT Edu, an affordable option for universities

OpenAI announced ChatGPT Edu, a ChatGPT version custom built for universities to responsibly deploy AI to students, faculty, researchers, and campus operations. It is powered by GPT-4o and can reason across text and vision. It also includes:
  • Enterprise-level security and controls affordable for educational institutions
  • Improved language capabilities across quality and speed supporting over 50 languages supported
  • Advanced capabilities like data analytics, web browsing, and document summarization
  • Ability to build GPTs, custom versions of ChatGPT, and share them within university workspaces
  • Significantly higher message limits
  • Conversations and data are not used to train OpenAI models
Source: https://openai.com/index/introducing-chatgpt-edu

🤝 Tech giants form an industry group to develop next-gen AI chip

Intel, Google, Microsoft, Meta, and other tech heavyweights are establishing a new industry group called the Ultra Accelerator Link (UALink) Promoter Group to guide the development of the components that link together AI accelerator chips in data centers. The group also counts AMD, Hewlett Packard Enterprise, Broadcom, and Cisco among its members.
It is proposing a new industry standard to connect the AI accelerator chips found within a growing number of servers. It’s version one, UALink 1.0, will connect up to 1,024 AI accelerators — GPUs only — across a single computing “pod.” It is set to arrive in Q4 2024.
https://preview.redd.it/db1j9ct6uy3d1.png?width=1029&format=png&auto=webp&s=4bb519941b6e4cb7b541e66f69745519dbf84aa2
Source: https://techcrunch.com/2024/05/30/tech-giants-form-new-group-in-effort-to-wean-off-of-nvidia-hardware

Enjoying these daily and weekly AI updates, subscribe to our podcast at https://podcasts.apple.com/ca/podcast/ai-unraveled-latest-ai-news-trends-gpt-gemini-generative/id1684415169

submitted by enoumen to u/enoumen [link] [comments]


2024.06.01 15:56 No-Marionberry-6769 DJI Mini 4 Pro Fly More Combo Plus with DJI RC 2

DJI Mini 4 Pro Fly More Combo Plus with DJI RC 2
Elevate Your Aerial Photography Game with the DJI Mini 4 Pro Fly More Combo Plus and DJI RC 2
Description:
Introducing the ultimate duo for aerial photography enthusiasts - the DJI Mini 4 Pro Fly More Combo Plus with DJI RC 2. This powerful combination offers unparalleled portability, advanced features, and stunning image quality, allowing you to capture breathtaking shots from above with ease. Whether you're a professional photographer or a hobbyist, the Mini 4 Pro and RC 2 are sure to take your drone photography to new heights.
https://preview.redd.it/bsbkodwguy3d1.jpg?width=1500&format=pjpg&auto=webp&s=95c09cde7f6ebc49c632b52c3cea374a49b3c9aa
Why Choose the DJI Mini 4 Pro Fly More Combo Plus with DJI RC 2?
  • Compact and Lightweight: The Mini 4 Pro is incredibly compact and lightweight, making it easy to carry and fly anywhere you go.
  • High-Quality Imaging: Equipped with a high-resolution camera and advanced imaging technology, the Mini 4 Pro delivers stunning 4K video and 20MP photos.
  • Extended Flight Time: With the Fly More Combo Plus, you'll get additional batteries and accessories, allowing you to extend your flight time and capture more footage.
  • Intuitive Remote Control: The DJI RC 2 remote controller offers precise control and responsive performance, ensuring smooth and stable flights.
  • Smart Features: Take advantage of intelligent flight modes such as ActiveTrack, QuickShots, and more, to capture professional-quality shots effortlessly.
  • Enhanced Connectivity: The DJI RC 2 remote controller features enhanced connectivity options, including OcuSync 3.0, for reliable long-range transmission.
Key Features:
  • Foldable Design: The Mini 4 Pro's foldable design makes it easy to transport and store, perfect for travelers and outdoor enthusiasts.
  • Obstacle Avoidance: Built-in sensors help the Mini 4 Pro avoid obstacles and fly safely in complex environments.
  • Smart Return to Home: With the press of a button, the Mini 4 Pro can automatically return to its takeoff point or to the pilot's location.
  • Intelligent Flight Battery: The Mini 4 Pro's intelligent flight battery provides information on remaining flight time and battery status, ensuring you never run out of power unexpectedly.
  • Enhanced Stability: The Mini 4 Pro features advanced stabilization technology, allowing you to capture smooth and steady footage even in windy conditions.
Customer Reviews:
⭐️⭐️⭐️⭐️⭐️ "I'm blown away by the performance of the DJI Mini 4 Pro and RC 2 combo. The image quality is superb, and the flight controls are responsive and intuitive. It's everything I need for my aerial photography adventures!" - Sarah W.
⭐️⭐️⭐️⭐️⭐️ "The DJI Mini 4 Pro is a game-changer for my photography business. The Fly More Combo Plus and RC 2 remote controller provide everything I need for extended flights and professional-quality shots. Highly recommend!" - Michael D.
Take Your Aerial Photography to New Heights with DJI Mini 4 Pro and RC 2!
Ready to elevate your aerial photography game? The DJI Mini 4 Pro Fly More Combo Plus with DJI RC 2 is your ultimate solution for capturing stunning aerial shots with ease. Click here https://youtu.be/9jHxyr6O89s to purchase your DJI Mini 4 Pro today and start exploring the world from above!

DJIMini4Pro #DJI #DronePhotography #AerialPhotography #FlyMoreCombo #RC2RemoteController #4KVideo #20MPPhotos #DroneGear #PhotographyGear #ExploreFromAbove

submitted by No-Marionberry-6769 to BestToBuyUSA [link] [comments]


2024.06.01 15:50 Pedro_Lara25 Hey all! A while ago I designed a LEGO working card shuffler for myself for my games and now I decided to upload it to LEGO to suggest it to become a real set! It needs 10K votes and all it takes is the press of a button! I’d love your support and vote!

Hey all! A while ago I designed a LEGO working card shuffler for myself for my games and now I decided to upload it to LEGO to suggest it to become a real set! It needs 10K votes and all it takes is the press of a button! I’d love your support and vote! submitted by Pedro_Lara25 to boardgames [link] [comments]


2024.06.01 15:49 Exizero_95 Gwimbly (PSX) Review

With the recent Gwimbly episode out, I decided to review one of the classic platformers to see the light of Sun in the mid 90's. Everyone remembers the legacy of this game, but boy oh boy, nostalgia glasses sure compensate for some of the glaring issues that plague this title.
Precedents and Development:
"The magic Adventures of Gwimbly in Corn Land" is one of those Megadrive publicity games, such as M&Ms or The Noid video-game, this time from the Monsanto company. And the least said about this, the better. Left-to-right side scrolling, awful controls, repetitive and boring, it was deemed to be a forgotten artifact. But, by good fortune, it was one of the (allegedly) two games that series albanian creator Petulla Pulle had as a kid.
Petulla deserves an aside. Learning to code intuitively and implementing Risk on his Casio FX-81 at the age of 6, he is not the poor boy that media wanted us to belive. Coming from a well off family, when he arrived in the US he co-created Sweet Games (now Insane Groundbreaking Games) with his friend Zachary Taylor, and they started development on Gwimbly after acquiring the Licence from a gambling bet in a pub in New York. Although his reputation being ripped apart now by the abuse accusations and toxic working enviroment, Pulle was a popular figure among gamers in the late 90's and 00's, and his advancements in the field should be recognised.
So, basically a one man job, Gwimbly finished its development in just under 2 years and came out for the PSX in August 1996, just one month before Mario 64, which eclipsed the relevance of the first game in sales. Even so, it was the alternative for the Sony owners at the time looking for a collectathon platformer in the, then, new 3rd dimension. But growing pains show all over the game, as we'll see.
Graphics:
While not being bad, a lot of the 5th generation of consoles problems are present. Textures warp and wabble, popping is noticible even in small areas, and glitches are all over the place, specially after acquiring the triple jump.
What, then, has made that Gwimbly sticks to our memories? The character designs and animations, of course. All of them, from the little Cheddar Gobblin enemies of the first level until Count Groxya, without forgetting Mr. Millipede. Even little details, like Gwimbly's iddle animations, reflect care and dedication (unlike its sequels, but we'll talk about that later).
Sound and FX:
This must be the aspect of the game that stincks the most. The constant crackling and stuttering stuck into my ears as a kid, and it certainly has not gotten better as an adult. The howling made for some funny misunderstandings (the classic line "If I had my Gwimbly gun" was supposed to say "If I had some Sweet Corn", but it made for a good meme in the episode), but it was not good even for that time. And, worst of all, while not being at Gex levels, the constant repetition of lines and screams from Gwimbly got annoying real quick.
Music is nothing to write home about. The Corn Hills theme was catchy, but after the 100th time you got tired of it. The use of Theremin and Erhu instruments was more innovative than effective in the latter levels. Only the Menu Music has had some lasting effects, even musically referenced in the Celeste Soundtrack.
Gameplay:
Gwimbly is a short game, and I think that's a positive. With only 50 Corn Cans to collect, with four main levels, a central Hub and the last Can Count Castle, it didn't worn out its welcome with its 8-10 hour average run.
Nowadays, Gwimbly feels cluncky to control. The comitment you had to endure with some of the jumps is incredible, and the run and jump distance seems inconsistent. But, worst offender of all, the camera was not good. And who ever thought that recentering the camera with the X button was a good idea.
Levels:
- Silly-corn Valley: Everybody remembers the central Hub and tutorial level. Mr Millipede serves as our side kick, and the one who teach us how to jump, roll and make the Gwimbly Stimbly, all while staring us with his glassy eyes. You could skip its advices, and if you did not talk to him once it was recognised in the access to the final level, where he would ask you who you were.
- Icy Corn Flakes: a little fun snow level, the developers made the wise decission to not have icey controls (EDIT: it seems that it was programmed into the level, but it was badly implemented so you walked normally). The 10 Corn Cans here are not very difficult, and the Uni-Corn boss was cute.
- Corncob swamp: The swim level. Enough said.
- The Corn Maze: I still have nightmares from this level. Not by the theming or "spooky" music, but from the level design. The constant back-tracking, the Ghosts of Cornstmass Past and specially the, not one, but 2 Corn Cans that made you speedrun the maze almost made me quit the game more than once. In the second run of the maze, Pulle admitted that he put the least amount of time possible WITHOUT CONSIDERING the animation of the door opening, so it was literally no possible to get it unless you glitched through the invisible wall at the beginning.
- Corn Field of Lava: the amazing thing about this level is that, after activating the volcanoe, the entire level was transformed and filled with pop-corn. Be sure to grab the Can at the beginning of the level, after the jumping rocks, because it will not be possible to grab it after the level remodelling (probably by mistake).
- Can Count Castle: I wish I could say the best was reserved for last, but the tight platforming of this level was a frustration factory from start to finish. The only positive is the Final Boss, and the secret animation if you collected all Corn Cans (and the reason why it was made a PG 13+).
Conclusion and Legacy:
Gwimbly in its original state is a game that lives best in our memories, rather than our current consoles. Luckily, its amazing fandom has corrected many of the graphical glitches and performance issues via patches and ROMs that enhance the expirience. But the level design, even with its good moments, is not something you can easily fix.
The inmediate sequel (Gwimbly 2 on Corny Land // Gwimbly 2: The Adventure of Gwimble and Millipede in PAL regions), that came out just a year after the 1rst game release, pullished some aspects of the original while inexplicably substracting from others. The most glaring example is the introduction of fall damage.
Gwimbly 3 Revengance, which came out in late 2003, was a terrible disappointment. It mutted the sparckly colors of the first two entries, and the introduction of Gwimbly Guns and the absence of Mr.Millipede (who was going through some stuff at the time) left a sour taste for the fans of the franchise for what was its final entry. The development hell that Gwimbly 4 went through, and the aforementioned Pulle accusations, put Gwimbly in a weird spot for the next 15 years.
Let's just hope Insane Groundbreaking Games make something with the face of the company. I do not want a fighting game from Gwimbly. I want a new platformer, and, if one can dream, the first truly good game of the saga.
submitted by Exizero_95 to OneyPlays [link] [comments]


2024.06.01 15:48 katelovesmeiu Professional Challenger Coach Verified Metafy & Coachify Partner Eight Years of Coaching Experience Over 7.000 Sessions Held Over 4.000 Students US Collegiate Coach Guaranteed Improvement & Personalized Plans Available Coaching Subscriptions & Individual Sessions Discord > shelbion👑

Book Your Free Consultation Today! > Discord @ shelbion

About Me

My name is Shelbion and I've been an avid League of Legends player for over a decade. In Season 4, I reached Challenger for the first time and even considered pursuing a professional career. However, after much reflection, I decided to pursue other challenges within the game.
Some of my notable achievements as a player include:

Coaching

With over 7.000 hours of coaching experience, I fall into the category of one of the most experienced individuals in the field. My experience, passion, and ability to identify your flaws and tailor each session to your needs make me stand out as a Coach.
I've studied the techniques of renowned coaches, such as LS, MagiFelix, and others, and I've developed my unique coaching approach. So far, my approach has helped countless individuals, and over 20 teams advance their competitive play, across 5 different continents, including members of various College and University eSport Teams.
Some of my notable achievements include:
I am dedicated to continuously honing my skills and providing the best coaching experience possible to all of my clients, regardless of their rank or location.

Subscription Based Coaching

Verifications & Certifications

Community

In addition to my experience as a Player, I am also the Founder of Noxus Coaching - a rapidly growing, educational community on Discord. Our community is a great place to find new friends to play with, have a good time, and most importantly, improve your skills.
We hold various events on a weekly basis, including 1v1 & 5v5 tournaments, meme contests, and more. There are plenty of rewards to be won, including free coaching sessions with me. To join our community, visit https://discord.gg/RHW9BMxRd5 and message me upon joining to receive your role.

Podcast

How Does it Work?

We will schedule an initial Interview during which we can discuss your goals and I can provide a more detailed explanation of my coaching services. This interview will typically last for 3-5 minutes.
The First Session is designed to assess your current level of gameplay and identify areas for improvement. After conducting an analysis, I will create a Personalized Coaching Plan tailored to your specific needs. This plan will outline a series of sessions designed to maximize your improvement.
The Coaching Plan may include various session types, such as:
All sessions will be personalized and created specifically for each student's needs. By following this plan, you can feel confident that you are taking the most effective steps to achieve your goals.

Personalized Support (Available 24/7)

In addition to the structured coaching sessions, I offer personalized support to my clients on a 24/7 basis. Whether you have a specific question or just want to debrief after a tough game, I am always available to help. Simply message me and I will respond as quickly as possible.

AvailabilityPricesPayments

I am able to cover any server and any timezone! Rates for both Private and Team coaching are negotiable. We will easily get the sessions to fit your budget and your needs.
Payments are usually done through PayPal, however other forms of Payment such as Direct Transfer can be discussed.

Contact

Main form of contact is Discord on which you can find me at shelbion (Or Shelbion#8832)
Feel free to message me either on Discord or through a Direct Message on Reddit and I will come back to you as quickly as possible.
submitted by katelovesmeiu to LeagueMarket [link] [comments]


2024.06.01 15:48 katelovesmeiu Professional Challenger Coach Verified Metafy & Coachify Partner Eight Years of Coaching Experience Over 7.000 Sessions Held Over 4.000 Students US Collegiate Coach Guaranteed Improvement & Personalized Plans Available Coaching Subscriptions & Individual Sessions Discord > shelbion👑

Book Your Free Consultation Today! > Discord @ shelbion

About Me

My name is Shelbion and I've been an avid League of Legends player for over a decade. In Season 4, I reached Challenger for the first time and even considered pursuing a professional career. However, after much reflection, I decided to pursue other challenges within the game.
Some of my notable achievements as a player include:

Coaching

With over 7.000 hours of coaching experience, I fall into the category of one of the most experienced individuals in the field. My experience, passion, and ability to identify your flaws and tailor each session to your needs make me stand out as a Coach.
I've studied the techniques of renowned coaches, such as LS, MagiFelix, and others, and I've developed my unique coaching approach. So far, my approach has helped countless individuals, and over 20 teams advance their competitive play, across 5 different continents, including members of various College and University eSport Teams.
Some of my notable achievements include:
I am dedicated to continuously honing my skills and providing the best coaching experience possible to all of my clients, regardless of their rank or location.

Subscription Based Coaching

Verifications & Certifications

Community

In addition to my experience as a Player, I am also the Founder of Noxus Coaching - a rapidly growing, educational community on Discord. Our community is a great place to find new friends to play with, have a good time, and most importantly, improve your skills.
We hold various events on a weekly basis, including 1v1 & 5v5 tournaments, meme contests, and more. There are plenty of rewards to be won, including free coaching sessions with me. To join our community, visit https://discord.gg/RHW9BMxRd5 and message me upon joining to receive your role.

Podcast

How Does it Work?

We will schedule an initial Interview during which we can discuss your goals and I can provide a more detailed explanation of my coaching services. This interview will typically last for 3-5 minutes.
The First Session is designed to assess your current level of gameplay and identify areas for improvement. After conducting an analysis, I will create a Personalized Coaching Plan tailored to your specific needs. This plan will outline a series of sessions designed to maximize your improvement.
The Coaching Plan may include various session types, such as:
All sessions will be personalized and created specifically for each student's needs. By following this plan, you can feel confident that you are taking the most effective steps to achieve your goals.

Personalized Support (Available 24/7)

In addition to the structured coaching sessions, I offer personalized support to my clients on a 24/7 basis. Whether you have a specific question or just want to debrief after a tough game, I am always available to help. Simply message me and I will respond as quickly as possible.

AvailabilityPricesPayments

I am able to cover any server and any timezone! Rates for both Private and Team coaching are negotiable. We will easily get the sessions to fit your budget and your needs.
Payments are usually done through PayPal, however other forms of Payment such as Direct Transfer can be discussed.

Contact

Main form of contact is Discord on which you can find me at shelbion (Or Shelbion#8832)
Feel free to message me either on Discord or through a Direct Message on Reddit and I will come back to you as quickly as possible.
submitted by katelovesmeiu to LeagueCoachingGrounds [link] [comments]


2024.06.01 15:48 katelovesmeiu Professional Challenger Coach Verified Metafy & Coachify Partner Eight Years of Coaching Experience Over 7.000 Sessions Held Over 4.000 Students US Collegiate Coach Guaranteed Improvement & Personalized Plans Available Coaching Subscriptions & Individual Sessions Discord > shelbion👑

Book Your Free Consultation Today! > Discord @ shelbion

About Me

My name is Shelbion and I've been an avid League of Legends player for over a decade. In Season 4, I reached Challenger for the first time and even considered pursuing a professional career. However, after much reflection, I decided to pursue other challenges within the game.
Some of my notable achievements as a player include:

Coaching

With over 7.000 hours of coaching experience, I fall into the category of one of the most experienced individuals in the field. My experience, passion, and ability to identify your flaws and tailor each session to your needs make me stand out as a Coach.
I've studied the techniques of renowned coaches, such as LS, MagiFelix, and others, and I've developed my unique coaching approach. So far, my approach has helped countless individuals, and over 20 teams advance their competitive play, across 5 different continents, including members of various College and University eSport Teams.
Some of my notable achievements include:
I am dedicated to continuously honing my skills and providing the best coaching experience possible to all of my clients, regardless of their rank or location.

Subscription Based Coaching

Verifications & Certifications

Community

In addition to my experience as a Player, I am also the Founder of Noxus Coaching - a rapidly growing, educational community on Discord. Our community is a great place to find new friends to play with, have a good time, and most importantly, improve your skills.
We hold various events on a weekly basis, including 1v1 & 5v5 tournaments, meme contests, and more. There are plenty of rewards to be won, including free coaching sessions with me. To join our community, visit https://discord.gg/RHW9BMxRd5 and message me upon joining to receive your role.

Podcast

How Does it Work?

We will schedule an initial Interview during which we can discuss your goals and I can provide a more detailed explanation of my coaching services. This interview will typically last for 3-5 minutes.
The First Session is designed to assess your current level of gameplay and identify areas for improvement. After conducting an analysis, I will create a Personalized Coaching Plan tailored to your specific needs. This plan will outline a series of sessions designed to maximize your improvement.
The Coaching Plan may include various session types, such as:
All sessions will be personalized and created specifically for each student's needs. By following this plan, you can feel confident that you are taking the most effective steps to achieve your goals.

Personalized Support (Available 24/7)

In addition to the structured coaching sessions, I offer personalized support to my clients on a 24/7 basis. Whether you have a specific question or just want to debrief after a tough game, I am always available to help. Simply message me and I will respond as quickly as possible.

AvailabilityPricesPayments

I am able to cover any server and any timezone! Rates for both Private and Team coaching are negotiable. We will easily get the sessions to fit your budget and your needs.
Payments are usually done through PayPal, however other forms of Payment such as Direct Transfer can be discussed.

Contact

Main form of contact is Discord on which you can find me at shelbion (Or Shelbion#8832)
Feel free to message me either on Discord or through a Direct Message on Reddit and I will come back to you as quickly as possible.
submitted by katelovesmeiu to LeagueCoaching [link] [comments]


2024.06.01 15:45 AramushaIsLove Am I wrong in thinking that a lot of boss attacks makes no sounds?

I realized this for a while but I just thought they boss SFX is extremely low volume.
Then I fought Lampy, more than half of its attacks makes no sound. It's swipe, it's jab and stab. A lot of the bosses in this game actually makes no sound while attacking which feels a little bit weird.
Is this intended design or will it eventually be added or fixed you guys think?
submitted by AramushaIsLove to WutheringWaves [link] [comments]


2024.06.01 15:43 samfawj 1995 GQ’s List of Overrated things

1995 GQ’s List of Overrated things submitted by samfawj to h3h3productions [link] [comments]


2024.06.01 15:42 Immediate-Owl5540 Introducing HugeWin: Your Premier Crypto Casino Destination

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submitted by Immediate-Owl5540 to CryptoDose [link] [comments]


2024.06.01 15:39 kodame_ratne Please review my cv for data science/machine learning roles

Please review my cv for data science/machine learning roles submitted by kodame_ratne to developersIndia [link] [comments]


2024.06.01 15:39 wicked-green-eyes What if units didn't have to act immediately after moving? Would FE change for the better/worse?

I've recently started working on a tactics game inspired by Fire Emblem, and I'm thinking about combat design. If you move a unit in Fire Emblem, you have to immediately act/attack, or wait. You can't, for example, move unit A, then move unit B, then attack with unit A.
In other games, like Into the Breach and I think Disgaea, you can move all of your units to set up your positioning, and then attack afterwards.
From my initial thinking, being able to act independently of moving would probably make the game at least a little bit easier, and perhaps de-emphasize careful positioning a bit?
The only situation I can imagine where it matters is when you have two units you want to act in a certain order, but in order for the first to act, the second one needs to move out of the way.
For example, maybe a healer is blocking the path in a chokepoint. You could have the healer move out of the way, have a different unit go where the healer was standing and attack an enemy (taking counterattack damage), and then the healer could heal that unit on the same turn.
Another situation where it would be relevant:
  • Enemy is 2 hits from death
  • Player unit A is 1 hit from death, and in range to attack the enemy.
  • Player unit B is full health, but the only tile they can reach to attack the enemy is the tile that player unit A is on
If actions weren't tied to movement, you could move player unit A to a different tile within attack range of the enemy, have player unit B move into player unit A's former tile and attack the enemy, tanking counterattack damage, and then have player unit A finish off the enemy (not taking counterattack damage since it's the killing blow). On the other hand, if actions were tied to movements, you'd have to sacrifice player unit A, or give up on killing that enemy this turn.
submitted by wicked-green-eyes to fireemblem [link] [comments]


2024.06.01 15:35 Rhendricks **STANDINGS RESET FOR JUNE** Over/Under June 1st- At Phillies, 6:15 CT - Sonny Gray Vs Ranger Suarez

NEW - STANDINGS RESET FOR JUNE

Tie-Breaker Point Tweak
Hey Everyone! Welcome to the Cardinals Reddit Daily OveUnder Contest! I’ll post these daily as long as I’m able to, but I’m sure real life will get in the way here and there. This is all for fun. No prizes other than bragging rights.
 

Rules:

Scoring:

1st Place: 3 Points
2nd Place: 2 Points
3rd Place: 1 Point
Closest to Tie-Breaker: 1 Point
10/10 Correct: 1 Point
0/10 Correct: 1 Point
 
I'll keep a tally and post the results as a comment in that day's post and link it in the next day's contest thread. Points will keep accumulating throughout the season. I will be using MLB GameDay and ESPN for official scoring.
Good luck, everyone! I hope you enjoy! I'm also always open to feedback on how to improve or suggestions for questions (it can be tough trying to get enough variety!).
 
Not required for entry, but I’d appreciate leaving a comment/vote for visibility on the page
 

OveUnder Contest: June 1st

 

At Phillies, 6:15 CT

 

Sonny Gray Vs Ranger Suarez

 

OveUnder Form Link

 

May 31st Results

 

May Standings

Reddit Username Points
u/DSchibler 13
u/fujiesque 10
u/more_whales 9
u/ski_mom 9
u/SomethingAvid 9
u/dan81989 8
u/Flimsy-animator756 8
u/Kevindoesnotcare 7
u/Weezy2337yadude 7
u/PCBangHero 6
u/dquizzle 5
u/gonelikecommonsense 5
u/Nurlitik 5
u/3236-on-MC 3
u/EE89 3
u/FKACaptainFlaherty 3
u/Ghost_TTV_1 3
u/jmikesyo 3
u/mogli9998 3
u/newtickled 3
u/Pantherspats 3
u/SGT_Apone 3
u/StrangerFront 3
u/VicksMyDawg12 3
u/zap_the_frank 3
u/Implied_volatility84 2
u/InternetGoodGuy 2
u/jacksonfake 2
u/jessner88 2
u/Xerowaltz 2
u/MissouriOzarker 1
 

Overall Standings - Full End of May

Reddit Username Points
Reddit Name Points u/DSchibler 28 u/more_whales 15 u/Dan81989 12 u/InternetGoodGuy 12 u/zap_the_frank 12 u/gonelikecommonsense 11 u/PCBangHero 11 u/SomethingAvid 11 u/fujiesque 10 u/StrangerFront 10 u/Flimsy_animator756 9 u/NotGordan 9 u/Nurlitik 9 u/ski_mom 9 u/jacksonfake 7 u/Kevindoesnotcare 7 u/MVPBaseball2069 7 u/Weezy2337yadude 7 u/EE89 6 u/jmikesyo 6 u/Paulspike 6 u/SGT_Apone 6 u/theredd636 6 u/dquizzle 5 u/seattle_lib 5 u/Nerp_Rufflez 4 u/3236-on-MC 3 u/aga1397 3 u/FKACaptainFlaherty 3 u/Ghost_TTV_1 3 u/iamfluffhead 3 u/JayBSmith 3 u/kyla__ren 3 u/LookitstheMeta 3 u/mogli9998 3 u/newtickled 3 u/No_communication101 3 u/ohforschern 3 u/Pantherspats 3 u/Pizzayolo96 3 u/tehmeat 3 u/TronaldDumpsLogs 3 u/Vasego1 3 u/VicksMyDawg12 3 u/Actually_Actuarially 2 u/Bigdaddyice69 2 u/Clueless_in_Florida 2 u/Da_Choppa 2 u/defiant_edge 2 u/Implied_volatility84 2 u/jabbernut56 2 u/jessner88 2 u/MissouriOzarker 2 u/PhaedrusThaSquatch 2 u/PTF_Voidwalker 2 u/Redflanehot 2 u/rjaspa 2 u/thachiefking47 2 u/untitled5a1 2 u/Waystonebb 2 u/Xerowaltz 2 u/7thton 1 u/Abyss_in_Motion 1 u/Da_Munchy76 1 u/FrogsOfWar14 1 u/Lefty808 1 u/UnlikelyCheddar 1
 

Full Standings Spreadsheet

 

OveUnder Questions for later reference:

1) Pitches Thrown by Sonny Gray - O/U 92.5
2) Hits Allowed by Ranger Suarez - O/U 5.5
3) Strikeouts Pitched by Both Starting Pitchers Combined - O/U 13.5
4) Max Exit Velocity Allowed by Ranger Suarez - O/U 107.95 MPH
5) Total Team At Bats for Phillies - O/U 34.5
6) Total Bases Earned by Designated Hitters for Phillies - O/U 2.5
7) Total Pitchers Used by Both Teams Combined - O/U 7.5
8) Pitches Seen by Cardinals SS - O/U 15.5
9) Inherited Runners Allowed to Score by Cardinals Bullpen - O/U 0.5
10) Total Pitches Thrown in the Game - O/U 264.5
Tie Breaker: Official Attendance at Citizens Bank Park
submitted by Rhendricks to Cardinals [link] [comments]


2024.06.01 15:33 HySOfficial Questions about general prices for 3d characters as a possible client

TLDR I'm working on some fantasy environment designs for a personal project and was wondering what people here charge for custom 3d character models.
Some details about the project: 1. I'm just simulating game scenarios and not making a full game. 2. I'm a game composer, not a dev at all. Hobbying into 3d environment art. 3. The project is aimed at providing free fantasy orchestral music for anyone to use under CC license. 4. Style would be semi stylized. Some kinda blend between WoW, LoL, and Korean mmo's without the hypersegsualization. (I really need to get some kinda moodboard going) 5. I'm currently watching tutorials and got reallusion's character creator 4 and blender, and while learning new things is fun and all, I'd like to work with other people.
Some side notes for transparency: I used to contact artists and get permission to use their art for youtube visuals, but I have a whole worldbuilding thing I'm working on. I picked up Talespire and used that for my dnd games and visuals, but it was too limited. I hopped on the generative ai bandwagon early on, but once I learned the controversies around it and talked to artists, I decided to stop using it. I'm learning Unreal Engine right now and making my own 3d environments now and I'm really happy with how they look, but villages with no npcs feel so empty yknow?
So that's where I'm at. I'm currently saving up to eventually commission some custom character models (and looking for teammates for this project hehe). This project is mostly for accomplishing two main goals: Building up a personal portfolio while also providing free fantasy music for other people. I used to upload twice a month, but learning UE while working on other projects pretty much put the upload schedule on halt. I'd love to learn more from you all either in the comments or in DMs. Thank you!
submitted by HySOfficial to 3Dmodeling [link] [comments]


2024.06.01 15:31 cally2222 AS9 isnt working.

Firstly, Nothing to do with the level of drag being presented becuase weve been seeing amazing looks and performances. This is entirly prouduction based. Firstly as everyone have said there are zero steaks. Theres no reason for queens to even attempt a challenge they just dont think they can win since theres no reason to even try and be safe. Ninas design challenge was worse than both her season 11 ones and plastique was honestly fine on snatch game the first time. More with the lack of steaks is the fact the twist hasnt even paid off once yet making the already low steaks feel just non-existant. (Which is strange becuase you easily could have just put jerorgous in the top2 and completly solve that) the episodes so far havent ended great either, 2/4 lipsyncs have been...bad and the going down the line to cut was cute once but now it just kills the pacing where was once an elimation we have something that feels so meaningless. The drama feels pointless and there arnt any storylines that jump out except badgeless shannel. The workroom highlights have been the strategy talk which is intresting but tbh the game isnt that deep and nothing that majoir has been done with the limited strategy (IF ONLY JEORGEOUS WON) also both the extra badges got given to largly obvious choices. I feel like something intresting needs to happen next episode but im not a wisdom holder (spoiler seeker) im just holding out hope
submitted by cally2222 to rupaulsdragrace [link] [comments]


2024.06.01 15:31 Cloud_Motion Couldn't find anything on the 1.0 blog post - Will the game be getting new animations for weapons/guns and new sound designs at any point?

If this has been asked, I couldn't find much about it. It's great that our hands are finally representing what we're wearing now, but the weapon swing animations and gun sounds still look very janky. Has there been any mention of updates to these systems?
submitted by Cloud_Motion to 7daystodie [link] [comments]


2024.06.01 15:28 Remotive [Hiring][Full Remote] 20 Full Remote jobs at tech companies - Jun 01, 2024

Job Title Company Salary Full Remote in...
Data Associate Movement Labs - USA
Onboarding Specialist 3Cloud - Philippines
Technical Writer Tesorio - USA
Data Analytics Lead Goodparty - USA
Help Desk Manager Howdy - Americas
Field Marketing Manager JumpCloud - Greece
Systems Analyst Parachute Health - USA
Director of Finance Data Monzo - UK
QA Test Specialist Movement Labs - USA
Copy/Content Editor WebFX - USA
Senior Administrator / Projektadministrator P6 INP DEUTSCHLAND GMBH - Germany
Customer Support Specialist, Polish speaker JL Talent Partners - Portugal
Senior VFX Artist Believer - USA
Senior Product Manager, Performance Data Solutions Quest Analytics - USA
Robotics Project Coordinator RaptorMaps - USA
Consultant - Vulnerability Assessment Coalfire - USA, UK
Gaming VFX Artist - Mob Control voodoo - Spain
Backend Engineer - C#/.NET Technologies Celonis - Spain
Senior Staff Sensing Engineer Shield AI - USA
Alliances Manager - UK BigPanda - UK
submitted by Remotive to remotivejobs [link] [comments]


2024.06.01 15:27 _slimbrady Getting ready to launch my new SaaS and i'm not sure how to find early access users

Hi there!
I've been working on Leadrr for the past few months with the game plan to go live in June. Everything seems to be on track and I would like to start having real customers using my software around mid-June.
In simple terms, the SaaS is an AI-powered form builder designed to communicate effectively in a natural language to users. This is kind of convenient since I can use my SaaS to build a waiting list to start onboarding early access users.
My issue is I am just a simple developer, I don't know much around outreach or growth hacking. So I have the tool but I don't know where to start for finding people.
I am curious to hear how you all handled outreaching to people when releasing your SaaS and if you had any advice on where to start. Reddit seems like a good place to start but I can only reach out in so many places before it turns spammy.
So yeah would love to hear your thoughts on how to approach this part of the process.
...Also if you're keen to try it out, here is the early sign up form :) - https://app.leadrr.io/l/htBEWqkcxYT7RmVX2E
Thanks!
submitted by _slimbrady to SaaS [link] [comments]


2024.06.01 15:24 LordChozo Chronicles of a Prolific Gamer - May 2024

May got out to a lightning start for me, continuing the torrid April pace for a while before cooling off a bit in the back end of the month. That's partially by design, as I jumped into a pair of longer games (one enormously so) which I won't finish until deeper into June, but I've also noticed I'm slowly bleeding gaming time from my evenings. As my kids get incrementally older and the days grow incrementally longer entering summer, an hour that would previously be my own is now deferred to them, and that adds up over the course of an entire month.
Not that I'd trade my kids, you understand.
(Games are presented in chronological completion order; the numerical indicator represents the YTD count.)


#27 - Contra: Hard Corps - GEN - 8/10 (Great)
It's been fascinating to watch the Contra series evolve over time, and Hard Corps on the Sega Genesis is no different. With no Mode 7 (the SNES' proprietary isometric viewpoint mode) available on the system, necessarily some of the top down content from Contra III would need to be altered or removed, and that begged the question of what would take its place: after all, a return to basic sidescrolling action might feel like a big step down, and we can't have that. So I think I expected Hard Corps to throw in a new wrinkle to keep the formula a bit more fresh. What I did not expect was for it to make three enormous changes.
For one, Hard Corps has four different characters to choose from, and each is actually unique. It's not just the look - where else can you play a cybernetic wolfman? - but they've got different sizes and hurtboxes as well. And while each starts with the same basic low power machine gun, each has a completely different loadout of possible weapon upgrades, ensuring that all four play very differently from one another outside of the fundamentals of movement. To that end, the two weapon toggle of Contra III is expanded in Hard Corps, allowing you to hold all four of your upgraded weapons simultaneously and switch between them at will, which adds a new layer of depth and strategy to the action. Building upon this notion of enhanced player choice even further, the second big change is that the game has branching paths. After the first stage you make a choice that determines where you head for the second level, and then later on you make another choice that creates further divergence, such that the game has four main endings (and a secret fifth!), all with their own dedicated unique stages. It's for that reason possibly the most replayable game so far in the franchise; I myself did a run through of each ending using a different character per run to get a feel for them all.
This leads to the final big change, which is the only one I don't regard a resounding success: the entire game is basically a boss rush. Let's zero in on the main path that I followed on my primary playthrough and add up all mini-bosses and full boss phases. What number might you expect that to come out as? A dozen or so? Well, sorry about your naiveté, but the answer is 43: it's bosses all the way down. This is a MUCH more mentally taxing load than previous Contra games where you could kind of skate through the non-boss sections with good fundamentals. And that's just one of four possible paths through the game! It's absurd! It's also way more fun than it sounds it would be from the description, but I've heard people say Hard Corps is the toughest Contra game and now I know why. I do miss just running and gunning and dropping dudes in one hit before a thrilling finale; it's hard to be properly wowed by a boss fight when that's all you ever see. But nevertheless Contra: Hard Corps is lives up to the legacy of greatness the franchise had up until that point established...just steel yourself mentally for the extensive memorization it requires of you.

#28 - Ancient Enemy - PC - 5.5/10 (Semi-Competent)
Solitaire is one of those games that nobody really wants to play. It’s a game of convenience and opportunity, only attractive in the absence of something better, which is to say “nearly anything else at all.” Slightly more entertaining are variations on the form, such as Mahjong Solitaire or Free Cell, where certain cards/tiles are locked until the ones above them have been cleared away. These are still just time wasting games for people with nothing else to do, but when presented as a discrete set of challenges there’s a bit more appeal. Do you know they say that every one of the 32,000 numbered games of FreeCell on classic Windows operating systems was supposedly beatable? Did you know a very bored teenage me once decided to see if I could prove it by playing and beating every single unique game of FreeCell in order? I got into the low 30s or so before I questioned what the hell I was doing with my life and wisely moved on.
Well, Ancient Enemy is a game for people with nothing better to do, masquerading as a game that would qualify as "something better to do." It’s an RPG, I guess, but the gameplay revolves entirely around a solitaire variant. You have a deck of “stock cards” numbered 0-9 and start each encounter (“hand”) by flipping the top one. Then on the board you have to collect a card with a number adjacent to the one you’re displaying - 0 serving as a bridge between 1 and 9. Getting a card reveals any card trapped immediately below it and enables that card to be collected as well. If you can’t make a move, you can flip a new stock card over to get a random new number until your deck runs out. Some levels are simple puzzles in this vein, trying to clear all the cards from the board. Most encounters though are battles, where you do the exact same thing, except the color of the card you collect enables you to attack, defend, or cast a spell. So it’s turn-based combat, except each turn is you basically clearing as many cards as you can from the board to juice up your attack or bolster your defense, and that’s about it.
Now, at first, this is actually way more fun than I’m making it sound. I mean, I like solitaire type games for what they are, and the extra mechanics definitely do enrich the experience. You get consumable wild cards, battle boards have bonus cards with instant benefits, you get powers that manipulate the board, new types of cards appear, all good stuff. The problem is that the game completely runs out of these new ideas about a quarter of the way through, at which point you’re just going through the motions until the end, accompanied by a complete nothing of a story that I was confident I had figured out, only to find that the ending was somehow worse than the cliche I’d been anticipating. Thus, the game sadly settled into that exact same niche of games it was supposed to improve upon and supplant. Which I suppose is ok…if you’ve got nothing better to do.

#29 - Snakebird Primer - PC - 7/10 (Good)
I follow a general rule of always playing game franchises in order, but Snakebird Primer is a unique case wherein the developers of the original Snakebird decided that it was too off-putting to new players, and so they made a sequel that they explicitly wanted newcomers to play first. A "primer" in truth to ease you into the overall Snakebird challenge, as it were. So when I decided to check out Snakebird, I thought all right: just this once I'll do it your way.
So how does Snakebird Primer shake out? Well...it's fine. It's a jaunty kind of puzzle game, with bright colors, friendly art and music, and general good vibes. In each stage you control one or more segmented "snakebirds" and have to get them all to the rainbow portal to complete the level. Sometimes you need to eat fruit to open the portal as well, but that's the entire game in a nutshell. It's a very simple concept, complicated only by the fact that a snakebird that has no body segments touching the ground will fall, and so each stage is a kind of pathing challenge, tasking you to figure out the right order of operations to reach the end. The levels are very well paced and designed if you just go in order: there aren't any hand-holdy tutorials, but new ideas are introduced organically at various intervals, and the challenge always feels reasonable, especially because you can undo any number of moves at will, like stepping through code to find an error.
There is, however, a significant difficulty spike for the last couple levels, which is pretty jarring. And when you add to that the fact that the designer of Baba Is You said he built a lot of his design philosophy around the original Snakebird, I've got to admit I'm a lot less keen on checking that one out. It's in that same realm of "enter these six dozen commands in precisely the right order" that made Baba Is You eventually feel more tedious and frustrating to me than anything else, so I think for now I'm happy to have just played the "lite" version instead.

#30 - It Takes Two - PS4 - 8.5/10 (Excellent)
When trying to write down a genre for It Takes Two in my tracking spreadsheet, I wanted to put "Yes". It's as though the developers wanted to make a bunch of different kinds of games and, rather than accepting any limitations (self-imposed or otherwise), they just found a way to do it all at once. It Takes Two is a platformer. It's a third-person shooter. It's a puzzle game. It's a rhythm game. It's a racing game. It's a stealth game. It's a boss battling action adventure. It's a minigame collection. It's a romantic comedy. It's an exploration playground. One minute you're flying around on a jetpack chucking Captain America shields at devils and the next you're literally playing a timed game of chess. None of the things that It Takes Two does would be characterized as masterpiece forms of their respective genres, but that's not the point. There's sufficient depth and development of each mechanic that it never feels like a lazy tack-on to check a box - and that in itself is beyond impressive - but it's the sheer number of different ideas tossed into this package that make it truly special.
It's hard for me to even review this game, frankly. Part of that is because I feel a strong bias towards the game for the audaciousness of what it tries to achieve, and for the way it inspires me to keep stretching myself in new ways however I can. But it's also hard because I don't remember the whole thing. It Takes Two is both fresh in memory, having just finished it, and yet far away and mingled in my mind with similar bits of similar other adventures (Tearaway foremost among them). Why is that? Well, I first booted up It Takes Two in May of 2022 as a co-op experience to share with my wife - quite fitting, as it turns out, given the nature of the game's plot of trying to reconcile an embattled couple. We'd only play in smaller bursts of 1-2 hours at a time, but every session we played it felt like we were playing a new, different game. Music to my ears, but much harder on my gaming-challenged wife, who took longer to adjust to each mechanical shift. Pretty soon we were playing less and less often, even as I was playing a game like Tearaway early on that occupied some similar design space in my head. Soon we stopped playing at all. When I tried to suggest resuming this title over the past year, I was repeatedly rebuffed until finally a month ago I managed to wear her down enough that we picked it up again for about an hour a week. So it is that the first half of the game is fuzzy and nebulous to me, even as I recall that I loved playing, whereas the back half is much fresher, and it's nigh impossible for me to separate my wife's frequent frustrations from my own experience - especially since I've been playing on a controller experiencing heavy stick drift, so managing the camera was a nightmare through no fault of the game's.
All that said, how could I not recommend this game? It's best played with two experienced gamers, but the story only fully lands if you play as a couple, so there's a bit of potential for a disconnect there, as I experienced. It's not a perfect game. But it is an incredibly ambitious one that had me routinely grinning from ear to ear, despite the grumblings on the couch next to me. When I pointed out to my wife that we finished the game in May 2024, almost to the day when we started back in '22, she said "They should've called it It Takes Two Years." We're both glad it's over, but I think for very different reasons.

#31 - Rogue Legacy 2 - PS5 - 7/10 (Good)
Some game sequels try to really shake things up and try something different from the one before. Final Fantasy is probably the biggest and most obvious example of this, but you can also see it in virtually every Super Mario Bros. game, in the Castlevania series, and the list goes on extensively from there. On the other hand, some game sequels treat their predecessors like rough drafts to be perfected. With these, the idea is to take the vision for the previous game, use the increase in time/budget/developer expertise now available, and try to execute on it more completely than was possible before. When a game like this is successful, there becomes almost zero reason to ever play the original game (other than possibly its story), because the new version has replaced it entirely as the definitive experience.
Rogue Legacy 2 is one of these latter types of games. Everything from the first game is pretty much still there (bosses excepted): enemies, basic combat and room design, character classes, traits, progression, etc. It immediately feels like "Hey, I've played this before," yet a cursory look reveals a huge wealth of additional content over the first game. Classes are better differentiated, you get new weapons, more spells, special abilities, new items, new upgrades, new explorable regions, new mechanics, new new new. It truly is a total replacement for Rogue Legacy 1 in this regard, a "go ahead and uninstall that thing forever because we've got it all right here and then some" type of mission statement. I was amazed at how I kept finding ever more avenues of progression and discovery, even many hours into the game, In fact, I never did manage to play as every class, and each class has a variant form as well, most of which I didn't even unlock. It's overflowing with stuff.
And I think that's why it didn't work quite as well for me as the first game: it's all too much. Now there are four different types of currency, all acquired in different ways, all for different upgrade paths. You're always competing with yourself on what to level up between runs because there are too many choices and all of them seem pretty good, but as you're finding your early groove the game throws a big wrench in there: labor costs. While each upgrade has a set gold cost that increases as you level it up, early on the game adds a universal tax mechanic to the entire upgrade tree, making it increasingly prohibitive to spend your money on stuff, and it feels awful. Rogue Legacy 1 had a similar system where each upgrade cost 10g more than the previous, but in the sequel these escalate far more rapidly, to the point where you'll complete a huge run and still feel like you can only afford one or two upgrades that barely move the needle. It's a pure inflationary grinding system meant to pad playtime, and I'm not about that. I played RL1 through multiple New Game + levels, but I was thrilled to beat RL2's final boss and move on because the economy is so frustrating. Other than that though, it's got quite a lot going for it.

#32 - Undertale - PS4 - 7/10 (Good)
When is some information too much information? Undertale is notorious for its rabid fan community insisting that there is only one "right" way to play the game, and so if you've ever heard of Undertale there's a good chance you already know what that preferred method is: pacifism. Undertale takes a unique approach to the JRPG in two primary ways: first, that defending against enemy attacks is an active system pretty much akin to dodging in a bullet hell game, and second that you almost never actually need to choose the "Fight" command from the battle menu in order to succeed in an encounter. The argument from the community is that you must play in this fully pacifist manner, largely because of a design decision that thoroughly punishes players who do not, only revealed after the game's conclusion. Thus, these players are "helping" curious newcomers by saving them from falling victim to a fairly vindictive design choice that would create a lot of frustration.
The problem with that approach is that Undertale makes it abundantly clear from the outset that you have the option for these alternative combat approaches, trains you on how to use them, and then gives you a positive feedback loop for choosing that direction with your gameplay. Which means the discourse surrounding this game effectively undermines not only the game's own ability to surprise and educate you, but also the authorial intent of that same design decision, which in context is a conscious player decision to go against the grain and suffer the possible consequences of doing so. In short, I wish I'd never heard of Undertale before I played it, as I'm sure I would've had a much better time.
As it stands, Undertale is still a highly creative take on the genre that, despite an aesthetic I didn't care for and writing that leaned a bit too hard at times into "lol I'm so random" territory for my tastes, still managed to get me invested with some of its characters and even make me laugh aloud at times. I was particularly impressed with that aforementioned approach to combat, as each enemy introduced unique hazards to avoid, so fighting a new monster was far more exciting here than in a standard turn-based RPG where the only meaningful question is "How much damage did this whatever move do to me?" So for those reasons I applaud Undertale. Even still, there's a lot of walking back and forth with no major purpose beyond "it was decided the game should be a little bit inconvenient here," adding some unnecessary tedium to the mix. In short, Undertale's a generally good time, but if you want it to be even better, just pretend you haven't read anything I just said.

#33 - Marvel's Spider-Man: Miles Morales - PS5 - 7.5/10 (Solid)
2018 was a big year for Miles Morales. In the fall he showed up in the PS4 title Marvel's Spider-Man as a major supporting character, and by the end of the year he was stunning cinema audiences in the fantastic Spider-Man: Into the Spider-Verse as the primary protagonist. It's no surprise then that by 2020, with his brand so hot, Sony and Insomniac Games would cash in with a follow-up title to the hit PS4 game with Miles front and center. And for the most part, the game is what you'd expect it to be from that basic pitch: more of the same from 2018, only focusing on Miles' family, his new home of Harlem and its people, and his path to becoming a fully fledged hero in his own right. That's all fine, but here's the problem: all of it has been done better before, and recently to boot. Miles' story of personal growth and family drama was handled better in the Spider-Verse series, even though MSM:MM wisely walks chooses to walk some different beats along the way. "Superhero of Harlem" was done masterfully by Netflix with the Luke Cage series (the first season, at least) back in 2016, and MSM:MM doesn't even try to address any issues beyond the most surface level. And the "more of the same" gameplay?
Well, admittedly that's still pretty good. Web swinging is as fun as ever to the point that there's an XP challenge to web swing at high speed for a full cumulative hour of real time and I caught myself thinking, "Hmm, maybe..." There are fast travel points that unlock relatively early on, but the joy of traversal feels like the main point of the game, so why would you bother? Miles also gets some new Spidey moves related to his bio-electric powers, and these are really fun and impactful to pull off, such that "more of the same" isn't in this case a damning phrase. And yet, it's also distinctly not "more, but better." In order to emphasize your new powers, the goons you fight (now including women for the first time I can recall ever seeing in a superhero game like this) have upgraded their own abilities as well, which means the simple pleasure of chaining big combos is a bit diminished. Maybe this enemy just blocks all your basic attacks and stops you cold. Maybe this one turns the tables to dodge and counter you. Or maybe you're just constantly surrounded by a flood of dudes with guns and rocket launchers and you feel like you never get a chance to press "punch" without being thoroughly punished.
Now add to that the game's relatively brief length and general lack of meaningful activities compared to its predecessor, as well as its truly awful villains and the ho-hum plot that they service, and you've got a title that's decidedly a step back from what came before. Of course, what came before was excellent, so even a step back still lands you in territory that's quite fun to play around with. My 6-year-old summed it up best when he came downstairs to ask me a question one day and caught me playing: "Whoa...how are you Spider-Man?!" Which is to say that Marvel's Spider-Man: Miles Morales is a game that really makes you feel like a wannabe Spider-Man who hasn't gotten it all figured out just yet. And I guess that's all right.

Coming in June:
  • I've had less time for PC gaming lately for a couple of different reasons, but I'm expecting that to be a temporary thing, and I don't think I'm in danger of failing to finish Mass Effect 3 by the end of June. I didn't realize the version of the game I had included all the DLC. Nor did I actually know what any of the DLC was. So I was quite a ways into the game and feeling great about my progress when I got suspicious that the section I was playing wasn't actually base game content. I looked it up and found that, in fact, about 90% of what I'd played to date was DLC and I'd barely actually started the base game itself. That explains why the main story was taking a while to get off the ground, at any rate.
  • Speaking of getting off the ground, my journey through The Legend of Zelda: Tears of the Kingdom began impatiently a few months after release, but I took an extended break from the game and have now spent pretty much all of May continuing my thorough trek through the game world. I'm well over 200 hours into the game and am only several days away from having explored the entirety of the game's map. At which point I believe I'll finally advance the main quest past its initial stage.
  • In my review for Rogue Legacy 2 above I mentioned the Castlevania franchise, which I feel I can speak to as a whole given that I've finished nearly every game in the series to date. Unsurprisingly I felt most drawn to the metroidvania style games, so there was a layer of disappointment in exhausting the last of those to discover. Disappointment that will soon be temporarily eradicated when I boot up Bloodstained: Ritual of the Night, produced by that same creative mind.
  • And more...


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2024.06.01 15:15 Aspiegamer8745 Frustrated - just venting

As someone who plays a lot of souls-like games, this game really frustrates me in a bad way. For reference I've been doing a souls marathon so I've come off of playing Elden Ring (just a ng run), Stellar Blade just a ng run), Lies of P (NG+3 For all the endings), Bloodborne (just a ng run), and steelrising (just a ng run).
Some good things though:
Exploration is rewarding, feels a lot like the original dark souls in how everything is connected, graphics are good, combat feels good, umbral lamp is a very cool mechanic.
Things that annoy me to no end:
Unfair level design - the checkpoint system is too far apart, I've lost progress more times than I can count and if they meant for us to use the seeds, then make it a infinite consumable but only one at a time. Enemies are put in places for the sole purpose of griefing you. It's not like other souls games where you know that a monster might be around the corner so you should keep your guard up just in case, no, in this game they appear out of thin air without warning.
Bosses - I mean.. I'm not far in, but when I got to the first real one (Pieta) I had a good time parrying her and managed to win without being killed and going umbral. So I figured bosses will be fair like her and for the most part they were until hushed saint, this boss was so stupid I grinded fron lvl25 to 46 so I could equip the weapon I wanted and even then it took 5 times after that. Can't wait to see what else they got.
I know this is like a trash session on the game, I'm just frustrated and I'm going to take it to the end.
Anyone want to share words of wisdom or motivation? I'm in lower Calrath. Currently running a strad build with bloody glory.
Stats are
Str 21 Ag 8 End 17 Vit 20 Rad 32 Inf 8
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